Boardgames

Le Havre: The Inland Port

A tense two-player contest of buildings, resources and warehouse optimization played across twelve rounds.

30
minutes

2 - 2
player(s)

Medium

Le Havre: The Inland Port board game cover

About this board game

Le Havre: The Inland Port is a two-player board game played in around 30 minutes, in which players compete to become the richest harbormaster. Over twelve rounds, they acquire resources, construct buildings and work to finish with the greatest combined value of buildings and money.

Each round, a set of predefined buildings enters the market. Players take turns choosing whether to build one of these buildings or use the effects of an existing building. Construction requires a specified payment in money and/or resources from a player’s warehouse.

Most buildings change the resources on a player’s warehouse board in a particular way when used. Because players are restricted in how they fill and empty their warehouses, they must combine these effects carefully and optimize each step to make the most of their available capacity.

  • Build and develop: Pay money and resources to construct buildings from the market.
  • Use building effects: Adjust warehouse resources through the specific actions provided by buildings.
  • Compete for access: Use an opponent’s building by paying them one Franc.
  • Manage timing: Unused buildings increase in worth, but may eventually be sold to the market for half their value.

A building that remains unused steadily becomes more valuable because its effects can be used up to four times in later rounds. The game tracks this changing status with an Ora et Labora-like wheel, creating an ongoing choice between using a building now and allowing its value to grow.

Although Le Havre: The Inland Port shares gameplay elements with Ora et Labora and is thematically linked with Le Havre, it is a distinct game with its own mechanisms and gameplay. Every decision contributes to the final score: after the twelfth round, players total the value of their buildings and their money to determine the richest harbormaster.

Board Game Rules for
Le Havre: The Inland Port

Download official rules (EN)

by Uwe Rosenberg for 2 players, ages 13 and up

Game Object

Le Havre: It is now time to build the city’s inland port. The players build and use 31 different buildings while growing their supplies of the 4 types of goods in order to be the richest player at the end of the game.

Game Components

  • 2 game boards with pointers
  • 2 Warehouse boards
  • 31 Building tiles
  • 20 “1 Franc” coins
  • 10 “5 Francs” coins
  • 1 Building overview
  • 8 Goods counters
  • 8 wooden cubes
  • 1 rulebook
Goods tracking options (cubes, round counters, tokens)
Goods tracking options (cubes, round counters, tokens)

Le Havre – The Inland Port includes three different ways of tracking the goods in your warehouse: the front or the back of the goods counters, or the wooden cubes. Simply use the method you prefer.

Assembling pointer to game board
Assembling pointer to game board

Attach the pointers to the game boards before your first game.

The Game Board and Sectors

Sector value wheel boards
Sector value wheel boards

Each game board is divided into 6 sectors. The pointer assigns a value to each sector: 0, 2, 3, 4, 4+Franc, Sell warning. When turning the pointer, the values of each sector changes.


Setup Steps

  • Randomly determine the starting player. This player takes the game board with letters A-F, and the other player takes the game board with letters G-L. Each player also takes a Warehouse board, 4 different goods counters, and 3 Francs.
  • At the beginning of the game, the pointer on each game board points upwards (towards A or G). Both players put their goods counters on the indicated spaces of their Warehouse board: thus, each player starts the game with 4 Fish (blue), 3 Clay (red), 2 Wood (brown), and 1 Grain (yellow).
  • Sort the Building tiles by the letters on their backside and set them aside; they enter the game in alphabetical order. Put the Building overview in the middle, so that both players can easily see which buildings enter the game during which phase.

The game is played over 12 rounds in which the players take turns carrying out a specific number of actions. Each round goes through a set number of phases:

  • Beginning of the round: New buildings enter play.
  • Main phase: Players take turns carrying out a combined number of actions that is equal to the number below the current round letter on the game board.
  • End of the round: Both players turn their pointers to the next letter in counter-clockwise order. Players may be forced to sell buildings.
Round pointer and action indicator
Round pointer and action indicator

Beginning of the Round

The pointer indicates three things: which buildings enter the game, the number of actions, and the starting player.

  • All buildings with the current round letter enter the game. Previously introduced buildings stay in play.
  • The number of actions shown is the sum of both players’ actions: e.g. a 3 indicates that the starting player will carry out 2 actions, and the other player 1 action.
  • The number of actions is always an odd number resulting in an alternating starting player. The starting player of each round is also indicated by a light border around the current letter on the game board.
  • The game rounds follow the alphabet: the first six rounds (A to F) are indicated on the first player board and the last six rounds (G to L) are on the second player board.
Pointer pointing to letter E example
Pointer pointing to letter E example

Round E: the E-Buildings come into play; 5 actions will be carried out this round; and this player will be the starting player of that round.

