Compare/Head to head

Brass: Birmingham vs Terraforming Mars: Which Should You Buy?

If you're shopping for your group's first truly big strategy game, you've almost certainly landed on these two. Brass: Birmingham has sat at number one on BoardGameGeek for years, Terraforming Mars sits at number nine, and both promise the same basic evening: a couple of hours of deep economic decisions where everyone gets up from the table impressed. They even share a flaw, since both can bring out analysis paralysis in a slow group.

But here's the thing that actually decides it. Brass is a game about a shared market, where you're reading supply and demand swings that every player at the table is creating together. Terraforming Mars is a game about your own machine, where you're bolting card after card onto a personal economy until it hums. One points your attention outward at the other players, the other points it inward at your own tableau. Once you know which of those sounds like more fun, you know which box to buy.

Economic2018
Brass: Birmingham board game box art

Brass: Birmingham

2018 · Gavin Brown, Matt Tolman

4.64.6 out of 5

The heaviest game I'd still call a joy. Win or lose, people get up from the table impressed.

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Heavy Euro Engine-Builder2016
Terraforming Mars board game box art

Terraforming Mars

2016 · Jacob Fryxelius

4.14.1 out of 5

One of the great engine-builders, and it earns its reputation, as long as you can forgive the cheap components and a couple of slow turns. If a deep card-driven economy sounds like a good evening, this is a keeper.

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Head to head
Brass: Birmingham
Terraforming Mars
Rating
4.6/5
4.1/5
Players
2-4
1-5
Play time
60-120 min
90-120 min
Complexity
Medium-Heavy
Heavy
Category
Economic
Heavy Euro Engine-Builder
Best for
Experienced groups who want depth without haggling
Strategy gamers who love building a card engine
Strengths and trade-offs

Brass: Birmingham

  • The supply and demand swings are thrilling once you learn to read them
  • Two eras, canal then rail, so the game reinvents itself halfway through
  • Teaches in about twenty minutes despite how deep it runs
  • It can bring out serious analysis paralysis in the wrong group
  • It runs a couple of hours, so it eats a whole evening

Terraforming Mars

  • Over 200 project cards and 12 corporations, so the variety is genuinely huge
  • The engine-building is some of the most satisfying in the hobby
  • Theme and mechanics line up: every action feels like it's actually changing Mars
  • Component quality is rough for the price, those plastic cubes slide everywhere
  • Downtime and analysis paralysis can drag, and the leader can run away with it

Brass: Birmingham and Terraforming Mars both sit in our Tile-Laying list. See the full Tile-Laying ranking to find where each one lands and what else is worth a spot on your shelf.

How they actually play

In Brass: Birmingham, you're building industries across the English Midlands during the industrial revolution, first along the canals and then the railways. The whole game runs on supply and demand. When coal gets scarce, the price swings, and the players paying attention make their own luck out of the timing. What makes it sing is how tight it is: you only get a few dozen actions across the entire game, so every single one has to earn its place. And because the game splits into two eras, canal then rail, it reinvents itself halfway through, right when you think you've got it figured out.

Terraforming Mars feels completely different at the table. You're a corporation making Mars livable, raising the temperature, flooding in oceans, and seeding oxygen until the planet hits habitable. You do it by playing cards, over 200 of them, and each one bolts another part onto your economy. Where Brass is about squeezing a shared market, this is about feeding a machine you built from scratch. The theme and the mechanics actually line up too, so every action feels like it's genuinely changing Mars. That engine is the hook, and it holds.

Complexity and learning curve

Here's the surprise: the number one game on BoardGameGeek is the easier teach. Brass runs medium-heavy but teaches in about twenty minutes despite how deep it goes, and while a slow, indecisive group can make it grind early on, the dithering eases off once the board fills in and the choices narrow. It's still not a starter game, so don't hand it to folks fresh off their first gateway title. But a group that's ready to graduate will be up and running fast.

Terraforming Mars is the heavier lift, and it wears it. A big hand of cards invites analysis paralysis, downtime can drag, and an early lead tends to snowball, so the leader can run away with it. It rewards patience and punishes anyone hoping for something light and quick. If your group happily spends two hours on a slow build with a big payoff, none of that is a dealbreaker. If they fidget, Brass is the kinder pick.

Replayability and table presence

For sheer variety, Terraforming Mars wins this one. With over 200 project cards and 12 corporations, the variety is genuinely huge, and players report that no two games feel the same even twenty plays deep. It also stretches from solo up to five, though three or four is the real sweet spot. Two-player games drag, and five-player games end before your engine really sings. The one honest gripe is the box itself: component quality is rough for the price, and those little plastic cubes slide everywhere the second someone bumps the table. Grab a playmat or some baggies and you'll forgive it.

Brass replays differently. Instead of new cards, it's the two-era structure and those market swings that keep it fresh, because the timing puzzle changes with every group you sit down with. It plays 2-4, it eats a whole evening, and the thing people say over and over is that everyone gets up impressed, win or lose. It's the game I'd reach for when the whole table wants to feel clever together, rather than each person quietly perfecting their own corner.

The verdict

Honestly, you're choosing between two keepers here, so this comes down to your table. Buy Brass: Birmingham if you've got an experienced group that wants serious depth without anyone haggling, and you love the feeling of reading a shared market better than the person next to you. Buy Terraforming Mars if the joy for you is in the building itself, you want huge card variety, or you'd like a heavy game that also plays solo. Just budget a few dollars for a playmat to tame those cubes, and know that Brass is the smoother teach of the two. If I could only keep one on the shelf for game night, I'd keep Brass, but the Mars fans who love it really love it, and I get why.

Brass is the sharper game about the market between you, Terraforming Mars is the cozier one about the machine in front of you.