⚓ Seaworth Games
Rulebook v2018.11 ยท condensed

Brass: Lancashire Everything that matters, for a first game

Cotton, coal, iron and canals in the north-west of England, 1770–1870. Two eras, nine rounds each at three players, and a scoreboard that only counts tiles you managed to flip. Below: the engine, the four rules that trip up beginners, and the opening in front of you right now.

Eras
2 canal → rail
Rounds / era
9 at 3 players
Starting cash
£30
Hand size
8 refill each turn
Actions / turn
2 round 1: only 1
Income start
10 track space

01 The engine

Every turn you spend cards to take actions. Tiles you build start face up and score nothing. They score when they flip — and each flip also pushes your income marker up the Progress Track, which pays you at the end of every round. The whole game is a race to flip tiles, and to be networked to the places that let you flip them.

A turn

Take 2 actions (only 1 in the first round of the Canal Era). Discard one card per action — including when you pass. Refill to 8 at the end of your turn.

All money you spend goes on your Character tile, not to the bank. That pile decides turn order: least spent goes first next round.

End of round

Re-sort turn order, then collect income equal to your income level.

Negative income you cannot pay forces you to demolish your own industry tiles for half their build cost, rounded down — they leave the game and score nothing. Short even then: −1 VP per £1.

Cards only restrict building. Sell, Network, Develop, Loan and Pass accept any card in hand, so a duplicate location card is never dead weight — it is just a build you have already used.

02 The five actions

ActionCostCard neededWhat it does
Build tile cost
+ coal / iron
SPECIFIC Location card: build any industry in that town, even outside your network. Industry card: build that industry anywhere in your network — or anywhere on the board if you have no tiles or links out yet. Double-action build: discard any 2 cards, use both actions, build anything anywhere.
Network £3 canal
£5 rail
£15 ×2 rail
any Place a link adjacent to your network. Canal era: 1 canal, no coal. Rail era: 1 or 2 rails, and each rail burns 1 coal, checked after it is placed.
Develop 1–2 iron any Bin the lowest tile(s) on your player mat to reach the better ones underneath. One iron per tile removed. The cheapest way to reach level 2+.
Sell free any Flip as many of your connected cotton mills as you like — one card covers all of them in a single action.
Loan −1/2/3 income levels any Take £10 / £20 / £30. Never repaid. Banned in the last 4 rounds of the Rail Era, and cannot drop you below income level −10.
Canal Era: one tile per town per player — you may share a town with opponents but not with yourself. That restriction lifts in the Rail Era.

03 The five industries

Each one flips by a different trigger. Knowing which ones flip without you spending an action is most of the early game.

Cotton Mill

Flips on your Sell action

The scoring backbone — level 1 is £12 for 5 VP and 5 income. Useless until it is connected to a port or a market icon.

Port

Flips when someone sells through it

Cheap, and it flips on anyone's sale, including an opponent's. Also carries the market icon your cotton and coal need.

Coal Mine

Flips when its last cube leaves

Big income (4 at level 1, for £5). Its coal is taken by whoever is connected and closest — free for them, income for you.

Iron Works

Flips when its last cube leaves

£5 for 3 VP and 3 income at level 1, and anyone anywhere may take its iron. Opponents' Develop actions flip it for you.

Shipyard

Flips the instant it is built

Huge VP, huge cost, and locked behind Develop actions. A Rail Era project, not a Canal Era one.

Level-1 figures above are from the player mat in the current game; every tile prints its own cost, VP, income and cube count.

04 Coal and iron are not the same

This asymmetry is the single most useful rule in the game, and the one new players most often miss.

Iron travels anywhere

“To consume iron, an Industry tile does not need a connection to a source of iron.” Take it free from any unflipped iron works on the board, owned by anyone, closest or not.

No iron works left? Buy from the Iron Market, cheapest space first; £5 flat if the market is empty.

Coal needs a canal

Coal must come from the closest connected unflipped mine (free). No connection to a mine? Buy from the Coal Market — but only if you are connected to a market icon, printed on every port tile and on some board-edge locations.

Empty market: £5 per cube, still needing that connection.

Cubes reach the market only on the turn the mine is built. A coal mine connected to a market icon — and every iron works, connected or not — immediately pushes cubes into its market, filling the most expensive spaces first and paying you for each. Both markets start completely full, so early builds sell nothing and simply sit there waiting to be drained. Cubes are never sold to the market on later turns.

05 Two ways to sell cotton

One Sell action flips every eligible mill you own. Choose per mill:

Through a port

The mill must be connected to an unflipped port — yours or an opponent's. The port flips and its owner takes the income, then your mill flips too.

Using someone else's port is often still correct. Paying them a few income spaces beats spending two actions building your own.

To the Distant Cotton Market

Needs a connection to a market icon, not a port tile specifically. Flip the top market tile, slide the marker down the track, and take the income shown beside the marker's new position.

The track degrades as everyone sells. When the marker hits X, the sell action stops dead — and that mill does not flip.

06 What survives the turnover

Canal Era

1770 – 1830
  • Canal links only, £3 each, no coal required.
  • One industry tile per town, per player.
  • Ends when everyone's hand runs out.
  • Every level-1 tile is removed from the board at the end — score them first, then they are gone.
  • All links are scored, then removed.

Rail Era

1830 – 1870
  • Rail links only: £5 for one, £15 for two, 1 coal each.
  • Multiple tiles per town allowed.
  • Level 2+ tiles built in the Canal Era are still standing — and they already scored once.
  • Loans stop 4 rounds before the end; the Deck tile warns you.
  • Cash scores at the very end: 1 VP per £10.
That is the case for developing early. A flipped level-3 cotton mill built in the Canal Era scores at both era ends — the rulebook's own example totals 18 VP. Level 1 tiles get one scoring, then the scrapyard.

07 Scoring, both era ends

StepWhat scoresWhen
Links1 VP for each VP icon printed in the towns adjacent to each of your links. Links are removed as they score.Both eras
Flipped tilesThe VP in the bottom-left corner of each of your flipped industry tiles. Unflipped tiles score nothing.Both eras
Cash1 VP per £10 left in your player area.Rail only

Ties break on income first, then money left. Income itself is never worth VP.

08 Traps for a first game

09 Your opening, this game

Era 1 · Round 1 · 1 action
1st davidk42 £30
2nd GoRoxGo £30
3rd Fields of Sco £30
Rochdale Rochdale Stockport Blackburn

Three inland cotton towns, no port city, and a duplicate. Nothing is in your network yet, so a location card is your key to the whole board.

  1. First choice — a level-1 Iron Works (£5), if any of those towns offers an iron space. It needs no connection to be useful to anyone, so opponents' Develop actions drain and flip it for you: 3 VP and +3 income with no further action from you, and you are first player, so you claim the niche.

  2. Fallback — a level-1 Coal Mine (£5). +4 income when it empties. Weaker this era, since canal links burn no coal and demand is thinner.

  3. Otherwise — a Cotton Mill (£12) in Blackburn, accepting that your next two or three actions are canals heading for a port or a market icon.

Spend a Rochdale card if Rochdale is a legal spot — you hold two, and the spare still fuels any non-build action.