Example of a Round Flow

  • Emma and Max are playing against each other.
  • Emma is the starting player. In the first round, the buildings with letter A enter the game. Then, both players carry out a total of three actions – Emma carries out the first one, followed by Max, and finally, Emma takes the last action. Afterwards, they both turn their pointers to the next letter (Emma turns it to letter B, Max to letter H).
  • The B buildings now enter the game, and Max is the starting player. This round, he will carry out two actions, and Emma only one.

End of the Round

  1. A round ends after all actions for that round have been carried out. This is easily traceable as each action results in a building being moved to sector 0.
  2. Afterwards, both players turn their pointer one sector in counter-clockwise order (i.e. in the direction of the arrow).
  3. At this point, if there are any buildings in sector Sell warning, they must be sold immediately for half their value.
  4. Play proceeds with the next round.

The game ends at the end of the 12th round.


Main Phase Overview

On his turn, a player has two options: he can either build a building, or use an already built one. He must choose one of these two options. In addition to his action, a player may sell one or more of his buildings.

The Buildings

All buildings have the same layout: building costs, value, name, function.

Building tile anatomy diagram
Building tile anatomy diagram

There are three different types of building costs:

  • 21 buildings are paid with a combination of Wood (brown) and/or Clay (red).
  • 5 buildings require a specific amount of Food (Food is any combination of Fish (blue) and/or Grain (yellow)).
  • The other 5 buildings are paid for with Francs.

If a player does not have the required goods or Francs, he may not build that building.

  • Value: The number of Francs (= victory points) that a building is worth at the end of the game.
  • Function: The effect when using a building. Buildings with a Lock do not have an effect and are simply worth victory points.

Action: Build

The player takes one of the buildings that are in play, but not yet built, pays its building costs, and puts it on his game board to the RIGHT of the pointer (i.e. in sector 0). Then his turn is over.

Action: Use

The player chooses an already built building and applies its effect a number of times equal to the value of the sector currently occupied by the building. Some buildings have an additional one-time effect. After applying all its effects, the player moves the used building to sector 0. Then his turn is over.

A player is not limited to using his own buildings, he can also use his opponent’s. To do so, he must pay his opponent 1 Franc every time he wants to use one of his opponent’s buildings (regardless of which sector the building occupies). Afterwards, the building is moved to sector 0 on his opponent’s board.

Buildings in sector 0 may not be used under any condition, not even to use its additional one-time effect.

Sector values on dial illustration
Sector values on dial illustration

Built buildings may be in one of 5 sectors:

  • Sector 0: You may not use the building.
  • Sector 2: The main effect of the building may be applied two times, and any additional effects once.
  • Sector 3: The main effect of the building may be applied three times, and any additional effects once.
  • Sector 4: The main effect of the building may be applied four times, and any additional effects once.
  • Sector 4+Franc: The main effect of the building may be applied four times, and any additional effects once. Additionally, the player collects 1 Franc.

The Meaning of the Symbols

  • Move red right Move the red goods counter to the right.
  • Move brown up right Move the brown goods counter diagonally up to the right.
  • Move diff up left Move different goods counters diagonally up to the left.
  • Move any right Move any goods counters to the right.
  • Collect francs Collect X Francs.
  • Move yellow down left 1 Move the yellow goods counter exactly one space diagonally down to the left.
  • Move blue right 1 Move the blue goods counter exactly one space to the right.
  • Pay cost arrow Pay the costs to the left of the arrow to apply the effect to its right. The costs are paid for each application.

Examples of Using Buildings

Example of using buildings on the board
Example of using buildings on the board
  • Example: Emma uses the Wood Company in sector 3. She may move the Wood goods counter on her Warehouse board three spaces to the right.
Moving Wood counter on warehouse board
Moving Wood counter on warehouse board
  • Max wants to use Emma’s Business Office in sector 4 + Franc. He pays Emma 1 Franc and then moves his four goods counters diagonally down to the left and collects 4×5=20 Francs… plus 1 bonus Franc for the sector.
Using Business Office and collecting Francs
Using Business Office and collecting Francs

Selling Buildings

Anytime during his turn, a player may sell his own buildings in addition to his action. If he does so, he collects half the building’s value in Francs. Sold buildings may be built again by both players.


Warehouse Rules

Important: A goods counter stops at the last space of a row or column and cannot be moved further than that.

