Category Archives: Miscellaneous

The Board Gamers Guide to Supply Management Part XV: Le Havre Part II

After being introduced to Le Havre last Friday, you played all weekend as the subtle complexity and inherent trade-offs challenged you to prove that your intuition and strategic reasoning skills could not be matched. You bested your team-mates, and after one play each night of the simple game in the iOS version, where you beat the Admiral Sabine AI on your 4th try, you think you’re ready for the full base game. But are you?

In the simple game, only 19 of the 33 buildings are used — typically these will be the Abattoir, 2 Building Firms, Bakehouse, Bank, Brickworks, Charcoal Kiln, Clay Mound, Cokery, Colliery, Construction Firm, Fishery, IronWorks, Marketplace, Shipping Line, Smokehouse, Steel Mill, Tannery, and the Wharf. With the exception of the marketplace and the bank, each of these was covered in our first post. In addition, you start off with one wooden ship, 5 francs, and 12 resources: 2 fish, wood, coal, iron, and cole and 1 cattle and hide. You are guaranteed of being able to feed your works and build something first round. Not so in the full base game (which goes 6 extra rounds). In the full base game, you start off with five francs and one lump of coal. No ships, no food, and no resources to build. And the marketplace, which gave you four goods in the base game, gives you only 2. You have to wheel and deal your way just to survive (and victory is a long way off).

The challenge of Le Havre, where you not not only have to balance food production (to pay your workers) with resource acquisition (to build your products), energy production (to power your manufacturing plants) and ship production (to distribute your goods for sale), is that you also have to build at the right time, use the buildings at the right time, and trade appropriately. If you’re too early or too late to the market with your goods, no one will buy them. If you don’t take advantage of opportunities, your competition will. And if you don’t secure transport during peak Christmas season, well, then, you’re just dumb. Furthermore, in the game of Le Havre, just like in the real world, only one player can use one building at a time, take an offer from the harbour and the resource type associated with it, or get points for a particular building or action. And the increasing food costs (payroll as your organization grows) make the game quite challenging if you don’t adequately prepare for food production (cash flow) from round one.

And when you scale up to the full base game, a lot more trade elements enter into the picture. Consider the following buildings not typically used in the simple game:

  • Arts Center: Each player occupying (using) one of her buildings receives 4 Francs from the treasury.
  • Black Market: A player visiting the black market may take 2 of each good whose offer space (in the harbour) is empty.
  • Bridge over the Seine: The player may sell as many goods as he wishes at the rate of 1 Franc for each upgraded good and 1 Franc for any combination of 3 standard goods.
  • Business Office: The player can exchange any four goods of his choice for one steel or one good of her choice for 1 charcoal, leather, or brick.
  • Church: It’s a miracle! Walk in with 5 loaves of bread and 2 fish and walk out with 5 more loaves of bread and 3 fish.
  • Dock: At the end of the game, the player who owns the dock receives 4 Francs for each ship.
  • Grocery Market: Receive 1 cattle, meat, fish, smoked fish, grain, and bread from the supply!
  • Hardware Store: Receive 1 wood, brick, and iron from the supply.
  • Local Court: Return 1 or 2 loan cards for free!
  • Sawmill: Build any building that requires wood for one less wood.
  • Storehouse: At the end of the game, the player with the storehouse receives francs for his unsold goods.
  • Town Hall: At the end of the game, each other public building owned by the player increases the value of the hall by 4 Francs.

When these buildings are added into the mix, there are more ways to get (valuable) goods (since each unit of steel requires 5 energy to produce), much needed food (as the grocery market yields the equivalent of 8 food units on a single visit), and money (especially at the end of the game). Trade becomes a much bigger part of the game, in terms of resources and buildings (as it is often advantageous later in the game to sell buildings acquired earlier in the game for those that give you monetary advantages at the end of the game). And the balancing act becomes tougher. (In fact, for those of you who acquired the iOS version, don’t be surprised if Admiral Sabine starts kicking your @ss again until you not only figure out that trade is the name of the game and what that means in the town of Le Havre.)

