As
my friend started explaining the game Harbour to me, I immediately
thought, "ooo, it's Le Havre Lite!" This was instantly appealing to me,
because while Le Havre is a game I enjoy a great deal, it is a lot of game. Lots of bits, lots of rules to explain to a new player,
lots of time to play (especially with newer players). A game that could
scratch the same itch in a simpler rules set and shorter play time? Sign
me up!
In
Harbour, each player has one worker to move around from place to place
each turn, taking an action either on his own home building, or on one
of the small number of general buildings in town (dealt from a shuffled
deck). Each building has its own way of accruing resources for you, and
can hold only one worker at a time. If an opponent is clogging up the
building you want, you must look elsewhere to achieve your goals.
Your
accumulated resources are used to buy the general buildings, putting
them under your direct control. Once there, you can use them for free,
while opponents must pay you to place a worker there. They also provide
points toward winning the game. And with each building purchase, a new
general building is dealt into the center of town, where it provides
still more strategic options (and the possibility of player purchase).
So
if you're at all familiar with Le Havre, you can see a lot of the
similarities here -- not just the theme of acquiring and shipping goods
in an expanding coastal town, but in many of the specific mechanics. But
I'm sorry to say that Harbour doesn't play nearly as well.
Despite
many similar elements, Harbour somehow comes off feeling like a more
luck-driven enterprise than Le Havre. Really, the only true difference
that would explain that is that new buildings in Harbour are dealt from a
face down deck, where the order in which buildings are made available
in Le Havre is known ahead of time. So the only real random element that
could foil your plans is a lack of new buildings to support your
overall strategy.
But
somehow -- and perhaps it's just lack of experience -- Harbour feels
vastly more chaotic. In theory, you ought to be able to look around at
your opponents, develop some sense of where they'll go next, and plan
accordingly (whether than means moving to block them from a desirable
building, or planning your strategy around buildings that others are
ignoring.) But it's actually quite hard to do that in Harbour, thanks to
its wacky commodities mechanic.
There
are four different goods in Harbour, arrayed on a market board. One
always sells for 2 gold, another for 3, another for 4, and another for
5. When any amount of a good is sold, it's booted down to the lowest
price on the market, with other unsold goods sliding up to fill things
in. Looking at what your opponents are stockpiling, you should be able
to deduce what they're going to sell, and how that will impact the price
of your goods if they do. But in practice, the selling of goods feels
next-to-random -- or at least, it certainly does when playing with the
maximum 4 players. It's hard (and not fun) to build up a lot of a
commodity without seeing it chaotically driven to bargain basement
prices just before you were about to sell it.
The
victory goes to the player who first accumulates a set total point
value of buildings. So add the chaos of commodities to the randomness of
which buildings (of differing values) are in the game in the first
place, and the game can feel out of your direct control. It did to me.
And it did to the player who won, when I played. And to the player who
finished second because of an unanticipated tiebreaker.
Harbour
may have appeal to the sort of mind that adores chess, the sort of
person who likes trying to look several moves deep into their opponent's
plans. But I feel like if I'm signing up for a game like that, I'd like
it to be a bit more sophisticated. Like... well... Le Havre. I give
Harbour a C+.
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