The position of a goods counter indicates the number of goods a player has of its type; add up the values of its row and column.

Goods counter value reading example
Goods counter value reading example

This player has 7 Wood (6+1).

There are three ways to pay costs:

Directions to pay goods costs
Directions to pay goods costs
  • When moving a goods counter to the left, the player is paying 1 unit of the given good.
  • When moving it down, he is paying 3 units.
  • When moving it diagonally down to the left, he is paying 4 units.

There is no “change”: if the Wood counter is on the 6 in the second column and the player wants to pay 2 Wood, he will have to overpay as he can only get 2 by moving Wood down (3 per move), and cannot move it twice to the left (1 per move).


End of the Game

The game ends after turning the pointer at the end of round L. This may result in a final forced sale of buildings.

Scoring

Then, both players add up the values of their buildings and their leftover Francs. The player with the highest total wins the game.

Tiebreaker

In case of a tie, play one more game, making sure that you play with the other board (thus, the player with the G-L board will now have the A-F board).


A-Buildings

Wood Company tile
Wood Company tile

Wood Company:

Move the Wood goods counter 2-4 spaces to the right according to the position of the Wood Company.

Farmland tile
Farmland tile

Farmland:

Move the Grain goods counter 2-4 spaces to the right according to the position of the Farmland. Additionally, move both Wood and Clay 1 space each to the right.

Clay Mound tile
Clay Mound tile

Clay Mound:

Move the Clay goods counter 2-4 spaces to the right according to the position of the Clay Mound. Additionally, move Clay 1 more space to the right.

Grocery Store tile
Grocery Store tile

Grocery Store:

Collect 2-4 Francs according to the position of the Grocery Store. (Collect 5 Francs if the Grocery Store is in sector “4 + Franc“.) Additionally, move both Grain and Fish 1 space each to the right.

Hardware Store tile
Hardware Store tile

Hardware Store:

Move either Wood or Clay 2-4 spaces to the right according to the position of the Hardware Store. You may not distribute the 2-4 spaces among Wood and Clay.

B-Buildings

Farm tile
Farm tile

Farm:

Move the Grain goods counter 2-4 spaces diagonally up to the right according to the position of the Farm. Additionally, move Grain 1 space diagonally down to the left. Apply both against each other. Consequently, Grain is in reality moved 1-3 spaces diagonally up to the right.

Kiln tile
Kiln tile

Kiln:

Move the Clay goods counter 2-4 spaces diagonally up to the left according to the position of the Kiln.

Smokehouse tile
Smokehouse tile

Smokehouse:

Move the Fish goods counter 2-4 spaces diagonally up to the left according to the position of the Smokehouse.

C-Buildings

Bakehouse tile
Bakehouse tile

Bakehouse:

Move the Grain goods counter 2-4 spaces diagonally up to the left according to the position of the Bakehouse.

Wood Trader tile
Wood Trader tile

Wood Trader:

If the Wood Trader is in sector 2, you may pay 1 Franc and 2 Food to move Wood 1 space up (you can pay twice to do this 2 times). In sector 3, 4, or “4+ Franc“, you may do this 3 or 4 times accordingly, paying the cost each time. You may apply the 1 Franc you get in sector “4+ Franc” against the costs.

D-Buildings

Restaurant tile
Restaurant tile

Restaurant:

If the Restaurant is in sector 2, you may sell 1 Food for 2 Francs (you can sell Food twice to do this 2 times). In sector 3, 4, or “4 + Franc“, you may do this 3 or 4 times accordingly, selling one Food each time.

Marketplace tile
Marketplace tile

Marketplace:

Move any 2-4 goods counters 1 space to the right according to the position of the Marketplace. You may move the same goods counter multiple times. Alternatively, you may also distribute the spaces among any number of goods counters.

E-Buildings

Fish Market tile
Fish Market tile

Fish Market:

If the Fish Market is in sector 2, you may pay 1 Franc to move Fish 1 space diagonally up to the right (you can pay twice to do this 2 times). In sector 3, 4, or “4 + Franc“, you may do this 3 or 4 times accordingly, paying the cost each time. You may apply the 1 Franc you get in sector “4 + Franc” against the costs.

Sawmill tile
Sawmill tile

Sawmill:

Move the Wood goods counter 2-4 spaces diagonally up to the left according to the position of the Sawmill.

F-Buildings

Building Firm tile
Building Firm tile

Building Firm:

Move both Wood and Clay 2-4 spaces to the right according to the position of the Building Firm.

