The Hotness
Games|People|Company
Dominion: Dark Ages
Fantastiqa
Mage Knight: Board Game
Mice and Mystics
Eclipse
Among the Stars
Collapsible D: The Final Minutes of the Titanic
Thunder Road
Agricola: All Creatures Big and Small
Lords of Waterdeep
Descent: Journeys in the Dark (Second Edition)
Dungeon Fighter
Virgin Queen
Skyline
The Lord of the Rings: The Card Game
A Game of Thrones: The Board Game (Second Edition)
Twilight Struggle
Dominion
Android: Netrunner
1989: Dawn of Freedom
Agricola
The Big Bang Theory: The Party Game
Total War
Arkham Horror
7 Wonders
Village
Dungeon Command: Sting of Lolth
Wrong Chemistry
The Castles of Burgundy
Ace of Spies
War of the Ring
Through the Ages: A Story of Civilization
Alien Frontiers
Ora et Labora
Le Havre
Kingdom Builder
Twilight Imperium (third edition)
Trajan
Glory to Rome
The Swarm
Race for the Galaxy
Caylus
Battlestar Galactica
Tammany Hall
Small World
Zombicide
Hawaii
Quarriors! Quarmageddon
Power Grid
Space Alert
Recommend
2 
 Thumb up
 Thumb up
10 Posts

Brass» Forums » Rules

Subject: More clarifications post going through BGG Forums rss

Your Tags: Add tags
Popular Tags: [View All]
Madhujith Venkatakrishna
India
Bangalore
Karnataka
Avatar
mbmbmbmbmb
Hi All,

Firstly sorry for bothering you with more questions, but hope this will be the last set of clarifications for Brass. I went through the forums for a few doubts that I had and here is what I've picked up for which I need confirmation/clarifications:

Selling Cotton:

Here is what I've picked up- I can flip both the cotton mill and a port (either mine or another player's) for each mill- 1-is-1 correspondence and increase the Income accordingly. Also when doing this I have a choice of either flipping the port tile or selling it through that tile to the distant market and flipping that tile and moving the demand marker accordingly. I think this is a tactical move where let's say I find there are none of my ports and all are opponents' and the demand marker is not touched, so instead of increasing the income and VP's for my opponent I can sell it to the distant marker- Is my thinking right?

Building Over:

1. I can build over my industry tile at any point when I have an industry of higher level
2. I can build over other player's tile only when there is no coal or iron cube on the map and the demand track is also empty
3. There was something about Lancaster being empty mentioned in multiple forums for this, which I don;t understand

Building Links:

- I can build links if I have my industry in a location
- I don;t understand what is given in the rule book where it says "connected to a location that you already have a link running into"?
- In the rail phase I should be able to transport coal to the link that I'm building somehow right?

Building:

- I can build where there is my link or using a location card anywhere on the board.
- When I build in a place where there is no connection I've to use the coal/iron demand track to fulfill the requirement
- Coal has to come from the map 1st else from the demand track. But I don't understand the connection with the port part
- Iron can come from any iron works on the map and no need of connections

2 Player Rules:

- In the 2P rules that I've downloaded it mentions that there is a Canal and rail connection to Scotland. So does that mean despite not having the canal on the board we can build canal and later a rail during the rail phase?

Thanks in advance for your patience.

Best Regards,
Madhu
1 
 Thumb up
 tip
 Thumb up
Chris Linneman
Canada
Vancouver
BC
flag msg tools
Avatar
mbmbmbmbmb
You are right about selling cotton. Usually you want to use up the Distant Market first, because it is a limited resource.

You are right about overbuilding. Don't worry about the forums. Everything you need is in the rules, and you aren't missing anything.

For links, say you have no industry in Bolton but have a link running there. You can now build a link from Bolton on any track/canal space, because you have a link connecting you to that location. And yes, you need coal to build rails.

You can only buy coal from the demand track if you can connect to a port symbol (pre-printed, flipped, or unflipped). Your connection is traced from the port to the location you are building in, just as if the port were the coal mine you were taking the coal cubes from.

