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Le Havre box art

Le Havre

Game ID: GID0187813
Game Info
Year
2008
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Description

In Le Havre, a player's turn consists of two parts: First, distribute newly supplied goods onto the offer spaces; then take an action. As an action, players may choose either to take all goods of one type from an offer space or to use one of the available buildings. Building actions allow players to upgrade goods, sell them or use them to build their own buildings and ships. Buildings are both an investment opportunity and a revenue stream, as players must pay an entry fee to use buildings that they do not own. Ships, on the other hand, are primarily used to provide the food that is needed to feed the workers.

After every seven turns, the round ends: players' cattle and grain may multiply through a Harvest, and players must feed their workers. After a fixed number of rounds, each player may carry out one final action, and then the game ends. Players add the value of their buildings and ships to their cash reserves. The player who has amassed the largest fortune is the winner.

Description

In Le Havre, a player's turn consists of two parts: First, distribute newly supplied goods onto the offer spaces; then take an action. As an action, players may choose either to take all goods of one type from an offer space or to use one of the available buildings. Building actions allow players to upgrade goods, sell them or use them to build their own buildings and ships. Buildings are both an investment opportunity and a revenue stream, as players must pay an entry fee to use buildings that they do not own. Ships, on the other hand, are primarily used to provide the food that is needed to feed the workers.

After every seven turns, the round ends: players' cattle and grain may multiply through a Harvest, and players must feed their workers. After a fixed number of rounds, each player may carry out one final action, and then the game ends. Players add the value of their buildings and ships to their cash reserves. The player who has amassed the largest fortune is the winner.

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Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 16
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Video GUnC7rohfwo Rules Teach at 0:08 sentiment: positive
video_pk 69192 · mention_pk 165567
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Overall sentiment (raw)
positive
Pros
  • Cool little containers that look like shipping containers fit the theme.
  • Resources have unrefined and refined versions adding depth.
  • Player aids are helpful, though the originals were too bright for camera.
  • The game takes place over a set number of rounds (20 in a four-player game).
Cons
  • Original player aids are too bright for camera.
  • Resource conversion is not always in the player's favor.
  • You do not get change when paying, leading to potential overpayment.
  • Buildings are not available to visit until they are built or bought.
Thematic elements
  • Shipping and resource management
  • Port city
Comparison games
none
Mechanics (from transcript analysis)
  • action selection — Players choose between taking goods/francs from an offer space or moving their worker to a building to perform an action.
  • contract fulfillment — Building ships requires specific combinations of resources (wood, energy, possibly bricks) and can be purchased at a cost, implying fulfilling contracts.
  • End game scoring — The game ends with final scoring where remaining resources are converted into money (points), and the player with the most points wins.
  • Resource conversion — Resources have unrefined and refined versions, and conversion rules are explained, such as steel can be used for iron but not vice versa.
  • set collection — Collecting specific resources is implied as part of the game's objective, especially for building ships.
  • worker placement — The host clarifies that the board spaces are not worker placement spots but a 'conveyor of actions'.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Welcome to LAV.
  • So, uh, we have it set up.
  • By the way, people are going to ask.
  • I picked these up, I believe, at Michaels about 12 years ago, so I don't know if they're still going to have them, but they are cool little containers that they look like store shipping containers.
  • So, I thought they they fit with La Hav way back in the day.
  • So uh what are you looking at over here?
  • Every resource has two sides to it. It has a unrefined or a raw version and then it has a refined version on the other side.
  • So here we have fish and smoked fish. We have wood and I believe it's charcoal. Then we have clay and bricks. Important to note bricks can be used for clay. Clay cannot be used for bricks.
  • We have iron and steel which again the upgraded side steel can be used for iron not the other way around.
  • We have grain and bread. We have cattle and meat stakes. And we have leather and hides and leather.
  • And then finally uh we have coal and coke. not nose candy, but Coke as in the refined version of coal.
  • In addition to that, uh by the way, we are playing with poker chips tonight. So, instead of the little tiny cardboard money, all right.
  • Oh, the spaces. These are not worker placement spots. This is going to be just a conveyor of actions effectively is what it is.
  • So, we have those. We have what are called the offer spaces over here.
  • We have the turn deck which is uh in a four-player game I believe is 20 turns. This is the four player setup card. I'll kind of use that to reference those.
