geek
Recently Viewed
Hot Games
Agricola
Dominion
Battlestar Galactica
Settlers of Catan, The
Android
Pandemic
Arkham Horror
Race for the Galaxy
War of the Ring
Le Havre
Carcassonne
Power Grid
Puerto Rico
Axis & Allies Anniversary Edition
Cosmic Encounter
Ghost Stories
Twilight Struggle
Through the Ages: A Story of Civilization
Conflict of Heroes: Awakening the Bear! - Russia 1941-1942
Descent: Journeys in the Dark
StarCraft: The Board Game
Tigris & Euphrates
Stone Age
Combat Commander: Pacific
Apples to Apples
Ticket to Ride
Risk
Talisman 4th Edition
Caylus
Space Alert
Memoir '44
Last Night on Earth: The Zombie Game
Galaxy Trucker
Twilight Imperium 3rd Edition
Brass
StarCraft: Brood War
Lost Cities: The Board Game
BattleLore
El Grande
Bang!
Wasabi!
Shogun
Citadels
Railroad Tycoon
Race for the Galaxy: The Gathering Storm
Clue
Formula D
Acquire
Combat Commander: Europe
Tide of Iron
Rules | Subscriptions | Bookmarks | Search | Account | Moderators
Recommend
66
80 Posts
1 , 2 , 3 , 4  Next »  
New Thread | Printer Friendly | Subscribe | Bookmark
Your Tags: Login to Add Tags | View 
Popular Tags: [View All]
Eric Flood
flag
Avatar
0708
I've had the opportunity to play this game six times now, two of them solo "full" games, once with two players "full", and four times with >two players "short." This review will focus primarily on my experience with the short game, but will include some (possibly less valid) comments about the longer game and Agricola comparisons as well.

Components

When you open the box, the first thing you realize is that, although it is the same size as the Agricola box, there is far less material in there (the price point is very different, so one cannot begrudge them this too much).

What is there isn't bad, but there's nothing particularly spectacular. Three game boards, a ton of chits in 8 different resource types (+ Francs), a "worker" and a boat in 5 different colors, and of course, the usual ton of cards.

The game boards are just about useless. This is a card game with chits, the boards are merely a distraction.

starstarstarhalfstarnostar

Rules/Gameplay

Since there haven't been many reviews, I'll rehash here a little.

On your turn, you generally do two things - fill up two offer spaces, and take a Main Action. You may take any Additional Actions at any time during your turn (as many as you would like). Your Main Action can be one of two things - take an offer pile or enter a building. It's not explicitly stated in the rulebook, but there are three buildings which are Start Buildings which you may enter to build more buildings. These other buildings give you more resources, let you refine resources, let you turn resources into money, or let you build a ship. Additional actions are Buying or Selling a building with/for Francs (different from building one) or paying off a loan. When you sell a building, you sell it to the Town for half the original value. After seven actions have occurred (in a 3-player game, 2 people will get 2 actions, 1 will get 3), there's an end of round phase. If you have 1 Grain or 2 Catttle, you gain an extra of the respective resource. You then owe Food, an amount which steadily increases as the game progresses. If you have a Ship, your food cost is reduced. After 12-20 rounds, whomever has the most money wins (buildings and ships are worth money).


I found the rulebook to be atrocious. I knew nothing of the game going in, and had to learn the rules. The layout was remarkably bad, nothing was in an easy-to-locate place, and several sentences provided a great amount of confusion. Having major rules in the "Examples" side-bar is rather bad form. The standard building cards' ticks and “Start” are poorly designed and even more poorly explained. No one can figure out what you are supposed to do with the Full game, unless you look at the one specific thread on here where Melissa replies with the “official” ruling.

As far as how the game itself flows - there is a level of frustration present from needing to pay so much food so frequently. You're often focused on grabbing a ship every other round or so (or, I have been), and making yourself not use all of your main actions to simply get more food seems to be a major part of the game. I find the food aspect rather dull, actually. You can easily get all the food you need - enough for 3 rounds, and still you're presented with options to get more food remarkably easily. The problem is simply that it will be all you will do this entire round, if you choose to do it. And you don't get any points for food at the end (although unpaid loans seem pretty bad, but I've never seen anyone have even one).

