Extensive Le Havre Building Reference and Strategy Guide Draft Version 1
Extensive Le Havre Building Reference and Strategy Guide Draft Version 1
Extensive Le Havre Building Reference and Strategy Guide Draft Version 1
(Ponton)
This is an attempt to write an extensive (official) buildings reference. It will contain detailed information
on usage and interactions and answer some frequently asked questions that either were asked in the past or
might come up in the future. These data will be marked with filled stars ( ).
Finally, I'll drop some lines on each building talking about its strategic potential. This part is solely my
opinion and shall not be considered official. It will be put in italics to separate it from the factual data, and
marked with empty stars ( ).
This strategy article is based on a previous publication in form of a geeklist and contains exactly the same
information on each building. As people asked me to re-publish it in form of an article and file, I've now
copied & pasted what I've written there into this article.
The geeklist is called Extensive Le Havre Buildings Reference and FAQ. Each building is an own item
there for ease of individual discussion. So, if you like to add specific comments, I recommend to do it
there. Also note, any link in this article will forward you to the proper geeklist entry.
Differently from this geeklist I'll order the buildings by their card number here, so they won't be in strictly
separate groups of start, standard and special buildings. Also, you won't find the stats I've provided in the
geeklist about each type of building here.
Currently, I'm preparing a PDF version of the article that will contain the German images again like
in the geeklist.
Abbreviations Reference
I will post the data on each building in a crypted form. The pattern is the following:
Building symbols: Craft (C), Economic (E), Industrial (I), No Building (N), Public (P), Ship (S)
Price/value: the price in francs to purchase the building, and its franc value (incl. "+" for bonus
buildings)
Additional symbols: # + abbreviation, H = hammer, A = fishing
Entry fee: F = franc, N = food, or "free", or "locked"
If there is a building cost, it'll be posted as well.
Table of Contents
Start Buildings
[B1] Building Firm
[B2] Building Firm
[B3] Construction Firm
Standard Buildings
[01] Marketplace
[02] Sawmill
[03] Fishery
[04] Joinery
[05] Bakehouse
[06] Hardware Store
[07] Charcoal Kiln
[08] Smokehouse
[09] Abattoir
[10] Clay Mound
[11] Arts Centre
[12] Wharf
[13] Black Market
[14] Brickworks
[15] Local Court
[16] Colliery
[17] Wharf
[18] Shipping Line
[19] Grocery Market
[20] Tannery
[21] Business Office
[22] Ironworks
[23] Steel Mill
[24] Storehouse
[25] Cokery
[26] Dock
[27] Bridge over the Seine
[28] Town Hall
[29] Bank
[30] Church
3
Start Buildings
There are 3 start buildings that belong to the town at the beginning of each game of Le Havre. In short games, some standard buildings are also used
as start buildings. However, here I'll discuss the "real" start buildings. All of them allow you to construct other buildings.
1x free ([B1])
1x 1N ([B2])
1x 2N ([B3])
4
[B1]
Building Firm
(Start Building)
[C, 4/4, 1H, free]
"Build 1 building. Choose from the top cards in the Building proposals."
This one will be used heavily in the beginning of each game to construct some of the first buildings without paying entry fees. Later, or in short
games, the Sawmill will be used with preference if a building costs wood.
Due to its very cheap price and both, the Craft and Hammer symbol, this building is a perfect candidate for an early game purchase if you plan to
heavily use the Marketplace, or to have a hammer for effective use of Clay Mound and Colliery.
Towards game end a good candidate to be sold back to the town if money is needed urgently.
5
[B2]
Building Firm
(Start Building)
[C, 6/6, 1H, 1N]
"Build 1 building. Choose from the top cards in the Building proposals."
This one will be used as an alternative to the other Building Firm if that one is blocked.
Due to its higher price, it'll be purchased later to get the Craft and Hammer symbol for efficient use of Marketplace, Clay Mound and/or Colliery.
The higher price might be compensated through entry fee payments by other players, or by saving you the entry fee if you want to build and the
entry-free construction buildings are occupied.
Towards game end a good candidate to be sold back to the town if money is needed urgently.
6
[B3]
Construction Firm
(Start Building)
[I, 8/8, 1H, 2N]
"Build 1 or 2 buildings. Choose from the top cards in the Building Proposals."
7
Standard Buildings
There are 30 standard buildings. Most of them are shuffled at the beginning of each game and laid out in 3 stacks to form the Building Proposals. In
short games, some standard buildings are also used as start buildings. In the following, I'll discuss all of them.
6x 1A ([03], [06], [08], [11], [18], [21]) 6x 1F ([01], [08], [19], [21], [22], [25])
for a total of 6 Fishing symbols 3x 2F ([09], [23], [27])
8
Standard Buildings continued
Reference by Function Reference by Symbol Usage
4x Bonus Building ([24], [26], [28], [29]) 1x Fishing ([03])
1x Construct Building ([02]) 2x Hammer ([10], [16])
2x Construct Ship ([12], [17]) 2x Craft ([01], [28])
1x Peek Special Buildings ([01]) 1x Economic ([29])
1x Return Loans ([15]) 1x Industrial ([29])
11x Receive Francs ([04], [05], [08], [11], [13], [14], [15], [18], [20], [25], [27]) 1x Public ([28])
8x Receive Food ([01], [03], [05], [08], [09], [13], [19], [30]) 1x Ship ([26])
7x Receive Energy ([01], [06], [07], [13], [16], [21], [25])
5x Receive Fish ([01], [03], [13], [19], [30]) Reference by Building Material
3x Receive Wood ([01], [06], [13]) 2x Unconstructable ([10], [13])
3x Receive Clay ([01], [10], [13])
4x Receive Iron ([01], [06], [13], [22]) 7x 1 Wood ([03], [09], [11], [16], [19], [20], [26])
3x Receive Grain ([01], [13], [19]) 7x 2 Wood ([01], [08], [12], [14], [17], [18], [24])
3x Receive Cattle ([01], [13], [19]) 4x 3 Wood ([04], [06], [15], [22])
2x Receive Coal ([01], [16]) 2x 4 Wood ([21], [28])
2x Receive Hides ([01], [09]) 1x 5 Wood ([30])
2x Receive Smoked Fish ([08], [19]) for a total of 46 Wood
2x Receive Charcoal ([07], [21])
3x Receive Brick ([06], [14], [21]) 8x 1 Clay ([02], [03], [06], [07], [08], [09], [14], [21])
2x Receive Steel ([21], [23]) 5x 2 Clay ([05], [11], [12], [15], [17])
3x Receive Bread ([05], [19], [30]) 1x 3 Clay ([16])
2x Receive Meat ([09], [19]) for a total of 21 Clay
1x Receive Coke ([25])
2x Receive Leather ([20], [21]) 4x 1 Iron ([02], [09], [14], [30])
8x Consume Energy ([08], [12], [14], [17], [18], [20], [22], [23]) 5x 2 Iron ([12], [17], [23], [25], [26])
5x Consume Fish ([08], [18], [21], [27], [30]) 1x 3 Iron ([27])
8x Consume Wood ([02], [04], [07], [12], [17], [18], [21], [27]) for a total of 17 Iron
5x Consume Clay ([02], [14], [18], [21], [27])
7x Consume Iron ([02], [12], [17], [18], [21], [23], [27]) 2x 1 Brick ([19], [20])
4x Consume Grain ([05], [18], [21], [27]) 4x 2 Bricks ([22], [24], [25], [26])
4x Consume Cattle ([09], [18], [21], [27]) 3x 3 Bricks ([18], [28], [30])
4x Consume Coal ([18], [21], [25], [27]) 2x 4 Bricks ([23], [29])
4x Consume Hides ([18], [20], [21], [27]) for a total of 27 Bricks
3x Consume Smoked Fish ([18], [21], [27])
3x Consume Charcoal ([18], [21], [27]) 1x Steel ([29])
6x Consume Brick ([02], [12], [17], [18], [21], [27]) for a total of 1 Steel
6x Consume Steel ([02], [12], [17], [18], [21], [27])
4x Consume Bread ([18], [21], [27], [30])
3x Consume Meat ([18], [21], [27])
3x Consume Coke ([18], [21], [27])
3x Consume Leather ([18], [21], [27])
9
[01]
Marketplace
(Standard Building)
[N, 6/6, -, 2N/1F]
2 wood
"Take 2 different standard goods (including hides and coal), +1 additional different good per Craft Symbol.
Look at the top 2 Special buildings and return them in any order."
Special rule for solo games only: You get a maximum of 4 goods.
Used with any number of players.
In 1- or 2-player short games, used as a Start Building.
On entry, you first need to select your goods.
Then, you may inspect the top 2 Special Buildings and return them in any order.
You get a minimum of 2 and a maximum of 8 (resp. 4) different standard goods here: fish, wood, clay, iron, grain, cattle, coal and hides.
You can't get 2 or more of the same good.
You'll never get an upgraded good here, even if you own more than 6 Craft Symbols.
In solo games, you won't get more than 4 goods, regardless of your number of Craft Symbols.
It's no bug in the computer game if you have more than 2 Craft Symbols, but still only get a maximum of 4 goods in solo games.
However, you still need to own 1 or 2 such symbols to get 3 or 4 goods, in solo games.
Take the goods from the supply and not the offer spaces.
This one will be used heavily until the mid-game to get a variety of goods.
It's the only way to get coal early.
Keep an eye on the Building Proposals and try to get many buildings with Craft symbols to effectively use the Marketplace.
Good candidates: Fishery, Joinery, Bakehouse, Charcoal Kiln, Smokehouse, Abattoir and Tannery.
Remember, if you build the Marketplace, you probably will be the last player to use it (unless you sell it).
Some people swear on the early purchase of the Marketplace. I didn't find this to be a good move, though.
Its ownership does not guarantee victory, but with heavy Marketplace oriented players this may get you some notable income.