  • We have the ship storage or waiting facility over here at the end of the dock or the end of the pier.
  • We have the regular buildings that are randomly determined where they are. It is always those buildings in a four-player game. Just where they are and the order in which they appear is random.
  • We have six special buildings. There are a plethora of special buildings because there's been a bunch of expansions.
  • Could we please get an or labor expansion? I'm just saying.
  • Anyway, so we have loans cuz inspired by Martin Wallace.
  • And finally, everybody has their tableau.
  • So, if you look over here at Derek's tableau, we have a buttery. On the back side of the buttery is that turn order, that turn order, same as that one.
  • Uh, the buttery is where you can place your food as a reminder. Oh, cuz this is a new Rosenberg. Back in the day, it's a feed and eat or in this case, it's just a feed as it were.
  • Everybody has starts with five francs or five quid if you want to play the British version. There isn't a British version.
  • You have your effectively that's your worker. Okay, that's your one dude there. That's a good call.
  • And then everybody has a little player aid.
  • Now, these are old, old old player aids and I hate them. They do a great job, but on camera they are very white. So Derek, just in time for me not to be able to use these, brought these. These are way nicer once you cut all this away. These are available since '21. I haven't played this BG. Yeah. So, uh, that would have been awesome. So imagine these or these look like those. They are not mandatory. You do not need an aid. You can just have but it's nice to have places to stack all your stuff. Um and and and how it converts and what what it's just a nice little reference that works. Unnecessary but helpful.
  • All right. All right. Then we have these starting buildings that the town or the city, however you want to call it, uh that is already built that are available to us.
  • So that's everything that you're looking at. The only thing that's off camera is the bank. The bank technically all the coins go there, whatever. But there's also the little food tiles. The food tiles are just reminders. Hey, I don't have to pay so much or this amount of food once we build ships.
  • So in La Hav, it takes place over the course of however many rounds it says. This one says 20 rounds. So our game is going to take place over 20 rounds.
  • And in fact, I'll go ahead and show you all this. So that is the setup card for four players.
  • So what is it? What information does the setup card provide?
  • Well, it has what round it is. So they're kind of brownish goldish color at the top. That is round one. That is how much food you're going to have to pay at the end of the round. You're on the hook for it is also going to be Oh god, I totally forgot what the money is at the end down there. I apologize. Uh the sale value of the ship potentially.
  • Uh potentially I will have to Oh, it's the sale value of the ship I believe. I think you are right. Yeah.
  • It also says whether or not there is or isn't a harvest. Whenever you see the word harvest and it's lined out right there, that means there won't be a harvest at the end of that round. That's going to be important cuz that means you don't get bonus free stuff.
  • All right. Then also it will show whether or not the city/town will build a regular building, no building, or one of those aforementioned special buildings. So the anchor shows special buildings. The other one is just regular and we'll talk about how that works as well. And yeah, that is the ship value, right? The cell value of that. So thank you for that.
  • All right, so that's what the player aid has and the setup card or the setup card I should say.
  • All right, so how do you actually play this game? Well, everybody has intern uh their little ship there. Their ship is going to go onto these various locations here.
  • Now, I'm not going to flip them up because they are random and we don't know what they are at the beginning of the game, but they will be like, I don't know, put out wood and a wheat or a wheat, I'm sorry, a grain and a wood. So, it's just what's it? We're going to turn it over. Whatever it is, these are permanent for the entire game.
  • It is possible that this one ended up there, but for our game, that one will stay there forever for the remainder of the game. We're going to do that. And in fact, you know what? Fine. We'll turn up the first one over here. So, if you look, the first one here is fish and clay.
  • So, literally what we're going to do is whoever the first player is is going to move their ship onto there. They are going to take one fish, not the smoked fish side, but the fish. They're going to put it there and they're going to grab one of the clay and they're going to go ahead and put it there.
  • And there will be a ship. And we'll just say that I'm the first player there on there. That is step one. So supply, place your ship, place the two goods or frunks shown on the appropriate offer space. Then after that's done, I mean that's very, very simple. Even though the order of those tiles don't change, this happens every single round or every single action.
  • Then a player has two choices on their turn. They may either take all the goods or francs. Frunks are goods. Goods or frunks in this regard. Uh from one offer space or move your worker to a new building or uh and do whatever it is.