And this is just the beginning of the complexity. In addition to the full set of base buildings, you are also presented with 5 special buildings, put up by the town, that can be bought in each game. These are randomly selected from the set of 36 special buildings and include: 6 craftsman’s buildings, 14 economic buildings, 6 industrial buildings, 4 public buildings, 5 non-buildings, and a ship. The craftsman’s buildings, like the brick manufacturer or steelworks, give the player resource-based economic advantages. For example, the steelworks allows one iron and 15 energy to be exchanged for 2 steel (instead of the one-to-one conversion enabled by the steel mill). The economic buildings, like the guild house and mason’s guild, give players economic advantages during the game or at game end. For example, the guild house gives its owner 2 Francs for each economic building owned by the player at the end of the game. And the luxury yacht, which can be swapped for an iron ship, has a value of 20 Francs!

Le Havre really is a great game to test your supply management mettle. While it will take you a few hours to get through an intense four (or five) player session and prove your strategic supply management dominance, it really puts your thinking skills and your ability to balance supply with demand with opportunity to maximize the overall value generated to the test. Give Le Havre an honest go. You might just advance your strategic thinking and planning skills more than you bargained for. (And if you haven’t checked it out yet, don’t forget to try Le Havre on iOS. Remember to start with the tutorial, and then move on to the simple version of the 2-player game before moving on to a full 2-player game, and, finally, a full multi-player game.)

The First Flight Around the World Began 90 Years Ago Today!

It’s hard to believe that it was only 90 years ago today that Seattle, the lead aircraft in the 4-aircraft squadron of the United States Army Air Service, took off from Sand Point, Washington for Alaska in the first leg of what would become the first successful circumnavigation of the world by flight in a journey that took 175 days and covered 44,342 km.

It’s especially hard since we can now fly halfway around the world in a day and a half and are used to getting expedited shipments to fuel our supply chain from halfway around the world in three days (or less). But back in 1924, even though some had tried, including Britain and France, no country had succeeded in flying around the world until the United States Army Air Service, led by Maj. Frederick Martin, managed to circle the globe with the squadron of specially modified DT-2s, with interchangeable wheeled and pontooned landing gear and a fuel capacity of 3,438 litres, made the voyage which involved landings in over 20 countries.

Although SI typically avoids two history lessons in the same week, this was a significant milestone in aviation. With the first air freight shipment having occurred a mere three and a half years before this iconic journey, it allowed some people to dream of a future where air cargo ruled the skies — and make that future happen!

320 Years Ago The Bank of England Was Established …

It’s establishment is very important as it was the first bank to initiate the permanent issue of banknotes (which were initially offered to raise money to fund the war against France) …

And 200 years ago today, the Netherlands Bank issued it’s first banknote, bringing the Netherlands into the modern age of money de-coupled from the coinage they were originally a substitute for, 48 years before the Federal Government of the United States entered the modern monetary age (and 121 years before the Government of Canada did the same).

I’m sure our good friend Gert van der Heijden, author of Spend Matters Netherlands over in Amsterdam is very pleased about this, because it’s yet another reason why Europe, and Scandinavia in particular, are so far ahead of us in e-Commerce, e-Procurement, and even e-Government — as they are 50 years ahead of us in commerce practices.

For those who are interested, Wikipedia has a good history of the bank note. We all take paper money for granted, but it is only recently that it has become common place around the globe.

15 Years Ago Today, The Internet Rocket Begins to Run Out of Fuel

15 Years Ago today, the Dow Jones Industrial Average closes above the 10,000 mark for the first time during the height of the Internet boom. It was the beginning of the end, which started a year later after the NASDAQ peaked at an all-time high of 4,048.62 on March 10, 2000. It was all downhill in the dot-com bust from that point on. But what can you expect from a frenzy that results in an online property spending $188 Million in a mere six months in an attempt to create a global online fashion store?

The lesson here is that if something looks too good to be true, it’s probably too good to last. If a supplier is significantly undercutting the market in their bid to win your business, it’s a desperation move and cutting prices to levels that are barely at, or below, cost is not going to improve the supplier’s financial viability. If your newly launched product is commanding a considerably larger share of the market than you expected, the market was probably a blue ocean and your lead will only last until a rival launches a similar product with new features and more marketing dollars behind it. If everything has been going smooth in your supply chain for the last year, given the current rate of supply chain disruptions and the ever increasing frequency of black swan attacks, your luck is probably about to run out. So be prepared for the unexpected. It’s bound to happen eventually, and likely sooner than you think!

The (Board) Gamer’s Guide to Supply Management Part III: Star Trek Catan


Space, the final frontier. These are the voyages of the interstellar supply fleet. Their interstellar mission: to find new sources of raw materials, to build new outposts and new star-bases, to build new supply routes where no supply routes existed before!

