Brass: Birmingham

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Brass: Birmingham is an economic strategy game set during the Industrial Revolution in England’s West Midlands (1770-1870). Players build and develop industries (Cotton Mills, Coal Mines, Iron Works, Manufacturers, Potteries, Breweries), establish canal and rail networks, and sell goods to earn victory points. The game plays over two eras (Canal and Rail), with scoring at the end of each. The player with the most VPs after the Rail Era wins.

Components

Setup

  1. Place board, set up Merchant tiles, fill Coal Market and Iron Market.
  2. Each player takes: Player Mat, 17 pounds, Character tile, Link tiles, Industry tiles (stacked on mat slots with black side down), VP marker on 0, Income marker on 10.
  3. Deal 8 cards to each player.
  4. Draw 1 additional card facedown (Scout pile) in Birmingham variant.
  5. Shuffle Character tiles randomly on Turn Order Track.
  6. Remove Location cards by player count: 2P remove blue + teal; 3P remove teal; 4P use all.

Turn Structure

Eras and Rounds

Player Turn

  1. Perform 2 actions (discarding 1 card per action from hand).
  2. Place all money spent on your Character tile (for turn order).
  3. Refill hand to 8 cards from Draw Deck.

End of Round

Actions

Build

Place an Industry tile from your Player Mat onto a location on the board.

Network

Place a Link tile to expand your canal (Canal Era) or rail (Rail Era) network.

Develop

Remove 1 or 2 Industry tiles from your Player Mat (consuming iron), advancing to higher-level industries.

Sell

Flip Cotton Mills, Manufacturers, and/or Potteries by selling to connected Merchants.

Loan

Take 30 pounds from the Bank. Move Income Marker back 3 income levels.

Scout

Discard 2 cards from hand. Receive 1 Wild Industry + 1 Wild Location card.

Pass

Skip an action but must still discard a card.

Scoring / Victory Conditions

Scoring occurs at the end of each era:

  1. Score Links: Each Link tile scores 1 VP per beer barrel icon in adjacent locations. Remove Links from board after scoring.
  2. Score Flipped Industry Tiles: Score VPs shown on bottom-left of flipped tiles. Unflipped tiles score nothing.

End of Canal Era additional steps:

End of Rail Era: Score as above, then declare winner.

Winner: Most VPs. Tiebreaker: highest income level, then most money remaining. Still tied = shared victory.

How Tiles Flip (Score)

| Industry | How it Flips | |———-|————-| | Cotton Mill | Sell action | | Manufacturer | Sell action | | Pottery | Sell action | | Coal Mine | Last coal cube removed | | Iron Works | Last iron cube removed | | Brewery | Last beer barrel consumed |

When flipped, advance Income Marker by the number of spaces shown on the tile.

Special Rules & Edge Cases

Connected Locations

Two locations are connected if a route of Link tiles (any player’s) connects them. Connections matter for building with Industry cards, consuming coal, and selling.

Coal Consumption

Iron Consumption

Beer Consumption

Overbuilding

You may build a higher-level Industry tile on top of an existing tile (yours or opponent’s) if certain conditions are met (must be your own tile or a lower-level tile).

Negative Income

If your income is negative, you must pay that amount. If unable, sell Industry tiles from board at half cost. If still short, lose 1 VP per pound short.

Farm Breweries

Two special brewery locations that cannot be built with Wild Location cards.

Market Mechanics

When Coal Mines or Iron Works are built connected to markets, cubes move to market spaces (most expensive first), earning money for the builder.

Player Reference

Turn Summary:

  1. Perform 2 actions (1 card discarded per action)
  2. Place spent money on Character tile
  3. Refill hand to 8 cards

Starting Resources: 17 pounds, Income level 10, 0 VP

Action Quick Reference:

Action Cost Card Required
Build Tile cost + resources Location or Industry card
Network (Canal) 3 pounds Any card
Network (Rail) 5 pounds + 1 coal Any card
Develop Iron (1-2) Any card
Sell Beer Any card
Loan -3 income levels Any card
Scout 2 extra cards Any card
Pass Nothing Any card (still discard)

Rounds per Era: 2P=10, 3P=9, 4P=8