Otherwise, you spend the majority of the game focusing on building/buying buildings. You will be procuring the necessary resources and occasionally refining them. The problem is, the focus here isn't very much on the refinement but rather on the gathering. So you'll need to grab 4 clay and 1 wood in order to build one building. But you actually grabbed 4 clay and 4 wood. Now you have 3 wood leftover, and look, this building requires 3 wood and an iron. So you grab some iron and build *that* building. Of course, a good player is usually more efficient than this, planning ahead a bit better.

But there is a large amount of downtime from such calculations, primarily arising from scanning each of the 20 buildings scattered about the table (in front of their owners, or off to the side if the Town has built it) and figuring out your current status in each of the 8 different resources.

Why they couldn't have taken a note from the well-designed Caylus is beyond me - the buildings are all in a very central location, with very easy-to-see ownership markers upon them. Since they decided to make these boards with the game anyway, having locations for the buildings would have been ideal. They could have gotten rid of the "resource storage" area and put in an area for buildings or something similar – I'm aware that 30 cards take up a lot of space. There are many easy fixes.

Once you have built the buildings, only about ½ of them are used by anyone. The ones that are used are used perhaps 3 times, max. You gain a bonus for people using most of your buildings, but it's never enough incentive to keep the buildings instead of considering selling them to buy a ship.

On the full game:

The food is much more of a problem in the early game here. The game is much improved playing with the full game as a result. There is more time for a feeling of development, however minimalistic it still is. I've found the gameplay to be more enjoyable with the full experience, mostly.

The special buildings are dumb. They are usually pretty useless, with a few grand exceptions. They seem like they're thrown in as “variations” to “increase the replayability.” They're such a minor aspect to the whole thing, however, that this simply doesn't affect any sense of how “replayable” the game is. It's a bit like if you knew in Settlers what all dice rolls except 3 would be for the whole game. Lousy idea, and I hate the whole aspect of them. If they actually were special, and did things better than the other buildings, I'd find them much more interesting. After all, there are only 3-5 used in the game!

Short: starstarnostarnostarnostar
Full: starstarstarnostarnostar

Fun/Randomness/Luck

A word on randomness. I tend to hate randomness in a game, and it must be a very fun game or a very short game to make me want to play it again.

A word on “fun.” By fun, I am referring to how enjoyable the game is in the time that it takes to play. Some games would be fun if the game took half an hour, but since they take 3, they are no longer any fun. Some games are so fun, they would continue being fun for 3x as long as it takes to play. Sometimes this is characterized by the desire to play again immediately.


There is a bit of randomness in the short game, but it's minimal and not really random. The order of the cards can surely affect what resources you will be gathering/what plan you will be making, but you know it all ahead of time. There is also the mild randomness of the Supply tiles, doesn't do too much, I think – I don't see why it can't be played face-up, aside from the designer simply trying to put a mild bit of excitement in somehow.

The problem is that the game is not very fun. I love calculations, don't get me wrong, it's not “too complex” or anything similar. But grabbing resources to build this building then grabbing more resources to build that building then grabbing more resources to build that building, and don't forget to feed the people once in a while...gets old fast. The food is rarely challenging, aside from making sure you don't focus on it too much, and make too much food for yourself.

On the full game

The randomness here increases slightly; the fun slightly more. The special cards really don't add anything to the game and are mostly ignored. Perhaps one of them will be used once. Also, with more standard building cards, each building is still used about the same amount of time as in the standard - ½ of the buildings, max 3 times. There is a small amount of more fun to it, just in there being a larger amount of time for one to prepare for shipping. It's not much.

*note* 5 stars on fun is if you finish and immediately want to play another game - something which probably won't happen with games longer than an hour. 5 Randomness is simply rolling dice, 0 randomness is entirely predetermined, 1/2 is no randomness, but not a pure labyrinth either.

Short:

Fun: starstarnostarnostarnostar
Randomness: starnostarnostarnostarnostar

Full:

Fun: starstarhalfstarnostarnostar
Randomness: starnostarnostarnostarnostar


Plays Best With...

Probably 4, possibly even 5 players could be best here. 3 is ok, but things seem better with more people occupying buildings. 2 players is okay, but there is little interaction, often only groaning that you have to pay a food to build a building instead of getting the free one. Obviously, with more players, you will have more downtime, so take that into consideration.

I've played 2 full solos, one I got 225 points, the other 326. 326 seems very close to the cap, and my interest in playing it solo to improve 30-50 points is null. Probably useful for people developing better logic skills or similar, for a few more games than this. Wears out easily, unlike the Agricola solo.

