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Harbour Light — pocket board game in a box that is the board

Designer's Description

A pocket board game for two, in a box that IS the board. A round Ø82 mm box. Its lid is a small polar sea — three rings, eight spokes, a lighthouse standing in the middle. The light moves one spoke at the end of every turn, and a boat may steer toward the centre only while its own spoke is lit. Bring two of your three boats home and you win.

Watch it played — the rules from scratch, then a complete 40-turn game:

https://youtu.be/dKpPmenQPZ4

Who it is for

Two people, ten to fifteen minutes, from about eight years old. It is a clean abstract with no dice and no hidden information — if you want a game of luck and swings for a family evening, this is the wrong one. Best play is not hard to find, either: the depth here is shallow on purpose, and the fun is in the timing.

Why it is worth printing
  • The box is the board. Nothing to unfold, nothing to lose. Ø82 mm closed, and it goes in a coat pocket.
  • Every piece is a peg, and every peg has a hole to stand in. On the lid they stand in the cells; inside the base they stand in the floor. A closed box holds nothing loose and does not rattle.
  • No text anywhere on the board. Rings, spokes and a pointer — it plays in any language.
  • One plate, about 46 g, no supports, no hardware, no glue.
How it plays

On your turn you do exactly one thing:

  • Launch — a new boat onto any empty place of the outer ring.
  • Sail — one boat one place around its own ring, either way.
  • Steer in — one boat one ring toward the middle, and only while that boat's spoke is lit.
  • Stoke — spend one of your two oil pieces; the light moves an extra spoke at the end of this turn.

Then the lighthouse clicks one spoke clockwise. Steering inward from the innermost ring docks a boat in your harbour, and two docked boats end the game at once.

The whole game lives in one observation: the light moves one spoke per turn and there are two of you, so on your turns it only ever reaches every second spoke. Four spokes are yours and four are your rival's — and a stoke swaps the two sets. That is what the two oil pieces are for.

What you print

file

qty

what it is

lid.stl

1

the board — the lid of the box

lid_2c.stl

the same lid in two colours (see below), print instead

body.stl

1

the base, which stores every piece

cap.stl

1

the lighthouse

boat.stl

6

three per sailor

rock.stl

2

the two grey rocks

oil.stl

4

two per sailor, flame-topped

pegs.stl

all fifteen pieces on one plate, instead of the four above

Two colours: print lid_2c.stl instead of lid.stl and use Split to Parts in Bambu Studio. The rings, spokes, cell eyelets and quay brackets come back as ONE second-colour part, and it sits in the first four layers — so the purge cost is small.

Guides, included
  • RULES.pdf — a nine-page illustrated booklet; every rule has a picture of the board beside it.
  • ASSEMBLY.pdf — what to print, in what order, and what to check.
  • harbour_light_docs_10_languages.zip — the same rules booklet in English, German, French, Spanish, Italian, Portuguese, Czech, Slovak, Polish and Chinese . The English decides; the rest are machine translations, typeset to the same booklet.
STARS:BEGIN
At a glance

Players

2

Age

8+

Time

10–15 minutes (about 40 turns, 20 each)

Rules weight

1 / 5 — four actions, one condition: steer in only when lit

Reading needed

none — rings, spokes and a pointer

There are no dice. The beam's start and two player-placed rocks are the whole opening; everything after is open information. Random play won 1 of 300 games against a competent sailor; three-ply play beats competent play 80 % of the time ; replaying the same opening with one seat swapped good→random changes the winner in half the games. Moving first is worth about 61 / 39 against an equal engine, and that edge does not grow as both sides search deeper (57–62 % from one to six ply), so play two games and swap seats. Measured L = 0.69.

The dials

More stars means more of the named thing — never "better". Every row names both ends, so nothing here needs a legend.

Luck

★☆☆☆☆

1 = your choices decide it; 5 = the dice decide it

Depth

★★☆☆☆

1 = best play fits in one sentence; 5 = years to learn

Player interaction

★★★★☆

1 = solitaire side by side; 5 = every turn changes everyone's

Swing

★★★☆☆

1 = the leader stays the leader; 5 = anyone can come back

Waiting between turns

★☆☆☆☆

1 = almost no waiting; 5 = long gaps between your turns

Replayability

★★☆☆☆

1 = identical every time; 5 = a new game each play

Rules weight

★☆☆☆☆

1 = taught in a sentence; 5 = a 40-page manual

Memory needed

★☆☆☆☆

1 = nothing to remember; 5 = constant recall

Reading needed

★☆☆☆☆

1 = no text at all; 5 = unplayable without the language

Child-readiness

★★★☆☆

1 = adults only; 5 = a three-year-old can play

Setup time

★☆☆☆☆

1 = laid out in a minute; 5 = a long build every game

Print effort

★☆☆☆☆

1 = a couple of parts; 5 = a hundred-plus pieces

Table presence

★★☆☆☆

1 = flat tokens; 5 = a centrepiece people stop to look at

STARS:END
boat multicolor lighthouse travelgame pocketgame abstractstrategy twoplayer
Harbour box art Harbour 2015 Layer by Layer
Cover Colors

Main colors from the cover art. Find matching filament, or tap swatches to narrow.

Matching filament