I would always consider this building the first to be sold if I need money, or enter it two times in a row, or free it to enter it myself if blocked by
another player.
10
Valuable first picks: iron and coal, but also an initial grain or 2 cattle (with 2 usages).
Also, do not under-estimate the peeking on the special buildings in the long game! It's sometimes crucial to know what comes, and even be able
to have an influence when it does.
Uwe even goes so far to calculate which player will be the first to use a new special building and fell his decision according to this information.
This is why the computer game does so.
[02]
Sawmill
(Standard Building)
[I, 14/14, -, free]
1 clay, 1 iron
"Build 1 building that requires wood for building for 1 fewer wood."
This one will be used heavily in the beginning of each game to save on wood during construction.
Due to its high value and cheap resource costs, this building is a perfect candidate for many victory points or early money.
A usual move is to construct the Sawmill, gain 3 wood and after a visit at the Joinery (with an input of 3 wood for 7 francs), sell the Sawmill to
purchase a very early Wooden Ship.
This strategy has proved strong in 3-player, OK in 4-player, and a total desaster in 5-player games.
Due to the lack of the Sawmill in 1- or 2-player games, this strategy can't be pursued there.
11
[03]
Fishery
(Standard Building)
[C, 10/10, 1A, free]
1 wood, 1 clay
Very cheap to build with a good gain in value, and has a Craft symbol for Marketplace use.
Alternative way to get fishes if the Fish Offer was taken or isn't that profitable.
Used in the early game, rarely later.
Turns out to be especially good in 4+ player games.
In 1- or 2- player games rather weak.
Another building that works pretty well hand in hand with the Fishery is the Smokehouse. Not only does it give another Fishing Symbol, you also
can convert your fish to double as much food.
Other buildings you might consider to own: Hardware Store, Arts Centre, Shipping Line and Business Office.
12
[04]
Joinery
(Standard Building)
[C, 8/8, 1H, 1N]
3 wood
Rather expensive to build. You pay with wood, you might need to use its function.
Usually, you'll be the last to use it if you construct it.
Good to own due to Craft and Hammer symbol. The entry fee isn't a big deal.
Usually used to get money early, especially to purchase early Ships.
13
[05]
Bakehouse
(Standard Building)
[C, 8/8, -, 1N]
2 clay
"Converts any number of grain to 1 bread and 0.5 francs each at a cost of 0.5 energy per grain."
14
[06]
Hardware Store
(Standard Building)
[E, 8/8, 1A+1H, 1N]
3 wood, 1 clay
15
[07]
Charcoal Kiln
(Standard Building)
[C, 8/8, -, free]
1 clay
Used with any number of players in the Building Proposals, except for 1-player short games.
Never used as a start building.
You may convert any number of wood to charcoal here.
You aren't forced to convert all of your wood.
You don't need to pay energy for the conversion.
You won't get any money by converting wood to charcoal.
Flip the wood tokens to receive charcoal.
You mustn't enter this building if you don't convert at least 1 wood.
Has a Craft Symbol for Marketplace use and is very cheap to build.
Does not generate income through entry fees (as it is entry free).
Very good early to mid-game alternative to coal.
At the end of the game, considerable alternative to coke as piles of unused wood will be waiting to be grabbed.
16
[08]
Smokehouse
(Standard Building)
[C, 6/6, 1A, 2N/1F]
2 wood, 1 clay
"Converts up to 6 fishes to 1 smoked fish and 0.5 francs each at a total cost of 1 energy."
Has a Craft Symbol for Marketplace use, and a Fishing Symbol for the Fishery.
Might generate some income due to high entry fee.
Rather expensive to build, especially with that low value.
Good way to get a decent number of food early.
Generates some early francs.
Usually, the energy cost is paid with 1 wood.
It's good to visit this building at least once.
Works very well together with the Fishery.
17
[09]
Abattoir
(Standard Building)
[C, 8/8, -, 2F]
1 wood, 1 clay, 1 iron
18
[10]
Clay Mound
(Standard Building)
[N, 2/2, -, 1N]
Recommendation: If the Clay Mound is on top of a Building Proposal at the beginning of the game, re-shuffle the Building Proposals.
A too early Clay Mound makes clay too easy to get and devaluates the Clay Offer.
Try to get some Hammer Symbols to use the Clay Mound effectively.
Good candidates: both Building Firms, Construction Firm, Joinery, Hardware Store, Business Office, Ironworks and Storehouse.
Will generate some income eventually, so it's a good idea to purchase this building.
In solo games, try to force the town to build it as you can't build it anyway.
19
[11]
Arts Centre
(Standard Building)
[P, 10/10, 1A, 1N]
1 wood, 2 clay
A perfect building for easy cash if you own frequently used buildings.
Let's your opponents keep an eye on when to use your buildings.
With only 1 other player in your buildings, it's just 4 francs, so (usually) not worth the action.
With 2 other players in your buildings, it's 8 francs and, thus, better than a visit to the Joinery (plus: you don't lose wood).
Heavy loan players (with 3+ loans), however, will be better served if they visit the Local Court unless they need the cash badly.
With 3 or 4 other players in your buildings, it's Jackpot. Don't hesitate.
Try to always build crucial buildings people often will use.
20
[12]
Wharf
(Standard Building)
[I, 14/14, -, 2N]
2 wood, 2 clay, 2 iron
"Build 1 Ship. The first player to build a non-wooden ship must first modernise."
21
[13]
Black Market
(Standard Building)
[N, 2/2, -, 1N]
"Take 2 tokens of each type whose Offer space is empty (including 1 Franc coins)."
Recommendation: If the Black Market is on top of a Building Proposal at the beginning of the game, re-shuffle the Building Proposals.
Otherwise the start player has too great an advantage as he'd very likely get 2 iron, 2 grain and 2 cattle with his very first move.
Once the Black Market is in play, keep an eye on which offers you take to not enable another player a Jackpot move.
Ownership of the Black Market may be nice as you are guaranteed to use it when you need.
I consider a move to the Black Market to get at least 6 goods a good move ("Jackpot") unless it is 2 francs, 2 fish and 2 grain.
If the Iron Offer is empty and any one of the following, I wouldn't hesitate to use the Black market, if possible: 2 wood, 2 clay, 2 cattle.
Note, the Black Market is the only standard building except Ironworks, of course, that may give you more than 1 iron.
22
[14]
Brickworks
(Standard Building)
[I, 14/14, -, 1N]
2 wood, 1 clay, 1 iron
"Converts any number of clay to 1 brick and 0.5 francs each at a cost of 0.5 energy per clay."
One of 3 standard ways to get bricks, and the only one to get more than one brick.
You'll get a single brick at the Hardware Store or Business Office.
Always consider to convert an even number of clay to bricks, to maximize profits.
Remember, bricks are clay, so convert left-over bricks again for money.
It's a good idea to pay the conversion with (char)coal. One (char)coal is enough to convert up to 6 clay.
Generates some mid-game francs.
Interesting, but totally irrelevant: This is the only standard building in the game whose value matches its card number.
23
[15]
Local Court
(Standard Building)
[P, 16/16, -, free]
3 wood, 2 clay
"If you have 1 loan, return it. If you have 2 loans, return 1 and take 2 Francs. If you have 3 or more loans, return 2 of them."
Used in 3+ player long games and 5-player short games in the Building Proposals.
Never used as a start building.
With 1 loan, you effectively gain 5 francs by returning it.
With 2 loans, you effectively gain 7 francs as you return 1 loand and receive 2 francs.
With 3 or more loans, you effectively gain 10 francs by returning 2 loans.
However, with 3 or more loans, you are allowed to return just 1 loan and take 2 francs (like if you had 2 loans).
You mustn't enter this building if you don't have at least 1 loan.
24
[16]
Colliery
(Standard Building)
[I, 10/10, -, 2N]
1 wood, 3 clay
25
[17]
Wharf
(Standard Building)
[I, 14/14, -, 2N]
2 wood, 2 clay, 2 iron
"Build 1 Ship. The first player to build a non-wooden ship must first modernise."
26
[18]
Shipping Line
(Standard Building)
[E, 10/10, 1A, 2N]
2 wood, 3 bricks
"Sell your goods for the printed price. Pay 3 energy for each ship used."
Erratum: The (English) Shipping Line card lists coal twice, once for 3 francs, and another time for 5 francs.
Correct are 3 francs as printed on the coal tokens. You'll get 5 francs for coke.
27
Continued
[18]continued
Shipping Line
(Standard Building)
28
[19]
Grocery Market
(Standard Building)
[E, 10/10, -, 1F]
1 wood, 1 brick
Used in 3+ player long and 5-player short games in the Building Proposals.
Never used as a start building.
On entry, you get the 6 pictured goods: cattle, fish and grain, and their upgraded counter-parts meat, smoked fish and bread.
You'll get a total of 8 food here.
Nice mid-game building to gather some food for the next few rounds assuming you already own some ships.
Its strength grows with the number of players.
Can be built after one visit of the Hardware Store.
29
[20]
Tannery
(Standard Building)
[C, 12/12, -, free]
1 wood, 1 brick
Has a Craft Symbol for use of the Marketplace. However, you probably won't use the Marketplace that late in the game.
This is, except the Business Office in 3+ player games, the only way to get leather.
Its tight limitation makes it a rather average building.
Its value grows with special buildings demanding leather.
Nevertheless, you might consider a visit in-between shipping to get more money with the next shipment (leather ships for 4 francs, hides for 2).
Can be built after one visit of the Hardware Store.
30
[21]
Business Office
(Standard Building)
[E, 12/12, 1A+1H, 1F]
4 wood, 1 clay
"Convert any 4 goods to 1 steel. Additionally, convert another 1 good to either charcoal, leather or brick."
The only sure way to get more than 1 iron through a building action. Black Market may eventually be worth 2 iron and some other goods.
