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Reply: Le Havre:: General:: Re: Goods token question

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by oinoxoosGR

Hey a beer here too, I had the same question and I found the answer in this post :)

Thread: Le Havre:: General:: Box Insert?

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by ColintheFlea

Hi,

To store my games more efficiently, I frequently remove inserts, and combine games into fewer boxes. The empties can then be combined, and stored in a less convenient location.

However, I have a need to un-combine Le Havre. Of course, I didn't make a note of whether it has a box insert or not. From a few images in the gallery, it looks like it never came with one, but would anyone be able to confirm this?

Thanks,

Colin

Reply: Le Havre:: General:: Re: Box Insert?

Reply: Le Havre:: General:: Re: Box Insert?

Reply: Le Havre:: General:: Re: Box Insert?

5 Trends from Gen Con 50 you need to know

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by Tom Ana

Another year has passed and Gencon, the largest tabletop gaming convention outside of Europe, has just wrapped up its 50th year. As the oldest, and one of the most well known board games conventions in the world the event is an opportunity to see how much the tabletop industry has changed in recent months.

Earlier this month ITB’s Peter Blenkharn, a Gencon virgin, visited Indianapolis to witness the chaos first hand. Among the exhibitors both huge and tiny we learned a lot about the current state of tabletop, and noticed a handful of trends that surprised and delighted.

Some of these may seem obvious to industry insiders, but for amateurs and hobbyists interested in the pastime this rare view at the possible future of tabletop is hugely exciting. On the blog today Peter Blenkharn and Tom Ana walk you through some of the trends we’ve seen at Gencon and in recent months, and what they could mean for the future of the industry.

Eurogames are broader than ever

It wasn’t long ago when the term ‘Eurogame’ was strictly defined by a handful of typical games (think Le Havre, Carcassone, Tigris and Euphrates). Simple (often dry) themes, low randomness and a winner-at-the-end reveal were some of the trademarks of classic Eurogames which existed largely unchanged for years.

Gencon, and a few other shows in recent months, has shown that the definitions of a Eurogame are now broader than ever. New and completely unexplored themes have emerged and pushed the boundaries of what can be considered a Eurogame – while new mechanics and ways of playing are also redefining this industry-defining archetype.

Games that don’t easily fit into classic definitions are more and more common. Whether it’s legacy elements like the upcoming Charterstone, or Champions Of Midgard’s blending of classic Eurogame with ‘Ameritrash’ production and theme, many games now exist in the places between the strictly defined categories of the past.

Outside -> in(novation)

In the last few years the tabletop industry has seen incredible change and innovation. As Tom wrote about on the blog last week, these changes often spread out and filter through the industry as a whole.

In recent years these innovations have been clustered mostly around the ‘fringes’ of the hobby, namely the independent makers and publishers who are able to take risks in their approach to design and gameplay. While big companies tend to stick to what they know (and what they know will sell) these independent groups are able to push the boundaries.

At Gencon the most innovative new designs and ideas were predominantly seen coming out of independent companies rather than established brands. This trend has been seen again and again in recent years, and as the industry stratifies into a hierarchy of hundreds of small groups and a handful of much larger businesses the trend towards innovation within these smaller groups is also growing.

Quality from big names

All this is not to say, however, that big name brands don’t have a lot to offer. The reason that names like Fantasy Flight Games and other giants continue to succeed is because the products they put out are consistently good. Although innovation and experimentation is rarer the games these big names create are consistently strong, with well-tested themes, incredible artwork and solid production quality.

Older fans of tabletop, and especially those who grew up around eurogames, will remember a time when most games looked like bland spreadsheets packaged with a handful of neutral-coloured cubes. Today, however, board games are often filled with high quality components and art, as well as themes and mechanics that are tightly honed for the optimal experience.

Big names are continuing to offer these high-quality experiences, bringing things that smaller companies simply cannot compete with. Whether it’s big-name licenses like Game Of Thrones Catan, professional artwork or simple ease-of-purchasing, big companies demonstrated their strength at this year’s Gencon with an incredible selection of games that appeal to enthusiasts from all backgrounds and tastes.

