Brass Duel - Rules

Brass Duel: Isle of Wight

Setup

  1. Shuffle all industry (30) and location (28) cards together. 

  2. Deal 4 cards on the top row, and 4 cards on the bottom row. Then, split the remaining 50 cards into two decks of 25 cards.

  3. Give each player one deck each: they split each into a deck of 10 and a deck of 15.

  4. Shuffle all 12 (?) Notable Person cards together, and deal 5 to both players. Return the remaining 2 to the box, without revealing them. 

  5. Both players select 1 of the 5 Notable Persons, and shuffle it into their deck of 10 cards.

  6. Then both players select 2 more of the remaining 4 Notable Persons, shuffling them into their deck of 15 cards.

  7. Both players stack their deck of 11 cards atop their deck of 17 cards. One places their deck of 28 cards thus created to the left of the top row, while the other places their deck to the right of the bottom row. Return the unselected Notable Person cards to the box, without revealing them.

  8. First players start with £24, second player starts with £26, both players start with an income level of 0 (position #10). Place the VP and the VP income markers at 0. 

  9. Each player places 1 boat on their player board. 

  10. Set up the iron market, placing 8 Iron cubes into the first 4 rows, leaving the bottom row empty.

  11. Set up the player boards in the usual Brass way.

On your turn

Select one of the four columns of cards, take both cards, perform an action with each in either order, then discard both cards (unless noted otherwise). If you select an action with one of the edge columns, immediately pay £2. 

Keep track of all money spent during your turn.

After your turn, as long as the draw decks are not empty, perform the following: Shift cards in the top row to the right, filling gaps, and then deal a new card to the left most space. Then, shift cards in the bottom row to the left, filling gaps, and then deal a new card to the right most space. Then, the other player takes their turn.

After both players have taken turns, earn income:

  • Money according to their income level (shown by the circle token)

  • VP (shown by the hex token) according to their shown VP income (if any, shown by the triangle token).

The player who spent less money on their turn becomes the first player for the next turn. In case of a tie, turn order remains unchanged.

Exception: First turn, first player picks a card to do one action and does NOT refill. The second player must pick from the other row, and then refill both rows, as usual. 

Actions

Build

Can be performed with a Location or an Industry card. Works mostly identical to classic Brass rules.

  • If using an Industry card, it must be in your Network (unless you have nothing on the board), and the tile must match the shown industry. With a Location card, it can be a tile of any type, and even outside of your Network, but must be in the shown town.

  • You may additionally discard your second card for the turn (and waive your second action), to build any type of tile, anywhere instead.

  • You must build the lowest level tile of industry. Exception: Shipbuilding branches off into boat building and large ship building tiles, you must build the lowest level of the branch.

  • You must pay the cost of the tile, which may include iron, coal, or boat besides money.

  • You can have multiple tiles in the same town, but at most one of them may be unflipped. It is however legal to build in a town where you have an unflipped Coal Importer, Iron Foundry, or Shipyard, if the new tile’s price causes the first tile to flip.

  • When you build a Coal Importer, an Iron Foundry, or a Shipyard place the number of indicated resources (coal, iron, boats, respectively) on them. Ports with ship icons do not receive ship resources on them.

  • Overbuilding: 

    • You may Overbuild any of your own Industry tiles with tiles of the same type. Exception: Flipped Lodgings may not be Overbuilt (as someone is already living in them).

    • If there are any resources on the tile being replaced (Iron, Coal, Boats), return those resources to the supply first.

    • You may also Overbuild Iron Foundries belonging to your opponent, if they are flipped and there is no iron anywhere on the map or in the iron market.

    • Overbuilt tiles are removed from the game (they do not count as tiles Developed) and do not score VP at the end of the game. 

  • If you build an Iron Foundry, and the iron market is not full, move iron cubes from the Foundry to the market, receiving the corresponding money amount until either the market is full or the Foundry is empty. In the latter case, immediately flip the Foundry, receiving the income shown on them as usual.

  • Large ship Shipyards (marked “Ship+” in the prototype) do not come with boats, they flip immediately upon being built. 

Network

Can be performed with any card. Select one of these options:

  1. Pay £10 to build a Ferry on an empty blue line. Immediately increase your income by 1 step for each Ferry (of either player) on the board, including the one you just placed. You can have a maximum of 3 Ferries in play per player.

  2. Pay £2 to build a Road on an empty brown line.

  3. Pay £5 and a Coal to replace a Road with a Rail. If you replace a Road belonging to your opponent, they gain £5 and 1 VP. Replaced Road markers are returned to their owner.

  4. Pay £7 and a Coal to to build a Rail on an empty brown line. (This is the combined price of the above two options.)

  5. Pay £5 additional, to perform option c and/or option d a total of 2 times.

Either way, you may only place links adjacent to towns where you have a building or you already have at least one link of any type (Ferry, Road, Rail) adjacent, unless you have nothing on the board (in which case you can build the first link anywhere). The Coal necessary to build the Rail can come from either end of your link, not just the end that’s connected to the rest of your network.