  • Okay, easy enough. So again on this case I could take all the francs so two bucks I could take three fish I could take two wood I could take two clay or those are empty that's it so those are my options take the entire stack of stuff and put it over here into your area or in our case on our play rate very very simple in that regard okay the other option is move your worker and do an action
  • All right. So everybody has oh one worker. They must move. So on a previous turn, I was here. On a next turn, if I choose to move my person, this is an important point. You must always choose a different building. However, on a subsequent turn, I may choose to leave them there and take an offer. That is an option. So in theory, in perpetuity, my worker could be there. And these are worker placement spots in that you are limited. If somebody is there, you ain't going there. Okay? So pretty pretty simple on that level. But how do you actually do things?
  • Well, when you go to a uh building, you're going to go into uh it's going to it may have a food cost associated with it or it will have no cost associated with it.
  • Now, some of these buildings, I'll go ahead and show you the buildings up top, have a food or a frunk number on there, meaning you pay two food or one franc. You pay that to the owner of the building.
  • So, if we were to go, these buildings have already been built from the town. So, these are available. So, if I want to go to the building firm, I probably would pick the one that is free. But if someone is there, alas, I would have to go to that one. And I would pay one food. Who do I pay the food to? I have to pay it to the supply. And you might be asking yourself, self, what constitutes food?
  • Well, good news. Money is always food. Money makes the world go round. So, you can always gold. You can always eat francs. However, our handy dandy little player that are way too bright for the screen cuz they're white. Show the amount of food. So, if you have fish, you have a food. If you smoke that fish, you have two food. It's important to note whenever you pay anything in this game, you do not get change. So if you overpay, well, congrats, but also sorry.
  • So each of these shows uh what it is. So this the tile itself shows it's two food and two frogs, but also it's shown down below uh for ease of use. There's also uh two resources, wood and coal, and their upgraded varieties that are work that produce energy. We'll talk about that here momentarily. But anyway, food, you just don't make change. That's the important thing.
  • So, you would pay that to the town if they own this building. However, it is possible that somebody else owns that building or you own the building. If you own the building, you don't have to pay for it. So, you're going to build it into your tableau, whatnot. Easy enough. You can go and visit. Well, here's the thing. Players can also come visit your building. But if it has, if it's free, they just get to do. But if it has that cost on it, they will pay the owner. I.e., if that's my building, you would pay me food to come visit. I don't have to. Okay? And then you just do whatever the building says. Build a building or you could, you know, convert whatever the building is.
  • And there are way too many to go over. We're not going to I could I will give a couple of examples and then we're going to move on. The building cost is as shown at the very top. So this one requires two wood to be able to build. Well, you have to go to the building firm, which there are two buildings. It says build a building. Choose from the top cards from the building proposals. Those are the ones that are available.
  • Now, you'll note that they are kind of fanned out here. And I'm going to drop these down just a little bit so you can see the higher ones. These are the number in the very top right hand corner is the lowest number in that stack. So that is number what is that? One, but that is number nine. And then all these others are in numeric order going counting or increasing in number. Um so there are 9, 10 and 10 respectively of the various buildings. Anyway, uh they have a cost for building it. They have a purchase price uh you'll see which is u money is points, points is money in this game. So the joinery you could either build it for 3-wood by going to one of the building firms or you could straight up purchase it. How do you go about purchasing a building? Well, in addition to these two mandatory actions that you have to take on your turn in between or after, you may do any of those three things. You may buy buildings and ships at any time during your turn. You may sell buildings for half face value at any time during the game. Again, this is going to predominantly really be on your turn. And finally, repay loans. We'll talk about that in a minute.
  • So, you want the joinery, pay eight bucks. It's eight points, but or you could just, you know, take some wood here and then maybe build it on a subsequent turn. Easy enough. When you build it or buy it, you take it, you put it into your tableau, and then it's going to do whatever the thing says. This says one time you can take one, two, or three wood into one, two, and three coins. Very straightforward. I'm sorry. 567 cuz I am blind. The abatto is take a cattle, turn it into meat, and take it and turn it into a hide. Now, you'll notice it is unlimited. If you have five cattle, you can do this. So, now you'll notice I I said turn it into a hide. It is half of a hide. So, it would require it's always not in your favor. This is old school Uve. So, therefore, it's if you're getting it's down. If it's pain, it's up. So in this case, you probably want to do this in multiples of two. Yes, you would get two meat and one hide. If you do three, you would get three meat and one hide. You get the idea. Okay, so easy enough. Uh to go to the alatto, you would have to pay somebody to money. And again, money is food. Food is not money in this game. So we're going to do this. Rinse and repeat.
