Brass: Birmingham
At a glance
Rules overview
English version of our rules overview, translated from the Chinese original (cunlema). The Chinese page is the source of record.
Game Overview
In the West Midlands of England during the Industrial Revolution from 1770-1870, players take on the roles of competing entrepreneurs, expanding their industrial empires by building canals and railways and developing various industries (cotton mills, coal mines, iron works, manufacturers, potteries, breweries). At the end of the railway era, the player with the most victory points (VP) wins.
Core mechanisms: Hand management, tile placement, network building, resource management, income system
1. Game Components
| Component | Quantity/Description |
|---|---|
| Game board | 1 (double-sided: day/night) |
| Player mats | 4 |
| Link tiles | 56 (14 per color) |
| Industry tiles | Cotton mill, coal mine, iron works, manufacturer, pottery, brewery (each includes multiple levels) |
| Cards | Location cards, industry cards, wild location cards, wild industry cards |
| Merchant tiles | Quantity depends on the number of players |
| Resource cubes | Coal (black), iron (orange) |
| Beer barrels | Used for selling and railroad building |
| Money | Bank funds |
| Progress track markers | VP marker, income marker |
2. Game Setup
2.1 Tile Setup
- Choose the day/night side of the game board
- Remove cards and merchant tiles exceeding the player count based on the number of players (the player count is marked in the bottom-right corner of cards / at the top of merchant tiles)
- Place the wild location card and wild industry card face up in the 2 draw areas
- Shuffle the remaining cards face down and place them in the remaining draw area (draw deck)
- Shuffle the remaining merchant tiles and place 1 in each merchant slot (according to player count)
- 2-player game: Do not place merchant tiles in Warrington and Nottingham; 3-player game: Do not place a merchant tile in Nottingham
2.2 Resource Market Setup
- Coal Market: Place 1 black cube in each space, leaving 1 £1 space empty
- Iron Market: Place 1 orange cube in each space, leaving 2 £1 spaces empty
- Place 1 beer barrel next to each non-blank merchant tile
- Place the remaining cubes and beer barrels aside as a general supply
2.3 Player Setup
Each player receives:
- 1 player board
- £17 starting money
- 1 character tile (randomly choose a color)
- Link tiles of the corresponding color
- Industry tiles of the corresponding color (stacked face down with the black side up in the corresponding slots on the board)
- VP marker placed on the "0" position of the progress track
- Income marker placed on the "10" position of the progress track
- Draw 8 cards from the draw deck as a hand (not revealed to other players)
- Draw 1 additional card face down as a discard pile
2.4 Determining the Starting Player
- Shuffle all players' character tiles and randomly place them on the turn order track
3. Game Flow
3.1 Era Structure
The game is played over 2 eras:
- Canal Era: 1770-1830
- Rail Era: 1830-1870
3.2 Number of Rounds
Each era consists of a fixed number of rounds:
- 4-player game: 8 rounds per era
- 3-player game: 9 rounds per era
- 2-player game: 10 rounds per era
Rounds continue until the draw deck and all players' hands are exhausted.
3.3 Turn Order
- Each round, players act in the order of their character tiles on the turn order track
- Re-determine order at the end of the round: The player who spent the least this round acts first next round, and the player who spent the most acts last
- If spending is tied, keep the existing relative order
- Then return the money on the character tiles to the bank
3.4 Player Turn
- Number of actions: Perform 2 actions each turn
- Exception: In the first round of the Canal Era, each player performs only 1 action
- Discard requirement: For each action performed, 1 card must be discarded (face up to the discard pile)
- Exception: Wild cards are returned to their draw area (they do not go to the discard pile)
- After actions are completed, refill the hand from the draw deck up to 8 cards
- Money spent this round is placed on the character tile on the turn order track
4. Action Details
4.1 Build
Place an industry tile onto a location on the game board.