I don't know about the 2p rules, since I have never played 2p.
2 
 Thumb up
 tip
 Thumb up
Chris Ferejohn
United States
San Francisco
California
Pitying fools as hard as I can...
Avatar
mbmbmbmbmb
Quote:
Selling Cotton:

Here is what I've picked up- I can flip both the cotton mill and a port (either mine or another player's) for each mill- 1-is-1 correspondence and increase the Income accordingly. Also when doing this I have a choice of either flipping the port tile or selling it through that tile to the distant market and flipping that tile and moving the demand marker accordingly. I think this is a tactical move where let's say I find there are none of my ports and all are opponents' and the demand marker is not touched, so instead of increasing the income and VP's for my opponent I can sell it to the distant marker- Is my thinking right?


Yes, but note that:

1. You can flip multiple cotton mills with the same action (flipping a port or activating the distant market for each).

2. The cotton market must be connected to the port to be sold there *or* connected to a distant market or a constructed port (doesn't have to be flipped) to sell to the distant market.

3. When selling to the distant market, you flip the top tile of the market *first* and drop the market that many spaces. If that drops it to 0, you do *not* get to flip your cotton mill and your selling action ends (i.e. you can't try the distant market, have it fail, and then decide to sell to a port instead in the same action).

Quote:
Building Over:

1. I can build over my industry tile at any point when I have an industry of higher level


And your industry tile must be flipped.

Quote:
2. I can build over other player's tile only when there is no coal or iron cube on the map and the demand track is also empty.


The tile you are building must still also be at a higher tech level than the one you are overbuilding.

Quote:
3. There was something about Lancaster being empty mentioned in multiple forums for this, which I don;t understand


Umm, not sure - maybe it was a specific example - there is no Lancaster-specific requirement.

Quote:
Building Links:

- I can build links if I have my industry in a location
- I don;t understand what is given in the rule book where it says "connected to a location that you already have a link running into"?


You can build a link *from* a location if *either* - a) you have a tile in that location OR b) you already have a link connected to that location.[/q]

Quote:
- In the rail phase I should be able to transport coal to the link that I'm building somehow right?


Correct. Note that if you can trace a line (over *any* connections, not just yours) to a coal supply or the distant market you can get coal there.[/q]

Quote:
Building:

- I can build where there is my link or using a location card anywhere on the board.
- When I build in a place where there is no connection I've to use the coal/iron demand track to fulfill the requirement


No. This is true for Iron only. Iron can always be purchased from the demand track regardless of connections (thematically it took little enough iron that it could be transported by road rather than canal/rail, but if you prefer to imagine that iron teleports, that works too).

In order to purchase coal from the demand track, you *MUST* be able to trace a line over *ANY* connections (don't have to be yours) to either:

a) An unflipped coal mine with cubes on it
OR
b) The distant market. This can be either the distant market spots at the top/bottom/right side of the board, or *any* port space that has a port tile on it, flipped or not (e.g. "constructed port").
[/q]

haven't played 2-player, but I think you have that right...

Quote:
- Coal has to come from the map 1st else from the demand track. But I don't understand the connection with the port part

Yes, and as close to what is being built as possible. See above for connection to port clarification.

Quote:
- Iron can come from any iron works on the map and no need of connections


Correct.
3 
 Thumb up
 tip
 Thumb up
Chris Berger
United States
Volo
Illinois
Avatar
mbmbmbmbmb
madhujith wrote:
3. There was something about Lancaster being empty mentioned in multiple forums for this, which I don;t understand


I think what you're referring to is something that says "the demand track for that resource must be empty, and there must be no cubes of that type in Lancastershire." Lancastershire is the entire map - they weren't referring to the city of Lancaster (and if that's what they wrote, it was a mistake).

(edit: or Lancashire, I guess? I thought that was just the pronunciation, since the British like to drop letters... laugh)
2 
 Thumb up
 tip
 Thumb up
  • Last edited Wed Dec 21, 2011 7:29 pm (Total Number of Edits: 2)
  • Posted Wed Dec 21, 2011 7:24 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • QuickReply
    •  
    • QuickQuote
    •  
    • Reply
    •  
    • Quote
Finland

flag msg tools
Avatar
mbmbmbmbmb
Quote:
1. I can build over my industry tile at any point when I have an industry of higher level


Yes, if you have a location card or correcponding industry card.

Quote:

2. I can build over other player's tile only when there is no coal or iron cube on the map and the demand track is also empty

Yes.

Quote:
3. There was something about Lancaster being empty mentioned in multiple forums for this, which I don;t understand

"Lancashire" http://en.wikipedia.org/wiki/Lancashire
Lancasshire= the area we are playing in, so basically the map.

Quote:
- I can build links if I have my industry in a location

Yes.
Quote:


- I don;t understand what is given in the rule book where it says "connected to a location that you already have a link running into"?