Usually, you'll just take the 3 iron. 6 energy is a lot for the 4th one. You'll do this eventually, if desperate for iron.
This is about the last chance to get a Hammer symbol if you don't own one already. The Storehouse has one, too, but then, it's not available with
less than 4 players.
Also, the high entry cost is a good reason to own this building. Not only will you have a pretty decent income, you'll save food or francs if you
want to use it on your own.
I recommend to purchase the Ironworks with francs as the building costs are pretty high.
Also, I recommend to pay the entry with francs, not with food. This most probably won't help your opponent that much.
Interesting, but totally irrelevant: The Ironworks has the most expensive food entry cost of all standard buildings.
32
[23]
Steel Mill
(Standard Building)
[I, 22/22, -, 2F]
4 bricks, 2 iron
"Convert any number of iron to 1 steel each at a cost of 5 energy per iron."
The only regular way to get more than 1 steel, and in 1- or 2-player games the only way to get steel at all.
Steel conversion is the most expensive process in the game. Usually, you'll pay the energy with coke. 1 coke can support 2 steel.
If you're short on coke, using charcoal for energy is also a good idea.
Although basicly allowed, it doesn't make any sense to convert steel to steel.
The Steel Mill is very expensive, both money- and goods-like.
Also, along with the Abattoir and Bridge over the Seine, it has the highest entry fee among all standard buildings.
Anyway, as you'll use it probably once at most, it's not mandatory to own it yourself. Remember the high goods cost to build it.
The Steel Mill works very well together with the Ironworks and Cokery.
The outcome of the game usually depends on whether the Still Mill enters the game, if at all. Usually, you won't get any Luxury Liners without the
help of the Steel Mill.
33
[24]
Storehouse
(Standard Building)
[E, 10/4+, 1H, locked]
2 wood, 2 bricks
"At the end of the game value increases by 0.5 francs per basic and per upgraded good."
Used in 4- and 5-player long, and 5-player short games in the Building Proposals.
Never used as a start building.
Never used with less than 4 players, in short games only with 5 players.
This is one of 4 standard bonus buildings (see Dock, Town Hall and Bank).
The Storehouse cannot be entered as an action.
At the end of the game, its value increases by 0.5 francs (total rounded down) per left-over good its owning player has, regardless of type and
value (basic/upgraded).
34
[25]
Cokery
(Standard Building)
[I, 18/18, -, 1F]
2 bricks, 2 iron
Used with any number of players in the Building Proposals, except for 1-player short games.
Never used as a start building.
You may convert any number of coal to coke here.
You aren't force to convert all of your coal.
You don't need to pay the conversion with energy.
Also, you get 1 franc per coal converted.
Flip the coal tokens to receive coke. Take the money from the general supply, not the Franc Offer.
You mustn't enter this building if you don't convert at least 1 coal.
35
[26]
Dock
(Standard Building)
[I, 24/10+, -, locked]
1 wood, 2 bricks, 2 iron
"At the end of the game value increases by 4 francs per ship."
Used in 4- and 5-player long, and 5-player short games in the Building Proposals.
Never used as a start building.
Never used with less than 4 players, in short games only with 5 players.
This is one of 4 standard bonus buildings (see Storehouse, Town Hall and Bank).
The Dock cannot be entered as an action.
At the end of the game, its value increases by 4 francs per ship that its owner has, regardless of type (wooden/iron/steel/luxury).
Usually, this building will be worth at least 22 francs (assuming you get the usual 3 ships).
From 4 ships on, it's worth a purchase, although building it gives you the most. However, the building costs are fairly high.
The Dock would be way too strong with less than 4 players, this is why it isn't available there.
If you already own the dock, some late ship purchases for food generation may become more valuable for you.
The Dock goes very well with heavy shipping as you naturally will own some ships.
36
[27]
Bridge over the Seine
(Standard Building)
[N, 16/16, -, 2F]
3 iron
"Convert any number of 3 basic goods and any number of 1 upgraded good to 1 franc each."
This is the only building in the game that is built with plain iron.
It's an OK alternative to the Shipping Line to get rid of left-over goods at the end of the game, like as your final action.
Along with the Abattoir and the Steel Mill, it has the highest entry fee among all standard buildings.
So try to get it yourself if you plan to visit it - in the end, it's worth 16 francs.
However, at this point in the game iron usually is needed for steel conversion.
Unless you have a lot of standard goods, the Bridge over the Seine is always superior to the Storehouse.
37
[28]
Town Hall
(Standard Building)
[P, 30/6+, -, locked]
4 wood, 3 bricks
"At the end of the game, value increases by 4 francs per Public, and 2 francs per Craft building."
Used in 2+ player long, and 5-player short games in the Building Proposals.
Never used as a start building.
Never used in 1-player games; in short games only with 5 players.
This is one of 4 standard bonus buildings (see Storehouse, Dock and Bank).
The Town Hall cannot be entered as an action.
At the end of the game, its value increases by 4 francs per Public, and 2 francs per Craft building in the possession of its owner.
It has a Public Symbol itself, so it's effectively worth 10 francs. However, on sale, you get the standard 3 francs (half of actual value 6).
38
[29]
Bank
(Standard Building)
[E, 40/16+, -, locked]
4 bricks, 1 steel
"At the end of the game, value increases by 3 francs per Industrial, and 2 francs per Economic building."
39
[30]
Church
(Standard Building)
[P, -/26, -, free]
5 wood, 3 bricks, 1 iron
Used in 2+ player long, and 5-player short games in the Building Proposals.
Never used as a start building.
Never used in 1-player games; in short games only with 5 players.
The Church cannot be bought.
On entry, you show that you have at least 5 bread and at least 2 fishes. Then take another 5 bread and another 3 fishes from the general supply.
Effectively, you gain 13 food here.
You mustn't enter this building if you don't own at least 5 bread and at least 2 fishes.
40
Special Buildings (Base game)
Special Buildings that come with the game
There are 36 special buildings that come with the game. Additional decks of special buildings will be published in the future and added at the end of
the list. Special buildings are used in long games. In short games, there are no special buildings. Depending on the number of players, 3-5 special
buildings may enter the game. You can have influence on which one is to come next if you visit the Marketplace.
Interesting, but totally irrelevant: The special buildings are numbered according to their alphabetical order in German.
9x 1H (006, 011, 012, 013, 017, 025, 026, 031, 034) 2x 2N/1F (005, 031)
for a total of 9 Hammer symbols
41
Reference by Function Reference by Function continued
2x Bonus Building (012, 013) 4x Consume Wood (010, 016, 026, 028)
1x Event Trigger ([31]) 1x Consume Clay (022)
1x Interactive (014) 1x Consume Iron (031)
1x Offer Manipulation (029) 3x Consume Grain (019, 028, 030)
1x Player Banition (014) 2x Consume Hides (005, 020)
1x Replace Ship (023)
3x Special Power (024, 025, 033) 2x Consume Smoked Fish (008, 016)
1x Consume Charcoal (032)
17x Receive Francs (002, 003, 005, 007, 008, 010, 011, 016, 019, 020, 021, 026, 1x Consume Brick (034)
028, 030, 032, 034, 035) 4x Consume Bread (002, 003, 016, 019)
7x Receive Food (001, 004, 009, 017, 020, 027, 029) 3x Consume Meat (003, 010, 032)
9x Receive Energy (001, 004, 006, 009, 011, 015, 018, 027, 029) 4x Consume Leather (005, 020, 021, 026)
42
[31]
Football Stadium
(Special Building)
[P, 24/24, -, locked]
1 wood, 2 bricks, 2 iron
"The Football Stadium is not built immediately when this card is turned over. It can only be built once one of the Building Proposals spaces is
empty."
The Football Stadium is really special as it is a special building that can be built. There will be more such buildings in future expansions (see
Dunny).
It's way cheaper than the Church and has a similar value.
As a public building it is worth even more if you own the Town Hall.
Worth consideration if you have some left-over bricks.
43
001
Labour Exchange
(Special Building)
[P, 6/6, 1A, free]
On entry, count the number of Fishing and Hammer symbols on all of the buildings in your possession.
Take 1 fish per Fishing and 1 coal per Hammer symbol you own from the general supply.
You may not enter this building if you haven't got at least 1 Fishing or at least 1 Hammer symbol.
44
002
Bakery
(Special Building)
[E, 6/6, -, 1N]
45
003
Baguette Shop
(Special Building)
[E, 4/4, -, 1N]
You may sell 1-4 pairs of bread and meat for money here.
Receive 6 francs per pair of bread and meat from the general supply, and return the converted goods there.
You don't need to pay energy for the conversion.
You mustn't enter this building if you don't sell at least 1 bread and 1 meat.
6 francs is even 1 franc more than the combined shipping values of bread and meat.
The benefit of this building is that you don't need to pay energy like you would on the Shipping Line.
However, the conversion is capped at 4. After all, this is 24 francs per visit.
One visit can finance a Wooden or Iron ship, and if you have some money left even a Steel ship.
Ownership is only interesting if you own or plan to build the Bank.
46
004
Farm
(Special Building)
[E, 8/8, 1A, 1F]
On entry, you receive the pictured 8 goods: 2 wood, 2 grain, 2 fishes, 1 hide and 1 cattle.
Take them from the general supply and not the Offer spaces.
You receive a total of 2 food here.
The Farm is comparable to the Grocery Market, but gives less food.
However, you also get 2 grain and 1 cattle that may become a total of 7 food if converted.
The 2 wood are surely a nice addition. The hide will rarely be needed.
Ownership is only interesting if you own or plan to build the Bank.
47
005
Clothing Industry
(Special Building)
[I, 8/8, -, 2N/1F]
"Converts any number of pairs of hides and leather to 7 francs per pair."
You may sell any number of pairs of hides and leather for money here.
Receive 7 francs per pair of hides and leather from the general supply, and return the converted goods there.