Church Square tile
Church Square tile

Church Square:

Move both Grain and Fish 2-4 spaces to the right according to the position of the Church Square.

G-Buildings

Weekly Market tile
Weekly Market tile

Weekly Market:

If the Weekly Market is in sector 2, you may move Grain or Fish 1 space down to collect 4 Francs (you can move down twice to do this 2 times). In sector 3, 4, or “4 + Franc“, you may do this 3 or 4 times accordingly, paying the cost each time and always with the same resource.

Masons' Guild tile
Masons' Guild tile

Masons’ Guild:

Move 2-4 different goods counters 1 space diagonally up to the left according to the position of the Masons’ Guild. You may not move the same goods counter more than 1 space.

H-Buildings

Business Office tile
Business Office tile

Business Office:

Move 2-4 different goods counters 1 space diagonally down to the left according to the position of the Business Office. Collect 5 Francs per movement. You may not move the same goods counter more than 1 space.

Shipping Line tile
Shipping Line tile

Shipping Line:

Collect 6, 9, or 12 Francs according to the position of the Shipping Line. (Collect 1 more in sector “4 + Franc“.)

I-Buildings

Guild Hall tile
Guild Hall tile

Guild Hall:

Move 2-4 different goods counters 1 space diagonally up to the right according to the position of the Guild Hall. You may not move the same goods counter more than 1 space.

Pier tile
Pier tile

Pier:

Move any 2-4 goods counters 1 space to the right according to the position of the Pier. Additionally, move 2 more goods counters 1 space to the right. You may move the same goods counter multiple times. Alternatively, you may also distribute the spaces among any number of goods counters.

J-Buildings

Craftsmen's Yard tile
Craftsmen's Yard tile

Craftsmen’s Yard:

Move any 2-4 goods counters 1 space diagonally up to the left according to the position of the Craftsmen’s Yard. Additionally, move 1 more goods counter 1 space diagonally up to the left. You may move the same goods counter multiple times. Alternatively, you may also distribute the spaces among any number of goods counters.

Fish Factory tile
Fish Factory tile

Fish Factory:

At the end of the game, the Fish Factory is worth Franc per Fish in your warehouse. The Anchor symbol indicates that this building may increase the value of the Dock.

Town Hall tile
Town Hall tile

Town Hall:

The Town Hall has no effect. It is worth 26 victory points at the end of the game.

You do not need to place buildings with a lock symbol on your board since they do not have a specific function. To keep your boards easy to read, you may place “locked” buildings next to it.

K-Buildings

Zoo tile
Zoo tile

Zoo:

The Zoo has no effect. It is worth 20 victory points at the end of the game.

Pont de Normandie tile
Pont de Normandie tile

Pont de Normandie:

The Pont de Normandie has no effect. It is worth 50 victory points at the end of the game.

Grain Silo tile
Grain Silo tile

Grain Silo:

At the end of the game, the Grain Silo is worth Franc per Grain in your warehouse. The Anchor symbol indicates that this building may increase the value of the Dock.

L-Buildings

Wood Factory tile
Wood Factory tile

Wood Factory:

At the end of the game, the Wood Factory is worth Franc per Wood in your warehouse. The Anchor symbol indicates that this building may increase the value of the Dock.

Dock tile
Dock tile

Dock:

At the end of the game, the Dock is worth 10 francs per Anchor building you have built.

Brick Factory tile
Brick Factory tile

Brick Factory:

At the end of the game, the Brick Factory is worth Franc per Clay in your warehouse. The Anchor symbol indicates that this building may increase the value of the Dock.


Agricola – All Creatures Big and Small

Agricola: All Creatures Big and Small game box advertisement
Agricola: All Creatures Big and Small game box advertisement

In this fast-paced game for two players, your objective is to have as many animals as possible! In order to accommodate all your horses, cows, pigs and sheep, you will have to build stables and fence in your land.

To win, you must expand your farm and build feeding troughs.

Get ready to fence in those animals!

Credits

“Le Havre – The Inland Port” was developed in January 2012. Edited by Uwe Rosenberg and Hanno Girke. Produced by Hanno Girke. Graphics and illustrations by Klemens Franz. English translation by Grzegorz Kobiela.

