This leads to a strategic timing/storing of cards. The cards limit where you can build your industries, but any card can be used for the develop, sell cotton or build connections actions. At the end of the rail phase, another scoring round takes place, then a winner is crowned. During this phase, players may now occupy more than one location in a city and a double-connection build (though expensive) is possible. 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. 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. 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. Turn order is determined by how much money a player spent on the previous turn, from lowest spent first to highest spent. 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. VPs are gained from your canals, rails, and established (flipped) industry tiles. To win the game, score the most victory points (VPs), which are counted at the end of each half. The game is played over two halves: the canal phase and the rail phase. You must develop, build, and establish your industries and network so that you can capitalize demand for iron, coal and cotton. 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.
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