You don't need to pay energy for the conversion.
Also, you aren't forced to convert as many pairs as you can.
You mustn't enter this building if you don't sell at least 1 hide and 1 leather.
7 francs is even 1 franc more than the combined shipping values of hides and leather.
The benefit of this building is that you don't need to pay energy like you would on the Shipping Line.
Also, the Clothing Industry has no limit. The Tannery, though, has.
So, try to prepare a single visit by gathering hides and going to the Tannery more often.
Remember, you need to sell pairs of hides and leather, so don't convert all of your hides to leather.
To know that this building is coming is very crucial to use it with great success. Players who visit the Markteplace frequently, have a double
advantage here.
Firstly, they know this building is going to be built.
Secondly, they can take hides (in subsequent visits) as one of their goods to prepare for the Clothing Industry.
Also, they certainly will get more cattle and eventually slaughter all of them. This not only gives a lot of food, it gives the extra hides needed.
With proper preparation it should be easy to get about 8 pairs of hides and leather (if not more!) for a total of 56 francs.
Ownership is only interesting if you own or plan to build the Bank.
48
006
Iron Mine & Coal Seam
(Special Building)
[N, 6/6, 1H, 1N]
49
007
Fish Market
(Special Building)
[E, 4/4, 1A, 1N]
2 francs per fish is double its shipping value (ignoring that you'll probably never ship fishes anyway).
Its huge benefit is that you can convert worthless fishes to money easily.
One visit with the maximum of 7 fishes is worth 14 francs, the price of a Wooden ship! The earlier it appears, the better.
Due to its very low price, it's good to buy it. You'll get a Fishing symbol for use of the Fishery to get some more fish to sell.
Ownership is also interesting if you own or plan to build the Bank.
50
008
Fish Restaurant
(Special Building)
[E, 6/6, 1A, 1N]
You may sell any number of smoked fish for money here.
Receive 3 francs per smoked fish from the general supply, and return the converted goods there.
You don't need to pay energy for the conversion.
Also, you aren't forced to convert all of your smoked fish.
You mustn't enter this building if you don't sell at least 1 smoked fish.
3 francs is even 1 franc more than the shipping value of smoked fish.
The benefit of this building is that you don't need to pay energy like you would on the Shipping Line.
Also, the Fish Restaurant has no limit. The Smokehouse, though, has.
So, try to prepare a single visit by gathering fishes and going to the Smokehouse more often.
There will be special buildings in the future that will make fish to smoked fish conversion easier than the Smokehouse. Once they are published,
the Fish Restaurant may become a strong alternative to the Shipping Line.
The Fish Restaurant comes with a Fishing symbol for use with the Fishery to get some more fish to smoke.
Ownership is also interesting if you own or plan to build the Bank.
51
009
Fishpond & Wood
(Special Building)
[N, 4/4, 1A, 1N]
An interesting building that gives about a round's worth of fish and wood in a single move.
Provides a Fishing symbol for use with the Fishery.
Alternating visits of the Fishpond & Wood, the Fishery and the Smokehouse may lead to a ton of smoked fish early.
This would work well together with the Fish Restaurant if it is in play.
Definitely not worth a visit later in the game unless there are some combos like the one mentioned above.
52
010
Forest Hut
(Special Building)
[E, 4/4, 1A, 1N]
You may sell 1-4 pairs of wood and meat for money here.
Receive 5 francs per pair of wood and meat from the general supply, and return the converted goods there.
You don't need to pay energy for the conversion.
You mustn't enter this building if you don't sell at least 1 wood and 1 meat.
5 francs is even 2 franc more than the combined shipping values of wood and meat.
The benefit of this building is that you don't need to pay energy like you would on the Shipping Line.
However, the conversion is capped at 4. After all, this is 20 francs per visit.
One visit can finance a Wooden or Iron ship, and if you have some money left even a Steel ship.
The Forest Hut provides a Fishing symbol for use with the Fishery.
Ownership is also interesting if you own or plan to build the Bank.
53
011
Plant Nursery
(Special Building)
[C, 6/6, 1H, 1N]
An interesting building that gives more than a round's worth of francs and wood in a single move.
It's much better than Fishpond & Wood - you get one more wood here and money instead of fishes.
Provides a Hammer and Craft symbol at a price of 6 francs. This makes it as good if not better than the second Building Firm.
54
012
Business Park
(Special Building)
[N, 12/10+, 1H, locked]
"At the end of the game, value increases by 2 francs per Industrial building."
It's worth a purchase if you already own or plan to aquire more than 1 Industrial building.
Anyway, it might be worth a purchase just for the Hammer symbol. Eventually, you'll get at least 1 Industrial building.
Make sure you'll be the only one able to purchase it once it enters the game.
Don't miss to purchase Industrial buildings belonging to the town, once you get some francs.
Remember, you aren't allowed to purchase buildings in the final action phase, so get them earlier.
This one works very well together with the Bank. With both of them, each Industrial building is worth 5 more francs!
55
013
Guildhouse
(Special Building)
[E, 8/4+, 1A+1H, locked]
"At the end of the game, value increases by 2 francs per Economic building."
It's worth a purchase if you already own or plan to aquire more than 1 Ecomomic building.
It's fairly cheap and definitely worth the purchase just for the Fishing and Hammer sybol.
Make sure you'll be the only one able to purchase it once it enters the game.
Don't miss to purchase Economic buildings belonging to the town, once you get some francs.
Remember, you aren't allowed to purchase buildings in the final action phase, so get them earlier.
This one works very well together with the Bank. With both of them, each Economic building is worth 4 more francs!
56
014
Harbour Watch
(Special Building)
[P, 6/6, -, 1N]
"Pay another player 1 franc to remove them from a building. Enter the building and pay an entry fee, if required."
This is the first special building that allows you to ban players from buildings they occupy (see footnote ).
On entry, choose a building that is occupied by another player.
Pay 1 franc to this player to remove his player disc from the building and enter it normally. Pay the entry fee, if required.
Note, this way the Harbour Watch itself will never be occupied by any player.
You mustn't enter the Harbour Watch if you aren't able to enter the building that you ban a player from (see footnote ).
Also, you mustn't enter the Harbour Watch to ban players from buildings that don't allow player banition (see footnote ).
Finally, you can't enter the Harbour Watch to re-enter a building you've occupied.
Recommendation: If you are annoyed by the basic character of the game that people may block buildings for ages, use this as a start
building.
With the Harbour Watch in play from the beginning of the game, you'll never need to worry about people constantly blocking crucial buildings.
If you do so, do not allow to purchase the Harbour Watch. This would be too much an advantage for the start player.
The times have gone where you had to complain about another player just entering a building you wanted to go to next!
For a very small additionaly fee (1 food for the building itself, and 1 franc for the target player), you are now able to visit any building at any
time.
This building really supports a heavy shipping strategy. You'll be able to use the Shipping Line much more often than usual.
In fact, it still doesn't allow for double-moves, i. e. using a building twice in a row, but at least in turns.
In my view, one of the strongest special buildings out there and a definite must-buy.
57
With the Town Hall, it's even a gain of 4 francs.
___________________________
Future expansions will contain more of these buildings (see Tobacco Factory).
Future expansions will contain buildings that may contain player pieces, but can't be entered regularly (see Dive Bar).
Future expansions will contain buildings where players can't be banned from once they enter - neither by purchase or sale, nor by buildings like
the Harbour Watch (see Main Station or Hotel).
58
015
Smelter
(Special Building)
[I, 10/10, -, 2F]
On entry, you get the pictured goods: 1 coal, 1 coke and 1 iron.
Take the goods from the general supply.
You get a total of 13 energy here.
59
016
Diner
(Special Building)
[E, 6/6, 1A, 1N]
"Converts up to 3 sets of wood, bread and smoked fish to 8 francs per set."
You may sell 1-3 sets of wood, bread and smoked fish for money here.
Receive 8 francs per set of wood, bread and smoked fish from the general supply, and return the converted goods there.
You don't need to pay energy for the conversion.
You mustn't enter this building if you don't sell at least 1 wood, 1 bread and 1 smoked fish.
8 francs is even 2 francs more than the combined shipping values of wood, bread and smoked fish.
The benefit of this building is that you don't need to pay energy like you would on the Shipping Line.
However, the conversion is capped at 3. After all, this is 24 francs per visit.
One visit can finance a Wooden or Iron ship, and if you have some money left even a Steel ship.
Usually, you'll smoke 6 fishes at once, so basicly, you might visit the Diner twice (if you also get 6 wood and 6 bread). This results in a whopping
48 francs.
If you prepare accordingly, 4 if not 6 visits should be possible. This would be 96 or even 144 francs in total! This is a very good counter strategy
to heavy shipping.
The Diner also comes with a Fishing symbol to help you get more fish at the Fishery, so do not hesitate to buy it. 6 francs isn't much.
Ownership is also interesting if you own or plan to build the Bank.
60
017
Hunting Lodge
(Special Building)
[C, 6/6, 2A+1H, 1N]
This building is a must-buy if it comes fairly early: you get a Craft, a Hammer and 2(!) Fishing symbols.
The Hunting Lodge supports any various strategies, especially those based on special buildings.
Fish strategies are supported by the 2 Fishing symbols that give 2 more fishes at the Fishery or Labour Exchange.
The latter is helpful with shipping strategies as you'll get coal and tons of food in one move.
The building action supports hides and leather oriented strategies, e. g. the Clothing Industry based one.
Also, it supports meat oriented strategies, e. g. those based on Baguette Shop, Forest Hut or Diner.
Its Craft symbol supports Marketplace based strategies.
Finally, the Hammer symbol supports building and coal-heavy strategies (be it for use of the Colliery or the Labour Exchange, if in play).
61
018
Coal Trader
(Special Building)
[E, 4/4, -, 1N]
You may sell 1-3 pairs of grain and bread for money here.
