Ludexv2026.11.01-65114139Brass: BirminghamOfficial rulebook ↗

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Teach the Game

A teachable overview of Brass: Birmingham: build industries, connect the Midlands, ship goods, and score across two eras.

How you win

“You are an industrial entrepreneur in the West Midlands. Across a canal era and a rail era, grow a connected network, develop factories and breweries, and earn the most victory points.”

Score points from your links and from Industry tiles that have flipped. Each era is a new scoring window: Canal links score first, then the flipped tiles still on the board. The higher total after the Rail Era wins.

The board

The main board and its key areas

  1. Cities and build spaces — place matching Industry tiles here.
  2. Link routes — canals in the first era and railways in the second connect your network.
  3. Merchant spaces — their tiles show which goods each market buys and its bonus.
  4. Coal and Iron Markets — buy resources here when no suitable unflipped industry can supply them.
  5. Card Draw Areas — the Draw Deck and the two face-up Wild cards.
  6. Progress and turn-order tracks — track points, income, and next round’s order.

A round

  1. Follow the Character tiles on the Turn Order Track.
  2. Take two actions, discarding one card for each. In the first Canal round, take one action. Build needs a matching Location or Industry card; the other actions accept any card. FAQ
  3. Refill your Hand to eight cards when the Draw Deck can supply them.
  4. After everyone acts, the player who spent the least money goes first next round. Ties keep their relative order; then return the spent money to the Bank.

The round sequence and all six actions are explained in full.

How the game ends

There are two eras: Canal (1770–1830) and Rail (1830–1870). At the end of each era, score and remove Link tiles, then score your flipped Industry tiles. After Canal scoring, remove level 1 industries, refill Merchant beer, shuffle the discards into the Draw Deck, and deal new eight-card Hands. The game ends after Rail scoring. Highest VP wins; tie-break by income, then remaining money, then a shared win. Game End and Scoring

Ways to score

SourceHow and when it scores
Your Link tilesAt each era end, 1 VP per VP symbol in the locations adjacent to each of your links. Remove the link after scoring it.
Flipped Industry tilesAt each era end, score the VP value printed on each of your flipped tiles still on the board. Unflipped tiles score nothing.

For the official one-era Introductory Game, add the money, income, and level 2+ Industry tile points after normal Canal Era scoring as described in Introductory Game.

What each resource is for

ResourceWhy you need itHow you get itHow you use it
CardsPay for every action; the card controls which location or industry you can build.Draw to a Hand of 8 after your actions.Discard one per action; Scout spends two extra to take both Wild cards.
MoneyPays build and link costs.Income, bank loans, or selling a connected Coal Mine or Iron Works to a market.Pay costs; money spent this round also determines next round’s order.
CoalRequired by some Industry tiles and every rail link.Consume it from the nearest connected unflipped Coal Mine, or buy it from the Coal Market.Return each used cube to the General Supply.
IronRequired by some Industry tiles and Develop.Consume it from any unflipped Iron Works, or buy it from the Iron Market.Return each used cube to the General Supply.
BeerNeeded to sell some goods and to build two rail links in one Network action.Your unflipped Breweries, connected opponents’ Breweries, or the Merchant you are selling to.Return each used barrel to the General Supply.
Industry tilesYour buildings produce resources, income, and points.Take the lowest remaining tile of that industry from your Player Mat.Build it; it may flip when sold or when its last resource leaves.
Link tilesConnect locations and score at each era end.Your own Link supply.Place canals in Canal Era or rail links in Rail Era.

Teaching tips

Rules

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