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Reply: Le Havre:: News:: Re: Le Havre Computer Game

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by yzemaze

That's a bug, but easily fixed. Just have a look at preceding posts...

Reply: Le Havre:: News:: Re: Le Havre Computer Game

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by deltarn

Thanks,

I made a quick CTRL-F to search for "diner", but somehow missed the previous post.

sorry for the inconvenience.

Throne of Games

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by Tony Boydell

(from yesterday's sublime to today's ridiculous)

*click*

there's an old adage that states "always take a shit on company time" and that's as true now as it was 100 years ago. Of course, with the advent of mobile device technology, one no longer needs to stare at the back of the (flimsy) door, scrawl offensive statements about ones boss and/or try and levitate a lone sheet of paper off the floor with the power of one's befuddled mind; instead one can check emails (but that's kind-of 'working'), read the news or play games. I am reluctant to conduct verbal business (while I'm conducting other business) as the echo-ing nature of most water closets is a dead giveaway, so 'games' it is!

Popular (or should that be 'plop-ular'?) diversions in the Boydellian hand include:
- Take it Easy! (highest score: 247)
- Monument Valley (much re-completed)
- Rush Hour (well in to the EXPERT levels now) and, occasionally (when a longer stay is required),
- Le Havre.

I've toyed with the idea of taking physically-real, solo variant games in to The Porcelain Sanctum eg. Shephy, Lux Aeterna or Scythe, but the state of many cubicle floors is quite deplorable within 10 mins of the office building being declared open of a morning, so 'water damage' (at the very least) should be avoided.

*knock-knock*

"Who's there?"

"Harry"

"Harry who?"

"Harry up in there, I need to clean it!"

*flushes* (in both senses of the word)

Thread: Le Havre:: General:: LE HAVRE versions

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by emeraldeyes

Le Havre versions - What if any difference between Mayfair Games, Lookout Games, or Z-Man Games versions?

Reply: Le Havre:: General:: Re: LE HAVRE versions

The Yellow Meeple's First Impressions:- 5th November - 10th November

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by Fiona Dickinson

Today we're had our second ever Kickstarter delivery. Unlike our first Kickstarter (Gloomhaven) I was really happy to be able to get this one straight to the table! By lunchtime today we had already played Kokoro twice - more than a lot of games on our shelves have ever been played! This week we've also started to look at our small number of Essen games and an old classic to round off the week of new games.

Here's the Yellow Meeple's first impressions;


Kitchen Rush is that perfect blend of challenging real time cooperative game that Amy and I seem to really enjoy. Presumably inspired by the video game Overcooked, in Kitchen Rush, you are trying to create different meals to order. Your workers and sand timers and they go to different zones of the board to get ingredients, take orders, use the ovens etc. Unlike most real time games we enjoy, the resolution phase in Kitchen Rush is short, but the stress level is mitigated by the fact you have to wait for your timers to run low, which can give you a chance to think. It seems like a very difficult cooperative game and I'm not sure where we're going to find more efficiencies, but with a set game length of around 30 minutes, depending how much you talk, I'm looking forward to trying to master Kitchen Rush.

Mystic Vale: Mana Storm is the first expansion we've managed to try for Mystic Vale - the first card crafting game released by AEG. The title of Mana Storm caught by eye because it sounds like the 'big money' expansion. Dominion Prosperity is my favourite Dominion expansion because everything is bigger and more powerful, so I was hoping for the same here. Mana Storm adds new cards to all of the decks, but also adds a leader card for each player, and a new amulet with a unique evoke power. The new leader powers are particularly interesting - they are double sided, so once you save up enough to flip them, they can we really powerful, but also completely dictate how you choose to play your game and build your cards. The amulets are less powerful, but a good synergy between your amulet and leader can really be a great engine. I'm yet to master this expansion, but I do enjoy the new opportunities for unique strategies and great combos. It fits in our bases box, so there's nothing not to like.

Le Havre is an older Uwe Rosenberg title that I've been keen to try after fantastic praise from Tom Vasel at the Dice Tower. We enjoy Uwe Rosenberg games, but we struggle to get them to the table. In Le Harve you are obtaining resources from different ports, spending money or resources to build or purchase buildings and eventually trying to figure out how to make money rather than just surviving from turn to turn by generating enough food. I think we had bad luck with the card draw and it took us a long time to get a wharf and build boats, so food was a struggle and I found this even more depressing than Agricola. I was quite angry throughout the game, but also really keen to keep playing because it was interesting to try and make your town work. I'm interested to try the short game that is included in the rules and hope that it is designed well so that it doesn't just replicate the first 6-8 turns of the longer game which were the turns I found tiresome. So far I'm disappointed in Le Harve, but I want to persevere.

