![]() ![]() We were bumbling around canal era in our first game and by rail era everyone was up to speed. ![]() It'll get better with subsequent plays with what can and cannot be done. So I think it might seem fiddly initially but it gets better. It was so streamlined and I hateeee rulebooks and managed to get through this one with no problem. And the rulebooks was one of the best I've seen. Like okay I know I can't do that, coal is fiddly for now but once we build a bunch of canals it becomes much easier to access.įor a game of its weight I honestly thought the rules teach was incredibly easy. ![]() Once you've made all the mistakes and confusions everything starts to piece together. Okay I'm going to do this, oh shit that's not in my network.īut then it clicks. I'm going to do this instead, wait I don't have the card for that. Wait I don't have a connection for coal, jk, not doing that. So I totally understand where you're coming from.Įach of us had one turn where we said. We played with one other person who's not ap prone at all and the first few turns he also had a lot of AP. I know I'm ap prone and so is someone else I play with. There are so many decisions to be made, but contrary to your point #1, I think the rules are streamlined enough to where it's a very enjoyable game filled with tons of decisions, almost all of which are actually important.įirst play for brass Birmingham is gonna feel that way. You have to decide where to build your network and how much to invest in expanding your network versus just doing what will get you immediate points or income. You have to decide what industries to pursue, where to take your materials from, which tokens to build and which to develop. The reason I like it so much is because the rules are quite straightforward, and yet the decision space is HUGE. Don't allow it if you feel it slows the game down too much. This is a problem with the group, not the game. Thematic tie-ins are noted throughout the rulebook, and I've found they help with understanding the "why?" of some of the rules. Things like "coal must be connected" make more sense when you think that it's needed in large quantities, where thinks like "iron can come from anywhere" is because it's needed in smaller quantities. It might help to think about it thematically. The rules are fairly straightforward for a game of this depth. ![]()
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