
- BGG rank
- BGG #787
- BGG rating
- 7.2
Between Two Castles of Mad King Ludwig
- 2–7 players
- 45–60 min
- Complexity 2.2/5
- 2018

Rules assistance for Homebrewers: Getting Equipped
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

What would you like to know?
Answers come from the official rulebook, with the page to check.
Homebrewers: Getting Equipped is an expansion for Homebrewers released in 2019 for 2–5 players, 45–75 minutes per game, and ages 14 and up. It was designed by Ben Rosset and Matthew O'Malley and its main mechanics are Set Collection, Trading, and Dice Rolling.
Getting Equipped is a deck of 25 unique pieces of equipment, each one giving the brewer who installs it a special power. At the beginning of the game, players will draft the equipment cards, with each player selecting five that only they can chose from to install. Each player can only install four out of their five equipment cards, though. During the game, you can pay the dollar cost shown on an equipment card to install that piece of equipment in your garage. Installing the right mix of equipment and making good use of them can make all the difference in the battle for title of Best Homebrewer! Each game that you play will see you drafting and installing different equipment. With over 53,000 different combinations of 5 equipment cards that you can draft, every game you play will provide a unique challenge and strategy. —description from the publisher
Homebrewers: Getting Equipped supports 2–5 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Homebrewers: Getting Equipped is 45–75 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Homebrewers: Getting Equipped for ages 14 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Homebrewers: Getting Equipped has a complexity rating of 2.3 out of 5 from BoardGameGeek players, which makes it a medium-light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Homebrewers: Getting Equipped belongs to these categories: Economic, Dice, and Expansion for Base-game. Its main mechanics are Set Collection, Trading, and Dice Rolling. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Homebrewers: Getting Equipped are: Ben Rosset and Matthew O'Malley. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Homebrewers: Getting Equipped as an expansion for Homebrewers. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need Homebrewers to use it. Check that your edition of Homebrewers is compatible, as some expansions were revised between editions.