Board Game
Brass: Birmingham
Roxley Games
·
2018
Review
One of the best heavy games I've played. The canal-to-rail era pivot forces you to rethink your entire map mid-game — loans, pawns, routes, everything. Beer mechanic feels fiddly at first, pivotal by the end. Every play reveals a new read on the economy.
What I love most is how the two eras invert your priorities. In the canal era, you're building infrastructure — laying down breweries, iron works, coal mines, betting on which towns will matter. Then the rail era wipes half your tiles off the board and you're suddenly in an accelerated endgame where speed beats elegance. Games I've won in the canal era I've lost in the rail era by not pivoting fast enough. Games where I scraped through the canal era in last place I've pulled back by going hard on pottery and commercial sales late.
The beer interaction is the keystone. Every commercial tile — cotton mill, pottery, manufacturer — needs beer to flip from 'built' to 'scored'. Early, this feels like a mechanical speed bump. Experienced players use it as a rhythm: you never build without a beer path in mind. Breweries get chosen for location and flip-trigger potential, not just their raw score value. Someone who doesn't get this will build a gorgeous canal empire and watch it sit there, un-flipped, while others cash in around them.
The loan system is Watson at his most sadistic. You can take loans any time — cheap money, -3 income, no interest — but you can never pay them back directly. Your income goes negative, you have to build your way out. Early in a learning game this feels forgiving. Four plays in, you realize every loan compounds a decision problem: the tiles you build now to earn your way back aren't the tiles you'd build if you were planning the game from the start. It's the best 'push your luck' mechanic I've seen in a heavy game because it's not a dice roll — it's a leveraged decision with ten-round consequences.
For a three-player game it's tight and decisive. Four-player it's the sweet spot — maximum interaction without grinding turn times. Five-player is too many: you're waiting forever, the map gets congested, the canal era turns into a land rush. I'd rather lose a four-player session than win a five-player one.
Every session I play, someone at the table — sometimes me — pulls off a move I've never seen before. Two plays ago Lucas chained three manufacturers on a cotton-beer-coal cycle that gave him the whole rail era without contest. The game still has depth I haven't touched. That's the mark of the best heavy games: three years from now I'll still be finding new reads.
Plays
Rematch — still the best #23
Still the best.
Tight three-player finale #22
Tight three-player finale.
Beer brewery clicks mid-game #21
Second play. Closer game. Beer brewery strategy really clicks in the canal era.
Late-night canal-rail pivot #20
Late night game. Got interesting at the canal-rail transition.
Started badly, recovered on iron #19
Started badly, recovered on iron.
Quick three-player #18
Quick three-player.
First play — learning canal rules #17
First play. Took 3 hours, Andreas won with coal. Learned the rail bridge rules the hard way.
Rematch — Lucas won #16
Rematch. Lucas won by a breadth.
Teaching game for Lucas #15
Teaching game for Lucas. He caught on fast.
Five-player again — too many #14
Five-player again. Still too many but everyone wanted in.
Best-scoring game I've had #13
Best-scoring game I've had. Rail era executed perfectly.
Super tight three-player — lost by 2 #12
Super tight three-player. Lost by 2.
Loan spiral early #11
Loan spiral early. Never recovered.
New year pottery rush #10
New year, new strategy. Pottery rush from the start.
Holiday game — contested Birmingham #9
Holiday game. Contested Birmingham for three rounds.
Three-player — market sales win #8
Three-player again. Fast game, won on market sales.
Overbuilt canals, came in last #7
Came in last. Overbuilt canals.
Beer strategy clicks #6
Back to four. Beer strategy worked for the first time.
Five-player slog #5
Five-player — too many people. Waited forever between turns.
Tight three-player, rail era flip #4
Tight three-player. Rail era flipped everything.
Cotton engine, buried on coal prices #3
Second play. Built a cotton engine, got buried on coal prices.
Teaching game with Emma and Joris #2
Learning game with Emma and Joris. Canal era is slow to grok.
First play, new group #1
First play with new group. Classic iron-and-coal opening.