The author thanks (in chronological order) all the playtesters – without their feedback, this game would not be what it is today: Sebastian Wehlmann, Tanja Muck, Peter Muck, Agnieszka Kobiela, Grzegorz Kobiela, Susanne Rosenberg, Kai Poggenklas, Andreas Höhne, Ronny Vorbrodt, Hagen Dorgathen, Marco Althoff, Julia Inderliet, Carsten Hübner, Miriam Bode, Georg von der Brüggen, Thorsten Kempkens, Hanno Girke, Sören Paukstädt, Rolf Raupach, Petra Böhm, Dieter Alber, Claudia Hast, Ralf Partenheimer, Yvonne, Ihno, Bernadette Becker, Andreas Buhlmann, Tanja Eberhard, Torsten Becker, Bettina Bressel, Rainer Ludwig. Special thanks to Bradley Eng-Kohn.

© 2012 Lookout Games
Made in Germany
English language publisher: Z-Man Games, Inc. © 2012
3250, F.X. Tessier, Vaudreuil-Dorion, Québec, Canada, J7V 5V5
www.zmangames.com


Overview & Components

by Uwe Rosenberg for 2 players, ages 13 and up

Game Object

Le Havre: It is now time to build the city’s inland port. The players build and use 31 different buildings while growing their supplies of the 4 types of goods in order to be the richest player at the end of the game.

Game Components

  • 2 game boards with pointers
  • 2 Warehouse boards
  • 31 Building tiles
  • 20 “1 Franc” coins
  • 10 “5 Francs” coins
  • 1 Building overview
  • 8 Goods counters
  • 8 wooden cubes
  • 1 rulebook
Goods tracking options (cubes, round counters, tokens)
Goods tracking options (cubes, round counters, tokens)

Le Havre – The Inland Port includes three different ways of tracking the goods in your warehouse: the front or the back of the goods counters, or the wooden cubes. Simply use the method you prefer.

Assembling pointer to game board
Assembling pointer to game board

Attach the pointers to the game boards before your first game.

The Game Board and Sectors

Sector value wheel boards
Sector value wheel boards

Each game board is divided into 6 sectors. The pointer assigns a value to each sector: 0, 2, 3, 4, 4+Franc, Sell warning. When turning the pointer, the values of each sector changes.


Game Setup

Setup Steps

  • Randomly determine the starting player. This player takes the game board with letters A-F, and the other player takes the game board with letters G-L. Each player also takes a Warehouse board, 4 different goods counters, and 3 Francs.
  • At the beginning of the game, the pointer on each game board points upwards (towards A or G). Both players put their goods counters on the indicated spaces of their Warehouse board: thus, each player starts the game with 4 Fish (blue), 3 Clay (red), 2 Wood (brown), and 1 Grain (yellow).
  • Sort the Building tiles by the letters on their backside and set them aside; they enter the game in alphabetical order. Put the Building overview in the middle, so that both players can easily see which buildings enter the game during which phase.

Round Structure

The game is played over 12 rounds in which the players take turns carrying out a specific number of actions. Each round goes through a set number of phases:

  • Beginning of the round: New buildings enter play.
  • Main phase: Players take turns carrying out a combined number of actions that is equal to the number below the current round letter on the game board.
  • End of the round: Both players turn their pointers to the next letter in counter-clockwise order. Players may be forced to sell buildings.
Round pointer and action indicator
Round pointer and action indicator

Beginning of the Round

The pointer indicates three things: which buildings enter the game, the number of actions, and the starting player.

  • All buildings with the current round letter enter the game. Previously introduced buildings stay in play.
  • The number of actions shown is the sum of both players’ actions: e.g. a 3 indicates that the starting player will carry out 2 actions, and the other player 1 action.
  • The number of actions is always an odd number resulting in an alternating starting player. The starting player of each round is also indicated by a light border around the current letter on the game board.
  • The game rounds follow the alphabet: the first six rounds (A to F) are indicated on the first player board and the last six rounds (G to L) are on the second player board.
Pointer pointing to letter E example
Pointer pointing to letter E example

Round E: the E-Buildings come into play; 5 actions will be carried out this round; and this player will be the starting player of that round.

Example of a Round Flow

  • Emma and Max are playing against each other.
  • Emma is the starting player. In the first round, the buildings with letter A enter the game. Then, both players carry out a total of three actions – Emma carries out the first one, followed by Max, and finally, Emma takes the last action. Afterwards, they both turn their pointers to the next letter (Emma turns it to letter B, Max to letter H).
  • The B buildings now enter the game, and Max is the starting player. This round, he will carry out two actions, and Emma only one.

End of the Round

  1. A round ends after all actions for that round have been carried out. This is easily traceable as each action results in a building being moved to sector 0.
  2. Afterwards, both players turn their pointer one sector in counter-clockwise order (i.e. in the direction of the arrow).
  3. At this point, if there are any buildings in sector Sell warning, they must be sold immediately for half their value.
  4. Play proceeds with the next round.

