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    by Ponton

    The new print run will contain all 82 special buildings (36 base, 12 promo, 32 lgh, toy fair, tablet) and even 4 "blanks" for own ideas.

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    by philcampeau

    Ponton wrote:

    The new print run will contain all 82 special buildings (36 base, 12 promo, 32 lgh, toy fair, tablet) and even 4 "blanks" for own ideas.


    So it's for sure that Mayfair are releasing it the same way as Lookout, then. Fantastic. Thanks Grzegorz!

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    by Ponton

    philcampeau wrote:

    Ponton wrote:

    The new print run will contain all 82 special buildings (36 base, 12 promo, 32 lgh, toy fair, tablet) and even 4 "blanks" for own ideas.


    So it's for sure that Mayfair are releasing it the same way as Lookout, then. Fantastic. Thanks Grzegorz!


    Yes, both versions will be identical (except for language, of course).

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    by jdc26

    Thanks for the response Grzegorz. There have also been the Mayfair ads for the game popping up on BGG during at least the past month.

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    by Prometeo78

    hello, yesterday I've played for the 2nd time le havre, and for the 1st time we had Harbor watch in the special building.
    the situation was that :
    all 3 players discs on different building
    round 1 : P1 select Harbor watch, pay 1 food, pay 1 coin to p3 (who was on shipping line) , go on shipping line, use his wood ship, sell 2 bread for 6 coin
    round 2 : P2 does the same, kick p1, entering harbor watch and use shipping line , sell , etc etc ...
    round 3 : P3 does the same, kick P2 ......
    round 4 : P1 does again the same move, selecting Harbor Watch, kicking P3, using again his wooden ship and selling goods ....

    1 - is it all correct?
    2 - can P1 select twice Harbor watch in the same turn ( but in different rounds , 1st and 4th ) ?
    3 - if P1 is in the Shippin Line Building at the end of the gaeme and now all player have the final move, can use Harbor Watch to exit, kick a player that probably use it and re-enter and use it ?

    With Harbor Watch in play Le Havre looks like Puerto Rico: all player try to ship all their goods as much as possible

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    by dkeisen

    Prometeo78 wrote:

    hello, yesterday I've played for the 2nd time le havre, and for the 1st time we had Harbor watch in the special building.
    the situation was that :
    all 3 players discs on different building
    round 1 : P1 select Harbor watch, pay 1 food, pay 1 coin to p3 (who was on shipping line) , go on shipping line, use his wood ship, sell 2 bread for 6 coin
    round 2 : P2 does the same, kick p1, entering harbor watch and use shipping line , sell , etc etc ...
    round 3 : P3 does the same, kick P2 ......
    round 4 : P1 does again the same move, selecting Harbor Watch, kicking P3, using again his wooden ship and selling goods ....

    1 - is it all correct?


    Yes

    2 - can P1 select twice Harbor watch in the same turn ( but in different rounds , 1st and 4th ) ?


    Yes. Each action is completely independent.


    3 - if P1 is in the Shippin Line Building at the end of the gaeme and now all player have the final move, can use Harbor Watch to exit, kick a player that probably use it and re-enter and use it ?


    No. A player cannot use the harbor watch to kick themselves out of a building as they no longer are in that building and thus cannot be kicked out of it.


    With Harbor Watch in play Le Havre looks like Puerto Rico: all player try to ship all their goods as much as possible


    I don't know about that, but the Harbor Watch is the most significant (distorting?) special building in the game driving the game in a very different direction than it otherwise would go.

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    by Prometeo78

    Hello everybody, I'm a new player of La Havre, and trying to learn myself rules and way to play correctly. I've read many treads about the way to use and build ships and usins Shipping line building, but I've still had many doubts.

    1 - I can own a ship in 2 ways : building it with materials by the warf ; or buying it with (a lot of ) coins. right?
    2 -can I have 2 or more ships of the same type (for example 2 iron ships) ?
    3 - in 4 and 5 player games ships give me a little discount on the food I have to pay at the end of the turn and only 1 people for turn can use Shipping Line building and sell goods for coins. So, is really worthly to buy a ship ? At the end of the game wooden and iron ships have a ridicolous coin valor ( 2 4 6 )
    4 - ships that are displayed "face-up" are of the property of the city and so can be used to sell goods? I think no, buto Yesterday at turn #16 only me had a ship and I could sell only 2 goods for turn giving me only 6 coins. other player instead built lot of cards of 14 / 16 /20 coin value ...

    thanks for all your answers

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    by lostphd

    Prometeo78 wrote:

    3 - if P1 is in the Shippin Line Building at the end of the gaeme and now all player have the final move, can use Harbor Watch to exit, kick a player that probably use it and re-enter and use it ?


    No. I don't think anyone physically "enters" a building on the last move, they just use a building which they are not already occupying. So the idea that another player uses the turn to enter the building, and then you use Harbour (Australian edition!) Watch to then kick them out and use it yourself is not within the spirit of the rules.

