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BRASS RULES SUMMARY

TERMS

Distant Market (Front)

Distant Market (Back)

Location card

Industry card

Game board

Money
• Randomly determine the Starting player. Place
the Player disc of the starting player to the 1st
Player order space. Other players put their disc
to 2 - 4 th order space in counterclockwise
order
VP counter

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SETUP
• Give each player
◦ Player disc x 2
◦ VP counter x 2
◦ Industry counter x 37
◦ Money x total $30
◦ Canal/Rail counter x 14

• Each player place Player disc to 0 of Income --------------------------------------------------------------------


track PLAY

• Canal period -> Rail period -> End

• Flip all Industry counter to Front side. Separate Each period:


Industry counters into 5 piles according to
different types and stack each pile with lowest I) Initial cards
Tech level on top
II) Player actions

III) Score VP
• Place Coal cube x 1 in each space on Coal
demand track and Iron cube x 1 in each space IV) End of period maintenance
on Iron demand track

I) Initial cards
• Shuffle all cards
• Remove cards:
◦ Canal period: 4P: Remove Card x 6,
3P: Remove Card x 9
◦ Rail period: 4P: Remove Card x 2, 3P:
Remove Card x 6
• Each player cards x 8

II) Player actions


• Place Black marker on top space of Cotton a) Collect income
demand track • Each player collect income one after another
according to Player order track
• Take or pay bank according to position of
Player disc on Income track

• Shuffle Distant marker tiles and place face • If needs to pay, pay money to BANK, not to
down in Distant market tiles space Amount spent space
• If not enough money to pay: Sell Industry
counters on BOARD. Sell value = Cost of
building / 2 round down
• May need to remove > 1 Counter
• Cannot voluntarily remove Counter to generate
money
• Once flip an Industry counter, move up Income • Industry card allows to build the Type of
track according to Gold circle IMMEDIATELY industry indicated to a location where there is
OWN connectivity
• In the Canal period, each player can only have
1 Industry counter in 1 location. Not allowed to
build a second industry in the same location
• Players can have > 1 Industry counter in a
location in Rail period. This is considered to
have OWN connectivity
• Cannot go beyond $30 for Income track
• If there is no Industry counter AND no links on
board, may use an Industry card to build in
ANY matched space on board
• Pay the cost of the Industry counter, together
with Coal and Iron costs
• Must always build the TOP Industry counter
b) Play cards from 1 of the 5 stacks
• Play 1 card and take an action in turn,
according to Player order track during the
FIRST TURN
• After the first turn, play 2 cards in total and
take 2 actions in total in turn, according to • Cannot build Tech level 0 counters
Player order track • Counter with a Canal symbol can only be built
• Play 2 cards for the first round of Rail period in Canal period, Counter with a Rail symbol
• Discard cards after play can only be built in Rail period
• The type of card played only affects Building • Always build the unflipped side (Front side) of
industry the counter
• May repeat same action
• Must choose card but may do no action and just Buildings that require Coal
discard the card • If the Industry counter requires
• All money spent, including those spent for Coal
and Iron from demand track, is placed on the
Amount spent space of corresponding players'
color Coal Coal must be able to
MOVE from Coal mines or from Coal Demand
Actions: track
i) Build industry • Must always move Coal from mine first if
ii) Build link possible
iii) Develop • Mine can belonged to any players. Links can
iv) Sell cotton also belonged to any players
v) Take loan • Must take from closest source (count links. Tie:
player's choice. Coal in the same location =
closest.)
• Can move Coal THROUGH an External
location
• After the move of Coal -> back to box
i) Build industry • If no Coal left from mines or no link to move
• To build an Industry counter in a particular coal -> Buy from Coal Demand track
location on board • To buy from Coal Demand track, the location
• Can build counters on the 19 locations on must be connected to or in the same location
Board. Each location is made up to 1 - 4 spaces with Port (unflip or flipped). Pay according to
• Types of industry that can be built on a location Coal Demand track
are indicated on Board

= Cotton / Coal

To build:
a) Use Location card / Industry card
b) Match types of industry
c) Able to MOVE coal or TAKE iron to the • The 3 external locations also count as having a
location if needed Port
d) Pay the money required

• Location card allows to build at that location.


