Lords of Waterdeep: Board Game Review

Video game Overview

Lords of Waterdeep is a strategy panel game, for 2-5 players, designed by Peter Shelter and Rodney Thomson. Players take on the jobs of secret rulers of metropolis of Waterdeep, the most resplendent jewel in the wonderful world of Forgotten Realms. Each leader is concerned about the city’s safety but also has a secret plan and is willing to do whatever it requires to achieve power and control metropolis. What can’t be gained with legal methods, can continually be gained through treachery or bribery. In order to succeed with the secret plans, rulers retain the services of adventurers to take on quests with them and earn rewards. They will also expand the city, by purchasing new properties that clear new available actions amongst people or play Intrigue cards that may hinder their rivals or advance their own strategies. By completing quests and purchasing buildings, players earn victory points. At the end of the overall game, the player with the most victory points, is the winner. The Shotgun Surgeon

The game uses a carefully designed plank, depicting the location of Waterdeep and its various locations. There are special places reserved on the panel for city expansions (new buildings that players can buy), the Quest Deck, Quest cards and removed Quests, The Intrigue deck and discarded Intrigue greeting cards plus available buildings to buy and the building stack. 

At the start of the game each player chooses a color and takes the equivalent player mat in entrance of him. The pad has special places arranged for the player’s providers (the Agent pool), appointed adventurers (the Tavern), completed quests and the player’s Lord of Waterdeep cards.

Players are dealt a random Lord of Waterdeep card, which defines their character and secret agenta. It is put at the bottom of the player mat, face down.

Each player starts away with a predetermined quantity of agent tokens (according to the quantity of players) which he can assign to different locations in metropolis and use them to hire adventurers. Hired outdoorsmen are represented by solid wood cubes of numerous colors, each one representing a different type of adventurer: tangerine (fighters), black (rogues), violet (wizards) and white (clerics). During setup, each player is also dealt 2 random quests face up, 2 intrigue cards face down and some yellow metal. Each quest, in order to be completed, requires certain numbers and types of adventurers and sometimes several gold and rewards players with victory factors and often gold or outdoorsmen. After being completed, missions are put on a special put on the player mat. Some missions have the notation “Plot Quests” which indicates that they have ongoing results in addition to providing rewards. These are located face up near to the player mat to remind the player the ongoing impact. Intrigue cards can take three types: Attack, Energy or Mandatory Quest. Assault cards hinder or punish opponents while helping the participant who played them. Utility cards just profit the participant who performed them. Mandatory quest greeting cards are given to adversaries and must be completed before other active missions this way slowing them down. Intrigue cards may be played when brokers are asigned to some building, “The Waterdeep Harbor”. After all agents are assigned by all players, Agents located at Waterdeep Harbor are reassigned to another empty location on the board.

The game involves eight rounds. In each round, players take turns and each convert can assign an unassigned agent to an unoccupied location in the city. The action of that location is immediately performed and then it is also possible for the player to complete a quest, providing he has gathered all prerequisites. Generally there are 9 basic structures in metropolis where brokers can be assigned, but more can be purchased in the span of the game. Actions that can be performed in buildings include: hiring outdoorsmen, gaining gold, buying structures, gaining or playing conspiracy cards, taking new missions, hiring an extra agent “The Ambassador”, taking the first player marker, getting victory points and more. When buying a fresh building, players pay an charge in gold indicated on the building tile, gain some victory points, position the new building flooring with the reserved bare spaces on the panel and place one of their control markers on that tile in order to point that they own the building. Anytime another player assigns an agent to that building, its owner will profit too.

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