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Reply: Le Havre:: Rules:: Re: Rules tweak for loans in newer editions from Uwe

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by alenen

Ponton wrote:

It's in the German rule book of the newer editions.


Just to make sure I understand it:
IF Loans >= players -> interest = 2F
IF Loans < players -> interest = 1F

So in a solo game, 1 loan = 2f, 2p game, 2 loans = 2f and so on?

Also, Curious on feedback from this tweak, has it worked well? Or do most people just play the basic rules?

Reply: Le Havre:: General:: Re: iOS Expansion.

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by monteslu

and here i was ready to rage about an iOS-only expansion to the physical game :)

Reply: Le Havre:: General:: Re: iOS Expansion.

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by grant5

4Corners wrote:

Ah the ever elusive ? in the subject line...

It's doubly funny, because not only didn't the OP use a question mark, they went out of their way to use a period. :shake:

Reply: Le Havre:: General:: Re: iOS Expansion.

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by abravenewgeek

grant5 wrote:

4Corners wrote:

Ah the ever elusive ? in the subject line...

It's doubly funny, because not only didn't the OP use a question mark, they went out of their way to use a period. :shake:


:D

Reply: Le Havre:: General:: Re: iOS Expansion.

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by B Factor

abravenewgeek wrote:

grant5 wrote:

4Corners wrote:

Ah the ever elusive ? in the subject line...

It's doubly funny, because not only didn't the OP use a question mark, they went out of their way to use a period. :shake:

:D

Psst... that's your cue to edit the subject line so that more people aren't misled into thinking that this thread contains actual news instead of an inquiry.

Reply: Le Havre:: General:: Re: iOS Expansion.

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by abravenewgeek

B Factor wrote:

abravenewgeek wrote:

grant5 wrote:

4Corners wrote:

Ah the ever elusive ? in the subject line...

It's doubly funny, because not only didn't the OP use a question mark, they went out of their way to use a period. :shake:

:D

Psst... that's your cue to edit the subject line so that more people aren't misled into thinking that this thread contains actual news instead of an inquiry.


:D

Dukes of Dice Podcast - Ep. 37 – Monkey Awards

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by Sean Ramirez



The Dukes of Dice... A podcast about Board, Card and Role Playing Games.

Today the Dukes...

... Discuss more recent plays at Conlave of Gamers and the Grand Opening of Empire Board Games Library including Tzolk'in, Scoville, Le Havre, Flick 'Em Up, Power Grid, Telestrations, Progress: Evolution of Technology, Sheriff of Nottingham, Port Royal, Pandemic: The Cure and Kingsport Festival (03:44);

... Discuss the latest news, regarding the 2015 Origin Award nominees and the 2014 Dice Tower Award Nominees (22:35); and

... Discuss the results from their recent Survery Monkey survey (52:38).



Please be sure to support the Dukes on their Patreon campaign page!
[MP3]http://traffic.libsyn.com/dukesofdice/DoD_Ep_37_Monkey_Award...|Dukes of Dice - Ep. 37 - Monkey Awards[/MP3]

For a direct download, click here.
For our full podcast archive, click here.

Visit our website (www.dukesofdice.com), follow us on Twitter (@dukesofdice), like us on Facebook (www.facebook.com/dukesofdice), join our BGG Guild (Dukes of Dice) or view of Big Screen Board Game segments on our YouTube channel.

From the archives... Part 1: Cat Pictures

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by Marcus Boyce


Dude, I'm a Feld fan!

January 7th 2014: I quipped the cat could play better than me.

Turns out I was right...

Patchwork Review

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by JR Honeycutt

This review originally posted at my blog, The Nerds's Table:
http://nerdstable.blogspot.com/2015/05/patchwork-by-uwe-rose...

Patchwork, by Uwe Rosenberg

There are an understood set of popular themes for games that show up across our favorite titles - space, The Renaissance, exploration, nautical combat, high fantasy adventures, wild west showdowns - if I put up a poll, I bet I could get 20 examples of games that fit those themes. But what about quilting?

Patchwork is a two-player game about making a quilt. It's not a zombie quilt, or a space quilt, or even a magic quilt for Dwarves that live in a cave. It's a regular quilt, and you probably won't even finish it. You'll have some holes left, and it will be covered in buttons (???), and you'll feel so zen while you're doing it that you'll never poke fun at your grandmother's habits again.