Connectivity NOT required but connectivity to
MOVE Coal if needed required
• If no Coal left in the track, can take Coal from • Can build on own counters of the same type
the box (Cost: $5) and higher Tech level (including Coal and Iron)
• If the last cube from a Coal mine is taken: Flip • Still need to:
the counter. Owner of the mine a) Use Location card / Industry card (but do not
IMMEDIATELY moves up the Income track need to have links)
accordingly b) Match types of industry with higher Tech level
• No need to pay to other players when using c) Able to MOVE coal or TAKE iron to the
other players mine or link location if needed
d) Pay the money required
Buildings that require Iron • Old counter and cubes on it is removed to box
• Can replace ANOTHER player's Coal mine if:
◦ There are no Coal on the Map AND
◦ There are no Coal on the Coal demand
track AND
◦ The Tech level of the new Coal mine
is higher
• Can replace ANOTHER player's Iron work if:
• Take Iron cube from map if possible from self ◦ There are no Iron on the Map AND
or other players ◦ There are no Iron on the Iron demand
• Unlike Coal, NO NEED to be connected to the track AND
source ◦ The Tech level of the new Iron work is
• NO NEED to take it from the closest source higher
• If no Iron left on map, buy from Demand track. • After removal of counter, Income track NOT
Cost according to position on Demand track AFFECTED
• If no Iron cube left, take from Box. (Cost: $5) • Discard counter back to box
• NO NEED to have connected Port when buying
Iron from Demand track

Build Shipyards
Building Coal mines • Cannot build Level 0 Shipyards
• Place the indicated no. of Coal cubes from box • In Canal period, able to build a shipyard only in
after building Coal mines Liverpool
• Supply of Coal from box unlimited • After building a shipyard: Flip the Shipyard
• If the Coal mine JUST BUILT is connected to IMMEDIATELY, move Income track up
Port (Flipped or unflipped), MUST sell and IMMEDIATELY and score VP later
move Coal to Coal demand track if there is Combining actions
empty space • Play 2 cards to turn into a joker Location card
• Sell value indicated in the Demand track • Select 1 Location, 1 action only, AS IF a
• Fill from bottom of the track up Location card is played on the selected location
• Take money from BANK • Other building rules: Same for a Location card
• Must have the money to build the mine before • Cannot play this combining action on the first
selling the Coal to Demand track turn of the game because only 1 card is played
on the first turn

Building Iron works ii) Build link


• Place the indicated no. of Iron cubes from box • Play 1 card to build 1 link. Card type: Not
after building Iron works related
• Supply of Iron from box is unlimited • Build link from a city that contains > 1 of own
• Flip the Iron works counter after all Iron is used Industry counter or from a city that contains no
• For the Iron works JUST BUILT, sell and move own Industry but connected by own link
Iron to Iron demand track if there is empty • Can build link from an External location that
space you are connected to
• Sell value indicated in the Demand track • Only 1 link exist on a potential link
• No need to have connected Port • No. of link counter IS LIMITED i.e. max 14
Build on Counters links each period
◦ If no Iron cube left, take from Box.
(Cost: $5)
◦ NO NEED to have connected Port
when buying Iron from Demand track
Build Canal
• Build canals only during Canal period on
Potential canal links
• $3 each iv) Sell cotton
• Cannot build 2 Canals in a single action • Play 1 Card to Sell cotton. Card type: Not
• Need to use 2 actions to build 2 Canals related
• Sell by flipping face up Cotton counter, then
move up Income track immediately
• No. not limited
• See cotton SEQUENTIALLY in order of the
player's choice, if > 1 mill is involved
• May sell to an UNFLIPPED Port then flip the
Build Rail Port
• Build rails only during rail period on Potential ◦ Must be connected to a UNFLIPPED
rail links. Port or in the same location
• Each rail link requires 1 Coal cube ◦ Can sell to an UNFLIPPED port
• Coal cube must be moved to or already present owned self or by other players (cannot
in 1 of the 2 locations that the rail is being built refuse)
between ◦ No need to sell to the closest
• The Coal must be taken from the closest source UNFLIPPED port. Can trace a route,
via rail links. Coal cubes already present in the even through External locations
locations where the new rail is connected to is • May alternatively sell to Distant market
considered as closest ◦ Must be connected to a Port (flipped
• Must be taken from the Map first if possible or unflipped) or an external location
• When Coal is not available from Map, use the (All external location contains a Port)
Coal from Coal demand track but 1 of the 2 ◦ If use a unflipped port and sell to the
locations must be connected to a Port (flipped / Distant market: DO NOT flip the port
unflipped) ◦ Turn the top tile on the Distant market
• $5 to build 1 rail stack and move the Cotton demand
• Can use 1 action to build 2 rails at a cost of $15 marker down a number of spaces
◦ The 2 rails built need not be connected indicated on the tile
◦ Cannot double-build to connect and ◦ Flip the Cotton counter ONLY IF the
move coal Cotton demand marker has not
reached the bottom space
iii) Develop ◦ Move Income track marker up
according to Gold circle of the Cotton
counter + Value of the Cotton demand
track where the marker moved FROM
◦ If > 1 cotton is sold to Distant market,
reveal Distant Market tiles and move
Cotton Demand Marker multiple times