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    by lostphd

    Prometeo78 wrote:

    Hello everybody, I'm a new player of La Havre, and trying to learn myself rules and way to play correctly. I've read many treads about the way to use and build ships and usins Shipping line building, but I've still had many doubts.

    1 - I can own a ship in 2 ways : building it with materials by the warf ; or buying it with (a lot of ) coins. right?
    2 -can I have 2 or more ships of the same type (for example 2 iron ships) ?
    3 - in 4 and 5 player games ships give me a little discount on the food I have to pay at the end of the turn and only 1 people for turn can use Shipping Line building and sell goods for coins. So, is really worthly to buy a ship ? At the end of the game wooden and iron ships have a ridicolous coin valor ( 2 4 6 )
    4 - ships that are displayed "face-up" are of the property of the city and so can be used to sell goods? I think no, buto Yesterday at turn #16 only me had a ship and I could sell only 2 goods for turn giving me only 6 coins. other player instead built lot of cards of 14 / 16 /20 coin value ...

    thanks for all your answers ;)


    Yes to all except number 4. Ships can be built or bought. Building is usually better, but buying a ship early if you can afford it (normally by selling buildings to raise the coins) can have long-term payoffs. You can have as many ships of the same type as you like. The discount on food for ships, even in 4 and 5 player games, is substantial because it saves actions which you might use to acquire food. Eventually people will move off the shipping line to do other things and you will be able to use it to get large amounts of points.

    Ships displayed face up in ship acquisition stacks are owned by no-one and cannot be used until they are built or bought by a player. Ships can only be used by the player who owns them. If by turn 16 only one player has a ship, then you are playing Le Havre wrong. Le Havre is a shipping game. Ships are very important.

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    by davypi

    dkeisen wrote:

    I don't know about that, but the Harbor Watch is the most significant (distorting?) special building in the game driving the game in a very different direction than it otherwise would go.


    I'm a bit curious about this observation. My standard house rule is to make the Harbor Watch a start building, but its rare for it to be used more than twice per game. It can be an expensive building to use as you have to pay the owner of the Harbor Watch to use it, then pay the person you are booting out, and then still pay the normal entry fee for the building you are using. It might simply be that my group all plays a heavy loan strategy, but when entry fees are scarce, paying 1 food + 1 franc to kick someone out of a location is a high price to pay and thus generally we try to avoid doing it. Whatever action you think is that important to you, it has to be at least two points better (I would say three) than the next best alternative, because that is the point swing for giving up those resources to other players. Anyway, my point is that I don't know that it really shifts our strategies that much, but it may depend on the play style of the group.

    To the OP, there are basically only two ways to get points in Le Havre, and those are building buildings and shipping goods. So yes, shipping is a very important aspect of the game. What seems odd about your particular scenario is that it is rare that a shipping action needs to be taken immediately. Once you have the goods and the energy to ship, it doesn't really matter when the shipping action occurs. (The main exception would be running out of actions/time in the game, but feeding, paying off loans before interest, or buying a key building before another player gets to it would be others.) Unless I am running out of time in the game, personally, I would be more inclined to wait a round until the shipping line is empty. It really sounds like there was a lack of experience/patience with the players in that game, but without being able to see the rest of the board I won't make that an absolute claim.

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    by davypi

    lostphd wrote:

    No. I don't think anyone physically "enters" a building on the last move


    Yes, they do.

    Page nine of the manual:
    In the Final stage only, Person discs may be moved to buildings which are already occupied by one or more other Person discs. The only building that may not be entered is the one that the Person disc is already on.

    So you do actually move the worker. However, other than the Arts Centre, I can't think of any reason why this would actually matter.

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    by grant5

    Prometeo78 wrote:

    Hello everybody, I'm a new player of La Havre, and trying to learn myself rules and way to play correctly. I've read many treads about the way to use and build ships and usins Shipping line building, but I've still had many doubts.

    1 - I can own a ship in 2 ways : building it with materials by the warf ; or buying it with (a lot of ) coins. right?
    2 -can I have 2 or more ships of the same type (for example 2 iron ships) ?
    3 - in 4 and 5 player games ships give me a little discount on the food I have to pay at the end of the turn and only 1 people for turn can use Shipping Line building and sell goods for coins. So, is really worthly to buy a ship ? At the end of the game wooden and iron ships have a ridicolous coin valor ( 2 4 6 )
    4 - ships that are displayed "face-up" are of the property of the city and so can be used to sell goods? I think no, buto Yesterday at turn #16 only me had a ship and I could sell only 2 goods for turn giving me only 6 coins. other player instead built lot of cards of 14 / 16 /20 coin value ...

    thanks for all your answers ;)

    The actions you save by not needing to acquire the food that your ships provide you more than make up for the small value of the ships.

    Additionally, incorporating shipping into your strategy doesn't mean you don't ALSO build valuable buildings.

    0 0

    by grant5

    dkeisen wrote:

    Prometeo78 wrote:


    3 - if P1 is in the Shippin Line Building at the end of the gaeme and now all player have the final move, can use Harbor Watch to exit, kick a player that probably use it and re-enter and use it ?

