Lords of Waterdeep: Board Game Review

Lords of Waterdeep: Board Game Review 1

Lords of Waterdeep is a strategy board game for two-five players designed via Peter Lee and Rodney Thomson. Players take on the jobs of secret rulers of the metropolis of Waterdeep, the maximum resplendent jewel in the world of Forgotten Realms. Each ruler is involved in the town’s safety and has a secret schedule and is willing to do anything it takes to gain electricity and manage the city. What cannot be received with felony tactics can constantly be won thru treachery or bribery. To succeed with their secret plans, rulers hire adventurers to take on quests on their behalf and earn rewards. They can also enlarge the town by shopping for new homes that open up newly available actions in the sport or play Intrigue playing cards that could avert their opponents or develop their own plans. By completing quests and shopping for homes, players earn victory points. At the cease of the game, the participant with the most victory factors is the winner.

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The game uses a cautiously designed board depicting the metropolis of Waterdeep and its diverse places. There are unique spaces reserved at the board for town expansions (new homes that players should purchase), the Quest Deck, Quest cards and discarded Quests, The Intrigue deck and discarded Intrigue cards, plus to be had buildings to buy and the building stack.

Each participant starts with a predetermined wide variety of agent tokens (consistent with the wide variety of gamers). He can assign to special places within the city and use to lease adventurers. Hired adventurers are represented with the aid of wooden cubes of different colorations, every one representing a one-of-a-kind type of adventurer: orange (fighters), black (rogues), pink (wizards), and white (clerics). Each participant is also dealt 2 random quests face up, 2 intrigue playing cards face down, and a few golds during setup. Each quest, a good way to be completed, requires certain numbers and types of adventurers and now and again added some gold and rewards players with victory points and every so often gold or adventurers. After being finished, quests are placed on a special area at the player mat. Some quests have the notation “Plot Quests,” which indicates that they’ve ongoing effects further to offer rewards. These are positioned face-up near the participant mat to remind the player of the continued effect. Intrigue cards can be of 3 types: Attack, Utility, or Mandatory Quest. Attack playing cards restrict or penalize combatants whilst assisting the participant who played them. Utility playing cards just benefit the player who played them. Mandatory quest cards are given to combatants and need to be completed earlier than other energetic quests, slowing them down. Intrigue playing cards can be performed while agents are assigned to a certain construction, “The Waterdeep Harbor.” After all, sellers are assigned via all gamers; agents located at Waterdeep Harbor are reassigned to another empty region on the board.

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The game consists of 8 rounds. In every round, gamers take turns, and each flip can assign an unassigned agent to an unoccupied place inside the metropolis. The motion of that location is immediately achieved, and then it is also feasible for the player to finish a quest, providing he has amassed all conditions. There are nine fundamental buildings within the metropolis where sellers can be assigned; however, greater can be purchased inside the path of the sport. Actions that may be completed in homes include: hiring adventurers, gaining gold, buying buildings, gaining or gambling intrigue cards, taking new quests, hiring an extra agent, “The Ambassador,” taking the first participant marker, gaining victory points, and extra. When buying a new building, gamers pay a cost in gold indicated on the building tile, benefit some victory points, the role the brand new building tile in one of the reserved empty spaces on the board, and place one of their manipulate markers on that tile to signify that they personal the building. Whenever every other player assigns an agent to that building, its owner will gain too.

The field of the game is pretty massive, with the front cowl paintings depicting some of the well-known Lords of Waterdeep (unluckily, the photo cannot be defined as very tempting). Opening the container exhibits many stunning additives of high nice and a unique garage tray, rarely seen in trendy game variations.

The rulebook, very impressive indeed, stands out with its complicated layout, lovely paintings, and clean text. Next comes game setup, which would not take too lengthy: a touch shuffling of the intrigue and quest playing cards, placement of cards and buildings, distribution of participant mats and sellers, and geared up we pass! Gameplay is pretty easy and runs easily: Assign an agent and carry out the construction’s action, possibly entire a Quest. Next participant, please! I became excited when I finished my first (2-player) recreation and keen to play many more games. That’s a quite precise first impact, is not it? Let’s get right down to enterprise and analyze character components of the game:


Components are of excessive first-rate as could be predicted of a prime publisher like Wizards of the Coast. The game board is large and brilliant, with simple buildings drawn on the map of the town of Waterdeep and empty areas around the board for city expansions. There are special places on the board’s edges to the area the quest deck and quests to be had for buy, discarded quests, the Intrigue deck of playing cards, available homes for buyers, and future buildings. In general, there is a place for everything, and the board is very nicely organized and absolutely useful. The cards’ artwork is first-rate (permit’s now not neglecting that Wizards of the Coast is the publisher of “Magic the Gathering), with complex designs and made of high quality, thick paper. However, sleeving the playing cards is usually recommended, especially for Quest and Intrigue playing cards, so that they will quickly be afflicted by repeated shuffling. The constructing tiles are made of thick cardboard and are cleverly designed, leaving a special place on their southeast nook for the participant’s manipulate markers to be positioned. This way, the markers don’t disguise the constructing textual content nor interfere with the location of Agents. Agents have the form of meeples that is most convenient and are made of timber. So is the first participant token in addition to the Ambassador and Lieutenant tokens.

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Score markers also are manufactured from wood. A unique mention to participant mats must be made: Each participant takes a player mat that fits his/her Agent’s shade. The mat is superbly designed and has separate spaces reserved to place Agents (the “Agent Pool”), adventurers (the “Tavern”), manage markers, completed Quests, and the participant’s Lord of Waterdeep card. Awesome paintings! Adventurers are represented through wood cubes of different colorations. There is a feeling of failure here, as gamers are used to suppose timber cubes mainly as resources: wooden, stone, gold, and so on. After a quick even as, you begin to forget that cubes are adventurers and might effortlessly be stuck pronouncing such things as “I vicinity an Agent right here and get 1 orange and 1 white dice” and think of them as materials rather than pronouncing “I location an Agent right here and I hire 1 cleric and 1 fighter”. Some different forms of tokens will be used to symbolize adventurers, something that would at least have the form of a man or woman. The use of miniatures would be super, but I guess that could upward thrust the production fee and finally the sport rate too much.