• Play 1 Card to use the Develop action. Card


type: Not related
• Remove 1 - 2 tiles from the top of 1 - 2 OWN
stacks of Industry counters back to box • Place the revealed Distant market tile face
• Can remove 2 tiles from 1 stack down on the bottom of the stack
• Cost: Iron x 1 per removal • If Cotton demand marker reaches the bottom
◦ Take Iron cube from map if possible space: DO NOT flip the mill
from self or other players ◦ Action ends. No more cotton can be
◦ Unlike Coal, NO NEED to be sold to the Distant market by ANY
connected to the source player for the rest of the period
◦ NO NEED to take it from the closest ◦ Remove all Distant market back to the
source box
◦ If no Iron left on map, buy from • May sell to the Distant market via the same
Demand track. Cost according to port multiple times in the same action
position on Demand track
• Count only the No. of Gold circles, NOT values
in the Gold circles
v) Take Loan
• Play 1 card to play the Take loan action. Card
type: Not related
• Take $10, $20 or $30 from bank and move
income marker back
◦ For each $10 take: Move Player disc
on Income track 1 INCOME BAND
down
◦ Always move back to the highest
numbered space in a band

• Not possible to move below -$10


• Do not pay loans back and move up Income
track
• Cannot take loan once the DECK OF CARDS
has been exhausted in the Rail period

IV) End of period maintenance


c) Determine player order • After completing Canal period:
• Adjust Player disc in Player order track ◦ Remove all Canal counter from Board
according to Money spent in Amount spent back to players
space ◦ Remove all Tech level 1 Industry
• Lowest amount spent = 1st order counters + cubes on them from Board
• Tie: Earlier in old play order = Earlier in new to Box
player order ■ DO NOT remove Tech level
• Return money in Amount spent space back to 1 Industry counters from
bank players' stack
■ DO NOT move down Income
d) Refill hand track after counter removal
• Bring up to 8 cards ◦ Shuffle all Distant Market tiles and
• If deck is exhausted, refill no card make new face down pile
◦ Move Cotton Demand market back to
III) Score VP top space on Cotton demand track
• After no cards left in all players hands ◦ DO NOT refill the Coal and Iron
• Use VP counter to score demand track
• Use second counter if VP > 99 --------------------------------------------------------------------
• Counters that are built and flipped during the
END and WIN
Canal period will score at the end of Canal
• After VP scoring in Rail period
period and Rail period as long as they are not
• Highest VP wins
removed by being overbuilt
• Tie: Highest Income level wins
• VP from links +
• Still tie: Most cash in hand
• VP from flipped Industry counters +
• Still tie: Earlier player in Player order track (as
• VP from Money (1VP/$10 in hand, only after
if there would be another turn) wins
Rail period)
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• VP from links:
• VP from 1 link = No. of all Gold circles at NOTE
either of the link • Each Counter can only be flipped once
• Count no. of Gold circles from • Earn income immediately after flipping
◦ Self counters
◦ Opponents • Coal and Iron supplies are unlimited
◦ The 3 External locations
◦ Blackpool, Southport and Northwich
Barrow-in-Furness

• Cannot build Iron works or Shipyard in Canal


period because both required Coal to build
• Canal is not available to transport Coal and the
location is not connected to Port by Canal and
therefore cannot use Coal from demand track

Virtual link between Birkenhead and Liverpool

Count after game


• Distant market tiles x 12
• Each player:
◦ Counters x 37
◦ Canal / Rail counters x 14
◦ VP counter x 2
• The Virtual link cannot be used to ◦ Player disc x 2
◦ Move coal,
◦ Sell cotton or
◦ Score VP
• Cannot build Canal / Rail
• Just used as Connectivity between Birkenhead
and Liverpool
• Since it cannot be used to move coal, cannot
build the Shipyard in Canal period. Ellesmere
Port is connected to Birkenhead by Rail

Lancaster and Preston

• Must use the left hand box first for Port


building in Lancaster
• Must use the top box first for Port building in
Preston

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