Brass: Birmingham Manual

Brass: Birmingham Rules Cheat Sheet

A quick rules reference for actions, eras, resources, selling, networks, income, and scoring checks.

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Quick answer

Use this Brass: Birmingham cheat sheet as a turn checklist: each normal turn is two actions, except the first turn of the canal era is only one action. Choose the action, check card and location requirements, resolve coal, iron, and beer from legal sources, flip eligible industries immediately, then score flipped tiles and links at era end.

Action checklist

Most rules mistakes happen because players skip one requirement before placing a tile or selling goods.

  • Take one action on the very first turn of the canal era; take two actions on later turns.
  • Choose from the core actions: Build, Network, Develop, Sell, Loan, or Scout.
  • For Build, check whether the card lets you use the chosen location or industry.
  • Confirm network, connection, and merchant requirements when they apply.
  • Pay money and consume coal, iron, or beer from a legal source.
  • Flip industries immediately when their condition is met.

Rules that players forget

These are the rule areas most likely to slow down a first table.

Choice Best for Risk Manual note
Coal Network-dependent resource Medium Coal movement is tied to connection and market rules.
Iron Flexible resource Low-medium Iron is easier to use because it does not require network transport in the same way.
Beer Sales and rail links High Beer timing defines whether sales and some links are available.
Build cards Legal builds High Only Build needs a specific location, industry, or wild card.
Era reset Canal to rail transition High Canal-era links and level 1 industries clear, so plan what survives.

End-of-era scoring

Score flipped industry tiles and links at the end of each era. Unflipped industries do not pay the points you hoped for, so a late build needs a realistic flip path. After canal scoring, canal links and many lower-level industries are removed before the rail era begins.

Watch out: Before your last two actions of an era, ask what can still flip. If the answer is nothing, score links or prepare the next era instead.

Source note

This page is based on the official Roxley product page, the official rulebook structure, and source-aware community context such as BoardGameGeek where relevant, then rewritten as an independent player-facing strategy guide.

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FAQ

What is the easiest rules order to teach?

Teach actions first, then resources, then selling, then era scoring. Avoid teaching every exception before players understand a normal turn.

When do industries flip?

They flip when their condition is satisfied, such as selling goods or using all resource cubes from the tile.

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