Build Requirements:
- Discard 1 suitable card
- Pay the tile cost (shown to the left of the slot on the player board)
- Consume the required resources (coal/iron)
Card Use Rules:
| Card Type | Use |
|---|---|
| Location card | May build any industry tile at the location specified on the card (even if that location is not in your network) |
| Wild Location card | May be used as any location card (excluding Farm Breweries) |
| Industry card | May build the industry tile corresponding to the icon on the card within your network |
| Wild Industry card | May be used as any industry card |
Placement Rules:
- Prefer spaces that show only that industry icon
- Otherwise, place on spaces that show both that industry and other industry icons
- If no space is available, you cannot build (unless overbuilding)
Resource Handling After Building:
- Coal Mine/Iron Works: Place resource cubes on the tile equal to the number shown in the bottom-right corner
- Brewery: Place 1 beer barrel in the Canal Era, 2 beer barrels in the Rail Era
Automatic Resource Selling:
- When building a Coal Mine, if it is connected to a Merchant space (even without a Merchant tile), you must move as many cubes as possible to the Coal Market (fill the highest-price spaces first), gaining the corresponding money
- When building an Iron Works, whether or not it is connected to a Merchant, you must move as many cubes as possible to the Iron Market
- If the last cube is removed, flip the tile and increase income
- Note: Coal and iron cubes can only be sold to the market when built; they are no longer sold in later turns
Building When You Have No Tiles on the Board:
- You may discard an Industry card to build that industry tile at any location with an undeveloped space showing that industry icon
- You may discard any card to place a link tile on any undeveloped route
Canal Era Building Restrictions:
- Maximum 1 industry tile per location (may coexist with other players)
- Tiles marked with ① on the player board cannot be built
Rail Era Building Restrictions:
- Multiple industry tiles may be built per location
- Tiles marked with ② on the player board cannot be built (they must first be removed via the Develop action)
Overbuilding:
- You may replace an already placed tile with a higher-level tile of the same type (you must still pay the build cost)
- Your own tiles: May be overbuilt at any time; resource cubes are returned to the general supply
- Opponents' tiles: You may only overbuild Coal Mines or Iron Works, and there must be no resource cubes of that type anywhere on the game board (including the market)
- The overbuilt tile is removed from the game (it does not score), and the player does not lose income or VP
Farm Breweries:
- There are 2 unnamed locations on the board, each containing 1 Brewery icon space
- You may only build here using a Brewery Industry card or a Wild Industry card
- Cannock requires a link tile to connect to the Farm Brewery on its left
- The link tile between Kidderminster and Worcester connects to the Farm Breweries on the left of both (no additional link tile is needed, and no further tile may be placed there)
4.2 Network
Place link tiles to expand your canal/rail network.
Canal Era:
- You may only build canal links (on undeveloped canal routes)
- Maximum 1 canal link per action, cost £3
Rail Era:
- You may only build rail links (on undeveloped rail routes)
- Per action, you may build:
- 1 rail link, cost £5
- 2 rail links, cost £15 + consume 1 beer (must come from a Brewery, not Merchant beer)
- Each rail link must consume 1 coal
- Each rail link, once placed, must be connected to a coal source
Placement Restrictions:
- A link tile must be adjacent to a location in your network
- Exception: If you have no tiles on the board, you may place it on any undeveloped route
4.3 Develop
Remove industry tiles from your player board to unlock higher-level tiles.
Steps:
1. Discard 1 card from your hand
2. Remove 1-2 industry tiles from your player board (they may be of different types, but must be the lowest level of the chosen industry)
3. Each tile removed consumes 1 iron
Pottery Special Rule:
- Pottery tiles marked with the 💡 icon cannot be removed via Develop
- They can only be removed via the Build action (you must build them first to unlock higher levels)
4.4 Sell
Flip built Cotton Mill, Manufacturer, or Pottery tiles.
