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
- 1 Game Board
- 4 Player Mats
- 4 Character tiles
- 4 Income Markers, 4 VP Markers
- 64 Location and Industry cards
- 8 Wild cards (4 Wild Location, 4 Wild Industry)
- 4 Player Aids
- 180 Industry tiles (45 per color)
- 56 Link tiles (14 per color)
- 30 Coal cubes, 18 Iron cubes, 15 Beer barrels
- 9 Merchant tiles
- 67 Money tokens
- Turn Order Track
Setup
- Place board, set up Merchant tiles, fill Coal Market and Iron Market.
- 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.
- Deal 8 cards to each player.
- Draw 1 additional card facedown (Scout pile) in Birmingham variant.
- Shuffle Character tiles randomly on Turn Order Track.
- Remove Location cards by player count: 2P remove blue + teal; 3P remove teal; 4P use all.
Turn Structure
Eras and Rounds
- Canal Era then Rail Era, each played in rounds.
- Rounds per era: 4P = 8 rounds, 3P = 9 rounds, 2P = 10 rounds.
- First round of Canal Era: each player performs only 1 action (exception to normal 2).
Player Turn
- Perform 2 actions (discarding 1 card per action from hand).
- Place all money spent on your Character tile (for turn order).
- Refill hand to 8 cards from Draw Deck.
End of Round
- Rearrange turn order: least money spent goes first; ties keep relative order.
- Return spent money to Bank.
- Collect income (positive or negative based on Income Marker position).
- Exception: No income after final round of the game.
Actions
Build
Place an Industry tile from your Player Mat onto a location on the board.
- Requires discarding a Location card (build at named location, even outside network) or Industry card (build matching industry at a location in your network).
- Pay money cost shown on Player Mat.
- Consume required coal (must be connected to coal source) and/or iron (from any source).
- Coal Mines and Iron Works: place resource cubes on tile.
- Breweries: place 1 beer barrel (Canal Era) or 2 (Rail Era).
- Must build on matching industry space icons.
Network
Place a Link tile to expand your canal (Canal Era) or rail (Rail Era) network.
- Canal: costs 3 pounds. 1 Link per canal route.
- Rail: costs 5 pounds + 1 coal. 1 or 2 Links per rail route.
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.
- Must consume beer for each sell action (from your breweries or connected breweries).
- Some Merchant tiles require specific goods.
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.
- Cannot use if you already have a Wild card in hand.
Pass
Skip an action but must still discard a card.
Scoring / Victory Conditions
Scoring occurs at the end of each era:
- Score Links: Each Link tile scores 1 VP per beer barrel icon in adjacent locations. Remove Links from board after scoring.
- Score Flipped Industry Tiles: Score VPs shown on bottom-left of flipped tiles. Unflipped tiles score nothing.
End of Canal Era additional steps:
- Remove all level 1 Industry tiles from the board (not from Player Mats).
- Reset Merchant beer. Shuffle discard piles into new Draw Deck.
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
- Must consume from closest connected unflipped Coal Mine (free).
- If not connected to a Coal Mine, purchase from Coal Market (requires connection to a Merchant space).
Iron Consumption
- From any Iron Works on the board (no connection needed, free).
- If none available, purchase from Iron Market.
Beer Consumption
- Required for Sell actions and certain Merchant tiles.
- Consumed from your own breweries or connected breweries (any player’s).
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:
- Perform 2 actions (1 card discarded per action)
- Place spent money on Character tile
- 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