If you are connected to a location where you don't have any industry counters, you can still build links from the location.



Quote:
- In the rail phase I should be able to transport coal to the link that I'm building somehow right?

You need to transport the coal to either end of the link.


Quote:
- I can build where there is my link or using a location card anywhere on the board.


You can build to a location you are connected to with industry cards and you can build with location cards to the corresponding locations. Remember that you always need to fulfil all needed the requirements, whatever is the case, coal, iron etc.


Quote:
- When I build in a place where there is no connection I've to use the coal/iron demand track to fulfill the requirement

Iron teleports from the map is there is any, or from the demand track if there is no iron on the map. You always need connection to transport the needed coal in the location. If you need get coal from the demand track, you need to have a connection to a port.

Quote:
Coal has to come from the map 1st else from the demand track. But I don't understand the connection with the port part

If you want to buy coal from the demand track , you'll need to have a connection via canal/rail links( doesn't matter who own the links) to a contructed port= players' ports and external locations. In other words you'll need to be able to transport the coal via links to the location where you are about to build an industry counter.

Quote:
- Iron can come from any iron works on the map and no need of connections

Yes.
2 
 Thumb up
 tip
 Thumb up
Finland

flag msg tools
Avatar
mbmbmbmbmb
cferejohn wrote:



Quote:
Building Over:

1. I can build over my industry tile at any point when I have an industry of higher level


And your industry tile must be flipped.


Flipped? I can't find any rule that demands the tile should be flipped.
3 
 Thumb up
 tip
 Thumb up
Edward Kendrick
United Kingdom
Redditch
Worcs

I was going to make the same comment. The relevant rule (top of page Building over Industry counters) says:

You can always build in a space already containing one of your counters as long as the new counter is of the same type and has a higher Tech Level. The old counter should be removed, along with any cubes on it.

The second sentence makes it plain that the overbuilt tile can be unflipped.
4 
 Thumb up
 tip
 Thumb up
Edward Kendrick
United Kingdom
Redditch
Worcs
arkayn wrote:

(edit: or Lancashire, I guess? I thought that was just the pronunciation, since the British like to drop letters... laugh)


Yep, like "Connecticut".

Lancaster is the city, Lancashire is the county.
3 
 Thumb up
 tip
 Thumb up
Chris Ferejohn
United States
San Francisco
California
Pitying fools as hard as I can...
Avatar
mbmbmbmbmb
Barbarossa wrote:

I was going to make the same comment. The relevant rule (top of page Building over Industry counters) says:

You can always build in a space already containing one of your counters as long as the new counter is of the same type and has a higher Tech Level. The old counter should be removed, along with any cubes on it.

The second sentence makes it plain that the overbuilt tile can be unflipped.


Whoops. My bad. Sorry, that's what I get for going from memory. In fairness, the times you will want to overbuild an unflipped tile are vanishingly small.
3 
 Thumb up
 tip
 Thumb up
Richard Young
Canada
Victoria
BC
Old Ways Are Best!
badge
Check Six!
Avatar
mbmbmbmbmb
cferejohn wrote:
Quote:
Selling Cotton:

Here is what I've picked up- I can flip both the cotton mill and a port (either mine or another player's) for each mill- 1-is-1 correspondence and increase the Income accordingly. Also when doing this I have a choice of either flipping the port tile or selling it through that tile to the distant market and flipping that tile and moving the demand marker accordingly. I think this is a tactical move where let's say I find there are none of my ports and all are opponents' and the demand marker is not touched, so instead of increasing the income and VP's for my opponent I can sell it to the distant marker- Is my thinking right?


Yes, but note that:

1. You can flip multiple cotton mills with the same action (flipping a port or activating the distant market for each).

2. The cotton market must be connected to the port to be sold there *or* connected to a distant market or a constructed port (doesn't have to be flipped) to sell to the distant market.

3. When selling to the distant market, you flip the top tile of the market *first* and drop the market that many spaces. If that drops it to 0, you do *not* get to flip your cotton mill and your selling action ends (i.e. you can't try the distant market, have it fail, and then decide to sell to a port instead in the same action).


As to point 3, the distant market demand marker must be forced "into the red" (not just to zero) before the sell action becomes terminated. Zero just means that you don't get an income bump from that end of the transaction, but you still get the mill portion.
3 
 Thumb up
 tip
 Thumb up
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.