Board Game
Brass: Birmingham
★★★★★
June 16, 2026 · by Nolan Mercer
This is the game I point to when someone asks what I mean by “the mechanism is doing real work.” Four resources, iron, coal, money, cards, and the way they interlock is so tight that every turn feels like you’re solving a small puzzle with real consequences attached, not just picking the biggest number on a card. I’ve owned it two years and I’m still finding lines I hadn’t tried.
I don’t own Brass: Lancashire, the original, so I can’t do the comparison everyone else seems obligated to make, but I’ve read enough of it secondhand to know Birmingham adds beer as a second demand resource on top of Lancashire’s cotton/coal setup, and that apparently splits people. For me, coming in fresh, it just reads as “there’s another thing competing for your attention,” which is fine, that’s the whole game anyway.
Setup takes a real chunk of time, tiles onto player boards, market tokens placed by player count, and I will say the box benefits enormously from an aftermarket insert, mine did not come organized well out of the box and I ended up rebuilding it myself with foam core, which is a minor annoyance for a game at this price point. Once it’s on the table though, the two-hour runtime with experienced players flies by, and I’ve had three-player games feel meaningfully different from four-player ones in ways a lot of “scales for any count” games don’t actually deliver on.
The networking puzzle, building canals and rail lines to connect your industries to demand, is the part that gets undersold in most descriptions I’ve read. It’s more interactive than a typical euro because you’re often building infrastructure that helps opponents too, which creates this weird tension where you want the connection but not the guy next to you getting to use it for free.
Heaviest thing I own. Also the thing I most want to introduce to my Tuesday group’s newer players, once they’ve got a few lighter euros under their belt first.