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Reply: Le Havre:: General:: Re: Finally picked up a copy and.... :(

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by spiralsoap

Thanks a bunch for the suggestions! I may try the books trick. I did reach out to Z-man so I will update the thread with the outcome. Time to get my heavy books out and give it a go!

Thanks again!

Reply: Le Havre:: General:: Re: Finally picked up a copy and.... :(

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by cesarpepe

That copy seems to have been laid in a basement for a long time before they decided to sell it out to you. Otherwise, I do not see any reason for the tiles to be like that.

Thread: Le Havre:: Variants:: LE HAVRE Simple Solo Variant using D10

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by ourdailyplanet

Here's a Solo Variant that simulates another player using up Action/Building spaces, using a D10.

1). Set up for a Two-Player Game.

2). Give Dummy Player/AI a color and corresponding tokens; plus starting goods/money.

3). AI is Starting Player.

4). After the Supply Phase, on its turn, AI rolls a D10, with the following results:

----- a. On a roll of "1" to "7", AI takes what's on the offer spaces, as follows:

---------1. On "1", Francs.
---------2. On "2", Fish.
---------3. On "3", Wood.
---------4. On "4", Clay.
---------5. On "5", Iron.
---------6. On "6", Grain.
---------7. On "7", Cattle.

---------NOTE: If the rolled space is empty, AI selects the next space with the MOST number of tokens. Tokens are immediately returned to the supply.


----- b. On "8", AI does a Build action, with the following rules:
---------1. Grab the lowest ranked building in the Building Proposals space. And place it in an area for the AI player.
---------2. AI gets this for free. No paying of materials. No need to enter starting buildings.

----- c. On "9", AI enters any revealed, available building -the Town's, yours, or the AI's.
---------1. Determine this building randomly (e.g., use D6, etc). Place AI token on space.
---------2. AI gets this free. No paying of entry fees, materials, etc.

----- d. On "10", AI builds a ship (if any).
---------1. Randomly determine from the available ships. Return built ship to box.
---------2. Again, AI gets this free.

5). Note that the AI:
----- a. Does not pay anything during the Feeding Phase.
----- b. Does not make loans.
----- c. Will not accumulate goods or coins.
----- d. Will never sell a building.
----- e. Is mainly there to "use" up action spaces.

6). During your turn, you can use any of the AI's unoccupied buildings.
----- a. All payments to the AI are turned over to the supply.

Enjoy!

Thread: Le Havre:: General:: idea for reducing fiddliness

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by meepleraptor

I came up with these ideas for reducing fiddliness between turns today:

notice that:


- I also left two piles of cows and grain out for the harvest.


- I have plastic bins for all the chits, they're a little too tall to reach into and I might replace them with shallower bins
- I separated the 5F and 1F pieces, so I dont have to fish for 1F pieces
- my big revelation: put two stacks of chits on each round tile, so we don't have to constantly check whats there and reach for chits

- I stuck a loan card under the Interest Tile so I won't forget

- I also left a pile of cows and grain out for the harvest.

Obvously, this is all done after the first round, after the tiles are turned over

Thread: Le Havre:: Rules:: construction firm, buying

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by meepleraptor

Is this legal?

- use the construction firm
- build the first building in a proposal pile
- buy the second building in the same pile
- build the third building in the pile

Reply: Le Havre:: Rules:: Re: construction firm, buying

Reply: Le Havre:: Rules:: Re: construction firm, buying

Reply: Le Havre:: General:: Re: idea for reducing fiddliness

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by carrion

meepleraptor wrote:

I came up with these ideas for reducing fiddliness between turns today:

notice that:


- my big revelation: put two stacks of chits on each round tile, so we don't have to constantly check whats there and reach for chits


I believe this one will become part of the way I play as well!

Thread: Le Havre:: Variants:: "Build your own buildings" variant?

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by theemptypockets

Has anybody tried a varient where players can use buildings built by the town but not buildings that you have built? Seems like it would force a lot of tough strategy and adaption.

Reply: Le Havre:: Variants:: Re: "Build your own buildings" variant?

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by grant5

theemptypockets wrote:

Has anybody tried a varient where players can use buildings built by the town but not buildings that you have built? Seems like it would force a lot of tough strategy and adaption.

It would certainly break the game. I guess that might be an interesting thing to have to adapt to.

Reply: Le Havre:: Variants:: Re: "Build your own buildings" variant?

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by klbush

theemptypockets wrote:

Has anybody tried a varient where players can use buildings built by the town but not buildings that you have built? Seems like it would force a lot of tough strategy and adaption.


I think it would bog the game down into a food battle. Having your own buildings means no entry fees, even if that's only once every other round that's a lot more food and/or money required.

Reply: Le Havre:: Variants:: Re: "Build your own buildings" variant?