The game ends at the end of the 12th round.


Player Actions & Buildings

Main Phase Overview

On his turn, a player has two options: he can either build a building, or use an already built one. He must choose one of these two options. In addition to his action, a player may sell one or more of his buildings.

The Buildings

All buildings have the same layout: building costs, value, name, function.

Building tile anatomy diagram
Building tile anatomy diagram

There are three different types of building costs:

  • 21 buildings are paid with a combination of Wood (brown) and/or Clay (red).
  • 5 buildings require a specific amount of Food (Food is any combination of Fish (blue) and/or Grain (yellow)).
  • The other 5 buildings are paid for with Francs.

If a player does not have the required goods or Francs, he may not build that building.

  • Value: The number of Francs (= victory points) that a building is worth at the end of the game.
  • Function: The effect when using a building. Buildings with a Lock do not have an effect and are simply worth victory points.

Action: Build

The player takes one of the buildings that are in play, but not yet built, pays its building costs, and puts it on his game board to the RIGHT of the pointer (i.e. in sector 0). Then his turn is over.

Action: Use

The player chooses an already built building and applies its effect a number of times equal to the value of the sector currently occupied by the building. Some buildings have an additional one-time effect. After applying all its effects, the player moves the used building to sector 0. Then his turn is over.

A player is not limited to using his own buildings, he can also use his opponent’s. To do so, he must pay his opponent 1 Franc every time he wants to use one of his opponent’s buildings (regardless of which sector the building occupies). Afterwards, the building is moved to sector 0 on his opponent’s board.

Buildings in sector 0 may not be used under any condition, not even to use its additional one-time effect.

Sector values on dial illustration
Sector values on dial illustration

Built buildings may be in one of 5 sectors:

  • Sector 0: You may not use the building.
  • Sector 2: The main effect of the building may be applied two times, and any additional effects once.
  • Sector 3: The main effect of the building may be applied three times, and any additional effects once.
  • Sector 4: The main effect of the building may be applied four times, and any additional effects once.
  • Sector 4+Franc: The main effect of the building may be applied four times, and any additional effects once. Additionally, the player collects 1 Franc.

The Meaning of the Symbols

  • Move red right Move the red goods counter to the right.
  • Move brown up right Move the brown goods counter diagonally up to the right.
  • Move diff up left Move different goods counters diagonally up to the left.
  • Move any right Move any goods counters to the right.
  • Collect francs Collect X Francs.
  • Move yellow down left 1 Move the yellow goods counter exactly one space diagonally down to the left.
  • Move blue right 1 Move the blue goods counter exactly one space to the right.
  • Pay cost arrow Pay the costs to the left of the arrow to apply the effect to its right. The costs are paid for each application.

Examples of Using Buildings

Example of using buildings on the board
Example of using buildings on the board
  • Example: Emma uses the Wood Company in sector 3. She may move the Wood goods counter on her Warehouse board three spaces to the right.
Moving Wood counter on warehouse board
Moving Wood counter on warehouse board
  • Max wants to use Emma’s Business Office in sector 4 + Franc. He pays Emma 1 Franc and then moves his four goods counters diagonally down to the left and collects 4×5=20 Francs… plus 1 bonus Franc for the sector.
Using Business Office and collecting Francs
Using Business Office and collecting Francs

Selling Buildings

Anytime during his turn, a player may sell his own buildings in addition to his action. If he does so, he collects half the building’s value in Francs. Sold buildings may be built again by both players.


Warehouse Rules & Paying Costs

Warehouse Rules

Important: A goods counter stops at the last space of a row or column and cannot be moved further than that.

The position of a goods counter indicates the number of goods a player has of its type; add up the values of its row and column.

Goods counter value reading example
Goods counter value reading example

This player has 7 Wood (6+1).

There are three ways to pay costs:

Directions to pay goods costs
Directions to pay goods costs
  • When moving a goods counter to the left, the player is paying 1 unit of the given good.
  • When moving it down, he is paying 3 units.
  • When moving it diagonally down to the left, he is paying 4 units.

There is no “change”: if the Wood counter is on the 6 in the second column and the player wants to pay 2 Wood, he will have to overpay as he can only get 2 by moving Wood down (3 per move), and cannot move it twice to the left (1 per move).


End of the Game & Scoring

End of the Game

The game ends after turning the pointer at the end of round L. This may result in a final forced sale of buildings.