Steps:
1. Discard 1 card from your hand
2. Choose 1 built, unflipped tile that is connected to a Merchant tile with the corresponding industry icon
3. Consume the amount of beer shown in the top-right corner of the tile
4. Flip the tile, and advance your income marker by the number of spaces shown in the bottom-right corner of the tile
5. You may repeat steps 2-4 to sell more tiles (including different industries)
Beer Sources:
| Source | Restriction |
|---|---|
| Your own Brewery | No connection required |
| Opponent's Brewery | Must be connected to the selling location |
| Merchant beer (beer barrels next to Merchant tiles) | May only be used when selling |
You may consume multiple beer barrels from different sources.
Merchant Beer Bonus:
When consuming Merchant beer, you gain an additional bonus:
| Merchant Location | Bonus |
|---|---|
| Gloucester | Develop: Remove 1 lowest-level industry tile of any type (cannot remove Pottery tiles marked with 💡) |
| Oxford | Income: Advance your income marker 2 spaces |
| Nottingham / Shrewsbury | VP: Advance your VP marker by the number of spaces shown |
| Warrington | Money: Gain £5 from the bank |
4.5 Loan
Take a £30 loan from the bank (no repayment required, but income is reduced).
Steps:
1. Discard 1 card from your hand
2. Gain £30
3. Move your income marker back 3 income levels (not 3 spaces)
Restriction: Income level cannot be reduced below -10
4.6 Scout
Gain Wild cards to increase flexibility.
Steps:
1. Discard 3 cards from your hand
2. Gain 1 Wild Location card and 1 Wild Industry card
Restriction: You cannot perform this action if you already have a Wild card in your hand
4.7 Pass
You may choose to pass your action, but you must still discard 1 card
5. Resource Management
5.1 Coal Consumption
Coal is required to build rail links and certain industry tiles. After a tile is placed, it must be connected to a coal source.
Consumption order:
1. Consume from the nearest (fewest links) connected unflipped coal mine (owned by any player); if multiple are equidistant, choose any
2. If there are no unflipped coal mines, you may buy from the coal market (starting from the lowest price), requiring connection to a merchant icon
3. When the market is empty, you may still buy at £8
Consumed coal cubes are returned to the general supply.
5.2 Iron Consumption
Iron is required for develop actions and building certain industry tiles.
Consumption order:
1. Consume from any unflipped iron works (no nearest requirement; multiple may be taken from different iron works), free
2. If there are no unflipped iron works, you may buy from the iron market (starting from the lowest price)
3. When the market is empty, you may still buy at £6
Note: Consuming iron does not require connection to an iron source. Consumed iron cubes are returned to the general supply.
5.3 Beer Consumption
Beer is required for selling and for Canal Era network actions.
Consumption sources:
- Your own brewery (no connection required)
- Opponents' breweries (connection required)
- Merchant beer (only available when selling)
Multiple beer barrels may be consumed from different sources. Consumed beer barrels are returned to the general supply.
6. Network and Connections
6.1 Your Network
A location belongs to your network if it meets any of the following conditions:
- The location has your industry tile
- The location is adjacent to your link tile
6.2 Connected Locations
Two locations are "connected" if one location can be reached from the other via a route of any player's link tiles.
7. Income System
7.1 Increasing Income
- The income marker advances along the progress track by the number of spaces indicated (note: spaces, not levels)
- The maximum income level is 30
7.2 End-of-Turn Income
- At the end of each turn, receive money from the bank equal to the current income level
- Exception: No income is collected during the final turn of the game
- If income is negative, you must pay that amount to the bank
7.3 Handling Insufficient Funds
If you cannot pay negative income:
1. You may remove your own industry tiles from the board (non-link tiles), each worth half its cost (rounded down)
2. Stop as soon as you have enough to pay; you may not continue selling off assets; any excess money is kept
3. If you still cannot pay, lose 1 VP for every £1 short (if possible)
(4 later sections are omitted here; see the Chinese page for the rest.)
Rules Q&A
Questions below are real questions players asked cunlema about this game; answers are ours, translated into English.