  • So go Steve a moment. Excuse me. If I Thank you. If I go first, then it's just clock or it's always clockwise around the table. So, and then once we get here, then whoever is there will go there. So on and so forth until that last one. You'll notice there are seven spaces and we are four players. That means somebody ain't taking two turns every round. The the last player. Sure. Then at the end, once that player's turn is over, we're going to do whatever that card is. All right. So, that card here says, there we go. Uh, all we care about is the four player one. The four player one says it is turn one. The small circles, I believe that is the short game, I think, is what it is. But all we care about are the filled circle on the four line. It shows how much food everyone's going to owe. But the first thing you're going to do is harvest. If you have a corn, if you have 17 corn, make one corn. I I keep using corn. It's grain. I apologize. Corn is a grain, but I digress. I appreciate you converting it into a gluten-free option. Yeah, I'm I again I I'm here for you. All right. So, if you have a corn, i.e. a grain, you get one more. If you have 17, you get one more. If you have at least two cows, they have a baby. Yep. What? Never mind. Keep going. I had a question about Never mind. Keep going. Thanks for throwing me off. All right. So then everybody has to pay a food. So what can you pay is food? You money. Money. You also can pay anything that shows that it's food. You don't make change. So if the only thing you have is a meat, which is worth three food. So sorry better. In good. All right. So then after that we are going to flip this card over. Now this is public information. This is common knowledge. At the end of that after everyone is done that's going to become a ship. That ship is going to go into the wooden iron steel or luxury liner location. And that ship now is available to be built. It can only be built at the wharf. The wararf you'll notice is that orange one right there. It can only be built you can only go to the wararf once it's built. either by the city or by a player. The first player to uh build a ship has to also go ahead and they have to supply one brick. Non- wooden ship. Non- wooden ship. Thank you. A wooden ship doesn't require bricks. Uh whereas every other ship or the first non-wen ship, that player has an additional cost that they have to pay one brick on that. But the cost five wood and three energy. So whatever that mix and match that you want. If you wish to buy it, you can. It's 14 bucks. It's worth two. If you sell it, it's worth one. So plan accordingly. In addition to that, when you do so, only the top of each of these is available. Just cuz there's a wooden ship doesn't mean you can't build or buy an iron ship if there's one available. It's always the top one. Uh it shows a food. So, this one again, all we're caring about is the four player. This one says it's two. Go ahead and throw it on there. That will offset your food cost every single round by two as long as you own it. If you get rid of the ship, you get rid of the marker. Easy enough. Mhm. All right. So, we're going to do this 20 times after the last card is flipped over here. The last card flipped over says luxury liner. One final main action. There is going to be no harvest. We're not going to put out in the offers. Nothing. You get to go either take an offer or the more likely thing is you're going to go onto any building that's out there. And if I didn't explicitly say this, these buildings are not available to visit until they are built or bought. So until they are here, here here or there for the city, those are off limits. But somebody's going to buy, build, whatever, go on to it, do a thing. Mhm. Only in that bonus round at the very end are you allowed to go to an occupied building. Then we're going to go into final scoring, which is basically convert all whatever stuff you need to per your cards into money. Whoever has the most points wins. That's it.
  • Did you know that you are four times as likely to win your next board game if you like the video you just watched and you know, subscribe to Heavy Cardboard? Okay, that last bit may not be true, but I just appreciate it. Go check out those other videos while you're here, too. Thanks.
References (from this video)
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Video PtKT06JRUe0 watch it played Store Preview at 2:02 sentiment: positive
video_pk 67369 · mention_pk 163468
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Overall sentiment (raw)
positive
Pros
  • art and coin upgrades with added extras
  • mechanical upgrade while retaining game aesthetics
Cons
none
Thematic elements
Comparison games
none
Mechanics (from transcript analysis)
  • metal_coins_upgrade — Upgrade of currency components to metal coins with varied finishes.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this is a classic uve rosenberg game that i'm never a hundred percent sure that i'm pronouncing correctly
  • what the bgg team does with these geek bit sets is really impressive because they retain the aesthetics of the game that these go with
  • i have no idea what any of these symbols mean so i can't tell you what they do
  • this looks like a pretty cool expansion
  • this booster pack which is meant to give you eight more of each of the resources to ensure you have enough to replace the cardboard ones that come in the european expansion
References (from this video)
No references stored for this video.
