Skip to main content

Review #5: Le Havre

# of Players: 1-5
Playtime: 2-3 Hours
Core Mechanic: Worker Placement
Theme: City Building
Type: Euro
Weight: Heavy
Year: 2008

Rating: 9.5*

Hot on the heels of discovering Agricola, I looked up the designer Uwe Rosenberg and found out he had released another game the year after and that it also ranked in the Top 10 Games of All-Time on BoardGameGeek at the time. Naturally, I had to try it out and it turned out to be another fantastic worker placement game that also became one of my first solo game endeavours as I tried to continually push the limits of the maximum VP score I could achieve.



In this game set in a French harbour, you take the role of a business owner trying to accumulate the most money to win the game by purchasing buildings and shipping goods. The gameplay is very simple - either move your single worker to an unoccupied building and use its effect or take one of the goods offers on the main board, which accumulates each turn. Goods can be used to construct buildings, converted into other goods or money, or sold for money, the latter of which requires ships to be constructed. Buildings can be constructed or purchased with coins by each player, thus forming a mini district that each player owns, or constructed by or sold to the city. The game is played over several rounds, at the end of which is a harvest, but it is significantly less difficult than the harvest in Agricola as you can always exchange money for food, you can take out loans and repay them before the end of the game, and you can use the previously mentioned ships to offset the food cost.



Somehow this straightforward “move your worker” or “take goods” gameplay tends to take a long time, probably because most players are trying to figure out the optimal moves to make based on the amount of money they have. The real key to a successful strategy is figuring out when to buy buildings before other players can either build or buy it themselves and when to sell buildings (for half the amount they are worth) when you no longer need the building or are in more need of cash to buy something else. The order that the buildings come out varies from game to game and there are a few special buildings that are added to the deck each game to spice it up, so your strategy will need to be adapted to what is available.



Because of this depth, new players may become overwhelmed as they see experienced players doing multiple moves in one turn and can see themselves fall behind rather quickly as the best buildings get purchased or constructed and their engine stalls. During the last few turns, it is not uncommon to find players pulling out their calculators to try to figure out which moves will net them the most points. Optimization is key in this game and it may take a couple plays to really figure out which moves are best. So even though playing the game is very simple, the strategies are definitely not.



One of my favorite things about this game is seeing your little block of businesses growing as the game proceeds, giving this game a very light city-building feel. Also, the different uses for each building is always interesting, especially when one of the special buildings comes up. So although I prefer it’s older brother Agricola more, I can see this game being more “fun” for lack of a better word, as there is usually a best action to take, but also a bunch of good actions as well. Over all these years, it has consistently remained in my Top 5. There is also significantly more interaction as you can use buildings built by other players, for a price of course.

So, where does this game fall in terms of needing to be in a collection? This is where I am going to start looking at themes and trying to round out a game from that perspective. This is a heavy game and a worker placement game, like Agricola. However, I would say that it is quite a different worker placement game from Agricola and could occupy a different space in one's collection - there are less difficult decisions, it is more of an engine-builder, and there is quite a bit more interaction. From this perspective, there is enough that separates it which would make it a good fit in a Heavyweight and Collector collection. However, the slight similarities between this an Agricola might just hold it back from being essential. Uwe Rosenberg might be my favorite designer and I think it will become increasingly difficult to not want to include all his games in any collection.

Comments

Popular posts from this blog

Review #27: Ultimate Werewolf: Deluxe Edition

# of Players:  5-75 Playtime:  30-60 Minutes Core Mechanic:  Deduction Theme:  Werewolf Type:  Party Weight:  Light Year:  2014 Rating: 7.5* This was the first social deduction game that I played and the most memorable social deduction moments may have come from playing this game - and I may never play it again. I'll elaborate on that more in a bit, but it in no way reflects on the quality of the game, which is very, very good. This game opened up the entire genre to me which is now a party staple and most deduction games can probably trace a big part of their game back to Werewolf. I might have played Mafia a couple times with a deck of regular playing cards, which is very similar to Werewolf, but the fact that I'm not certain just shows how much of an impact Werewolf had by comparison. There are two teams in this game - Werewolves and Villagers. The goal for the villagers is to eliminate the werewolves while the goal for...

Review #12: A Few Acres of Snow

# of Players: 2 Playtime:  2-3 Hours Core Mechanic: Deck Building/Area Control Theme:  18th Century North America Type: War Weight:  Heavy Year:  2011 Rating: 8* After discovering how fantastic a two-player game could be with Twilight Struggle, I was in search of something similar.  Around this time, A Few Acres of Snow was released and had just made its way into the Top 50 on BGG.  There was a lot of hype surrounding this release and I gave in, especially as people were calling this Martin Wallace’s take on Dominion, which was a game that I really liked at the time. Set in North America during the 17th and 18th centuries, one player is the British Empire while the other player is France.  The game is played over a map with each player building up a deck of cards consisting of either empire or location cards.  Location cards will be used to settle new villages, upgrade villages, build fortifications, and siege your op...

Review #2: Hive

# of Players: 2 Playtime: 0-30 minutes Core Mechanic: Tile Placement Theme:  Insects Type: Abstract Weight: Light-Medium Year:  2001 Rating: 8* Place a tile or move a tile you've already placed. Protect your queen. Surround your opponent's queen. That's it. Very simple rules but underneath these rules is a very deep and tactical experience. This abstract tile placement game has held off most newcomers and as of this review sits just outside of the Top 10 Abstract Games and Top 200 Games of All-Time on BoardGameGeek over 15 years since it's release. Impressive. This game is themed around a hive of insects protecting its own queen and attacking the enemy's (by surrounding it). As mentioned already, you and your opponent will be alternating turns, either placing a new hex tile into hive or moving an old one, until all six sides of one queen is surrounded either by friend or for and loses the game. With the exception of the first tur...