One big happy family

On a quiet weekday afternoon the ITB team turned to the office group chat to see a handful of pictures from an excited Peter. Thousands of miles and several time zones away he had just spotted a man dressed as Wario cruising through the Gencon showfloor on a homemade go-kart to a soundtrack of Chamillionaire’s Ridin’ Dirty.

Wario was one of a growing number of people that took to Gencon in cosplay, marking one of the most interesting and hilarious recent trends of the show. Although Wario doesn’t have his own game (he’s not even in Monopoly Gamer’s edition!) his fan(s) have shown that it doesn’t necessarily matter when it comes to dressing the part.

Gencon this year featured crossover from all areas of nerd culture, from videogames to anime, from comic books to films – almost all aspects of geekdom were represented in some way on the show floor. As board games become a bigger part of the umbrella geek culture, and as the lines between hobbies are blurred with licensed games and brands, the crossover of these two areas continues to grow.

Board games in the limelight


Board games are a ‘fad’ that seems to be on a continual path towards mainstream success. Never mind that board games have, and will continue to be, played by people regularly across the world. Gencon, and countless other examples demonstrate that the hobby is steadily growing.

The tabletop industry is undergoing a new era of its relationship with the general public. As the stigma of shy nerds sat in a quiet cellar fades away more and more media outlets are keen to look to board games with eager fascination.

Setting aside the fact that many of these mainstream outlets tend to answer questions no one asked, or excitedly marvel at phenomena the community has known about for years – this mainstream coverage can only be a good thing overall. Gencon this year was packed with publications beyond the typical specialist hobby magazines, all eager to see find the latest trends and successes

:cool:

Inside the Box Board Games LLP (ITB)

Thread: Le Havre:: General:: Are game scores of Le havre pretty close most of the time?

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by SgtTenor

I recently introduced Le Havre to my girlfriend and the final score was pretty close. I won by 6. I had the most ships but she happened to have more buildings and got the luxury liner. She thought I was running away with a win but it wasn't the case. I told her getting that Luxury ship could be my downfall. Still though, I'm really impressed how close scores can be.


I'll have to play again to find out for sure.

Reply: Le Havre:: General:: Re: Uwe's Twin Titans, Or: The Olympian's Playground and the Stalwart's Obstacle Course

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by teddog

One thing all posters seem to have ignored is the effect of randomness in both games. My game group has played both games numerous times (Agricola over 300, Le Havre over 100), and the consensus is that randomness is minimal in Le Havre (yes, different buildings are used in each game, but their order is known to all at the start; special buildings are unknown, but the game mechanic makes it a choice to know them to some extent, thereby making it possible to mitigate the luck factor), whereas the expert Agricola players in my group have gotten to know the game so well that they could just deal out the 10 occupations/minor improvements to each player and show them all face up, and pretty much know who's going to win! Sound like a true board game, or just craps ("roll and see who wins"). And the draft mechanism, while helpful, can still only do so much to overcome this luck factor.

Yeah, for newbies or even those like myself who only have a few dozen plays under their belt, Agricola is a fine game, that I still like (and really enjoy the solo variant!). But for a truly repeatable experience that doesn't boil down to "Dan got the Nurse Maid and the Layabout, he wins", Le Havre is much better, IMO.

Reply: Le Havre:: General:: Re: Are game scores of Le havre pretty close most of the time?

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by malletman

I've played games which turn out very close and I have played games with very large point gaps. I don't think you can say it is usually close.

Reply: Le Havre:: General:: Re: Are game scores of Le havre pretty close most of the time?

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by JohnRayJr

malletman wrote:

I've played games which turn out very close and I have played games with very large point gaps. I don't think you can say it is usually close.


I would agree. I've played plenty of games that end in dominant victory.

I've also seen games end in a tie.

New Image for Le Havre

New Image for Le Havre

Reply: Le Havre:: Strategy:: Re: 400+ points in solo game

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by Hakuin

Wow, first time I try to follow this strategy after not having played for 7 years and I made 328 !
Brickworks and Clay Mound were digged deep in two different stacks so I was delayed with clay and bricks, so couldn't collect as much coal and iron...

