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Network action should be obvious by now and you talked about both Develop action and Sell action earlier. Again, you don’t need to go into networks, only mention the adjacency requirement for both buildings and links – unless you have a location card (mention that these let you skip the adjacency requirement). Transition to possible actions now, giving particular emphasis on the build action – the need for the right industry or location card. So, I tend not to burden them with it before the game starts, I rather slip it in during the actual gameplay, if there’s a need for extra explanation. I feel like the network/connected concept comes naturally to players as they build next to their existing resources. You don’t need to talk about networks in-depth, just mention that you can be connected through other players, which is particularly important when selling (the need to be connected to the right merchant), consuming resources, and market trades.
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Explain what each resource can be used for (buildings, development, selling, rails) and what the connection requirements for each are.Ĭoal needs to be connected to the consumption spot, iron can teleport, beer depends on the owner. Consuming resourcesĪ few more words on the resources are needed, as this is something many players struggle with. There are two ways their buildings can be flipped – either by spending all of the resources or by selling. Tell them flipping is one of the core Brass principles: it’s the only way to score buildings (and connections) and to increase your income. Players are now probably wondering what is this flipping of the building tiles you mentioned, as this is a peculiarity of Brass. This might be a good moment to quickly go through era differences: building restrictions in the canal era, which buildings get removed (mention the possibility of development here), and the importance of coal in the rail era.īut keep it brief – it will all be clear when the game transitions into the rail era anyway. Go through the general structure of the game: turn order, what to do on your turn (two actions), and eras. There are two means of scoring points: flipped buildings and link tiles and they are scored twice (end of each era). Now it’s time to elaborate on how this “owning” is translated into game terms. That you can own mines, factories, canals, and railroads. Give a slight background of the industrial revolution and how it shaped the world and then explain that this game offers you to be an industrialist. You should start out by explaining what Brass: Birmingham is all about. Overview of the game, victory conditions, and the eras Have a detailed explanation of each concept ready in your head, so you can pour them in during the game, as well as a few basic strategy tips.ġ. Then move on to how the buildings are flipped, how resources and networks work, and which actions are available to the players.
#Tips for 4p brass birmingham how to#
How To Teach Brass: Birmingham To New Players?īrass: Birmingham is best taught to new players by explaining the basic gameplay overview, victory conditions, and canal and rail era differences. This article assumes you do – if you don’t, read the rules/watch a video/play a test game first. Of course, to be a good teacher you need to know the game yourself. It’s not that complicated to teach either – but there are some unconventional concepts that can confuse new players and it’s very important to teach them properly so that they can enjoy Brass: Birmingham from game one.
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This was followed by re-reading the rules, to see what I did wrong. It was a standard process of reading the rules, setting up a 2-player game, and doing a 2-handed test play. While Brass: Birmingham is regarded as a heavier board game in terms of complexity, I surprisingly had no big problems learning it. In this article, I will demonstrate a step-by-step procedure on How To Teach Brass: Birmingham To New Players.
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