Your first three games of Brass: Birmingham are where habits form. Some of those habits are rules played wrong because nobody checked. Others are legal moves that cost a game. This lesson covers both, checked against the current Roxley rulebook and its “Things to remember” list.
Rules slips to catch early
Building outside your network with an industry card. An industry card builds in a town that is already in your network. Only a location card, or a Wild Location, builds somewhere new. The one exception: if you have no tiles at all on the board, an industry card may build anywhere with a matching space.
Forgetting a card for every action. Every action costs a card, including a pass. Only Build cares which one.
Two tiles in one town in the Canal Era. Each player may have one industry tile per town in the Canal Era. Rivals may share the town.
Buying market coal too soon. If any coal mine with coal is connected to where you need it, you must use the closest one, even a rival’s. Only with none connected may you buy from the market, and only with a connection to a merchant location.
Merchant beer for the wrong job. The barrel beside a merchant only pays for a Sell to that merchant. It never pays for a double rail.
Selling to a blank merchant. Some merchant tiles are blank and buy nothing. A merchant buys only the goods shown on its tile.
Building a level 1 tile in the Rail Era. Tiles with the era mark beside their slot on your mat cannot be built in the Rail Era. The level 1 Pottery is the one level 1 tile that can.
Wild Location at a farm brewery. The two unnamed brewery spaces take a Brewery card or a Wild Industry card. A Wild Location cannot build there.
Income in the last round. No income is paid after the final round of the game.
Strategy traps
Hoarding cash. Money left at the end only breaks ties. A pile of pounds in the last rounds of an era is a pile of tiles you did not build. The loans lesson in Level 2 shows the numbers.
No beer of your own. Most goods need beer to sell. A rival’s brewery only helps if it is connected, and merchant beer goes to whoever sells there first. The rulebook warns that having no beer of your own “can be devastating.” Keep at least one brewery in play.
Ending an era with tiles unflipped. An unflipped tile scores nothing, and in the Canal Era an unflipped level 1 tile is simply removed. Before the last two rounds of each era, look at every unflipped tile you own and ask how it will flip.
Spreading too thin. A canal into a quiet town scores little. A new player often places links everywhere and fills none of the towns at their ends. Links pay for the tiles at both ends, so put them where tiles will be.
Never developing. Level 1 tiles leave at the end of the Canal Era. Level 2 and higher tiles stay and can score twice. If you build only level 1 tiles in the first era, your Rail Era starts with an empty board and a mat still full of tiles you cannot build.
Three questions before each turn
Most traps above share one cause: an action that does not lead anywhere. Before each turn, ask:
- What will flip? Which of my tiles is closest to flipping, and does this action help?
- What survives? Will this tile still be on the board, and still scoring, in the Rail Era?
- Where does it come from? For every coal, iron, and beer this turn needs, which tile or market supplies it?
If a planned action answers none of the three, look for a better one.
Be kind to the new player
A first game of Brass can feel like drowning in options. That feeling fades by the third game, as long as the player gets to make their own choices. Answer rules questions freely. Offer strategy only when asked. If someone’s score lands far behind, point out one thing they did well, such as a link that scored more than anyone expected.
Brass rewards patience, and our board game weight guide places it in the medium-heavy band, where rules take thirty minutes or more. Set the expectation before the game, and the third game will feel like a different game.
Next lesson
Selling in Brass: Birmingham: Merchants, Beer, and Bonuses
Next, selling: how merchants work, which goods each one buys, how beer pays for a sale, and how to collect the merchant bonuses before anyone else does.
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