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    by hegel325

    When you build two can you build the top two buildings from the same column? Thanks!

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    by Yeoster

    We play it that you can.

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    by Ponton

    hegel325 wrote:

    When you build two can you build the top two buildings from the same column? Thanks!


    Yes, you can.

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    by the majestic moose

    Better yet: if the top of the stack is (say) Sawmill, Clay Mound, Colliery, you can use the Construction Firm to build the Sawmill and Colliery as long as you buy the Clay Mound for two francs in the middle of that action. The Buildings Overview description of the Construction Firm is very clear about that. I think you could even sell the Sawmill to get the money for the Clay Mound, though my copy of the rules is less explicit about that.

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    by gillum

    The rules for the Construction Firm state explicitly:
    A player can take both buildings from the same pile. A player may even use the Construction Firm to build one building, then use an additional action to buy the next building, and then build the third in the pile with the Construction Firm.

    With regard to selling, I'll point out at the rules say "Additional actions are Buying and Selling, which may be carried out at any time during the player’s turn."

    I would say that the ability to buy a building while using the Construction Firm is just an application of this general rule. That would imply that you can also sell a building at this time.

    I think that the only difference between buying and selling (with regard to timing) is that you can sell but not buy during another player's turn(if you sell during another player's turn, you cannot do so while he or she is taking an action).

    But during your own turn, you can sell at any time at which you are allowed to buy.

    Of course, "Buildings may not be sold and then bought again in the same game turn."

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    by jsydik

    New File: Le Havre "Crates" for Board Game: Le Havre

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  • 02/05/14--09:36: New Image for Le Havre
  • by JabberwockyPL

    Box cover of Lacerta Polish first edition

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    by Knightwizard3

    Better yet: if the top of the stack is (say) Sawmill, Clay Mound, Colliery, you can use the Construction Firm to build the Sawmill and Colliery as long as you buy the Clay Mound for two francs in the middle of that action. The Buildings Overview description of the Construction Firm is very clear about that. I think you could even sell the Sawmill to get the money for the Clay Mound, though my copy of the rules is less explicit about that.


    Interestingly enough the iPad app won't allow this. One of the players in last year's WBC final (the winner, in fact) used the construction firm to build the Arts Center, sell the Arts Center, buy the Black Market, and build the Colliery. I ran the event...and allowed it because (1) I didn't see anything in the rules that explicitly state you couldn't do this, and (2) the player in question had other buildings he could sell and likely would have done so if necessary.

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    by MegaGuy

    Hi,

    I read some other proposals of variants for games with more then 3 players, and I would like to propose a variant that try to address issues raised with them.

    I have 2 goals

    1 Let each player have at least 2 turns per round, like the 1-3 players games
    2 Try to change as few other things as possible

    The core idea of the variant is to have 11 turns per round (prime number, to prevent players from always adding the same goods to the supply on their turns). This allow 2+ turns per rounds for 4-5 players.

    Now let's solve the problems.

    What supply tiles are used for the 8-11 turns? We just warp around. At the beginning of the game, we put a beginning marker where the ships are, and an ending marker 11 places after. If you wrap around, the marker will end up after the 4th supply tile. After all players pass the ending marker, you move the beginning marker to the end marker. When any player end his turn just before the 2 markers, the round ends. You then move the ending marker 11 places forward (it will now be after the 1st supply tile). You now start the next round, and the first ship will start after the beginning marker.

    Now the problem is that if we play the same number of rounds, we'll have many more turns. The idea is to reduce the number of round so that we'll have similar number of turns. We'll also want that the number of rounds will divide with the number of players, so that each player will have the same number of turns. For example, a 5 player short game lasts 15 rounds, which are 105 turns. If we'll reduce it to 10 rounds, we'll have 110 turns, which is very close.

    This present with a new dilemma. What should we do at the end of the round, in regards to food, harvest, buildings and ships? We can solve this by saying that at the end of the round, we look at everything that should have happened up until now, or should have happen very soon, and do it.

