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Brass: Birmingham box art

Brass: Birmingham

Game ID: GID0052774
Game Info
Year
2018
Players
2-4
Age
14+
Playtime
120 min
Collection
Ratings
Mechanic profile
Percentile rank vs. all games
Vibe profile
How this game feels to play
Description

Brass: Birmingham is an economic strategy game sequel to Martin Wallace's 2007 masterpiece, Brass. Brass: Birmingham tells the story of competing entrepreneurs in Birmingham during the industrial revolution between the years of 1770 and 1870.

It offers a very different story arc and experience from its predecessor. As in its predecessor, you must develop, build and establish your industries and network in an effort to exploit low or high market demands. The game is played over two halves: the canal era (years 1770-1830) and the rail era (years 1830-1870). To win the game, score the most VPs. VPs are counted at the end of each half for the canals, rails and established (flipped) industry tiles.

Each round, players take turns according to the turn order track, receiving two actions to perform any of the following actions (found in the original game):

1) Build - Pay required resources and place an industry tile.
2) Network - Add a rail / canal link, expanding your network.
3) Develop - Increase the VP value of an industry.
4) Sell - Sell your cotton, manufactured goods and pottery.
5) Loan - Take a £30 loan and reduce your income.

Brass: Birmingham also features a new sixth action:

6) Scout - Discard three cards and take a wild location and wild industry card. (This action replaces Double Action Build in original Brass.)

Description

Brass: Birmingham is an economic strategy game sequel to Martin Wallace's 2007 masterpiece, Brass. Brass: Birmingham tells the story of competing entrepreneurs in Birmingham during the industrial revolution between the years of 1770 and 1870.

It offers a very different story arc and experience from its predecessor. As in its predecessor, you must develop, build and establish your industries and network in an effort to exploit low or high market demands. The game is played over two halves: the canal era (years 1770-1830) and the rail era (years 1830-1870). To win the game, score the most VPs. VPs are counted at the end of each half for the canals, rails and established (flipped) industry tiles.

Each round, players take turns according to the turn order track, receiving two actions to perform any of the following actions (found in the original game):

1) Build - Pay required resources and place an industry tile.
2) Network - Add a rail / canal link, expanding your network.
3) Develop - Increase the VP value of an industry.
4) Sell - Sell your cotton, manufactured goods and pottery.
5) Loan - Take a £30 loan and reduce your income.

Brass: Birmingham also features a new sixth action:

6) Scout - Discard three cards and take a wild location and wild industry card. (This action replaces Double Action Build in original Brass.)

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 251
This page: 1
Sentiment: pos 1 · mix 0 · neu 0 · neg 0
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Showing 251–251 of 251
Video ROX57wB3yIg BoardGameGeek Top List at 12:45 sentiment: positive
video_pk 516 · mention_pk 1568
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Click to watch at 12:45 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Everything can be useful - you can use your own items or have others use them
  • Complex positive interaction system creates strategic depth
  • Constant tension of wanting to benefit more than opponents while both benefit
  • Theme strongly supports the positive interaction
Cons
  • Can be difficult to understand the positive interaction on first play
Thematic elements
  • Building industrial network and trade infrastructure
  • Industrial Birmingham during Industrial Revolution
  • Network building and economic engine
Comparison games
none
Mechanics (from transcript analysis)
  • Dual benefit system — Both the player placing tile and players using it gain benefits
  • Era-based gameplay — Divide gameplay into canal and railway eras
  • Mooching off others' infrastructure — Players benefit by using others' placed tiles and resources
  • Network building for point scoring — Score points by building canals/trains to cities with others' buildings
  • Network/Route Building — Score points by building canals/trains to cities with others' buildings
  • Shared resource tiles with flip upgrade — Place resource tiles that others can use; when completely depleted, flip for upgrade benefits
  • Tile/Map Shifting — Place resource tiles that others can use; when completely depleted, flip for upgrade benefits
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • If I'm interacting with people, I want it to be that we're each getting a little something something.
  • Any game where you get to kind of mooch and be like, 'Hey, great. Thanks for doing that. I'm going to do this over here and score these points. That's fantastic for me. Makes me feel good.'
  • I don't particularly enjoy just blocking in games. I don't really find that kind of interaction to be fun or interesting.
  • You're always engaged with the game. You're always playing. You're always making decisions and doing things and that's super duper satisfying.
  • There's never a time where you don't really want one.
  • It's that positive interaction where you're always, every single turn, people are always going to be giving you cards.
  • It's that constant stress of like making sure I get out of this a little bit more than you because we're both going to benefit.
  • You're still trying to win the game. It's not a cooperative game by any means, but it's the fun tension of you're going to get something out of this.
  • Hey, I get to use your stuff. That's really really cool.
  • Everyone's infrastructure kind of works for you. It's just really really good.
References (from this video)
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