Scoring

Then, both players add up the values of their buildings and their leftover Francs. The player with the highest total wins the game.

Tiebreaker

In case of a tie, play one more game, making sure that you play with the other board (thus, the player with the G-L board will now have the A-F board).


Building Index

A-Buildings

Wood Company tile
Wood Company tile

Wood Company:

Move the Wood goods counter 2-4 spaces to the right according to the position of the Wood Company.

Farmland tile
Farmland tile

Farmland:

Move the Grain goods counter 2-4 spaces to the right according to the position of the Farmland. Additionally, move both Wood and Clay 1 space each to the right.

Clay Mound tile
Clay Mound tile

Clay Mound:

Move the Clay goods counter 2-4 spaces to the right according to the position of the Clay Mound. Additionally, move Clay 1 more space to the right.

Grocery Store tile
Grocery Store tile

Grocery Store:

Collect 2-4 Francs according to the position of the Grocery Store. (Collect 5 Francs if the Grocery Store is in sector “4 + Franc“.) Additionally, move both Grain and Fish 1 space each to the right.

Hardware Store tile
Hardware Store tile

Hardware Store:

Move either Wood or Clay 2-4 spaces to the right according to the position of the Hardware Store. You may not distribute the 2-4 spaces among Wood and Clay.

B-Buildings

Farm tile
Farm tile

Farm:

Move the Grain goods counter 2-4 spaces diagonally up to the right according to the position of the Farm. Additionally, move Grain 1 space diagonally down to the left. Apply both against each other. Consequently, Grain is in reality moved 1-3 spaces diagonally up to the right.

Kiln tile
Kiln tile

Kiln:

Move the Clay goods counter 2-4 spaces diagonally up to the left according to the position of the Kiln.

Smokehouse tile
Smokehouse tile

Smokehouse:

Move the Fish goods counter 2-4 spaces diagonally up to the left according to the position of the Smokehouse.

C-Buildings

Bakehouse tile
Bakehouse tile

Bakehouse:

Move the Grain goods counter 2-4 spaces diagonally up to the left according to the position of the Bakehouse.

Wood Trader tile
Wood Trader tile

Wood Trader:

If the Wood Trader is in sector 2, you may pay 1 Franc and 2 Food to move Wood 1 space up (you can pay twice to do this 2 times). In sector 3, 4, or “4+ Franc“, you may do this 3 or 4 times accordingly, paying the cost each time. You may apply the 1 Franc you get in sector “4+ Franc” against the costs.

D-Buildings

Restaurant tile
Restaurant tile

Restaurant:

If the Restaurant is in sector 2, you may sell 1 Food for 2 Francs (you can sell Food twice to do this 2 times). In sector 3, 4, or “4 + Franc“, you may do this 3 or 4 times accordingly, selling one Food each time.

Marketplace tile
Marketplace tile

Marketplace:

Move any 2-4 goods counters 1 space to the right according to the position of the Marketplace. You may move the same goods counter multiple times. Alternatively, you may also distribute the spaces among any number of goods counters.

E-Buildings

Fish Market tile
Fish Market tile

Fish Market:

If the Fish Market is in sector 2, you may pay 1 Franc to move Fish 1 space diagonally up to the right (you can pay twice to do this 2 times). In sector 3, 4, or “4 + Franc“, you may do this 3 or 4 times accordingly, paying the cost each time. You may apply the 1 Franc you get in sector “4 + Franc” against the costs.

Sawmill tile
Sawmill tile

Sawmill:

Move the Wood goods counter 2-4 spaces diagonally up to the left according to the position of the Sawmill.

F-Buildings

Building Firm tile
Building Firm tile

Building Firm:

Move both Wood and Clay 2-4 spaces to the right according to the position of the Building Firm.

Church Square tile
Church Square tile

Church Square:

Move both Grain and Fish 2-4 spaces to the right according to the position of the Church Square.

G-Buildings

Weekly Market tile
Weekly Market tile

Weekly Market:

If the Weekly Market is in sector 2, you may move Grain or Fish 1 space down to collect 4 Francs (you can move down twice to do this 2 times). In sector 3, 4, or “4 + Franc“, you may do this 3 or 4 times accordingly, paying the cost each time and always with the same resource.

Masons' Guild tile
Masons' Guild tile

Masons’ Guild:

Move 2-4 different goods counters 1 space diagonally up to the left according to the position of the Masons’ Guild. You may not move the same goods counter more than 1 space.