How is scoring calculated in Brass: Birmingham?
"Brass: Birmingham" Scoring Rules
I. General Conclusions
- The game is divided into two eras: the Canal Era and the Railway Era. At the end of the Railway Era, the player with the highest prestige points wins.
- Prestige points are tallied at the end of each era, and only two types of tiles contribute to scoring: your Link tiles and the flipped Industry tiles you own.
- Income levels themselves do not translate into prestige points in official gameplay (this is a common misconception among beginners).
II. Scoring for Flipped Industry Tiles
- After a tile is flipped, its upper half turns black, and the prestige point value is displayed in the lower-left corner; score according to this value.
- Different tiles flip at different times:
- Cotton Mills, Manufacturers, Pottery Factories: Flip when performing the Sell action.
- Coal Mines, Ironworks, Breweries: Flip when the last resource on the tile is removed—often during an opponent's turn.
- Only flipped tiles count toward scoring; unflipped tiles do not earn points.
- Industry tiles of level 2 or higher are not removed at the end of the Canal Era, so if built early, they can score once in each era (potentially earning points twice).
- Tiles removed by Overbuild do not score; if your tile is Overbuilt by an opponent, you do not lose income or prestige points.
III. Scoring for Link Tiles
- Your Link tiles score at the end of each era (Canal Links score at the end of the Canal Era, Railway Links at the end of the Railway Era).
- Note: The Rulebook provides specific prestige point values for Link tiles in tabular form (e.g., as shown on the tile or track), while the text merely states that Link tiles score at the end of each era.
… (condensed here; full text on the cunleme Chinese page)
How is the income phase calculated?
Conclusion: There is no separate, standalone "Income Phase" in the game; income is settled once at the end of each round (Take Income), and no income is collected at the end of the final round. The method of settlement depends on your income level.
Specific Procedures
1. Amount Taken = Your Income Level
- Withdraw from the bank an amount equal to your income level.
- Income level = The number shown on the coin next to your income marker on the progress track.
- Example: If your income marker is on the space marked "10," take £10.
2. Negative Income → Pay the Bank
- If your income level is negative, you must pay that amount to the bank.
- Example: With an income level of -3, you must pay £3 to the bank.
3. What if You Cannot Cover Negative Income (Insufficient Funds)?
- You may remove industrial tiles from your board (but cannot remove linked tiles) to raise funds; each tile is worth half its cost (rounded down).
- Once you've raised enough, you must stop immediately—do not sell any more; keep any excess funds for yourself.
- Industrial tiles may not be sold for any other purpose.
- If you still cannot pay, you lose 1 VP for every £1 short (if applicable).
Conditions and Exceptions
- No Income Collected in the Final Round — At the end of the last round, the income settlement is skipped.
- Income Increase vs. Settlement Are Different: When your income increases, your income marker moves forward along the progress track by a certain number of spaces (not levels); your income level has an upper limit of 30.
- Loan Reduces Income Level, Not Spaces: A £30 loan will move your income marker back by 3 income levels (not 3 spaces), placing it on the highest available space within that lower level; loans cannot be taken if doing so would drop your income below -10.
- Income Is Not VP: Only at the end of the introductory game (playing only Canal Age) is your income level converted into VP (number of income levels equals VP; negative values result in losing VP); this conversion does not occur at the end of standard games.
… (condensed here; full text on the cunleme Chinese page)
How do you play Brass: Birmingham?
Brass: Birmingham – Game Overview
Game Objective
The game is played over two eras: the Canal Era (1770–1830) and the Railway Era (1830–1870). At the end of the Railway Era, the player with the most prestige points wins. At the end of each era, scoring occurs for your link tiles and flipped industrial tiles.
Setup Highlights
- Place the game board (with optional day/night sides).
- For fewer than 4 players, remove cards marked as exceeding the number of players and merchant tiles (indicated by icons in the lower-right corner of cards and on the top of merchant tiles). In a 2-player game, do not place Warrington or Nottingham merchants; in a 3-player game, do not place Nottingham merchants.