With that, I invite you to join me as I explain why Patchwork is one of my top-five games this year.

In Patchwork, two players compete to make the "best" quilt by gathering buttons and spending them to acquire various patches of mismatched material. These pieces are reminiscent of Tetris pieces, though with significantly more diversity in size and shape. As players take their turns, they slowly advance their game pieces towards the inside of a spiraling game board, called the "time track", gathering additional buttons and small patches to fill in the holes in their quilt.

The game ends when both players have reached the center of the game track, at which point each player adds up their total buttons and possible bonus points, then subtracts two points for each uncovered space on their quilt board. The player with the most points is the winner! For a full run through of the game and a link to the rulebook, see the links at the bottom of this article.

To begin, each player takes a quilt board and places their colored token on the start space of the time track. Then the patch pieces are randomly placed around the time track, creating a circle of pieces, one after the other. The neutral token is placed just after the 2-square patch (the only one in the game), and players are given 5 buttons each.

Instead of alternating turns, the player whose game piece is farthest from the end of the game track is always the active player. That must do one of two things:

Take one of the three patches directly in front of the neutral token, then pay buttons equal to its cost and advance their game piece towards the center of the board by the amount indicated by the patch's time cost.

OR advance their game piece on the time track until it is one space past the other player's piece, then collect one button from the bank for each space travelled.

Because the active player is always the player who is "behind" on the board, it often happens that a player takes two or more turns in a row. This is a crucial aspect of the game, especially as the number of available patches decreases and the game is almost over.

There are a number of spaces on the board with printed buttons. Whenever a player passes one of these spaces, that player counts the number of buttons on patches on their quilt board, then takes that many buttons. These buttons are the currency of the game, and this is the only way to get more buttons (besides passing the turn and advancing your game piece).

The first player to cover a 7x7 area on their quilt board get a 7-button bonus. I've won games with and without this bonus, so it isn't crucial to victory (though final scores are often in the low 20's, at most) but it does provide players an initial direction: try to cover a slightly smaller area than the whole game board, which is 9x9.

Patchwork works because there's something engaging, almost hypnotizing, about putting Tetris pieces on a board and planning for the next move or two. It's a delightful example of hidden depth in a game - there's definitely more strategy to Patchwork than is immediately obvious in your first game. It's difficult to see it at first, but the random order of the patches at the start of the game creates bottlenecks and scarcities in certain piece costs and shapes that absolutely determine who wins.

It's a wonderful example of elegance in design - simple rules that lead to complex game play and interesting choices. The quality of design isn't surprising, given that designer Uwe Rosenberg's most popular games, Caverna, Agricola, and Le Havre are rated #4, #6, and #13 respectively among all games on BoardGameGeek. I love that Lookout/Mayfair was willing to publish this game as it's something different than Uwe's larger, deeper Euro-games.

When I'm ranking games, these are the things I consider most carefully:

Did I have fun when I played this game? If so, why?
When I played the game again, did I enjoy it more, or for different reasons?
Was I surprised by some part of the game?
Does the game consistently deliver the experience it promises?

These are hard questions to answer sometimes, and it's easy to pick apart the merits of my evaluative measures, but they work well for me. All of this is to say that Patchwork is a flexible game that can deliver a different type of experience depending on the engagement of the player, and both experiences are really enjoyable. It's consistent in that delivery, meaning that each time I sit down to play, I expect a certain kind of feeling and fun, and each time I've gotten it. I've played it 10 times now, and enjoyed it each time.

As a related aside, there is no randomness in Patchwork once the patches have been placed in a circle around the game board. In some cases a lack of total randomness, as well as a lack of any hidden information, can lead to "alpha gaming", where one player plays for both, and/or makes suggestions as to "best plays" during the game.

I found myself doing this to Amy (my wife) until she called me out on it. This specifically reminds me of Mr. Jack, another excellent two player game, which can, near the end of the game, turn into a puzzle whose solution is available for both players to find. If you're a player who tends to do this, and you've got a partner who tends to be annoyed by it, be warned!

I'd recommend Patchwork to any gamer, anywhere, period. The game is wholly language-independent, requires no math beyond counting buttons, and can be played casually for the simple joy of creating something pretty, or competitively as an exercise in careful planning and tactical execution. It's perfect for a couple looking for a fun game to play together, or for a game group looking for something to end the night with. At $25 MSRP it's a great value for the depth and replayability of the game. Go check it out!