On the Full game

No change here.

Another note: 5 stars means the game plays best with this, all other stars are relative amounts.

1: starstarnostarnostarnostar
2: starstarnostarnostarnostar
3: starstarstarhalfstarnostar
4: starstarstarstarstar
5: starstarstarstarnostar (pure speculation)

Conclusion

The game feels rushed. I can imagine many people involved wanting to capitalize on the super-hot Agricola and getting the product out while the hype is going strong. It feels like it needs quite some further development and is generally disappointing as a game. If this were a video game (i.e. Civ IV), I could see a sizable patch coming quite soon.

Many people have posted about similarities to Agricola – they are minimal, surface-similarities only (i.e. Harvest, feeding).

Le Havre makes me want to play several other, better games with a better production/refinement aspect – Roads and Boats, Neuland, and (hopefully) Duck Dealer. Every time I finish this game, I think to myself about how much better Roads and Boats is at providing a similar level of calculation while being a better game. Or how I enjoy the gameplay of Neuland, even if the end-scoring is continually off-putting. Or how excited I am to try Duck Dealer at some point in the (hopefully) near future.

Perhaps the problem is that you are simply overturning the resources too swiftly. Unlike the three above games, you do not take your 1-2 wood and use it to construct a building which produces clay, 1 of which is used to construct a building to produce iron which is refined into steel which is then shipped away. Instead, the player grabs 4 wood and 2 clay to build a building that they never use, and eventually sell because they need 14 Francs because they can't get 5 wood and 3 energy. It's never just grab 1 of this, or 2 of this, it's always 3-5 of this and 4 of that, so that when one grabs the 5 wood, they're used in the construction of 1-2 buildings only.

This is not to say there isn't something there. There is. But the final package is not finished; whatever spark one can feel lurking behind the mechanics never truly emerges.

It is disappointing. I had no interest in the game to begin with, until I read the rules, and got excited about there being what looked to be a more streamlined refinement game coming out. But there is so little refinement occurring during the game, and so much grab-as-many-resources-as-you-can that I don't feel it is a refinement game at all. Agricola, while having a grab-a-ton-of-resources aspect to it, does so with sense. There is little reason to take 5 reed after your stone house has 5 rooms. The goals are clear, the development is fun. In Le Havre, it is much more of a non-stop buy-fest with far less sense to it.

If it is not a refinement game, then when I try to evaluate it on what it actually is, it is only the more apparent just how lacking the game actually is. Some people may enjoy this game and its grabbing of 1000 resources, I do not.

I suspect that most of the people getting the game and enjoying it have a large association with Agricola in their minds – riding the hype. When they begin disassociating the two in their minds, the ratings will likely decrease.

starstarhalfstarnostarnostar
Jim Cote
flag
Avatar
0506070809
Welcome to my GeekBuddy list. :)
James Cartwright
I don't have and association between Le Havre and Agricola in my mind as I've not got nor never played Agricola.

I chose Le Havre as It looked like a good family game that included a solo element and was cheaper than Agricola that was being hyped so high.

The same comments can be applied to Roads and Boats (cheapest I've seen it is £50.00!! and Duck Dealer seems very hyped at the moment.

I enjoy collecting the resources and making the buildiung and ships. Each game is always different as you get different special buildings and the layout of the main buildings is always different.

I like seeing if I can get more money each game by going down different routes i.e buying all the ships or making lots of hides+leather and selling it at one of the special buildings.

I have fun with the game solo player and find it best 3 player.
Paulo Soledade
flag
Avatar
06070809
Very good review. I agree with almost everything you wrote except that the game works better with fewer than 4 players. Three players seems to work better because you have more actions per round (in a 4 player game one of the players only have one action before each harvest which is very frustrating).

I also tend to consider this game one of the most boring games of the year dispite its challenging aspects.

PS
Paul Grogan
flag
Warning. I'm going to disagree with a lot of what you said. You are welcome to your opinion of course, but lets give another angle on things.

Everyone is entitled to their opinion. This is mine. I'm not trying to start an argument - I just think some of the opinions here are a bit harsh.


Quote:
The game boards are just about useless. This is a card game with chits, the boards are merely a distraction.
You can play without the boards if you think they are useless. You would then have a load of chits in 2 separate piles, one for the supply and one for the offer, and you would need to ensure everyone knew which was which.

