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14 Posts

San Juan» Forums » Rules

Subject: Harbor (expansion) questions rss

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Mathue Faulkner
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We just ran into a question with the expansion Harbor card. When you place a good underneath the Harbor for points at the endgame, do you still get the cards for trading the good?
 
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I believe that you do. Incredible card if gotten out early.
 
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Mathue Faulkner
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matdav wrote:
I believe that you do. Incredible card if gotten out early.

Yeah, it seems overpowered. We'll have to give it a shot with those rules...
 
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In a two player game, built early, it can be 10 points or more. If your opponent builds, you either need to build it quickly as well, or not ever call produce/trade and pursue a violet strategy. I think that the expansion makes the game better, although there are a couple of cards that are really questionable, park for sure and maybe caritas.
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Lars Wagner Hansen
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matdav wrote:
I think that the expansion makes the game better, although there are a couple of cards that are really questionable, park for sure and maybe caritas.

I always thought the park was the biggest waste of time, until I recently got beaten by a player who built the crane, then built a park, which he later upgradet to a library for free, built another park, which he upgraded to a city hall, built the third park and upgraded that to a residence, and finally built a palace. Alltogether he had 48 points, and I ended on 38.

I still don't like the crane or park, but I now see their uses.

Caritas I have also seen used quite effectively, especially because it works even wehn you don't build anything. It's quite good in a 2 player game, OK in a 3 player game, but nearly worthless in a 4 player game.
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Craig Liken
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matdav wrote:
I believe that you do. Incredible card if gotten out early.


Funny thread - just played this game and my wife got this card out early and it was worth 8 points at the end (plus its face value of 2).
 
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Mathue Faulkner
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Follow up question:

We played tonight again, but we weren't sure which card actually goes underneath the Harbor. Is it the card that had been placed on the Production Card that hasn't been seen? Or is it one of the cards you just drew from the deck after trading?

Either way, we played with it tonight, and it didn't end up being worth as many points as I thought it may. He did get 9 points out of it (plus the 2 on the card), but the rest of us had banks with 11, 11, and 12 so it's no stronger than the Bank or Chapel I guess...
 
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We play that you put on one of the cards that was on the production buildings. The thing about the harbors that it doesn't cost you any hand cards to use. In order to use the chapel and especially the bank, you have to give up hand cards, unless you are over the limit.
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Craig Liken
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matdav wrote:
We play that you put on one of the cards that was on the production buildings. The thing about the harbors that it doesn't cost you any hand cards to use. In order to use the chapel and especially the bank, you have to give up hand cards, unless you are over the limit.


Exactly - that is the benefit of it. In the game I described above, I had Chapel, but just couldn't seem to generate enough cards that I could spare to put under it - so only scored 3 in the end.
 
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Cilantro V
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the other thing about playing harbor early is that you're likely denying cards to your opponent, if I'm recalling the play correctly.

Assuming you draw a card from the deck pile to play face-down on your production building, then place that card under the harbor, you're essentially taking a card out of play. If that card is, say, the third monument your opponent would need for his Triumphal Arch to land, that's a pretty strong move.
 
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Mathue Faulkner
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CIlantr0 wrote:
the other thing about playing harbor early is that you're likely denying cards to your opponent, if I'm recalling the play correctly.

Assuming you draw a card from the deck pile to play face-down on your production building, then place that card under the harbor, you're essentially taking a card out of play. If that card is, say, the third monument your opponent would need for his Triumphal Arch to land, that's a pretty strong move.


You're also denying cards to yourself since you don't know what you're placing under the Harbor. That point is actually where the Bank and Chapel have an advantage. With both of those cards, you can pick which cards you want to remove from the game....but the Harbor cards are placed sight unseen.
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  • Last edited Wed Feb 22, 2012 3:14 am (Total Number of Edits: 1)
  • Posted Fri Feb 17, 2012 8:01 pm
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Cilantro V
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mfaulk80 wrote:
CIlantr0 wrote:
the other thing about playing harbor early is that you're likely denying cards to your opponent, if I'm recalling the play correctly.

Assuming you draw a card from the deck pile to play face-down on your production building, then place that card under the harbor, you're essentially taking a card out of play. If that card is, say, the third monument your opponent would need for his Triumphal Arch to land, that's a pretty strong move.


You're also denying cards to yourself since you don't know what you're placing under the Harbor. That point is actually where the Bank and Chapel have an advantage. With both of those cards, you can pick which cards you want to remove from the game....but the Harbor cards and placed sight unseen.


Definitely true! My thinking was that if you've gotten a Harbor out early, you'd be well-served to just focus on continued production and trading. Since you've already got one of your big earners on the field and you and your opponent are (theoretically) equally affected by the harbor, it should be a solid advantage to you.

This of course is all theory though
 
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Mike Smith
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Just searched and found this about harbo(u)r

I mostly play this two player and have found that harbo(u)r has ruined the game for me - so I now remove this from the game. If one of us get this in the first half of the game then it seems to dominate and if the other player cannot get a harbour out pretty quickly it is almost over.

I like the challenge of San juan and often you re trying to figure out the best route to win - harbour just takes that away and gives you a nice easy few points which can turn the game.
 
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ketigid ketigid
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Mikeybb wrote:
Just searched and found this about harbo(u)r

I mostly play this two player and have found that harbo(u)r has ruined the game for me - so I now remove this from the game. If one of us get this in the first half of the game then it seems to dominate and if the other player cannot get a harbour out pretty quickly it is almost over.

I like the challenge of San juan and often you re trying to figure out the best route to win - harbour just takes that away and gives you a nice easy few points which can turn the game.


In a 2 player game, habor works slower than chapel, so you can use that as a counter. Or even a bank. If your opponent has a habor, it is probably a good idea to go purple and skip trading, let him work for his habor and leech off his trading roles.
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