Video 4yfKeOnGo14 Discussion at 4:55 sentiment: positive
video_pk 66948 · mention_pk 162824
Le Havre video thumbnail
Click to watch at 4:55 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Building actions shine.
  • Great engine building.
  • Love using other players' buildings and making them pay.
  • The arc of the game feels really good.
  • Food is important early, less so later.
Cons
  • Feeding everyone can usually be really annoying (but works well here).
Thematic elements
  • port city development
Comparison games
none
Mechanics (from transcript analysis)
  • action selection — Players move around to take resources or actions.
  • Building Construction — Players build buildings which provide more options over time.
  • economic engine building — Players develop their own industry through building and actions.
  • feeding mechanism — Players must feed their workers, which is noted to work well in this game.
  • Resource management — The core of the game involves managing resources.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It's fun it's really good to finally get these played.
  • put it down there, games you've heard about a lot that you may have finally played.
  • going back, we're all like cult of the new.
  • what older games have you finally played? And here we go, tell me if they've lived up to all the hype you've heard about.
References (from this video)
No references stored for this video.
Video JziRYNuxTYg All You Can Board Analysis at 1:01:52 sentiment: positive
video_pk 62453 · mention_pk 154978
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Overall sentiment (raw)
positive
Pros
  • Deep Rosenberg economic design
  • Two-player friendly with potential for three or more players
Cons
  • Long setup and heavier playtime
  • Complex loan/Economy interactions can be challenging
Thematic elements
  • economic engine-building and logistics
  • Port city economy and resource management
  • economic simulation with long-term planning
Comparison games
  • Gricola
Mechanics (from transcript analysis)
  • resource/loan management — Managing loans and resources to grow the economy and infrastructure.
  • worker placement — Workers are placed to perform actions and develop the economy.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I want to see better board game boards.
  • the trend I'd like to see stop is laziness and cutting corners.
  • crowdfunding used as a marketing tool.
  • I personally want to own more of my stuff and not have to worry about being beholden to something being shut down.
  • board games are this like persistent nostalgic thing that have always existed that you can't really you can digitize them and make these digital versions but we haven't seen them explode.
  • it's the FOMO hub of our hobby.
References (from this video)
No references stored for this video.
Video 1fXi5cwfbvM Allies or Enemies Top List at 1:35 sentiment: positive
video_pk 61190 · mention_pk 153848
Allies or Enemies - Le Havre video thumbnail
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Overall sentiment (raw)
positive
Pros
  • depth of strategy
  • flexible long/short game modes
  • tight economy design
Cons
  • potentially heavy for new players
  • long teaching/playing time
Thematic elements
  • economic management and logistics
  • port city Le Havre in a historical, resource-driven economy
  • long-form economic engine with strategic planning
Comparison games
none
Mechanics (from transcript analysis)
  • engine building — players optimize resources to build an efficient port economy
  • engine-building — players optimize resources to build an efficient port economy
  • Resource management — carefully allocate and convert goods into value-generating actions
  • resource_management — carefully allocate and convert goods into value-generating actions
  • variable_setup/long vs short game — two game lengths that alter card availability and buildings
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's the long game versus the short game
  • it's a really fun dice puzzle
  • the depth grows the more you play
  • it's a legacy you can actually finish in a campaign
References (from this video)
No references stored for this video.