Then you would need the line of the seven circular discs somewhere on the table, with everyone knowing which direction they are moving in. And you would need space for the round cards and the ships.

All in all, it will take up the same amount of table space, but just look cluttered and messy.


Quote:
I found the rulebook to be atrocious.
The rulebook is not perfect, but it is well layed out - I only had to read it once to learn it apart from having to go over a couple of points again. Some rulebooks are better, a lot are worse than this.


Quote:
No one can figure out what you are supposed to do with the Full game, unless you look at the one specific thread on here where Melissa replies with the “official” ruling.
I managed to figure it out, although I agree a little bit is unclear.

Quote:
As far as how the game itself flows - there is a level of frustration present from needing to pay so much food so frequently.

That is the game mechanic. I know other people who also found that having to provide an ever increasing amount of food each round is frustrating, but that is the way the game works - Its part of the core mechanic in the game.


Quote:
You're often focused on grabbing a ship every other round
There are different strategies. Whilst I think you do need at least 1 ship, I've seen some people get a few ships, some only 1 and then rely on other methods to provide food / lots of cash.

Quote:
But there is a large amount of downtime from such calculations, primarily arising from scanning each of the 20 buildings scattered about the table
For your first couple of games yes. After that, turns play fairly quickly as long as you have people planning their moves beforehand and considering a backup plan for when someone grabs the space they want. There has been little downtime in all the games I have played.

Quote:
Why they couldn't have taken a note from the well-designed Caylus is beyond me - the buildings are all in a very central location, with very easy-to-see ownership markers upon them.
Caylus is my favourite game, and I can see how this can work. I might try it next time I play and that might be better. Personally, I like having a row of buildings that are 'mine' in front of me.

Quote:
Once you have built the buildings, only about ½ of them are used by anyone.
It depends on the game. In one game, a particular building might get used a lot. In another, it might not get used at all. Every game I have found has been different - although some buildings are always popular (Marketplace, Smokehouse, Bakehouse)

Quote:
The ones that are used are used perhaps 3 times, max. You gain a bonus for people using most of your buildings, but it's never enough incentive to keep the buildings instead of considering selling them to buy a ship.
I would disagree. Selling a building is costing you VP. In all my games someone has only sold a building once. However, what you are suggesting might be better tactics and maybe I'll try it. We normally struggle through with food until someone can build a wooden ship - which means waiting for the wharf to come out. Maybe one time I'll build a quick couple of buildings and then sell them to buy an early wooden ship.


Quote:
A word on randomness. I tend to hate randomness in a game, and it must be a very fun game or a very short game to make me want to play it again.
Woohoo. We agree on something. :)

Quote:
I've played 2 full solos, one I got 225 points, the other 326.
I got 319 on my first solo game. Less on my second.

Quote:
Wears out easily, unlike the Agricola solo.
Yeah, I thought that too. The buildings are all the same, it is just the order they come out in. Solo game is good for teaching the girlfriend the mechanics, but after that it wont get much play.

Quote:
It feels like it needs quite some further development
I had completely the opposite opinion. It was obvious the game had been very well developed and playtested - everything felt like it worked well.

Quote:
If this were a video game (i.e. Civ IV), I could see a sizable patch coming quite soon.
Not quite sure what that patch would be, apart from tweaking a couple of things in the rulebook

Quote:
It is disappointing. I had no interest in the game to begin with
Yet you have played the game 6 times :)

Quote:
I suspect that most of the people getting the game and enjoying it have a large association with Agricola in their minds – riding the hype. When they begin disassociating the two in their minds, the ratings will likely decrease.
I agree that this game will be popular because it is "by the guy who did Agricola". However, they are different games. I disassociated them fairly soon after and much prefer Le Havre. :)

Last edited on 2008-11-18 04:47:52 CST (Total Number of Edits: 1)
James Cartwright
Great stuff Paul Grogan, I agree with just about everything you've said about the game.
Matt Tonks
flag
Avatar
blueatheart wrote:

Perhaps the problem is that you are simply overturning the resources too swiftly. Unlike the three above games, you do not take your 1-2 wood and use it to construct a building which produces clay, 1 of which is used to construct a building to produce iron which is refined into steel which is then shipped away. Instead, the player grabs 4 wood and 2 clay to build a building that they never use, and eventually sell because they need 14 Francs because they can't get 5 wood and 3 energy. It's never just grab 1 of this, or 2 of this, it's always 3-5 of this and 4 of that, so that when one grabs the 5 wood, they're used in the construction of 1-2 buildings only.