Receive 5 francs per pair of grain and bread from the general supply, and return the converted goods there.
You don't need to pay energy for the conversion.
You mustn't enter this building if you don't sell at least 1 grain and 1 bread.
5 francs is even 1 franc more than the combined shipping values of grain and bread.
The benefit of this building is that you don't need to pay energy like you would on the Shipping Line.
However, the conversion is capped at 3. After all, this is 15 francs per visit.
One visit can finance a Wooden ship or even an Iron ship, if you have some money left.
The Pâtisserie is especially helpful if it comes early.
Rememeber, you need to convert pairs of grain and bread, so don't convert all of your grain to bread.
Ownership is only interesting if you own or plan to build the Bank.
63
020
Furriery
(Special Building)
[C, 6/6, -, 1N]
Interesting, but absolutely irrelevant: The ordinal number of the Furriery matches that of the Tannery and both deal with hides conversion.
64
021
Leather Industry
(Special Building)
[I, 8/8, -, 2N]
Effectively, you gain 16 francs for 3 leather. This is 4 francs more than you'd get through shipping them at the Shipping Line, and you save on
energy.
It is possible, however a little tedious, to base a stragey on the Leather Industry.
However, if you plan on visiting it more than once, don't spend your money on a Steel ship, immediately.
Ownership is only interesting if you own or plan to build the Bank.
65
022
Kiln
(Special Building)
[C, 6/6, -, 1N]
66
023
Luxury Yacht
(Special Building)
[S, 20/20, 1A, locked]
"A player who enters the Wharf may choose, as their action, to remove one of their Iron ships from the game and receive the Luxury Yacht from
the town at no additional cost. It counts as an Iron ship, but provides no food and cannot ship goods for the Shipping Line."
The Luxury Yacht is the first buildings that acts as a Ship. There are more to come in future expansions (see MS Dagmar).
It counts as an Iron ship, but does not provide food and you can't use it to ship goods.
You can buy it regularly for 20 francs (its value) or use an action to acquire it.
Enter a Wharf and, as your building action, remove one of your Iron ships from the game. Then take the Luxury Yacht at no additional cost.
The Wharf needs not to be modernised in order to make this exchange.
The Luxury Yacht has no building costs and, thus, can't be built regularly.
A fair way to exchange unneeded and low-value Iron ships towards the end of the game.
Effectively worth between 8-18 francs, depending on the returned Iron ship.
Provides a Fishing symbol, but as this is rather and end-game building (in fact: ship), it's most probably useless at that point.
67
024
Feedlot
(Special Building)
[E, 8/6, -, locked]
"As long as the owner of the Feedlot has 2 to 6 cattle, they get 1 additional cattle during the Harvest Phase."
68
025
Masons' Guild
(Special Building)
[C, 10/8, 1H, locked]
"The owner of the Masons' Guild pays 1 less clay or brick to build each building."
___________________________
Namely: Dunny, Fishery, Charcoal Kiln, Grocery Market and Tannery.
Of course, some of these free builds require a visit of the Sawmill or ownership of the Lumber Mill.
Check the "Reference by Building Material" section of the Standard Buildings introductory item.
69
026
Furniture Factory
(Special Building)
[I, 8/8, 1H, 2N]
"Converts any number of pairs of wood and leather to 6 francs per pair."
You may sell any number of pairs of wood and leather for money here.
Receive 6 francs per pair of wood and leather from the general supply, and return the converted goods there.
You don't need to pay energy for the conversion.
Also, you aren't forced to convert as many pairs as you can.
You mustn't enter this building if you don't sell at least 1 wood and 1 leather.
6 francs is 1 franc more than the combined shipping values of wood and leather.
The benefit of this building is that you don't need to pay energy like you would on the Shipping Line.
Also, the Furniture Factory has no limit. The Tannery, though, has.
So, try to prepare a single visit by gathering hides and going to the Tannery more often.
The fact you don't need to leave over hides makes it much better than the Clothing Industry.
To know that this building is coming is very crucial to use it with great success. Players who visit the Markteplace frequently, have a double
advantage here.
Firstly, they know this building is going to be built.
Secondly, they can take hides (in subsequent visits) as one of their goods to prepare for the Furniture Factory.
Also, they certainly will get more cattle and eventually slaughter all of them. This not only gives a lot of food, it gives the extra hides needed.
With proper preparation it should be easy to get about 12 pairs of wood and leather (if not more!) for a total of 72 francs.
The Furniture Factory comes with a Hammer symbol, so ownership might come in handy - especially, if you own or plan to build the Bank.
70
027
Town Square
(Special Building)
[N, 6/6, -, 1F]
"Take 1 upgraded good (except steel) per Craft Symbol, but only different ones."
71
028
Tavern
(Special Building)
[E, 4/4, 1A, free]
You may sell 1-4 pairs of wood and grain for money here.
Receive 3 francs per pair of wood and grain from the general supply, and return the converted goods there.
You don't need to pay energy for the conversion.
You mustn't enter this building if you don't sell at least 1 wood and 1 grain.
3 francs is 1 franc more than the combined shipping values of wood and grain. However, you wouldn't ship these goods anyway.
Unfortunately, the conversion is capped at 3. At most, you'll get 12 francs per visit.
However, at least you can finance a Wooden ship, if you have some money left.
The Tavern is one of the weakest special buildings out there.
Ownership is only interesting if you own or plan to build the Bank or if you need a Fishing symbol badly.
72
029
Haulage Firm
(Special Building)
[E, 6/6, -, 1N]
"Pay 3 francs to the Treasury and take all the goods of 2 adjacent Offer spaces (but no francs)."
73
030
Schnaps Distillery
(Special Building)
[C, 6/6, -, 1N]
2 francs is double the shipping value of grain. However, you wouldn't ship it anyway.
Unfortunately, the conversion is capped at 4. At most, you'll get 8 francs per visit.
This even isn't enough to finance a ship and only 1 franc better than a visit of the Joinery with 3 wood.
The Schnaps Distillery is the weakest special building out there.
It comes with a Craft symbol, so you might consider to buy it, especially with the Town Hall in your possession.
74
031
Steelworks
(Special Building)
[I, 8/8, 1H, 2N/1F]
Although allowed, you usually won't use steel as the input. However, if you do, you're effectively buying 1 steel for 15 energy.
A single visit at the Steelworks gives you what you need for a Steel ship (except the energy).
Recommended ways to pay the energy cost: 5 (char)coal, or 2 coke, or 1 coke and 2 (char)coal.
The Steelworks comes with a Hammer symbol, so you might consider a purchase - especially, if you own or plan to build the Bank.
75
032
Steakhouse
(Special Building)
[E, 6/6, -, 1N]
You may sell 1-4 pairs of meat and charcoal for money here.
Receive 6 francs per pair of meat and charcoal from the general supply, and return the converted goods there.
You don't need to pay energy for the conversion.
You mustn't enter this building if you don't sell at least 1 meat and 1 charcoal.
6 francs is even 2 franc more than the combined shipping values of meat and charcoal.
The benefit of this building is that you don't need to pay energy like you would on the Shipping Line.
However, the conversion is capped at 4. After all, this is 24 francs per visit.
One visit can finance a Wooden or Iron ship, and if you have some money left even a Steel ship.
It's a little weaker compared to the Forest Hut as you need charcoal here, which demands one more process.
Ownership is only interesting if you own or plan to build the Bank.
76
033
Wind Farm
(Special Building)
[N, 12/8, -, locked]
"The owner of the Wind Farm receives a discount of 3 energy when using energy as part of a main action."
This is a very strong building. The earlier you get it, the stronger it'll be.
You nearly don't have to worry about energy any more.
At least, you won't need to pay coke for Steel ships or Luxury Liners like you normally do after you've converted all of your coal to coke.
Also, from now on, you can send 4 ships to the Shipping Line for just 1 coke.
All in all, this building will definitely be worth the purchase, although you overpay 4 francs.
77
034
Brick Manufacturer
(Special Building)
[I, 8/8, 1H, 2N]
Effectively, you gain 14 francs for 3 bricks. This is 8 francs more than you'd get through shipping them at the Shipping Line, and you save on
energy.
Thus, this is a perfect building to get rid of surplus bricks towards the end.
Taking into account how easy it is to get tons of bricks, the Brick Manufacturer might prove a decent counter-strategy to shipping.
However, if you plan on visiting it more than once, don't spend your money on ships or buildings, immediately.
The Brick Manufacturer is definitely stronger than the Leather Industry.
Ownership is only interesting if you own or plan to build the Bank.
78
035
Zoo
(Special Building)
[P, 8/8, 1A, 1F]
"1/3 franc per fish, and 1/3 franc per cattle. (Keep animals!)"
79
Special Buildings (Essen 2008)
Essen 2008 Promotional Special Buildings
There are 12 special buildings that were published as promotional cards at the same time the Le Havre basegame was published, in Essen 2008. You
could get a card for each 10 euros you've spent at the Lookout Games booth. Later, you could get a full set of 12 cards for a donation to the Africa
project Lookout Games was involved in.
Interesting, but totally irrelevant: The special buildings are numbered according to their alphabetical order in German.