By the way, I don't see why you wouldn't go to the wharf for the second steel ship as 7.3 first and then to the Shipping line as 7.4, since you'd be able then to ship 16 goods for 15 energy...

Reply: Le Havre:: Strategy:: Re: Some Thoughts about the Strategy

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by Hakuin

I really like your analysis, but re. (1) I have some benchmarking issues.

The single player game is the one where you have most freedom and efficiency, since noone blocks you and you have to pay noone for any action (except the occasional Town building if you don't manage your game well), but 400-points-solo-game shows that the most efficient gaming produces a little above 400 points in 49 moves...

That is 8F/move...

So how come 10F/move would be realistic as an average in any game ?

If one does the economics of the most efficient trading cycle, one sees that it requires 4 visits for iron at ironworks, 2 at the colliery, and to convert the whole lot into 12 steel and 8 coke and trade on 4 ships spread over 9 actions, for gross earnings of 104F minus visit costs at buildings you don't own...

Without counting the cost of building the ships, that "optimal" production engine produces between 10,1F and 11,5F/action... based on the whole game built up already ...

If you found better ways to produce value, please share ! :)

Games for Friends and Lovers -- Castles of Burgundy Co-operative game adaptation

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by Harvey Cornell



Hello fellow gamers! Harvey Cornell here from Dragon Phoenix Games. In my last post I promised to get the Castles of Burgundy Co-op released in a few days. It has been delayed a bit because we were trying to get the advanced prototype for one of our own game designs out for printing. It is called Blackstone Castle and we will give you some photos of this exciting new game in an upcoming blog after we get the prototype back from the printer.

Our Castles of Burgundy Co-op is a two-three player game. When played with two players, the third player is played as a dummy under control of the two players. This is actually the funnest way to play it in my opinion. The objective of the game is for all three players to completely fill their city grid with hex tiles. In order to make this possible, the game will be played over six rounds instead of five, and the board will be filled with hex tiles as if four players were playing. The victory points are still important as they allow players to get extra help such as rerolling a die or getting extra dice. Thus it plays very similar to the base game with the point salad aspect still being important.

Well, without further ado, here is the Castles of Burgundy Co-op adaptation!

Go to our website to download the instructions here:

www.DragonPhoenixGames.com/friends-and-lovers

Here is the youtube video with our overview of the variant:

Youtube Video

We are also hard at work on getting Above and Below released, the second highest vote getter in our recent poll. We hope to get that one out by next weekend.

Thanks to those of you sent votes in since the last post. We hear you. Keep the votes coming. If nothing changes, the next one up after Above and Below is Viticulture.

Here is an updated list of games that we have co-ops ready for or are working on and we could push ahead to get them ready if we get enough requests.

Ready except for video:
Splendor
Century: Spice Road
Patchwork
Viticulture
Bruges
Tzolk’in
Machi Koro
Rise of Augustus
Mesopotamia


Nearly ready:
Lords of Waterdeep
Grand Austria Hotel
Champions of Midgard
Isle of Skye
Carcassonne: South Seas
The Voyages of Marco Polo


In testing:
Dominion
San Juan
Race for the Galaxy
Euphoria
Agricola
Le Havre
Istanbul
City of Iron
Bora Bora


Concept Development Stages:
Terraforming Mars
Scythe
Terra Mystica
Tikal
7 Wonders
Alhambra
Power Grid
Puerto Rico
Caverna


Let us know what you are interested in and we will try to work on the highest vote getters.

Happy gaming!

Harvey Cornell

New Video for Le Havre

New Video for Le Havre

New Video for Le Havre

New Video for Le Havre

Reply: Le Havre:: Strategy:: Re: 400+ points in solo game

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by Hakuin

409 at second attempt.

I don't understand though, how you manage not to sell too many buildings for buying the first wooden ship:
At the start of round 2, you have 2F cash if you managed to buy construction firm and clay mound. So you need to make 12F to buy the wooden ship. That is 24F worth of sold buildings !!! And most of them will be Craft buildings, which would deter your Marketplace efficiency at each visit...
So JokeToy is absolutely right pointing at the subtle recommendation of Ken Virzi
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