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Brass: Birmingham rules

Build canals and railways as industrialists racing to grow the Midlands economy.

Players
2–4
Time
60–120 min
Ages
14+
Goal
Build a network of canals and railways linking industries across the Midlands. Score Victory Points from your Link tiles and your flipped Industry tiles at the end of each of the game's two eras — the player with the most VP after the Rail Era wins.

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How to play Brass: Birmingham

Setup

  1. Trim for player count: first remove any cards and Merchant tiles marked for a higher player count than you have.
  2. Give each player their Player Mat, their full set of Industry tiles stacked on the matching Player Mat slots (black-top-half side down), their full set of Link tiles, a Character tile, and £17.
  3. Set the trackers: place your VP Marker on the '0' space and your Income Marker on the '10' space of the Progress Track.
  4. Deal hands: separate the Wild Location and Wild Industry cards face up onto their own 2 Card Draw Areas. Shuffle the rest into the Draw Deck and deal each player 8 cards, plus 1 more face down to start their Discard Pile.
  5. Place Merchant tiles: shuffle the Merchant tiles and place 1 face up on each Merchant space marked for your player count, with a beer barrel beside each non-blank one.
  6. Fill the Markets: put a cube on every space of the Coal Market and the Iron Market, except the Coal Market's cheapest space and both of the Iron Market's cheapest spaces, which stay open.
  7. Supply & Bank: place the remaining cubes and beer barrels beside the board as the General Supply, and the money beside it as the Bank.
  8. Set turn order: shuffle everyone's Character tile onto the Turn Order Track in random order.

Your Turn

Take 2 actions a turn (1 in the very first round). Each action discards a card.

  1. Build: a Location card builds in that town; an Industry card builds that industry in your network, or anywhere before you have any tiles.
  2. Network: build a Link tile next to your network.
  3. Develop: remove 1 or 2 tiles from your Player Mat, paying 1 iron each.
  4. Sell: flip your Cotton Mills, Manufacturers or Potteries connected to a Merchant that buys them, paying any beer they need.
  5. Loan: take £30 and drop your income 3 levels.
  6. Scout: discard 3 cards for a Wild Location and a Wild Industry card.

Links and Resources

Scoring & the End of an Era

Points come mostly at the end of each era.

  1. End of round: set the new turn order, then everyone collects income (not after the game's final round). Negative income is paid instead.
  2. End of an era: each of your Link tiles scores 1 VP per Link icon in the locations it joins; then score the VP on each of your flipped Industry tiles.
  3. End of the Canal Era: Level 1 tiles go and new hands are dealt for the Rail Era.

Example: 2 Link tiles worth 3 and 2, plus flipped tiles worth 4, 5 and 8, score 22 VP at the end of an era.

Game End & Winning

All Brass: Birmingham rules (55)

Turns

Actions

Clarification

Concepts

Setup

Variant

Scoring

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