80
Reference by Function 1x Consume Fish (040)
1x Consume Wood (040)
The redeem ability of the Pawnbroker's was ignored for practical reasons. 1x Consume Clay (040)
1x Consume Iron (040)
4x Event Trigger ([00], 037, 043, 044) 1x Consume Grain (040)
5x Interactive (041, 043, 044, 045, 046) 1x Consume Cattle (040)
1x Player Banition (045) 1x Consume Coal (040)
1x Replace Ship (039) 1x Consume Hides (040)
5x Special Power (036, 040, 041, 043, 045)
1x Consume Smoked Fish (040)
2x Receive Francs (040, 041) 1x Consume Charcoal (040)
1x Receive Food (044) 1x Consume Brick (040)
1x Receive Energy (044) 1x Consume Steel (040)
1x Consume Bread (040)
1x Receive Fish (044) 1x Consume Meat (040)
2x Receive Wood (038, 044) 1x Consume Coke (040)
1x Receive Clay (044) 1x Consume Leather (040)
2x Receive Iron (042, 044)
1x Receive Grain (044)
2x Receive Cattle (044, 046) Reference by Building Material
1x Consume Francs (043) 1x 1 Brick ([00])
2x Consume Food (038, 042) for a total of 1 Brick
81
[00]
Dunny
(Special Building)
[P, 14/14, -, locked]
1 brick
"As soon as the Dunny is turned over, place it on the Building Proposals pile with the highest numbered card on top."
The Dunny is really special as it is a special building that can be built. Another such building is the Football Stadium.
With a building cost of just one brick, it's a must-build. Never will you get a better return for the input goods.
As a public building it is worth even more if you own the Town Hall.
Interesting, but totally irrelevant: The card number of the Dunny (00) is often used as a symbol for the toilet, at least in Germany.
82
036
Workers' Cottages
(Special Building)
[P, 12/12, -, locked]
"The owner of the Workers' Cottages has 2 Main Actions instead of 1 during the Final Action Phase. He takes the actions one after another."
The real value of the Workers' Cottages depends on how you plan your final actions.
It can be worth nothing extra if, after your first final action, there is nothing you could do to gain at least 1 franc.
Or it may be worth a ton more if you manage, due to the extra action, to make another shipment or a similar valuable action.
Anyway, the Workers' Cottages is an immediate must-buy. Its value even is the same as its price.´
I'd even consider selling another building of mine if I lacked some francs to buy the Workers' Cottages.
As a public building it is worth even more if you own the Town Hall.
83
037
Construction Site
(Special Building)
[N, -/0, -, 2N]
"Deal each player a hand of 3 Special Buildings. The first player to enter the Construction Site exchanges it for a card from their hand and uses the
new building immediately, if possible. The player can only avoid to pay the entry fee if they buy the building. After this, all players discard their
hands of cards."
Recommendation: If someone gets one or more constructable buildings on hand, let them discard these and draw replacement cards.
This way all players will have 3 valid cards on hand.
84
Variant
There are people constantly complaining that too few special buildings enter each game. This is an untested proposition to allow for more special
buildings to enter the game. Also, this variant allows for special buildings in short games.
At setup: Place the Contruction Site to the start buildings. It's available from the beginning. Randomly choose 6 special buildings and place them on
the proper space on the board. These are the regular special buildings to come during the game. If you play the short game, skip this step. Place the
shuffled deck of remaining special cards next to the board. Deal 3 cards from this stack to each player.
In game: Whenever a player enters the Construction Site, they play one of their cards to the town. They must enter the new building, if possible, and
are allowed to purchase it prior to entry. The Construction Site stays where it is. The active player does not take it to his hand, and it is not removed
from the game. At the end of their turn, the active player draws a card from the special buildings stack next to the board, not the pile of special
buildings on the board.
If you don't want to allow for special buildings from the beginning of the game, take 5 random special buildings at the beginning of the game and
put the Construction Site on top or shuffle it in. Deal handcards when it enters the game regularly and proceed like described in the variant.
However, this way you won't have special buildings in short games.
For this variant, you can allow the choice of constructable buildings or let players replace them with new handcards like recommended above.
85
038
Logging Camp
(Special Building)
[N, 6/6, 1A+1H, free]
The Logging Camp is best at the beginning of the game when there is a fight for building resources.
However, towards the end of the game you rather won't use it any more as wood will pile up on the Offer spaces.
The Logging Camp is one of several buildings that convert food directly to something else. Other such buildings are the Coal Trader and
Junkyard).
86
039
MS Dagmar
(Special Building)
[S, 50/50, -, locked]
"A player who visits a modernised Wharf may, instead of taking an action, remove one of their own Luxury Liners from the game and exchange it
(at no cost) to acquire the MS Dagmar from the town. The MS Dagmar counts as a Luxury Liner."
The MS Dagmar is another building that acts as a Ship (see Luxury Yacht).
It counts as a Luxury Liner.
You can buy it regularly for 50 francs (its value) or use an action to acquire it.
Enter a Wharf and, as your building action, remove one of your Luxury Liners from the game. Then take the MS Dagmar at no additional cost.
The Wharf needs to be modernised in order to make this exchange.
If it hasn't been modernised, yet, you need to modernise it yourself.
The MS Dagmar has no building costs and, thus, can't be built regularly.
87
040
Pawnbroker's
(Special Building)
[E, 4/4, -, 1N]
"Pile different goods from your supply on the Pawnbroker's, and take 2 francs per good. You can redeem your goods at any time. Pay 2 francs for
each good.
(You need not to visit the Pawnbroker's to redeem goods.)"
88
041
Pirates' Lair
(Special Building)
[N, 4/0, -, locked]
"Once a player owns the Pirates' Lair, they receive 1 franc from the proceeds of each Ship that sails with the Shipping Line."
One of 3 aggressive buildings in the game (see Dive Bar and Cattle Drive).
This building cannot be entered as an action.
Each time a player ships goods, the owner receives 1 franc per ship from that player.
Naturally, the owner don't pays anything when shipping.
The Pirates' Lair is no ship and doesn't count as one. The Pirate symbol is there just for fun.
89
042
Junkyard
(Special Building)
[E, 4/4, 1H, 2N/1F]
90
043
Dive Bar
(Special Building)
[E, 4/4, -, locked]
"When a player is sent home, he goes to the Dive Bar and pays 2 francs to the Treasury. The owner of the Dive Bar only pays 1 franc. There may be
several people in the Dive Bar at once."
One of 3 aggressive buildings in the game (see Pirates' Lair and Cattle Drive).
This building cannot be entered as an action.
Whenever a player is sent home, his player disc is put in the Dive Bar.
The affected player must pay 2 francs to the Treasury.
As the owner of the Dive Bar, you only pay 1 franc.
The affected player is allowed to sell buildings or take out a loan if they don't have enough francs to pay.
There is no limit on how many players occupy the Dive Bar.
"Take the tokens from one Offer space. In their next turn, each other player must also take tokens from an Offer space. After that, the Picket Line is
removed from the game.
(From the start of the last round, the Picket Line can no longer be entered.)"
A nasty interactive building that can screw the plans of your opponents for one round.
Very valuable for the owner of the Town Hall due to its very low price.
However, do not buy it too early as you might lose it if another player enters it.
If you plan to take an Offer anyway, do it by visiting the Picekt Line to screw the other players.
92
045
Tobacco Factory
(Special Building)
[P, 6/6, -, locked]
"The owner of the Tobacco Factory can remove other players from his buildings during his turn."
Another special building to allow a player to remove another player's worker from a building (see Harbour Watch).
This building cannot be entered as an action.
As the owner, you may send players home who occupy any of your buildings.
However, it has to be your turn to do so.
The Tobacco Factory guarantees you a visit of your own buildings whenever you like.
Try to plan ahead and get the buildings you will need the most.
It can become nasty with the Dive Bar in play. On your turn, you will just send all players home and they'll need to pay.
A definite must-buy, especiall with the Town Hall in your possession.
At a price of 6, you need to be really careful when this building enters the game.
Be sure that you are the last player to visit the Marketplace before a special building is built by the town.
93
046
Cattle Drive
(Special Building)
[N, 4/4, -, 1N]
"Each other player who has at least 1 cattle must give you 1 cattle.
In the 2-player game you receive 2 cattle from your opponent."
One of 3 aggressive buildings in the game (see Pirates' Lair and Dive Bar).
On entry, each other player who has at least 1 cattle must give you 1 cattle.
In a 2-player game, your opponent needs to give you 2 cattle, if possible.
You mustn't enter this building if no other player has at least 1 cattle.
94
Special Buildings (Le Grand Hameau)
Special Buildings that come with the first mini-expansion
"Le Grand Hameau" is the first expansion to Le Havre that comes with 30 new special buildings. All cards from this expansion have a different
background color than the base game cards, however, the backs of the cards are, of course, still the same. Some of the cards have been proposed by
BGG members. They are mentioned on the back of the box.
Interesting, but totally irrelevant: Initially, it was planned to release 32 buildings. Later, Uwe came up with the idea to include some corrected cards for the base game and we had to reduce the total number to 30.