Develop

Can be performed with any card. Spend one or two Iron, and discard one tile from your player mat for each Iron spent. They must be the lowest level tiles of their industry. Exception: Shipbuilding branches off into boat building and large ship building tiles, you can discard the lowest level of either branch if no more level I tiles remain.

Keep the developed tiles in a separate pile next to your board, as one of the Notables will score you points for them at the end of the game.

Sell

Can be performed with any card. Select one or more of your own unflipped Brewery or Fishery tiles on the map, and flip them, receiving income (usually money, occasionally VP income) for them immediately. You must adhere to the following restrictions:

  • To flip a Brewery/Fishery tile, it must be connected to a Port, belonging to any player.

  • If the Port you’re connecting it to is unflipped, also flip it. The owner of the Port receives incomes as usual.

  • Most Brewery and some Fishery tiles need additional boats to be spent when exporting. If you cannot pay this, you may not flip them. However, if you flip a Port together with the tile being exported, the [white] Ship icon on the Port may be counted as having spent a ship for selling to that Port. 

  • Note: If the Port has already been flipped, you may still use it for Sell action, but you do not have access to the “free” boat, nor does the owner gain income.

Invite

Can only be performed with a Notable Person card. Select one of your Lodging tiles on the map, and flip it, receiving income for it. Note: some Lodgings have negative money income.

Do not discard the Notable Person card, but keep it in front of yourself. They provide various immediate or ongoing benefits active from the time of you Inviting them, and often endgame scorings as well.

Bribery rule: If you perform any other action with a Notable Person card other than Invite, at the end of your turn (before refill and income) your opponent may (out of turn) spend £10 (it counts towards money spent on their turn), and you gain £10. Then, they may immediately perform a regular Invite action with the Notable Person card you used, and they get to keep it instead of you discarding it. This does not count toward the two actions they take on their turn. 

Loan

Can be performed with any card. Decrease your money income by 3 levels (not steps), and gain £30.

Additional Concepts

VP income

Some tiles show a new icon, in the shape of a triangle. This is VP income, you receive this many points (1 VP per VP income, not the corresponding money income level) at the end of each round, the same time when you receive money income. You never lose VP income. 

Iron

When needing to spend iron, these are your options:

  • If there is iron on a Foundry, you must spend it from there (at no cost). If multiple Foundries have iron on them, you choose which one. If the Foundry empties during this process, flip it, and the owner of it receives income as usual.

  • You may purchase Iron from the market, at the shown cost. 

  • If the market is empty, you may purchase additional Iron at £6 each.

Coal

When needing to spend coal, these are your options:

  • If there is coal on a Coal Importer connected to wherever you need to be spending the coal, you must spend it from there (at no cost). If multiple connected Importers have coal on them, you must choose the closest one. If multiple connected Importers are the same number of links away, you choose which one. If the Importer empties during this process, flip it, and the owner of it receives income (money or VP) as usual.

  • Otherwise, you must spend one boat to access the external coal market. You may purchase any number of coal from there, at £5 each. If you spent a boat on your first action, you also have access to the external coal market on the second action.You do not need to be connected to any specific location on the map for this option.

Note: unlike other Brass games, Coal is never exported to the market, since it’s not mined on the map, merely imported.

Boats

When needing to spend boats, these are your options:

  • If there are boats on your unflipped Shipyards, you may spend them from there.

  • You may also spend boats from your opponent’s shipyards, if they’re connected to wherever you need to spend them. 

  • Each player starts with a boat on their player board, which they can spend as if it was on a Shipyard of theirs.

  • One of the Notable Persons (J Samuel White) grants additional boats to the player. These can also be spent as if they were on a Shipyard.

Either way, if a Shipyard becomes empty during this process, flip it, and its owner gains income (money and VP) as usual.

Note 1: When spending an opponent’s boat to access the external coal market, the boat must be connected to wherever you need the coal.

Note 2: You may only spend a boat to access the external coal market, if you purchase at least one coal cube.

Scoring

Game ends once there are only 2 cards on the table. Receive income (both money and VP) one last time.

Then: 

  1. Flip all Lodgings. Do not adjust incomes. 

  2. Score your Notable Persons, see the endgame condition on most of them. (Note: John Nash does not contain an endgame condition, the rest of them do.)

  3. Remove all unflipped tiles from the map. 

  4. Score your links:

    1. Ferries score 1 VP per adjacent icon. 

    2. Rails score 2 VP, plus 1 VP per adjacent icon. 

    3. Roads score 1 VP each.

  5. Score your tiles on the map for their printed VP value.

  6. The person with the most points wins, in case of a tie, money is a tiebreaker, if still tied whoever would become the first player for the “next” turn is the winner.

Credits

Brass Duel: Isle of Wight

Designed by Dávid Turczi, inspired by Brass: Lancashire (designed by Martin Wallace) and Brass: Birmingham (designed by Matt Tolman, Martin Wallace, Gavan Brown).

Thanks for the help and the testing to: Frank de Jong, Kieran Symington

Special thanks to Martin Wallace for his kind permission to let me meddle in his toolbox. 

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