- Place the universal location card and universal industrial card face-up in their respective draw piles, and shuffle the remaining cards to form the draw deck.
- Fill each space in the coal market with one black token, leaving one £1 space empty; fill each space in the iron market with one orange token, leaving two £1 spaces empty.
- Place one beer barrel next to each non‑blank merchant tile; use the remaining cubes and beer barrels as general supplies.
- Each player receives: one player board, £17, one character tile, link and industrial tiles of their color (black side down, stacked in the corresponding slots on the board), a prestige marker set at "0," an income marker set at "10," draws eight cards into their hand, and then draws one additional card face-down to form the discard pile.
- Shuffle all character tiles and randomly place them on the round order track.
… (condensed here; full text on the cunleme Chinese page)
How is scoring done in the railway game where you drink beer and sell coal?
You're asking about "Brass: Birmingham" (the one where you drink beer and transport coal and iron). To start with the conclusion: The base game doesn't directly convert money or income into points; victory is decided solely by prestige points, and the player with the most prestige at the end of the railway era wins. Throughout the entire game, only two types of things grant you prestige points: flipped industrial tiles and your linked tiles.
Scoring Timing
- The game is divided into two eras: the Canal Era and the Railway Era.
- At the end of each era, scoring occurs once: you score your linked tiles plus your flipped industrial tiles, and the prestige markers advance along the progress track.
- After the Railway Era ends, there's one final scoring round, after which players compare their total prestige points—the highest scorer wins.
- Exactly how many points a tile is worth depends on the prestige value printed on it: for industrial tiles, look at the lower-left corner icon; for linked tiles, check the number printed directly on the tile itself.
Key Point: Industrial tiles must be "flipped" to score
- Unflipped industrial tiles do not score any points.
- There are two ways to flip an industrial tile:
- For cotton mills, manufacturers, and pottery factories, you flip them when you perform the Sell action.
- For coal mines, ironworks, and breweries, they flip when the last resource (coal/iron/beer) is removed—this often happens during an opponent's turn.
- Industrial tiles of Level 2 and above are not removed at the end of the Canal Era, so building them early allows you to score twice (for example, a flipped Level 3 cotton mill spanning both eras could earn you 18 prestige points).
- Tiles that are overbuilt and removed from the game do not contribute to your score, though players don't lose income or prestige points simply because their tiles get overbuilt.
… (condensed here; full text on the cunleme Chinese page)
Brass: Birmingham, build two tracks—can I use two tracks to complete the coal connection?
Conclusion: No.
In the Age of Railways, every single railway connection tile you place must be connected to a coal resource immediately upon placement. This check is performed individually and in real time; you cannot satisfy this condition by first laying two tracks and then connecting them to a coal mine later.
Specific conditions and procedures:
- When building a railway, each railway must consume one coal; furthermore, every railway connection tile placed must connect to a coal resource (once it has been placed).
- To consume coal, there must be a railway leading to a coal resource tile (after those tiles have been placed). Coal sources are prioritized as follows: take the nearest unflipped, already-connected coal mine (your own or another player's) with the shortest distance; if no such mine is available, you may purchase coal from the market (using the market trade icon, starting with the cheapest options; after the market is emptied, you can still buy at £8 per unit).
- Regarding building two railways at once: you may build up to two railways and pay £15 only if you consume one beer; this beer must come from the brewery and cannot be consumed next to the trader space. If you use a beer from another player's location, it must be for the second railway (once it has been placed). However, even when building two railways simultaneously, each railway must independently meet the requirement of being connected to a coal mine immediately after placement and must each consume one coal.
Therefore, if the first railway laid does not yet connect to any coal resource, that railway is invalid and cannot be retroactively made legal by adding a second railway later.
This information is provided for reference only; in case of conflict, please refer to the rulebook and consult experienced players.
Rules Overview for Brass: Birmingham?
