Nice read...


On Feb 3, 9:04 am, Sembiance <[email protected]> wrote:
> So I've only been doing euro board games for about 1.5 years or so
> now, first got started with Settlers of Catan.
> This is my FIRST post ever to board game geek.
> Posting here in the google group until BGG is back up :)
>
> One of my favorite games so far is Agricola. I almost never turn down
> a game of that.
>
> I read about a new game called Le Havre that I think is made by the
> same guy.
>
> Last night my future wife and I played it for the first time in a 3
> player game.
>
> It took a bit over 3 hours I'd say.
>
> QUICK 23 LINE OVERVIEW OF LE HAVRE FOR AGRICOLA PLAYERS:
> Just like Agricola you have action spaces available from turn 1
> (standard) and you have additional action spaces that come out over
> time.
> There are only 3 'standard' spaces. These 3 spaces allow you to
> 'Build' the additional action spaces. To build an action space you
> need certain resources.
> To take an action space come your turn you need to move your player
> piece to an un-occupied action space.
> Unlike Agricola your player piece doesn't leave that space until you
> move it to another action space.
> In addition there are 'resource' spaces that accumulate resources. If
> you take the resources you don't move your piece (but it does count as
> your action for the turn).
> Since you can't go in an occupied building, action spaces seem to be
> 'held' a lot longer in this Le Havre.
> After taking resources or an action, your turn is done.
> At any time during your turn (before action, during action or after
> action) you can BUY a building with cash instead of taking an action
> to build it.
> The cool thing in Le Havre, you can buy the standard buildings that
> the town has initially.
> Over time the town builds buildings itself automatically if no one has
> built it in a long time.
> When you build or buy a building it goes in front of you. Players who
> take an action on a building you own may have to pay you a fee if the
> card has one.
> At any time in the game you can sell one of your buildings to the town
> for money (half of what you paid usually).
> Resources are basic, but can be upgraded. For example Clay turns into
> Brick.
> To upgrade a resource you need to use a building that upgrades that
> resource.
> Upgraded resources are needed later in the game to build the later
> buildings in the game.
> There are like 18 rounds (changes with # players) and at the end of
> each round you have to feed your family.
> It's a set amount for each round, starts at like 2 and increases to
> like 15 near the end.
> Unlike agricola it's much easier to get food as several resources
> themselves count as food and you can buy food at a 1:1 ratio.
> Also at the end of some of those rounds if you have grain resource you
> get another one (it grows), if you have two cattle they breed and you
> get another cattle.
> You can buy/build ships in the game, just like you buy/build a
> building.
> Your ship produces food at the end of each round. Better ships become
> available later in the game.
> There is a building that lets you use your ship to ship/sell your
> resources you own and thus convert them into gold.
> Taking certain actions, building a ship or shipping with your ship
> cost 'energy' to do. Certain resources are worth a certain number of
> 'energy' points.
> At the end of the game each building and ship is worth money and you
> add your money that you have. Highest money wins.
>
> THINGS I LIKED:
> I liked that I didn't feel as forced to do things in Le Havre as I
> usually feel in Agricola.
> Lots of times in Agricola I feel forced to take food action spaces to
> feed my family, or I feel like I'm forced to take reed because I need
> to expand, or I need to take start player because I'm always last
> because the player to my left always takes it.
> In Le Havre I felt like each time I made a choice to take something,
> it was to get to a goal I set myself, rather than something the game
> forced me to do.
> And Le Havre's automatic first player cycling is nice.
>
> I like how resources can be upgraded, it adds depth to the game. I
> also like how resources are not just resources but some also count as
> food and some also count as energy. Gives them multiple purposes :)
>
> I think the randomization of the order of the buildings is good too as
> it will add variety for the game.
> Sometimes more later high end buildings may come early if the stack
> didn't have many low numbers, or certain buildings like the wharf
> might be buried deeper down causing you to think about buying a ship
> rather than build one. Will help keep the game fresh I think.
>
> I liked how well energy needs scaled. At the beginning of the game you
> need very little or no energy. Near the end of the game it's much more
> critical. It's a nice progression.
>
> I thought I would hate being forced to buy ships. I wanted the game to
> be flexible enough that I wouldn't need ships if I went with a
> different strategy.
> In the end however I didn't have any such feelings anymore. The ships
> work out great and help a LOT with feeding your family and can earn a
> ton of cash near by shipping stuff.
>
> Some other reports on BGG said they had a hard time remembering what
> the buildings did or didn't like having to 'look around' at the
> players buildings.
> I didn't find any real issue here. When the buildings become available
> you read what they do, and they stick around the whole game so you
> just kinda remember what is available. It's not that bad.
>
> I think once you know the buildings well, you'll be able to form more
> complex strategies based on what buildings will be available when.
> I think this will quickly separate novice players from experienced
> ones which could be good or bad.
>
> THINGS I DID NOT LIKE OR HAVE CONCERNS ABOUT:
> We printed out the player aide sheets from BGG and found them REALLY
> valuable. I think they are nearly essential.
> I couldn't imagine not playing with them. My resources/gold/pieces
> would just be everywhere, I'd have to constantly look at that tiny
> single shared card and decipher it to figure out what I need when. The
> aides or something like them really should have been included in the
> original game. We're gonna laminate them ASAP.
>
> I think the 'Special Buildings' that you get are not as powerful at
> making the game new each time you play as the Minor Improvements/
> Professions are in Agricola.
> Not a lot of the special buildings can come out and they didn't seem
> to do a super lot. I only saw five so I could be dead wrong here.
>
> I feel like the Hides into Leather resource is kinda weak. I guess
> it's meant as the 'money' resource but despite shipping 6 of the
> upgraded ones I wasn't quite sure it was worth the efforts to get them
> in the first place and then also upgrade them to leather. Maybe my
> opinion will change after more plays.
>
> It's a little on the long side, which might make it slightly tricky
> for a game to get going sometimes.
> Agricola suffers from this a little bit too, but Agricola's "theme" is
> so enticing it draws people in I think more than Le Havre will.
> Still the length of the game I think is right, the pacing of the game
> feels just right.
>
> The 'block a building' by sitting in it could turn into a way to
> really tick off other players.
> If two people are using cattle as their primary means of getting food,
> and you take the cattle conversion space and then just take resources
> from then on out, your really screwing up the other player pretty good
> potentially.
> Thankfully you can see that your being blocked and can pursue an
> alternate food strategy. Also you can take out a loan which isn't that
> bad. And eventually the other player will leave the spot. So it's
> probably not that bad, but it *could* become a point of conflict
> between players.
>
> CONCLUSIONS
> I really liked it.
> I'm going to play again on Thursday, this time a 4 player game.
> I don't think it will dampen my desire to play Agricola at all, and I
> think Agricola will continue to be more popular, but Le Havre is sure
> to be a very popular game.

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