H-Buildings

Business Office tile
Business Office tile

Business Office:

Move 2-4 different goods counters 1 space diagonally down to the left according to the position of the Business Office. Collect 5 Francs per movement. You may not move the same goods counter more than 1 space.

Shipping Line tile
Shipping Line tile

Shipping Line:

Collect 6, 9, or 12 Francs according to the position of the Shipping Line. (Collect 1 more in sector “4 + Franc“.)

I-Buildings

Guild Hall tile
Guild Hall tile

Guild Hall:

Move 2-4 different goods counters 1 space diagonally up to the right according to the position of the Guild Hall. You may not move the same goods counter more than 1 space.

Pier tile
Pier tile

Pier:

Move any 2-4 goods counters 1 space to the right according to the position of the Pier. Additionally, move 2 more goods counters 1 space to the right. You may move the same goods counter multiple times. Alternatively, you may also distribute the spaces among any number of goods counters.

J-Buildings

Craftsmen's Yard tile
Craftsmen's Yard tile

Craftsmen’s Yard:

Move any 2-4 goods counters 1 space diagonally up to the left according to the position of the Craftsmen’s Yard. Additionally, move 1 more goods counter 1 space diagonally up to the left. You may move the same goods counter multiple times. Alternatively, you may also distribute the spaces among any number of goods counters.

Fish Factory tile
Fish Factory tile

Fish Factory:

At the end of the game, the Fish Factory is worth Franc per Fish in your warehouse. The Anchor symbol indicates that this building may increase the value of the Dock.

Town Hall tile
Town Hall tile

Town Hall:

The Town Hall has no effect. It is worth 26 victory points at the end of the game.

You do not need to place buildings with a lock symbol on your board since they do not have a specific function. To keep your boards easy to read, you may place “locked” buildings next to it.

K-Buildings

Zoo tile
Zoo tile

Zoo:

The Zoo has no effect. It is worth 20 victory points at the end of the game.

Pont de Normandie tile
Pont de Normandie tile

Pont de Normandie:

The Pont de Normandie has no effect. It is worth 50 victory points at the end of the game.

Grain Silo tile
Grain Silo tile

Grain Silo:

At the end of the game, the Grain Silo is worth Franc per Grain in your warehouse. The Anchor symbol indicates that this building may increase the value of the Dock.

L-Buildings

Wood Factory tile
Wood Factory tile

Wood Factory:

At the end of the game, the Wood Factory is worth Franc per Wood in your warehouse. The Anchor symbol indicates that this building may increase the value of the Dock.

Dock tile
Dock tile

Dock:

At the end of the game, the Dock is worth 10 francs per Anchor building you have built.

Brick Factory tile
Brick Factory tile

Brick Factory:

At the end of the game, the Brick Factory is worth Franc per Clay in your warehouse. The Anchor symbol indicates that this building may increase the value of the Dock.


Credits & Other Games

Agricola – All Creatures Big and Small

Agricola: All Creatures Big and Small game box advertisement
Agricola: All Creatures Big and Small game box advertisement

In this fast-paced game for two players, your objective is to have as many animals as possible! In order to accommodate all your horses, cows, pigs and sheep, you will have to build stables and fence in your land.

To win, you must expand your farm and build feeding troughs.

Get ready to fence in those animals!

Credits

“Le Havre – The Inland Port” was developed in January 2012. Edited by Uwe Rosenberg and Hanno Girke. Produced by Hanno Girke. Graphics and illustrations by Klemens Franz. English translation by Grzegorz Kobiela.

The author thanks (in chronological order) all the playtesters – without their feedback, this game would not be what it is today: Sebastian Wehlmann, Tanja Muck, Peter Muck, Agnieszka Kobiela, Grzegorz Kobiela, Susanne Rosenberg, Kai Poggenklas, Andreas Höhne, Ronny Vorbrodt, Hagen Dorgathen, Marco Althoff, Julia Inderliet, Carsten Hübner, Miriam Bode, Georg von der Brüggen, Thorsten Kempkens, Hanno Girke, Sören Paukstädt, Rolf Raupach, Petra Böhm, Dieter Alber, Claudia Hast, Ralf Partenheimer, Yvonne, Ihno, Bernadette Becker, Andreas Buhlmann, Tanja Eberhard, Torsten Becker, Bettina Bressel, Rainer Ludwig. Special thanks to Bradley Eng-Kohn.

© 2012 Lookout Games
Made in Germany
English language publisher: Z-Man Games, Inc. © 2012
3250, F.X. Tessier, Vaudreuil-Dorion, Québec, Canada, J7V 5V5
www.zmangames.com