Brass: Birmingham is an economic strategy game sequel to Brass. Birmingham tells the story of competing entrepreneurs in Birmingham during the industrial revolution, between the years of 1770-1870.
As in its predecessor, you must develop, build, and establish your industries and network, in an effort to exploit low or high market demands however Brass: Birmingham also features a new sixth action: Scout - Discard three cards and take a wild location and wild industry card. The game is played over two halves: the canal era (years 1770-1830) and the rail era (years 1830-1870). Victory points are counted at the end of each half for the canals, rails and established (flipped) industry tiles. New "Sell" system: brewing has become a fundamental part of the culture in Birmingham. You must now sell your product through traders located around the edges of the board. Each of these traders is looking for a specific type of good each game. To sell cotton, pottery, or manufactured goods to these traders, you must also "grease the wheels of industry" by consuming beer. Birmingham features three all-new industry types: Brewery, Manufactured goods and Pottery- These behemoths of Birmingham offer huge victory points, but at huge cost and a need to plan. Increased Coal and Iron Market size - The price of coal and iron can now go up to $8 per cube, and it's not uncommon. Brass: Birmingham offers a very different story arc and experience from its predecessor. Many of the tried and true strategies of the original are no longer as powerful as they once were, and other interesting new strategies are waiting for you to discover.
A set of 100 Iron Clays in 5 denominations for use with Brass.
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Brass: Lancashire - first published as Brass - is an economic strategy game that tells the story of competing cotton entrepreneurs in Lancashire during the industrial revolution. You must develop, build, and establish your industries and network so that you can capitalize demand for iron, coal and cotton. The game is played over two halves: the canal phase and the rail phase. To win the game, score the most victory points (VPs), which are counted at the end of each half. VPs are gained from your canals, rails, and established (flipped) industry tiles.
Each round, players take turns according to the turn order track, receiving two actions to perform any of the following: build an industry tile, build a rail or canal, develop an industry, sell cotton, take a loan. At the end of a player's turn, they replace the two cards they played with two more from the deck. Turn order is determined by how much money a player spent on the previous turn, from lowest spent first to highest spent. This turn order mechanism opens some strategic options for players going later in the turn order, allowing for the possibility of back-to-back turns. After all the cards have been played the first time (with the deck size being adjusted for the number of players), the canal phase ends and a scoring round commences. After scoring, all canals and all of the lowest level industries are removed for the game, after which new cards are dealt and the rail phase begins. During this phase, players may now occupy more than one location in a city and a double-connection build (though expensive) is possible. At the end of the rail phase, another scoring round takes place, then a winner is crowned.
The cards limit where you can build your industries, but any card can be used for the develop, sell cotton or build connections actions. This leads to a strategic timing/storing of cards. Resources are common so that if one player builds a rail line (which requires coal) they have to use the coal from the nearest source, which may be an opponent's coal mine, which in turn gets that coal mine closer to scoring (i.e., being utilized).
This edition of Brass: Lancashire reboots the original edition of Brass with new artwork and components, as well as a few rules changes: The virtual link rules between Birkenhead have been removed. The three-player experience has been brought closer to the ideal experience of four players by shortening each half of the game by one round and tuning the deck slightly to ensure a consistent experience. Two-player rules have been created and are playable without the need for an alternate board. The level 1 cotton mill is now worth 5 VP to make it slightly less terrible.
Radlands is a competitive, dueling card game about identifying fiercely powerful card synergies.
Act as the leader of your post apocalyptic group of survivors in a tooth-and-nail fight to protect your three camps from a vicious rival tribe. If all of them are destroyed, you lose the game.
The main resource in the game is water. You will spend it to play people and events, and to use the abilities of cards you already have on the table. People protect your camps and provide useful abilities, while events are powerful effects that take time to pay off.
Both players draw cards from the same deck. All cards can either be played to the table or discarded for quick ?junk? effects. To win, you will need to manage your cards and water wisely.
The Mayor has enlisted some of humanity's greatest visionaries to help build Skyrise: a magnificent city in the sky, dedicated to art, science, and beauty. But only one artisan can be remembered as the greatest! Prove your genius by using a brilliant spatial auction system to win sites to build in, earning favor across Islands and factions, scoring secret and public objectives, courting mysterious Patrons, and building your own unique Wonder. Skyrise tells an interactive story of a growing cityscape, hard decisions, scarce resources, and ever-rising stakes that will keep you enthralled until the final scores are revealed.
Build and race fantastical machines through treacherous terrain using the mind of your favorite historical inventor! Steampunk Rally: Fusion is the amazing standalone sequel to the cult classic Steampunk Rally. Using a unique dice-placement mechanic, players take on the role of famous inventors like Alan Turing and Amelia Earhart, simultaneously building and racing fantastical contraptions. Make use of steam, heat, and electricity in a no-holds-barred race through Macchu Picchu and the canals of Mars and become the new Ambassador of Earth!
Seamlessly combine Fusion with the original Steampunk Rally or play it on its own! 1. Roll powerful FUSION DICE that give results from 4-9 but permanently fuse to your contraption. 2. Jettison exploding parts, unleashing their OVERCHARGE ability s they fly off your machine. 3. Trigger alien artifact and tripod spaces to activate insane and interesting EVENTS. 4. GEAR UP your machine parts to permanently upgrade their power. 5. Save your unused remaining dice to power up long-term SECRET PROJECTS and execute epic late race comebacks.
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