"Brass: Birmingham" Basic Rules Explanation
I. Game Objective
"Brass: Birmingham" tells the story of entrepreneurs in the West Midlands competing during England's Industrial Revolution from 1770 to 1870. The game spans two eras:
- Canal Era (1770–1830)
- Railway Era (1830–1870)
At the end of the Railway Era, the player with the most Victory Points (VP) wins. At the end of each era, points are tallied for your Link tiles and flipped industrial tiles.

II. Board and Components
Board Setup
Place the board on either the day side or night side.
When playing with fewer than 4 players, remove all cards and merchant tiles that display a number greater than the current number of players (indicated by the lower-right corner of cards and the top of merchant tiles).
- 2-player game: Remove cards/merchants showing
2+ - 3-player game: Remove cards/merchants showing
3+ - 4-player game: Use all cards and merchant tiles
Market Setup
| Item | Setup |
|---|---|
| Coal Market | Place one black token in each space, leaving one £1 space empty |
| Iron Market | Place one orange token in each space, leaving two £1 spaces empty |
| Beer Barrels | Place one beer barrel in each empty space next to a non-empty merchant tile |
| Merchant Tiles | Shuffle and place them on the edges of the board at positions marked for the corresponding number of players |
> 2-player game: Do not place merchant tiles in Warrington or Nottingham
> 3-player game: Do not place merchant tiles in Nottingham

Player Area Setup
Each player performs the following steps:
… (condensed here; full text on the cunleme Chinese page)
How do you act in the first round of Brass: Birmingham?
Conclusion
In the first round of Brass: Birmingham, each player performs only 1 action (normally there are 2 actions; this is the sole exception). The order is determined by the character tiles randomly placed on the round‑order track at the start—whichever tile is first gets to act first.
How to play the first round
1. When it's your turn, choose 1 action to perform
There are 6 possible actions (choose any one):
- Build: Place an industrial tile on a location on the board, paying the cost and consuming the required coal/iron.
- Network: Place a link tile to expand the canal network.
- Develop: Remove an industrial tile from your player board to unlock higher‑level tiles.
- Sell: Flip over a built cotton mill/manufacturing plant/pottery factory (you usually can't do this in the first round since none have been built yet).
- Loan: Take £30 from the bank, then move your income marker back 3 income levels.
- Scout: Discard a card to draw a wildcard.
You may also skip, but skipping still requires discarding a card.
2. Discard 1 card from your hand for that action
Each action requires discarding 1 card into your discard pile. The only exception is the wildcard—when discarded, it goes back to its draw pile instead of the discard pile.
Note: For the Build action, you must discard a "suitable" card (a location card, a wildcard location card, an industry card matching the relevant industry within the network, or a wildcard industry card); for all other actions, you may use any card in your hand.
3. After completing the action, draw enough cards from the draw pile to bring your hand back up to 8 cards.
4. Do not pay the money to the bank; instead, place it on your own character tile on the round‑order track.
Special features of the first round (very important)
… (condensed here; full text on the cunleme Chinese page)
Can the Brass: Birmingham railways be built without connecting to each other?
Conclusion: You cannot build links arbitrarily in isolation. Once a railway link (or canal link) is placed, it must be adjacent to a location that belongs to your network—meaning it must connect to your own network.
Specific procedures and conditions:
- When building a link, discard 1 card, place the link tile on an undeveloped route on the board, and ensure that the tile is adjacent to a location belonging to your network.
- A "location in your network" means either that the location already has one of your industrial tiles, or that it is adjacent to one of your link tiles. Thus, links extend by connecting to your existing network; they cannot be placed arbitrarily in areas completely unrelated to your network.
- In the Railway Era, you may only build railway links (not canal links). After placing each railway link, it must also connect to a coal source (requiring the consumption of 1 coal): In the Railway Era, you can build 1 railway link for £5, or build up to 2 railway links for £15 while additionally consuming 1 beer (the beer must come from a brewery and cannot be merchant's beer).