--

For more reviews, interviews, and musings about tabletop games by our rotating cast of writers, please visit www.nerdstable.blogspot.com.

Thanks for reading!

New Image for Le Havre

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by dte42

<div>Playing a one player learning game.</div>

New Image for Le Havre

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by dte42

<div>Final score of 118 on first solo run through. I have played many times on iOS and noticed several things that I missed on digital version.</div>

10/10 [Le Havre]

Reply: Le Havre:: Rules:: Re: Basic Questions

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by daliles

I have a similar question that I think the iOS version shows that you can use multiple buildings which you own during a turn.

Is this correct? It seems so on the iOS, but I cannot nail down a specific answer from the rulebook.

Reply: Le Havre:: Rules:: Re: Basic Questions

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by klbush

6. Must I move my token to a different building each turn, if I chose not to take the supply? Or can I reuse the benefits of the same building twice?


You must enter a building to take its action. Staying in a building does not count as entering. However, you can use a building twice under two circumstances:
• The building is yours, so sell it to the Town. This gets rid of your Worker piece, so you can enter the building again.
&Bull; The building belongs to the Town, so buy it. This gets rid of your Worker piece as well and allows you to enter the building one more time.

Additional notes:
• If your funds are sufficient enough and no other player interferes in the mean time, you can repeat his as often as you wish and, thus, taking a building action any number of times throughout several turns.
• Remember that you cannot re-buy a sold building on the same turn, so any other player can buy it on his own turn from the Town and, thus, breaking your cycle of repeated entry.


This answer is quite misleading I think. If I understand correctly, each player can only "enter" one building per turn. Therefore it is impossible for one player to use a building's benefit twice in one turn. At least this is the way I read the rules. The scenario described above allows two players to be in a building on one players turn, but each only got the benefit of the building once and only on their turn.
Ken

Reply: Le Havre:: Rules:: Re: Basic Questions

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by Zark

You can only use (enter) one building each turn. You can continue to use the same building each subsequent turn by buying it and selling it to the town, providing no one else buys it while the town owns it.
It is not an efficient strategy as you lose half its value every time you sell it

New Image for Le Havre

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by primeval

<div>GEEK OUT Fest Boardgames Edition 1.0 - Buenos Aires, Argentina</div>

Thread: Le Havre:: General:: Like harbour/ will I like this?

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by Stevieram

Hi, I've played a few games of harbour, and really enjoy it, the only thing is it's very light and when we're looking for a bigger game to play with more choices it doesn't quite hit the spot,a lot of people refer to it as le havre light, so I'm wondering as we do like that game, will we enjoy this one when we want something more? How complex is it? And how long does a game take roughly, mainly with 2 players, and is it good with 2 players?
Thank you.

Reply: Le Havre:: General:: Re: Like harbour/ will I like this?

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by bigloo33

Le Havre is a masterpiece. It is deep and think-y, but not overly complex. I learned this without much big board game experience, and have certainly taught it to casual gamers.

It is long (I have no concept of time...except that it bends), but it is a 3 hours, or so, that will fly by. There is a short version, but I have yet to try it.

Edit: Have also not played Harbor, because I have been pretty content to own and play Le Havre.

Thread: Le Havre:: General:: Field of Arle vs Le Havre

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by mistake89

I'm going to buy a new Rosemberg game.
I use to play only 2p game with my girlfriend so I'm asking you:
Which one is better? Are they too similar or which are the main differences?

I own Agricola and I like it. I would like to buy something different - I think Le havre is very different, but is Field of Arle so different as well?
Onother question: does Le havre become a little boring only with 2 players just after a few plays or not so challenging?

Thank you for helping me choose a game

Reply: Le Havre:: General:: Re: Like harbour/ will I like this?

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by Raujour

bigloo33 wrote:

Le Havre is a masterpiece. It is deep and think-y, but not overly complex. I learned this without much big board game experience,

... There is a short version, but I have yet to try it....

Edit: Have also not played Harbor, because I have been pretty content to own and play Le Havre.



Me, overall, except I don't like the short game... to short for the effort.

Le Havre takes a bit to set-up. Get some small containers to store and maintain the goods. Don't let 'your pet sort the table'... did I mention there are lots of pieces.

I have left it on the table for a couple of sessions. It is one of my favorite solo games also - I am terrible at it. I look at other's scores and just shake my head in shame.
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