Video 71ombaYqLQs Tim Chuon Discussion at 1:03 sentiment: positive
video_pk 59636 · mention_pk 152170
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Overall sentiment (raw)
positive
Pros
  • dense economic decision space
  • appeals to fans of Rosenberg-style heavy euros
Cons
  • heavy logistics can be daunting for some players
Thematic elements
  • economic engine-building and resource management
  • Port city economy in a harbor town
  • system-driven, European-style
Comparison games
  • Caverna
  • Agricola
Mechanics (from transcript analysis)
  • economic engine-building — players manage cargo, goods, and infrastructure to maximize efficiency
  • engine building — players manage cargo, goods, and infrastructure to maximize efficiency
  • Resource management — players balance intake and expenditure of diverse resources
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I even saw wingspan there translated in Japanese which I really really wanted with all the expansions that was freaking awesome to see
  • I managed to find Scout in multiple places
  • I would definitely have to pick one game from that day and Le Havre would have been it if that managed to fit in my luggage
  • Scythe oh my God in a Japanese how it just looks so cinematic for some reason
  • the brand new Agric 15 Edition… there were so many updated titles
References (from this video)
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Video gwKYaKc0BvU The Board Gaming Doctor Discussion at 22:45 sentiment: positive
video_pk 37974 · mention_pk 114135
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Overall sentiment (raw)
positive
Pros
  • strong thematic coherence with port trade
  • deep engine-building possibilities
Cons
  • hegemonic play experiences can vary
  • teaching curve can be challenging
Thematic elements
  • economic engine-building and resource conversion
  • port city economy and shipbuilding
  • systems-driven with a pragmatic flavor
Comparison games
  • Agricola
  • A Feast for Odin
  • Oranienburger Kanal
Mechanics (from transcript analysis)
  • Resource management — track and upgrade resources on a rotating wheel
  • resource wheel — track and upgrade resources on a rotating wheel
  • worker placement — allocate workers to perform port-specific actions
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the feeding mechanism exemplified and represented this thought that his games are easy to learn and hard to master basically
  • thematic integration is Peak when it comes to U Rosenberg games
  • the arc of gameplay is very unique to me and the reasons that I think about this include say Agricola
  • the chess-like nature of his games particularly with games such as caverna fields of ARL
  • cozy theme such as farming and still and have a session where you come out of it either winning or losing
References (from this video)
No references stored for this video.
Video gwKYaKc0BvU The Board Gaming Doctor Discussion at 27:42 sentiment: positive
video_pk 37974 · mention_pk 114128
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Overall sentiment (raw)
positive
Pros
  • innovative resource tracking via the wheel
  • tightly integrated theme and mechanics
  • varied strategies via different ship-building paths
Cons
  • can be long and heavy for some groups
  • teaching can be challenging
Thematic elements
  • economic management and resource conversion
  • port economics, shipbuilding, and trade
  • economic simulation with a strong pragmatic flavor
Comparison games
  • Agricola
  • A Feast for Odin
  • Fields of ARL
Mechanics (from transcript analysis)
  • Resource management — track and upgrade resources across a rotating wheel for efficiency
  • resource wheel — track and upgrade resources across a rotating wheel for efficiency
  • worker placement — place workers to gain resources, build ships, and manage the port
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the feeding mechanism exemplified and represented this thought that his games are easy to learn and hard to master basically
  • thematic integration is Peak when it comes to U Rosenberg games
  • the arc of gameplay is very unique to me and the reasons that I think about this include say Agricola
  • the chess-like nature of his games particularly with games such as caverna fields of ARL
  • cozy theme such as farming and still and have a session where you come out of it either winning or losing
References (from this video)
No references stored for this video.
Video xWjXtFnwe50 The Board Game Garden Top List at 6:16 sentiment: positive
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Overall sentiment (raw)
positive
Pros
  • Aesthetic, thematic integration of harbor life
  • Satisfying progression and upgrades
Cons
  • Complex for newcomers
  • Can be crunchy and lengthy
Thematic elements
  • fishing, goods trading, and building up a harbor
  • port town and resource logistics in a harbor town
  • economic strategy with thematic flavor
Comparison games
  • Caverna
  • Agricola
Mechanics (from transcript analysis)
  • stocking and upgrading goods — manage inventory and improve facilities to fulfill orders
  • worker placement — place workers to harvest resources and upgrade capabilities
  • Worker placement / resource conversion — place workers to harvest resources and upgrade capabilities
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • these are games from you know 1990 something all the way up to I think the most recent one is 2013
  • I really want to try Agricola because Francis and I have played Caverna we absolutely love Caverna
  • the fisherman theme that's why we tried News Fjord as well because we loved that theme
  • Onirim ... a solo game where you shuffle through your dreams and open doors
  • Robinson Crusoe ... you are trying to survive on an island cooperatively
  • Hanamikoji is absolutely beautiful and I would love to try it
  • CV is one that I would love to try the art is absolutely adorable
References (from this video)
No references stored for this video.