The sole exception: If you have no industrial tiles or link tiles on the board at the start of the game, you may discard any card and place a link tile on any undeveloped route on the board; however, when building a railway link, you must still consume coal.
Additionally, it's important to note: The rules only require that link tiles be adjacent to your network; they do not mandate that all railway links form a single continuous route. "Connecting" simply means that two locations can reach each other via a chain of link tiles controlled by any player.
This information is provided for reference only; in case of conflict, please refer to the rulebook and consult experienced players.
How much interest do I have to pay on the loan? When must it be repaid?
Conclusion: This game has no interest on loans, nor do you need to repay them. The cost of taking out a loan is a permanent reduction in your income level.
Specific Procedures and Restrictions for Loans
- Perform the "Loan" action: Take £30 from the bank, then move your income marker back 3 income levels along the progress track (it's "levels," not 3 spaces); place the income marker on the highest space within the lower level.
- Loans are settled not by repaying money, but by permanently lowering your income level.
- Exception: If this loan would drop your income level below -10, you cannot take out the loan.
Regarding "Interest"
- No mention of "interest" can be found in the rulebook. Loans neither require repayment of principal nor accrue interest; the only consequence is the aforementioned reduction in income level.
When Repayment Is Required
- Loans themselves have no specific repayment deadline—there is never any obligation to repay.
- Payments are required during the income phase only when your income level is negative—not as "loan repayment":
- At each round's income settlement, if your income level is negative, you must pay the corresponding amount to the bank.
- If you cannot afford it, you must remove industrial tiles from your board (excluding connecting tiles) to raise funds; each tile is worth half its construction cost, rounded down. Stop immediately once you've raised enough; any excess funds remain.
- If you still cannot raise sufficient funds, you lose 1 point for every £1 short (if points can still be deducted).
- No income is collected at the end of the final round.
- At the end of the game, your income level is converted into points: positive levels earn points, while negative levels deduct points.
This content is for reference only; in case of conflict, please refer to the official rulebook and advice from experienced players.
In the Age of Canals, I want to build two structures in Brass: Birmingham?
Conclusion: In Brass: Birmingham, you cannot place two of your industrial tiles—each location allows only one of your own industrial tiles per player.
Specific Conditions and Procedures:
- The rules for construction in Brass clearly state that each player may place at most one of their own industrial tiles at any given location; however, they may share a location with another player by placing one tile each (original text: "At most 1 industrial tile per location; in Brass, each player may place at most 1 of their own tiles per location").
- You can perform the "Build" action twice within the same round (the original text specifies that the same action can be carried out twice in one round), but these two builds must occur at different locations—you cannot build two tiles in Birmingham.
- During the Brass era, you also cannot construct tiles marked with the number ① on the left side of your player board.
- Each construction still requires: discarding one appropriate card (location cards can be built on locations indicated on the card, even if they are not part of your network; industrial cards require the location to belong to your network), paying the corresponding cost, and consuming the required coal/iron.
Exceptions/Related Notes:
- "Overbuild": You may overbuild your own industrial tiles at any time—but this involves replacing the original tile with a higher‑level version of the same type, leaving only one of your tiles at that location; it does not allow stacking two tiles in Birmingham.
- The Railway Era operates under a different set of rules: during that phase, multiple industrial tiles can be constructed at each location (and tiles marked with ② must first be removed through development). Therefore, "placing multiple structures at one location" applies only during the Railway Era.
No mention was found in the rulebook of any provision allowing players to place two industrial tiles in Birmingham during the Brass era.
This information is provided for reference only; in case of conflict, please refer to the official rulebook and consult experienced players.
Rules, cards and Q&A (Chinese)
The rules, card data and player questions for this game are written in Chinese. Open the Chinese page to read them.
Where to find full rules
Full rules and card lookup are available in the cunlema app at cunlema.cn — pick this game and ask about any rule, card or turn you are unsure about.