95
Reference by Function Reference by Function continued
6x Receive Bread (GH18, GH26, GH27, GH28, GH29, GH30)
1x Bonus Building (GH25) 5x Receive Meat (GH18, GH26, GH27, GH28, GH29)
2x Conditional (GH05, GH06) 4x Receive Coke (GH26, GH27, GH28, GH29)
1x Continuous Usage (GH04) 4x Receive Leather (GH26, GH27, GH28, GH29)
1x Hybrid (GH07)
2x Interactive (GH20, GH21) 5x Consume Francs (GH09, GH10, GH17, GH28, GH29)
1x Interest (GH20) 1x Consume Food (GH22)
2x No Banition (GH03, GH04) 2x Consume Energy (GH12, GH23)
1x Offer Manipulation (GH13)
2x Round End Bonus (GH07, GH08) 4x Consume Fish (GH07, GH14, GH26, GH27)
4x Special Power (GH01, GH02, GH03, GH24) 5x Consume Wood (GH01, GH06, GH11, GH26, GH27)
2x Two-way (GH09, GH10) 4x Consume Clay (GH11, GH12, GH26, GH27)
1x Usage on Exit (GH03) 3x Consume Iron (GH15, GH26, GH27)
3x Consume Grain (GH24, GH26, GH27)
15x Receive Francs (GH04, GH05, GH06, GH09, GH10, GH11, GH13, 3x Consume Cattle (GH09, GH26, GH27)
GH14, GH15, GH16, GH17, GH19, GH20, GH21, GH30) 2x Consume Coal (GH26, GH27)
9x Receive Food (GH07, GH08, GH13, GH14, GH18, GH26, GH27, GH28, 5x Consume Hides (GH05, GH16, GH17, GH26, GH27)
GH30)
6x Receive Energy (GH13, GH22, GH24, GH26, GH27, GH28) 3x Consume Smoked Fish (GH15, GH26, GH27)
2x Consume Charcoal (GH26, GH27)
5x Receive Fish (GH07, GH13, GH26, GH27, GH28) 3x Consume Brick (GH10, GH26, GH27)
5x Receive Wood (GH13, GH22, GH26, GH27, GH28) 2x Consume Steel (GH26, GH27)
5x Receive Clay (GH13, GH22, GH26, GH27, GH28) 2x Consume Bread (GH26, GH27)
7x Receive Iron (GH12, GH13, GH19, GH22, GH23, GH26, GH28) 4x Consume Meat (GH14, GH15, GH26, GH27)
4x Receive Grain (GH13, GH26, GH27, GH28) 2x Consume Coke (GH26, GH27)
5x Receive Cattle (GH09, GH13, GH26, GH27, GH28) 3x Consume Leather (GH26, GH27, GH30)
3x Receive Coal (GH26, GH27, GH28)
3x Receive Hides (GH26, GH27, GH28)
Reference by Symbol Usage
5x Receive Smoked Fish (GH14, GH26, GH27, GH28, GH29)
4x Receive Charcoal (GH26, GH27, GH28, GH29) 1x Craft (GH18)
5x Receive Brick (GH10, GH26, GH27, GH28, GH29) 2x Economic (GH18, GH19)
3x Receive Steel (GH26, GH28, GH29) 1x Industrial (GH19)
96
GH01
Wooden Crane
(Special Building)
[C, 6/4, 1H, locked]
"The owner may replace one token of any one building material with wood when constructing buildings."
Its greatest strength is the ability to build the Bank without steel!
This building becomes particularly strong if paired with the Lumber Mill.
97
GH02
Lumber Mill
(Special Building)
[C, 8/6, 1H, locked]
This building becomes particularly strong if paired with the Wooden Crane.
If you own the Wooden Crane, you can first replace a building material with wood, and then claim your discount for the Lumber Mill.
21/30 standard buildings require wood (see footnote ).
___________________________
A visit of the Sawmill would allow you to build the Marketplace for free. However, by the time the Lumber Mill enters the game, the
Marketplace will already be built.
Anyway, if combined with other special buildings, like Wooden Crane and Masons' Guild, you'd be able to build far more buildings for free.
Namely: Dunny, Sawmill, Fishery, Bakehouse, Charcoal Kiln, Smokehouse, Abattoir, Arts Centre, Grocery Market, and Tannery.
Check the "Reference by Building Material" section of the Standard Buildings introductory item.
98
GH03
Main Station
(Special Building)
[P, 8/8, -, 1N]
"When leaving the Main Station, visit two different buildings, one after another, without paying the entry costs. You may not return to the Main
Station as one of these visits. You can't be banned from the Main Station. (no action on entry)"
99
GH04
Hotel
(Special Building)
[P, 8/8, -, 1F]
"While occupying the Hotel, you get 3 francs from the Treasury each time you take an Offer. You can't be banned from the Hotel. (no action on
entry)"
This is one of two completely new types of buildings (see Main Station).
On entry, you get nothing to do.
Although you get nothing to do, entry still counts as your main action for this turn.
While you're occupying the Hotel, no player can remove your token from there.
On purchase or sale, your token still stays on the building unlike any other building.
In particular, you can't be targeted by the Harbour Watch or the Tobacco Factory.
As long as you stay in the Hotel, you get an extra 3 francs for each Offer you take.
100
GH05
Fur Factory
(Special Building)
[C, 6/6, -, 1N]
"For each leather you own: Converts up to twice 1 hides to 4 francs per hides."
This is one of two buildings that comes with a conditional limitation (see Wainwright's).
This building allows you to sell hides for money.
The number of hides you are allowed to sell depends on the number of leather in your possession.
For each leather you can sell up to two hides for 4 francs each.
You don't need to pay energy for the conversion.
Also, you don't lose your leather!
You may not enter this building if you don't have at least 1 leather or if you don't sell at least 1 hides.
101
GH06
Wainwright's
(Special Building)
[C, 6/6, -, 1N]
"For each iron you own: Converts a single set of 2 wood to 5 francs."
This is one of two buildings that comes with a conditional limitation (see Fur Factory).
This building allows you to sell wood for money.
The number of wood you are allowed to sell depends on the number of iron in your possession.
For each iron, you can sell 2 wood for 5 francs.
You don't need to pay energy for the conversion.
Also, you don't lose your iron!
You may not enter this building if you don't have at least 1 iron or if you don't sell at least 1 wood.
Please note, you can't sell a single wood with this building. It needs to be a pair, unlike the Fur Factory.
102
GH07
Fisherman's Hut
(Special Building)
[C, 6/4, 1A, free]
"The owner gets 1 fish (2 fishes in 1-2 player games) from the Supply at the end of each round.
As an action, converts 2 fishes to 3 fishes, unlimited."
This is a unique hybrid building: The owner gets a constant benefit, but anyone can enter it to use its building action.
As the owner, you get 1-2 fishes (depending on number of players) at the end of each round, before feeding.
As an action, you can procreate your fishes; for each pair of fishes, you get one additional fish.
The fish you get can't be used to get additional fish with the same action; the most you can get is 50% more fish.
This building is extremely valuable in 5-player games as it is even better than a Wooden ship (food-wise) and much cheaper.
Regardless of the number of players, this building is effectively worth 1 food at the end of each round.
However, if you have a surplus of food, you can keep your fish. A ship doesn't pay out any surplus food.
In case you wonder how the Fisherman's Hut compares to a Wooden ship depending on the number of players, here are the stats:
• 1-player: 0.4x Wooden ship
• 2-player: 0.5x Wooden ship
• 3-player: 0.3x Wooden ship
• 4-player: 0.5x Wooden ship
• 5-player: 1.0x Wooden ship
The building action, on the other hand, usually won't play much of a role.
You'd need to have insane amounts of fish to get a real benefit from a visit.
In games where the Zoo is in play, the Fisherman's Hut may be really valuable, especially in solo games.
The Fisherman's Hut comes with a Fishing Symbol for use with the Fishery.
103
GH08
Soup Kitchen
(Special Building)
[C, 10/2, 1A, locked]
"Provides the same amount of food at the end of each round as a Wooden ship. (5/4/3/2/1 food with 1/2/3/4/5 players)"
104
GH09
Cattle Market
(Special Building)
[P, 8/8, -, 2N]
"Either converts 1 franc up to 7 times to 1 cattle per franc, or 1 cattle up to 7 times to 3 francs per cattle."
This building serves two good purposes: either sell cattle for their full shipping value, or get a lot of cattle with a single action.
If you choose to sell cattle, you'll save on energy you'd need to pay at the Shipping Line.
Of course, with two actions, you might first purchase some cattle and then, at a later point in the game, sell them for a total benefit of up to 14
francs.
This is no killer action late in the game, but might be useful in the early game.
105
GH10
Brick Trader
(Special Building)
[E, 6/6, -, 1N]
"Either converts 1 franc up to 5 times to 1 brick per franc, or 1 brick up to 5 times to 3 francs per brick."
This building serves two good purposes: either sell bricks for 50% more than their shipping value, or get some bricks for a few francs.
If you choose to sell bricks, you'll save on energy you'd need to pay at the Shipping Line.
Of course, with two actions, you might first purchase some bricks and then, at a later point in the game, sell them for a total benefit of up to 10
francs.
I wouldn't recommend this unless you're deseprate on a few francs.
A much better idea is to purchase bricks here instead of collecting clay and turning it into bricks at the Brickworks.
This might become especially useful if you run out of bricks and would need some to build those last buildings.
Another very good idea is to get rid of surplus bricks here you couldn't spend on building or modernising the Wharf.
Another potential use might be to collect huge amounts of unneeded clay towards the end of the game, burn them to bricks and then sell them at
the Brick Trader.
106
GH11
Clay Company
(Special Building)
[C, 6/6, -, 1N]
"Converts any number of sets of 1 wood and 1 clay to 3 francs per set."
This building generates 1 more franc than the combined shipping values of wood and clay.
You wouldn't consider to sell wood and/or clay at the Shipping Line anyway.
This building rather hurts at the beginning of the game as wood and clay are so much more needed for building.
However, it can help generate some early money.
I wouldn't consider visiting the Clay Company in order to get a Wooden ship; you'd need 5 wood and 5 clay to get the 14 francs needed for a
Wooden ship, but you can get the Wooden ship at the Wharf for much less.
This building really starts to shine towards the end of the game when there are huge piles of wood and clay that nobody wants.
107
GH12
Smelting Furnace
(Special Building)
[I, 4/4, -, 1N]
This building is lousy early in the game, but shines towards the end.
Any useless clay there is can now be turned into iron for just 2 energy per clay.
A single coke token supports 5 clay.
A very quick way to get a lot of iron at a fair price.
108
GH13
Flea Market
(Special Building)
[N, 2/2, 1A+1H, free]
"Take an Offer with exactly 2 tokens and every Offer with exactly 1 token."
Once the Flea Market is in play, keep an eye on which Offers you take to not enable another player a jackpot move.
Ownership of the Flea Market may be nice as you are guaranteed to use it when you need; also, you get both, a Fishing and Hammer symbol.
Occasionally, as good as a visit at the Marketplace.
The Flea Market becomes weaker towards the end of the game as most of the Offer spaces will have way more than 1-2 tokens.