Kokoro: Avenue of the Kodama is a quick game inspired by roll and write style games. In Kokoro you have a dry erase board which is a grid with 5 sanctuaries and symbols of worms and flowers around the board. In a series of 5 turns you'll have to connect the worms and flowers to the sanctuaries or guardians for points. You draw potential routes from a deck of card and all simultaneously draw the route segment on a grid square. The trick of the game is that you really need to score slightly more each round by interlinking routes to different sanctuaries. The game is really accessible for everyone, but you need to really consider your moves and perhaps get a little bit lucky to win. It has the same endearing artwork from Kokoro and I'm really happy that it plays up to 8 players because I think it will be great for larger groups of non-gamer friends or as something a bit different for my work group. It's nothing revolutionary, but Kokoro is a lovely production and I'm sure it's going to hit the table a whole lot!

We're spending this weekend visiting board game cafes. Unfortunately it's unlikely to be our usual gaming marathon, but instead just an opportunity to spend time with friends. On Saturday we'll be at The Ludoquist in Croydon where I'm hoping to at least try Queendomino and Photosynthesis. On Sunday we'll be a Draughts in London and hopefully we'll be trying something new as well as introducing more games to our friends. I'm also hoping to share some exciting news next week about plans for The Game Shelf in the coming months.

Please check out thegameshelf.blogspot.co.uk for more weekly reviews from this UK-based board-gaming couple.

Follow us on twitter @game_shelf

New Image for Le Havre

New Image for Le Havre


File: Le Havre:: Official English Rules

Thread: Le Havre:: Rules:: Purpose of food tokens

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by YellowJack

Just played my first game and had a couple of questions (most were answered already from other questions), but I couldn't find this one so here goes.

What is the purpose of the food tokens (the ones with the food symbol and a #2, 3, 4, etc)?

We didn't use them during our first game (short version), but I want to make sure I'm not doing something wrong. I know you can't store left-over food from round to round (i.e. if your meat over-pays the food cost at the end of a round, you just lose that excess). I also saw that you can't just hand your opponent one of these tokens instead of the meat or fish as an entry fee for their building. So what are they for?

Thanks!

Reply: Le Havre:: Rules:: Re: Purpose of food tokens

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by Desiderata

To quickly see at a glance how much food your ships collectively generate each round.

Reply: Le Havre:: Rules:: Re: Purpose of food tokens

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by paintballinrn

exactly, you put them on your ships that go out representing what they bring back in.

Reply: Le Havre:: Rules:: Re: Purpose of food tokens

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by YellowJack

Thanks for your fast response! Well that explains why we didn't need them (we just kept track of that in our heads).

Reply: Le Havre:: Rules:: Re: Purpose of food tokens

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by Ponton

I place one of these on my buttery, showing my total food income.

New Video for Le Havre


Deliver and pickup

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by Adam Thyssen

Getting back to normal (highly subjective) now, or at least the calm before the holiday storm. Our Pandemic Legacy Season 2 campaign has launched, and we're trying to keep it to Sundays so as not to interfere with our "regular" game nights. Refraining from offering any impressions as we're only a couple of months in, but suffice to say that I'm enjoying it thus far at the very least. This week's game night was the core 3, and (maybe?) the first night in a collective "refocusing" on playing more of the games we already know we like.


Le Havre b/w Le Grand Hameau
Some years ago, Le Havre made its way onto an early draft my top ten games. And despite only a handful of plays, it has managed to maintain a spot there. I'm not sure if it's due in part to its esteem in my mind when viewed in comparison to Agricola, but the game has left such an impression on me that it continues to hang out on that (no doubt highly valuable and influential) list.

