![]() ![]() Over the course of two eras, the Canal Era and the Rail Era, players will fight to earn the most points by building various industries across the regions while managing their empire’s pool of cash and establishing the best interconnected network of ports, merchants, overseas markets, and trade routes. In both games, players are given a massive array of buildings on their player board, some starting cash, and a hand of 8 cards depicting either specific cities on the board, or specific industries which can be built from the buildings on their player board. ![]() On a turn, you’ll have a meaty selection of choices to make with your actions (5 actions in Lancashire, or 6 in Birmingham), but you’ll have to have an incredible grasp of the terms “Your Network” and “Connected Locations” first.Īs simple as the general rules are for the Brass games, I’m still surprised how difficult it is to conceptualize where and how a player can legally build on a turn. It helps to have an expert on these rules in your midst, because one player will struggle throughout the game with these concepts. (That player is usually me for some reason heavy games with complicated rules are fine, but determining where I can build sometimes really baffles me in the Brass games). ![]() The Build action in both games is also the only action that requires you to discard specific cards. The other actions, such as building rail lines, selling goods or the “Martin Wallace Special” (taking loans), are very simple but usually require an incredibly difficult choice: which valuable card do you discard to accommodate the action? And while these decisions are challenging, they are so much fun to make every round. ![]()
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