Video OX1rhDo-xxE BoardGameBollocks Top List at 2:37 sentiment: positive
video_pk 11811 · mention_pk 87996
BoardGameBollocks - Le Havre video thumbnail
Click to watch at 2:37 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • innovative take on a classic euro arcade
  • aesthetic components
Cons
  • rule complexity may be intimidating for newcomers
Thematic elements
  • economic resource management
  • 19th-century port city
  • economic simulation
Comparison games
  • Agricola
Mechanics (from transcript analysis)
  • building_purchase — Construct buildings that grant abilities.
  • Resource management — Acquire and convert goods to build and earn points.
  • resource_management — Acquire and convert goods to build and earn points.
  • turn_based_actions — Sequence actions to optimize income.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Rising Sun is absolutely fantastic.
  • La Havre broke the cycle of Agricola clones and gave us something brand new.
  • Ra was given a deluxe reprint not that long ago.
  • The Voyages of Marco Polo is a dice placement game.
References (from this video)
No references stored for this video.
Video th3b3uWJtX8 BoardGameWarriors Discussion at 0:47 sentiment: positive
video_pk 10170 · mention_pk 120186
BoardGameWarriors - Le Havre video thumbnail
Click to watch at 0:47 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • simpler rule set relative to Agricola but with rich strategic depth
  • more forgiving pacing, allowing longer-term planning without constant pressure to feed
  • enjoyable five-player experience with good flow
Cons
  • some players find it less interactive than Agricola
  • card variability can introduce tempo swings that feel stochastic to some
Thematic elements
  • resource accumulation and ship/market-based revenue
  • port and trading town where goods are produced and shipped
  • economic optimization with a flexible, market-driven approach
Comparison games
  • Agricola
  • At the Gates of Loyang
Mechanics (from transcript analysis)
  • card_based_actions — cards and actions determine available options each round, shaping strategy per shuffle and draw.
  • open_market_and_shuffling_mechanics — availability of actions shifts with cards and market demands, creating dynamic decision points.
  • Resource management — players convert resources into ships, markets, and income through trading and building.
  • resource_allocation_and_trade — players convert resources into ships, markets, and income through trading and building.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It's the thing that I like more about La Havre than something like Agricola is that Agricola feels again like you're always trying to avert disaster.
  • You have to feed your people or you're going to have to create more food every time, but you never feel like there's a panic.
  • It's a constant struggle against time because it gets you have to feed them more and more and more often.
References (from this video)
No references stored for this video.
Video OFtWnTbxmdw Peaky Boardgamer Rules Teach at 0:26 sentiment: positive
video_pk 6068 · mention_pk 18055
Peaky Boardgamer - Le Havre video thumbnail
Click to watch at 0:26 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • deep economic engine with meaningful decisions
  • rich thematic integration with shipping, port operations
  • variety of buildings and ships providing strategic options
  • clear rules progression via board setup and round cards
  • works well with mid-to-long play sessions
Cons
  • long setup and heavy topic for new players
  • rules complexity and potential for confusion
  • long play time for higher player counts
Thematic elements
  • economic management, shipping, resource production
  • Port of Le Havre, a French port town
  • procedural, instructional
Comparison games
none
Mechanics (from transcript analysis)
  • construction/building upgrades — Buildings and ships with varying costs and effects; upgrades flip to enhanced sides.
  • loan and finance — Loans can be taken to cover shortages with penalties at end of game.
  • market/offer spaces — Supply and offer spaces where players claim goods, pay costs, and activate buildings.
  • Resource management — Players collect and convert goods (fish, coal, wood, etc.) to build and upgrade in their town.
  • round cards and phase structure — Rounds are determined by round cards and progress through seven turns per round.
  • scoring and end-game — End scoring based on built cards and remaining francs.
  • variable player count scaling — Game length and elements scale with player count.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I really love this game.
  • The game is played over a specific number of rounds as dictated by the round card.
References (from this video)
No references stored for this video.
Video MvUAri5EAbw Board Game Design Lab Top List at 29:19 sentiment: positive
video_pk 5644 · mention_pk 16753
Board Game Design Lab - Le Havre video thumbnail
Click to watch at 29:19 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Rich engine-building with subtle tension
  • Multiple viable paths to victory
Cons
  • Can be finicky with rules and edge-cases
  • Not ideal for four players due to interaction structure
Thematic elements
  • resource management, shipping logistics
  • port city / economic harbor
  • industrial, macro-management
Comparison games
none
Mechanics (from transcript analysis)
  • engine-building — Layered actions build up efficiency and output over the course of the game.