    I'll illustrate this with an example: in a 5 players short game, after 11 turns we should have had 1 round. There is no food requirement, and no building, but we do have a harvest, and 1 wooden ship should be out. We do exactly that after 1 round in our variant. After another 11 turns (22 total), we should have had another 2 rounds. The combined food requirements for those 2 rounds is 2, with 1 of them having an harvest, and another 2 wooden ships should be out. We do exactly that for the second round in the variant. After another 11 turns (33 total), we should have 1 more round, but because we're so close to the next one, we'll include it too. Food requirement is 3, we have the first building built by the town, and a wooden and iron ships should be out.

    I continued this for the rest of the rounds, making sure that the food requirement is never decreasing, and ended up with this table for 5 players short game:

    Round | Food | Building | Harvest  | Ships
    ==========================================
    1 | 0 | No | Yes | W
    ------------------------------------------
    2 | 2 | No | Yes | W+W
    ------------------------------------------
    3 | 3 | Yes | Yes | W+I
    ------------------------------------------
    4 | 3 | Yes | Yes | W
    ------------------------------------------
    5 | 4 | Yes | Yes | W+I
    ------------------------------------------
    6 | 4 | No | No | S
    ------------------------------------------
    7 | 7 | Yes | Yes | I+I
    ------------------------------------------
    8 | 7 | Yes | Yes | S
    ------------------------------------------
    9 | 7 | No | Yes | L+L
    ------------------------------------------
    10 | 8 | No | No | L


    We have the same total food requirements, and each round we have roughly similar requirement as the regular game. The same number of buildings are built, roughly at the same time. This is also true for the harvests and the ships as well.

    So in conclusion, we have a very similar amount of resources, events and options, and the timing of their availability resemble the timing in the original game. However, each player have at least 2 turns per round. The sane method can be applied for 4, 5 short and long games. The price we need to pay is the fiddliness of managing the different starting and ending times of rounds, and it is up to you to consider if it's wroth it.

    Any feedback will be appreciated

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    by FallJester

    I have only played Agricola (~20 games), but I am about to pull the trigger on Le Havre.

    The only comment I want to add to the discussion is about teaching Agricola. Personally, I think it is a major pain. Even though the theme is really intuitive, it still has taken upwards of 30 min to teach the rules, and just when the noobies are confident that they understand the rules, we deal them 14 cards and they are confused all over again. I find this really impedes the flow of a player's first game.

    Even when I play a game, I always hate the buzzkill of everyone silently reading over their cards for the first few minutes. From the reviews, it sounds like Le Havre's "let's start, and you can learn as you go" attitude is better to learn.

    I know that the family version of Agricola doesn't use cards, but that seems like oversimplifying the game (especially if we only have 1 or 2 new players in the game).

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    by OpT1mUs

    So, buddy of mine got by chance a German version of the game. Neither of us
    is fluent in German. Should we trade/sell the game or keep it?

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    by enoon

    Depends on what languages you're comfortable with. Have a look in the files section and see if there's anything that works for you.

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    by Ponton

    You really only need to be able to read the building effects. Check the FAQ - I've used the German images for it. You can go through all of the buildings there are and see for yourself if some of them are too difficult to understand.

    Extensive Le Havre Buildings Reference and FAQ

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    by enoon

    Oh that is SUCH a great thread. I don't know how I missed it!

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    by bio_hazard

    Playing Le Havre for the first time. I can't figure out what the 3F on the resource tokens mean.

    On a grain token i see there is standing 1F on bread 2F.

    Cattle 3F , Meat 2F.

    Can someone clarify some things for me?

    Thank you

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    by sfox

    That is how much the resources are worth if you sell them using the shipping action.

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    by Chipacabra

    bio_hazard wrote:

    Playing Le Havre for the first time. I can't figure out what the 3F on the resource tokens mean.

    On a grain token i see there is standing 1F on bread 2F.

    Cattle 3F , Meat 2F.

    Can someone clarify some things for me?

    Thank you


    It's just a reminder of how much each good is worth if you sell it at the shipping line.

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    by Jasonbartfast

    That's how much they are worth at the shipping line.

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    by bio_hazard

    Thanks guys, it makes sense now!

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