So, it’s been a while and you’ve progressed to the point where you’re now Master of Catan. Always the first to build outposts, transform them into cities, build new supply routes connecting them, and amass the largest armies to protect those supply routes, you think you’re a master of supply as you deftly conquer the ports to secure the trade advantage, always outsmart the pirate, and never allow your rivals to secure a longer route. Maybe you are the Master of the lonely isle of Catan, but are you ready to supply the final frontier?

In Star Trek Catan, you’re settling the final frontier – space. You are a merchant selected by the Federation to build supply outposts to supply the different federation members. Instead of building roads, you are building starships; instead of building settlements, you are building outposts; and instead of building up those settlements into cities, you are building those outposts up into star-bases. Just like roads, settlements, and cities required resources that could only be collected from regions that neighboured your existing settlements and cities, starships, outposts, and star-bases require resources that can only be collected from nearby planets. (Wood and brick are replaced by dilithium and tritanium, and sheep, wheat, and ore are replaced by food, water, and oxygen.) You still have development cards, but instead of soldiers that build your army, there are star-fleet interventions that augment your security, and the progress and “victory point” cards have been appropriately updated as well. But the biggest difference is the introduction of support cards. In regular Catan, all you could do was build, trade, or play a development card. In Star Trek Catan, you always have one support card which gives you a unique advantage and the choice of when to play it (which is important as any given support card can only be used twice).

The support cards, which are, of course, modelled after original Star Trek characters, give you special abilities on your turn or in certain circumstances. Eight of the abilities can only be activated on your turn:

  • Uhura:Forced Trade You have the upper hand and can force up to two players to give you a resource type you desire in exchange for a resource type you do not.
  • Scott:Starship Building Miracle When building a starship, you may replace 1 dilithium or 1 tritanium with any resource of your choice.
  • Sulu:New Heading You may move any starship on the board at the end of one of your supply routes to the end of another one of your supply routes.
  • McCoy:Development Specialist When buying a development card, one resource of your choice can be replaced with another resource of your choice.
  • Chekov:Klingon Decoy Move the Klingons to the asteroid field and take 1 resource of the type produced by the planet the Klingons left.
  • Rand:Free Trading Outpost Receive one resource of your choice and perform one or more border trades with that resource type at the 2:1 trading outpost for that resource type.
  • Chapel:Liberate a Resource On your turn, after the production roll, take one resource of your choice from a rival with more victory points than you.
  • Sarek:Swords to Plowshares You may discard one Starfleet Intervenes card to build an outpost for the same cost as a starship.

The final two abilities are activated on production rolls:

  • Spock:Resource Compensation On any non-“7” production roll where you receive no resources, you still get to take one resource of your choice.
  • Kirk:Protection from Klingons When a “7” is rolled, if you have more than 7 resources, you may use this ability to prevent resource loss or, if you have 7 or less resources, to take a resource of your choice.

These abilities, which encapsulate some of the different skills deft supply managers may possess, can completely change the game dynamics. Think you’ve done a good job acquiring a monopoly on water or air? Think again. An opponent with the Spock or Uhura support card can still acquire those resources from you or the main supply. Or use Scott or McCoy to substitute another resource for that resource. And it changes the dynamic for you too! Once you’ve deftly placed those star-bases and are acquiring resources faster than you can build, if you can secure it, you can use Kirk’s special ability to keep those Klingons away and achieve victory even faster.

And if you play your cards right, you’ll always score two (of the needed 10) victory points for the Longest Supply Route.

Could there be a better game for a budding Supply Manager to cut his teeth on as he takes up the art of strategic board-gaming to refine his supply mastery skills? the doctor, who believes we should all be preparing for Extra-Planetary Supply Management, thinks not!

 

The original Board Gamer’s Guide series:
Part    I: Ticket to Ride
Part   II: The Settlers of Catan
Part  III: Munchkin
Part  IV: Castle Panic
Part   V: Small World
Part  VI: Zombie Dice, Tsuro, and Get Bit!

… and the new Board Gamer’s Guide series:
Part  VII: Upon a Salty Ocean
Part VIII: Agricola
Part    IX: Small World Part 2
Part     X: All Creatures Big and Small
Part    XI: Agricola Part II-A
Part   XII: Agricola Part II-B