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Le Havre box art

Le Havre

Players

1-5

Time

30-150

Age

12+

Weight

3.72

Rating

7.85

Fit

Teach 2.3

Teaching signal

Replay 3.9

High replayability

Interaction 3.8

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

Le Havre has a moderate level of direct confrontation and strategic confrontation. Players need to be aware of and react to each other's strategies frequently. However, there is not a significant emphasis on cooperation in the game. Overall, Le Havre has a good level of player interaction.

Replay value

Le Havre has a high variability gameboard, offering different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game provides deep strategic possibilities and room for improvement over time. Player interaction is moderate. It scales well with different numbers of players without compromising its appeal or balance. The game is moderately easy to learn, striking a balance between accessibility and depth. Overall, Le Havre has a strong replayability score of 7.8.

Luck profile

Le Havre has a moderate level of randomness impact, with random elements playing a notable but not exclusive role in the game outcome. However, players have substantial ability to mitigate the effects of randomness through strategic decisions and planning. The game's overall luck dependence is balanced, with a mix of luck and strategy influencing the outcome. The final luck score for Le Havre is 7, indicating that luck plays a minor role compared to player strategy and decisions.

Overview

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.

Editions

Edition Year Language Publisher / Region
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Files

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Credits

Designers

1
Uwe Rosenberg

Artists

1
Klemens Franz

Publishers

1
Lookout Games

Linked items

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