  • Resource management — Players gather resources and manage a budget of actions to develop their harbor.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • one of the biggest things you know as being a good game designer you want to give players interesting choices
  • Gamers or people in general they want to feel rich they want to feel powerful they want to feel smart
  • there's value in playing terrible games
  • you can create a system that can be re-themed to different things to make more money
  • it's like watching film... you break it down to see how they do it
  • this is a monumental feat of game design
References (from this video)
No references stored for this video.
Video --kWaNv_Wlc 3 Minute Board Games Top List at 7:28 sentiment: positive
video_pk 5448 · mention_pk 16223
3 Minute Board Games - Le Havre video thumbnail
Click to watch at 7:28 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Quick acceleration
  • Critical early decisions
  • Easy to pick up due to limited decision points
Cons
none
Thematic elements
  • Resource collection and shipping
  • French harbor town
  • Economic simulation
Comparison games
none
Mechanics (from transcript analysis)
  • Resource management — Collecting resources and dominating industry
  • worker placement — Limited actions as boat sails the market canal
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Do not adjust your set
  • This list is quite different to last year's and I think that mostly reflects what an absolute 2020 has been
  • My subjective opinion is biased skewed irrational and probably wrong
  • It is very political all war games are political
  • So say we all
  • What am I doing with my life
  • Squishy squishy squish squish squish
References (from this video)
No references stored for this video.
Video JVDpniY8kcw Before You Play Playthrough at 0:00 sentiment: positive
video_pk 3043 · mention_pk 8880
Before You Play - Le Havre video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Rich engine-building and resource-management
  • High variability through a stack of special buildings
  • Strong two-player balance and pacing
  • Theme-integrated mechanics (ships, harbor, markets) with meaningful decisions
Cons
  • Long playtime; can be time-consuming to finish a full game
  • High complexity; risk of analysis paralysis for new players
  • Late-game resource synthesis can be brutal and expensive
  • Primarily designed for 2-5 players; 2-player is very different from larger games
Thematic elements
  • economic engine-building through resource conversion, building, and shipping
  • harbor city; ships, buildings, and exchange in a port setting
  • harbor management with evolving technology and supply chains
Comparison games
  • Agricola
  • At the Gates of Loyang
Mechanics (from transcript analysis)
  • building ownership and entry costs — Entering a building requires paying a cost (often food) to the owner; buildings can be bought or entered with varying fees.
  • Card-driven actions — Players use buildings and cards to perform actions or access specific effects; only one action per turn.
  • harvest and feeding cycle — End of round harvesting and mandatory feeding introduce ongoing resource pressure; players must manage food to survive rounds.
  • resource management and upgrading — Resources can be collected, stored, and upgraded (e.g., wood to charcoal, coal to coke) to increase energy value and options.
  • ships and shipping line — Ships provide food and end-game scoring; shipping lines allow selling resources for points with energy costs.
  • special buildings — A stack of special buildings adds variability and can dramatically alter strategy; not all are present in the short version.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this is basically a card game in which we are going to be working at a harbor
  • it's a big economic game
  • the ships are very important
  • it's a long game
  • two-player is the sweet spot
References (from this video)
No references stored for this video.
Video Ttpw1MBgVjc Adam in Wales - Board Game Design Analysis at 19:17 sentiment: negative
video_pk 133 · mention_pk 409
Adam in Wales - Board Game Design - Le Havre video thumbnail
Click to watch at 19:17 · YouTube ↗
Overall sentiment (raw)
negative
Pros
  • Immediately identifies as Lookout game
Cons
  • Blank space at bottom serves no purpose
  • Zoomed-out art style makes characters look small
  • Avatar (man carrying crate) doesn't look fun
  • Dog doesn't look happy
  • Great game deserves better cover
  • Doesn't draw players in
Thematic elements
  • Economic development
  • Harbor town
  • Pastoral
Comparison games
none
Mechanics (from transcript analysis)
  • worker placement — Harbor development game
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • The box cover makes a promise to the customer
  • Every box cover tells me what I'm going to be doing and how I'm going to be feeling
  • This artist is one of the best board game artists working in the industry right now
  • This is how you do it
  • This cover is a mess
  • Striking iconic design
  • The box cover is not selling the game
References (from this video)
No references stored for this video.
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