Interesting, but absolutely irrelevant: The ordinal number of the Flea Market matches that of the Black Market and both deal with Offer spaces.
109
GH14
Inn
(Special Building)
[E, 4/4, -, 2N/1F]
"Converts any number of fish to smoked fish, and up to 2 meat to 4 francs each."
110
GH15
Cannery Row
(Special Building)
[I, 8/8, -, 1N]
"Converts 1 iron and 4 smoked fishes to 18 francs, and/or 1 iron and 3 meat to 16 francs."
You may sell 4 smoked fishes and 1 iron for 18 francs, once.
Additionally or alternatively, you may sell 3 meat and 1 iron for 16 francs, once.
You aren't forced to do both conversions, nor are you limited to just one of them.
You may not enter this building if you don't sell at least 1 of these sets.
111
GH16
Hides Trader
(Special Building)
[E, 6/6, -, 1N]
Effectively, you sell hides for 3 francs each. This is 1 franc more than its shipping value.
You don't have to pay energy as you would have to at the Shipping Line.
However, you need to turn in exactly 6 hides.
You'll get this number of hides if you slaughter 12 cattle, for example.
Overall, this is not the best building, but an easy way to get rid of a lot of hides.
112
GH17
Fur Industry
(Special Building)
[I, 8/8, -, 2N]
Effectively, you sell hides for 4 francs each. This is double its shipping value and you save on energy that you'd have to pay at the Shipping Line.
Also, the outcome is slightly better than that of the Hides Trader.
However, you need to already have at least 10 francs in order to visit this building.
It takes multiple visits to get rid of a larger amount of hides or to amass more money.
Anyway, the Fur Industry may serve as a nice filler building in-between more powerful actions, like multiple visits of the Shipping Line.
113
GH18
Department of Agriculture
(Special Building)
[P, 6/6, -, 1F]
On entry, count the number of Economic and Craft symbols on all of the buildings in your possession.
Take 1 meat per Economic and 1 bread per Craft symbol from the general supply.
You may not enter this building if you haven't got at least 1 Economic or Craft symbol.
Easy way to get some additional food, especially if you max out on Marketplace and/or Bank.
This building works well with bread and meat selling buildings.
• Works extremely well with Bakery and Baguette Shop.
• Works well with Forest Hut, Pâtisserie, and Steakhouse.
• Works OK with Diner, Inn and Cannery Row.
114
GH19
Department of Economics
(Special Building)
[E, 6/6, -, 1N]
On entry, count the number of Industrial and Economic symbols on all of the buildings in your possession.
Take 1 iron per Industrial and 2 francs per Economic symbol from the general supply.
You may not enter this building if you haven't got at least 1 Economic or Industrial symbol.
Good way to get additional iron and some money, especially if you try to max out your Bank.
In the latter case, it can easily yield more iron than the Ironworks and a good amount of additional money.
See it as a way to get your Bank bonus earlier, or even over and over again.
115
GH20
Stockmarket
(Special Building)
[E, 12/6, -, locked]
"The owner gets 1 franc from the Treasury every time an opponent takes the Franc Offer; 3 francs once an opponent builds the Bank; and she
doesn't pay interest any more."
One of 2 interactive buildings of 'Le Havre: Le Grand Hameau' (see Souvenir Shop).
This building cannot be entered as an action.
Every time an opponent takes the Franc Offer, the owner receives 1 franc from the Treasury.
Consequently, the owner doesn't get an extra franc when taking the Franc Offer herself.
Also, once the Bank is build by an opponent, the owner receives 3 francs from the Treasury.
Again, she doesn't get the extra francs when building the Bank herself, or when the Town builds it.
Finally, as long as she remains the owner, she doesn't pay interest any more.
At first glance, the benefits seem to be tremendously good and a little broken.
However, consider you sacrifice 6 francs in order to get the benefits.
Remember you don't have this building from start, but it's the beginning of the game where the Franc Offer gets taken frequently. Later, it won't
be taken too often and if it grows too much, you rather might consider to take it yourself.
Then, in order to max out your benefits, you need to let another player build the Bank. Hilariously, the Stockmarket comes with an Economic
symbol...
The most interesting thing about this building, however, is its ability to save you the interest payments. Get it early in a 4-5 player game and you
can save up to 15 francs of interest. However, don't forget the cool part about a Loan strategy: every time the interest payment is coming, you get
rid of your money to get another Loan and 3 francs. This won't work any more with the Stockmarket! You won't get new money through Loans
during the round as usual.
The Stockmarket is a strong building, but you need to know the side effects to really benefit from it the most.
116
GH21
Souvenir Shop
(Special Building)
[E, 10/8, -, locked]
"The owner gets 1 franc from the Treasury every time an opponent visits one of her buildings."
This building is quite similar to the Arts Centre with the difference that you get your money at once.
Effectively, the Souvenir Shop raises entry costs by 1 franc with the difference that you get the additional payment from the supply and not from
your opponents.
It works extremely well with a heavy building strategy, especially if you own the most frequently used buildings.
117
GH22
Wrecker's
(Special Building)
[I, 6/6, -, 1F]
Wrecker's is best at the beginning of the game when there is a fight for building resources.
For a little food you get enough resources to build most early buildings.
Late in the game, its value decreases as you won't need wood and clay any more.
118
GH23
Blast Furnace
(Special Building)
[I, 10/10, -, 3N/2F]
This is the first building to use energy as the only input resource.
For each 3 energy you burn, you get 1 iron, up to six times.
You don't need to pay the energy seperately.
You may not enter this building if you don't burn at least 3 energy.
The Blast Furnace is a perfect way to get lots of iron late in the game.
You can max out on it with just 2 coke or 6 charcoal.
Compare this to the max. 4 iron for 1 coke or 2 charcoal you get at the Ironworks.
119
GH24
Biofuel Facility
(Special Building)
[I, 8/8, 1H, locked]
"The owner may pay grain to lower the total energy costs at the Shipping Line by 2 per grain."
This is a very nice building if you tend to have lots of suprlus grain you haven't had the time to bake.
As the owner of the Biofuel Facility you now can use 4 ships at the Shipping Line and pay the energy with 1 coke and 1 grain, or alternatively
with 6 grain.
Don't hesitate to purchase this building. It doesn't come with the usual franc sacrifice and comes with a Hammer symbol that might come in handy
at the Colliery if you didn't get any so far.
Also, as the owner of the Bank, the Biofuel Facility is worth 3 more francs for you.
120
GH25
Ranch
(Special Building)
[E, 10/6+, -, locked]
"At the end of the game, value increases by 2 francs per cattle."
This is a very interesting building. Usually, you'd like to ship cattle for 3 francs each. As the owner of the Ranch, you now don't need to ship them
any more.
Although you only get 2 francs per cattle this way, with an obligatory input of 2 cattle that don't count (as you sacrifice 4 francs with the
purchase), you don't need to waste shipping capacity with cattle any more.
On the other hand, the Ranch may help any non-shipping strategy as well as it provides money for something you wouldn't get money for.
121
GH26
Trading Firm
(Special Building)
[E, 6/6, -, 1N]
"Return up to 4 goods to the general supply and take any number of goods with the same total franc value."
122
GH27
Trafficking Spot
(Special Building)
[N, 4/4, -, free]
"Return up to 3 standard goods to the general supply. Receive the same number of other standard goods, but iron.
Return up to 3 upgraded goods to the general supply. Receive the same number of other upgraded goods, but steel."
On entry, turn in 1-3 standard goods and take the same number of other standard goods from the general supply.
However, you may not take iron, but you may turn it in.
Additionally or alternatively, turn in 1-3 upgraded goods and take the same number of upgraded goods from the general supply.
However, you may not take steel, but you may turn it in.
You don't need to pay energy for any such conversion, nor do you receive any money.
You may not enter this building if you don't convert at least 1 good.
123
GH28
Major Corporation
(Special Building)
[E, 20/20, -, 3F]
"Receive 1 good token for every type of good that you have at least 1 token of (except franc) from the general supply. Pay 3 francs if you take
steel."
On entry, look at your goods: for each type of good that you currently have in front of you, gain 1 additional token from the general supply.
If you've got steel, decide whether you also want to get 1 additional steel. In this case, pay 3 francs to the Treasury.
The maximum you can get here is 16 good tokens: one of each standard and upgraded good.
You may not enter this building if you don't convert have any goods, or if you have only steel, but couldn't pay 3 francs to get an addtional one.
The Major Corporation has the most expensive entry cost of all buildings so far.
No wonder: you can get up to 15 resources for 3 francs (entry fee), and steel for only 3 more francs.
Even with only half the output, it's a tremedously good building.
124
GH29
Emporium
(Special Building)
[E, 6/6, -, 1F]
"Purchase any number of different upgraded goods. Smoked fish, charcoal, brick, bread, meat and leather cost 1 franc each, coke costs 3 francs and
steel costs 5 francs."
You can purchase 1-8 upgraded goods here for the given prices.
You may not buy two or more tokens of the same good.
You may not enter this building if you don't have any money.
You can go a little shopping here if you've got some spare francs and need some more goods.
You need 14 francs to buy all 8 upgraded goods.
Most of the time, you might want to visit the Emporium for some cheap food or steel.
125
GH30
Cobbler's
(Special Building)
[C, 6/6, -, 1N]
You may trade any number of leather for food and money here.
Receive 2 breads and 2 francs per leather from the general supply, and return the leather there.
You don't need to pay energy for the conversion.
Also, you aren't forced to convert as leather as you can.
You may not enter this building if you don't trade at least 1 leather.
The deal isn't bad at all: you get half of its shipping value and 2 breads for each leather you put in.
Looking at the shipping value of bread, you get double the shipping value of leather here.
You might get even more if there are some bread consuming buildings.
Anyway, let's not forget how hard it is to get leather in decent amounts. This building won't be visited more than once per player, but definitely is
worth a visit if you've got some leather.
126