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by davypi

I can't really see this being a good idea. If one player gets ahold of key buildings, say the cokery and coillery, they can run away with a shipping strategy that other's can't compete with. Oh, wait, thats right, only the person who owns the shipping line can use it, which effectively shuts out the other players from the major point gaining mechanism in the game. Oh, but wait, only players with a wharf can build boats in the first place....

I can maybe see an Agricola like variant where players are dealt a certain amount of special buildings at the start of the game that only they can build and use, but there are too many key buildings in the core building pile to be denying other players access to them.

Reply: Le Havre:: General:: Re: Solo Scoring In Le Havre

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by tonyf55

First regular solo game I racked up 224 points. I focused on buying buildings and ships. I think next time I'm going to put my focus on shipping and see if I can ramp up my score.

Thread: Le Havre:: General:: Changing Standard Buildings in a 2 player game

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by Robot74

When playing a 2 player game of Le Havre some Standard Buildings are discarded. I have noticed, after playing four times, that some of the buildings in the 2-player set-up were not that useful to us (mainly the last ones: Town Hall, Bank and Church) while some of the discarded ones for 2p games would be great to have, such as:

-Bridge over the Seine
-Grocery Market
-Joinery
-Hardware Store
-Business Office
-Black Market
-Storehouse

These cards let you get resources in different ways or sell them at the end of the game.

Have you ever changed the Standard Buildings in the 2P set-up?
If so, which ones do you discard and pick?
If not, what do you think about it? Any suggestions?

Thanks a lot!!

Reply: Le Havre:: General:: Re: Changing Standard Buildings in a 2 player game

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by Desiderata

Since this is a discussion of changes to the rules, I believe it would be more properly posted in the Variants forum.

Reply: Le Havre:: General:: Re: Changing Standard Buildings in a 2 player game

Thread: Le Havre:: Variants:: Changing Standard Buildings in a 2 player game

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by Robot74

When playing a 2 player game of Le Havre some Standard Buildings are discarded. I have noticed, after playing four times, that some of the buildings in the 2-player set-up were not that useful to us (mainly the last ones: Town Hall, Bank and Church) while some of the discarded ones for 2p games would be great to have, such as:

Joinery (n.04)
"Sell 1/2/3 wood for 5/6/7 Francs respectively."

Hardware Store (n.06)
"+1 wood, +1 brick, +1 iron."

Black Market (n.13)
"Take 2 tokens of each type whose Offer space is empty (including 1 Franc coins)."

Grocery Market (n.19)
"+1 cattle, +1 fish, +1 grain, +1 meat, +1 smoked fish, +1 bread."

Business Office (n.21)
"Convert any 4 goods to 1 steel. Additionally, convert 1 good to charcoal, leather or brick."

Storehouse (n.24)
"At the end of the game, value increases by 0.5 francs per standard or upgraded good."

Bridge over the Seine (n.27)
"Convert 1 upgraded good to 1 franc. Convert 3 standard goods to 1 franc."


All these cards let you get resources in different ways or sell them at the end of the game.

Have you ever changed the Standard Buildings in the 2P set-up?
If so, which ones do you discard and pick?
If not, what do you think about it? Any suggestions?

Thanks a lot!!

Reply: Le Havre:: Variants:: Re: Co-op variant

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by Robot74

Great idea: To see the whole game as a collective construction of a town!!
Really beautiful
Do you share the goods? Do you pay when using the other's buildings?

Reply: Le Havre:: Variants:: Re: Changing Standard Buildings in a 2 player game

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by Raujour

TH and Bank are our most fiercely competed buildings in 2-player. They are very important.

Reply: Le Havre:: Variants:: Re: Changing Standard Buildings in a 2 player game

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by davypi

+1 to the above comment. Town Hall and Bank can score huge in a 2P, especially if one player is allowed to build out more than the other. The church's ability is rarely useful at any player count, but the point return on resources is one of the best in the game. Its not there to be used, its there to be built.

I often run a house rule that we use the 3P building setup in a 2P game. It encourages players to build more and rely less on shipping strategies. A few warnings though. First, the Town Hall and Bank become insanely powerful. The more building you have in the game, the higher they score. Second, the Black Market has the potential to becoem dangerous. If the building comes out early when players are still frequently taking offers, you can create situations where the Black market can spit out three or four pair of goods. Sometimes it actually becomes a bit of a chess match. "I really need those three clay, but if I pick them up, you can get three resources in the Black Market..."

If you want to use the correct amount of cards, I also used to have a variant setup where certain critical buildings (i.e. brick works, bakery, steel works, a wharf, etc.) had to be in the game. We would then cut the deck in half and do a draft. Each player would choose one building to include. We would reveal, swap decks, and choose again until we got the correct amount. This allows each player to choose how they want to balance the abilities present in the game.
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