...

It is disappointing. I had no interest in the game to begin with, until I read the rules, and got excited about there being what looked to be a more streamlined refinement game coming out. But there is so little refinement occurring during the game, and so much grab-as-many-resources-as-you-can that I don't feel it is a refinement game at all. Agricola, while having a grab-a-ton-of-resources aspect to it, does so with sense. There is little reason to take 5 reed after your stone house has 5 rooms. The goals are clear, the development is fun. In Le Havre, it is much more of a non-stop buy-fest with far less sense to it.


Good review - even though I disagree largely with your feelings, it helps to get a negative review on games for those considering buying Le Havre or any other games later.

I took the quoted part of your review because I think you are missing something about Le Havre.

The big difference between Agricola & Le Havre is that, while a large chunk of the game is about collecting resources & using them, you need them for different reasons.

In Agricola, you need them purely to build you house, fences, buy occupations & improvements or feed your family. In Le Havre, the uses are much more limited; build buildings or sell them.

I'm no expert on Le Havre just yet, but I can see there are several ways to convert any excess resources into something you can use to get cash (such as the building that lets you convert 1/2/3 wood into 5/6/7 Francs), or simply just sell them on the Shipping Line for Francs.

Since the winner of Le Havre is going to be the one with the most cash & valued buildings, the focus needs to be 'how can I get money?' not 'I'll just take these since there's not much I can do with anything else.' If people don't seem to be using the buildings much once they're build, I'd say they they are missing out on opportunities to ultimately make cash & the ways this can be done varies from game to game, how the buildings come out in certain order, etc.

Different games needs a different frame of mind. I think you may have fallen into the Agricola frame of thinking without realising it :) !

I've had no problem with downtime, apart from the first learning game. I actually played last week with 3 new players who hadn't even looked at the rules. We finished the full game in 2.5 hours.
Last edited on 2008-11-18 04:49:01 CST (Total Number of Edits: 1)
Jan Brockmann
flag
A major mistake from the rulebook is, that it doesn't clearly say what the goal is. It doesn't offer a storyline, which could have outlined that Le Havre has nothing to do with Agricola.

It's not the goal to have a lot of buildings or ships. The only purpose of all those resources and cards with ships and buildings is to make buttloads of money. You don't have to strive for Agricolean diversity and food chain building. It might help, but saving "food actions" for the higher goal of acquiring values and sell those for acquiring even more values may prove to be more sustainable.

The possibility to buy and sell buildings offers so many variations that I think LeHavre is a very deep game, which options aren't even explored halfway.
Nils Miehe
flag
I totally agree with tonksey and seem to own a different game than blueatheart ;).

First things first: I can be called somewhat biased as I'm at position 80+ of a playtester list which consists of over 250 persons. That much for rushing LeHavre...

Apart from that I too had the feeling tonksey described: Reading your report it seemed as if everyone was building buildings and noone was buying them. That is certainly different from the games I've played and might indicate that you played the game like a second Agricola which it isn't. Especially with more then two players there are buildings with which you can make quite some profit (and that's what matters - not making the right resources for building) to later buy the buildings or ships you're interested in.

I can understand your criticism of the manual while I know that they put a lot of effort in it. I guess it appeals more to another kind of reader than me as there are definitely people praising it. I think it's acceptable but I like others more.

As I wasn't very much interested in the solo game of Agricola I'm not that surprised that also the solo game of LeHavre doesn't really attract me. I generally prefer the interaction with other players.

Well, in the end I'm pretty sure I didn't convince you (looking at your profile I see some common interests and some completely opposed - I have the feeling we wouldn't get along so well in a gaming round as our focus seems too different even if we like the same game).

But I don't want to forget one thing that's important to me: While I can understand your comments about taking profit from the Agricola-hype (I might hint something alike had I been disappointed by a game, although I hope I wouldn't) I can asure you that this is not the case. And having the possibility to meet with Uwe once in a while over the last half of the year or so I got the feeling that there is hardly a better way to hurt him.

While I'm sure that there are designer and publisher who focus on commercial success instead of enjoyment I guess that over 90% (especially of the smaller publishers) see the games as their babies. And while it is hard enough that someone doesn't like ones baby the accusation of only getting it for the money is on a different level...

That's the reason why I hope I'll never be caught something like this no matter how disappointed I've been with the game.