Our recent play was the first we've managed with the Grand Hameau expansion; not to put too fine a point on it, but there has been an undercurrent in our group about enriching and broadening the experiences with games we like as opposed to chasing the new hotnesses - so this seemed like a natural extension of that, as I'm not the only one who appreciates Le Havre (or the only one who places it above Agricola for that matter). Having now incorporated it, it feels like such a natural extension that I can't imagine not playing with it again. In our game, I managed to get the Stock Market(?) which allowed me to ignore interest on loans for the course of the game; that alone made the expansion worthwhile for me. As it was, in the interest of exploring the game a bit deeper, I took a totally different track than I normally do - rushing to shipping lines to capitalize on the food provided by ships and the cash provided by shipping to carry me to victory. Instead, I tried an early and hard building strategy in the hopes that the points gathered by building could make up for any shortfalls that my customary late-game deliveries might provide. Instead I was left scrounging for food late in the game, and wasting actions on having to provide. In the future, perhaps a blend of ships and building? I lost pretty significantly, though did have the lesser satisfaction of not coming in last. (And coincidentally or not, the winner of the game had exploited the vacant shipping lines to gather the bulk of his points.)

In Le Havre, each turn is just one tiny decision, to move a worker or gather some goods - but the snowball reaction is just so incredible, as each tiny choice builds into some larger strategy over the course of the game. At no point did I worry about only having X turns remaining - though I probably should have, as I was one turn shy of that luxury liner by the end. Le Havre also demands a fair amount from the players, as you need to have (at the very least) a general idea of where your strategy will lead - and what steps are going to be required to get there. As someone who enjoys interaction, I'm left wanting maybe a little more - but on the other hand, there are so many moving parts necessary for you to line up to fulfill most goals that having interference could be crippling. As it is, it's already remarkably easy to self-sabotage if you lose focus on what needs to get done from round to round. But even if there's no direct interaction mechanisms, you can definitely feel that sense of reward by keeping aware of your opponents' intentions, jumping to intercept their intended ships or buildings.

Le Havre is an exceptional game, requiring a fair amount of patience, strategy, and focus from the players. Turn to turn, it offers small and sometimes excruciating choices that combine to build something far more interesting than the sum of its parts. It comes as little surprise in retrospect that Le Havre never fell from grace in my books; and even despite the loss, I'm looking forward to playing it again and trying yet another (probably faulty) strategy.



Orléans b/w Trade & Intrigue
I'm quite fond of Orleans, as it's a smooth playing game of optimization where getting to a specific city or deed ahead of your opponent can make all the difference. As in Le Havre, there is limited, but effective player interaction, which is supposedly increased with the Intrigue half of this latest expansion. However, we played only the trade portion as not everyone is as fond of screwing with each other as I am.

Trade introduces a number of expanded elements to Orleans, including contracts and a new beneficial deeds board. It's nothing that drastically changes the game, but offers some variety to the base game. I however, ended up effectively playing the base game and pretty much ignoring the new elements; the most substantial of which seemed to be the aforementioned contracts, where arriving in a specified city with the requisite goods could score you a card from the face-up display. This is also the one element that I felt was the weakest from the expansion, as there was more than one occasion where I stumbled ass-backwards into points as, by total coincidence, I happened to have arrived in a city with the goods they required. The ultimate winner of the game focused almost entirely on this new delivery aspect mind you, so take that with a grain of salt; no doubt there's a case to be made for playing to this strategy, but it just felt accidental to me.

Going heavy into collecting villagers at the beginning of the game left me vulnerable too, as it seemed like every turn even was designed to punish my choices - from needing to have goods to pay, to hurting me for not leaving Orleans quickly enough, to forcing me back a 'star level' (not sure the actual game term) after having focused my way nearly to the very end of the track. As a result, a number of my turns got wasted either by trying to ensure I wasn't going to get dinged at the end of the round or by having to regain ground after getting knocked back. To make matters worse, I started culling the tokens in my bag way too early in an effort to fill out some deeds, leaving me with a scant few for the final turns. All of this snowballed over the course of the game and I ended up in a distant third.

Overall, the Trade expansion adds some interesting aspects to the base game, and I would probably do better to not ignore them entirely next time. The new deeds board offers some interesting rewards, and lends the game some variability for those growing too familiar with the base version. My only concern was the length. Perhaps it just felt too long given how poorly I was performing or maybe it was a result of having to learn the new mechanisms, but it seems like the new elements pushed out the game length to the point that the length of the game outstripped its depth. I expect that's likely a result of the noted issues, and subsequent plays would bring it back in line with the duration of the original. I don't know that I'll ever satisfyingly convince the game's owner to get dirty and try out the Intrigue portion, but for those looking to round out their game, Trade is a solid expansion.

New Image for Le Havre

New Image for Le Havre

New Video for Le Havre

New Image for Le Havre

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