    No. A player cannot use the harbor watch to kick themselves out of a building as they no longer are in that building and thus cannot be kicked out of it.

    Yes. As long as you're NOT the first player to act in the final round, and a player acting before you enters the Shipping Line. Then you CAN use the Harbor Watch in the final round to leave the Shipping Line, kick some OTHER player out of the Shipping Line, and use it again.

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    by davypi

    grant5 wrote:

    Yes. As long as you're NOT the first player to act in the final round, and a player acting before you enters the Shipping Line. Then you CAN use the Harbor Watch in the final round to leave the Shipping Line, kick some OTHER player out of the Shipping Line, and use it again.


    Again, I refer to you the previously quoted section on page nine: "The only building that may not be entered is the one that the Person disc is already on." A strict reading of this rule would be that you cannot go back into the building you started your turn on, even via use of the Harbor Watch. You are still entering that building, even if you are using an intermediate action go elsewhere first.

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    by grant5

    davypi wrote:

    grant5 wrote:

    Yes. As long as you're NOT the first player to act in the final round, and a player acting before you enters the Shipping Line. Then you CAN use the Harbor Watch in the final round to leave the Shipping Line, kick some OTHER player out of the Shipping Line, and use it again.


    Again, I refer to you the previously quoted section on page nine: "The only building that may not be entered is the one that the Person disc is already on." A strict reading of this rule would be that you cannot go back into the building you started your turn on, even via use of the Harbor Watch.

    No, that would be an extremely interpretive reading of the rule, since you are inferring information which isn't stated.

    A strict reading would use only the text provided. When you go to take the action is your disk already there? No? (since you left to go to the harbor watch) Then you can take the action.

    Edit: If you want to debate whether it's a good rule, or other ways to play it, I'd say that should be done in the variants forum. It'll just confuse people here in the rules forum.

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    by Ponton

    Grant's correct - official answer. :P

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    by lostphd

    Ponton wrote:

    Grant's correct - official answer. :P


    Thanks! Happy to be overruled. As long as we all have it straight.

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    0 0

    by Morningstar_81

    Originally posted here:
    http://storyboardwebseries.tumblr.com/post/156858624092/le-h...

    facebook: https://www.facebook.com/StoryBoardGames/
    twitter: https://twitter.com/StoryBoardWebtv



    Synopsis: You are masters of the port in the fabled French commune of Le Havre. Here, in the second largest port of France, you will amass a personal fortune through trade and stock as Le Havre undergoes its most prosperous period in the 19th Century.

    You win if you have the most amount of wealth when the game concludes. You gain wealth by constructing or buying ships and buildings alike. You may also make some money through the shipping of goods and through improving goods. However, you must ensure that your workforce is fed, and they grow in number with each passing round.

    A single round of Le Havre is divided into seven turns. Players will take turns to activate, firstly placing new goods in the various offer spaces and taking one single action. You can activate an available building, including those found in other players’ possession or in a common pool representing the town centre. Alternatively, you can take one of the accumulated offerings.

    Around the early-mid game, the option to build ships becomes available. Ships provide a passive amount of food each round for your workforce. Buildings have many varied abilities, but they typically allow you to manipulate goods: upgrading, sell, use them in construction. However, buildings can also bring in a trickle of income through an entry fee, which other players must pay to you for the privilege of using your buildings.

    Commentary: Despite the relatively higher level of complexity of this game, the design is very smooth. The number of elements necessary to consider start off small and gradually increase. This makes it easier for first time players to discover the game incrementally. However, some of the nuances might not be apparent until the mid-early to mid-game.

    Part of works well for this game is the almost exponential acceleration of the game. It starts small and builds up to a crescendo of activity. In doing so, the game follows the sorts of trajectories found in many of Rosenberg’s other harvest games. Though I think mechanically, the build-up is more elegant in this game than his others. Le Havre comes across as a snowball that cascades into a giant crashing snow ball, whereas his other harvest games seem more like scaling a mountain.

    Despite the above, Le Havre feels like a departure from many of the design assumptions typical of a Rosenberg game. The blueprints are still there, but this reads like a game with more innovation and divergence than not. It doesn’t just feel like a rehash of an existing game and idea, and even makes a significant departure from the agrarian themes that dominate his gaming niche.

    As one who does prefer low player count games, I find this game suits the lower player counts. Simply put, because there are only seven turns between harvests, you get three or four actions in a two-player game or two, maybe three, actions in a four-player game. Having one, maybe two, actions per round seems to limit the engagement with the game. Moreover, the two-player game and the three-player games skew differently enough to change the experience.

    Verdict: A solid Rosenberg, which I highly recommend.

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    by BackIssueBacklog

    jdc26 wrote:

    Thanks for the response Grzegorz. There have also been the Mayfair ads for the game popping up on BGG during at least the past month.



    Starting to get hyped! This has been on my wish list for some time. Mayfair still reads May 18. Hope it sticks.

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