Lords of Waterdeep: Board Game Review

Game Overview

Lords of Waterdeep is a approach board sport, for 2-5 players, designed by Peter Lee and Rodney Thomson. Players take on the roles of secret rulers of the metropolis of Waterdeep, the maximum resplendent jewel in the world of Forgotten Realms. Each ruler is worried about the town’s protection but also has a secret time table and is inclined to do whatever it takes to benefit strength and manage the metropolis. What cannot be gained with prison approaches, can usually be received through treachery or bribery. In order to succeed with their mystery plans, rulers hire adventurers to tackle quests on their behalf and earn rewards. They can also expand the town, by buying new buildings that open up new to be had moves in the sport or play Intrigue playing cards which can avert their opponents or advance their personal plans. By completing quests and shopping for homes, gamers earn victory factors. At the give up of the sport, the participant with the maximum victory factors, is the winner.

The sport makes use of a cautiously designed board, depicting the town of Waterdeep and its numerous locations. There are special areas reserved on the board for metropolis expansions (new homes that gamers should purchase), the Quest Deck, Quest playing cards and discarded Quests, The Intrigue deck and discarded Intrigue cards plus available homes to shop for and the building stack.

At the start of the sport every participant chooses a shade and takes the corresponding player mat in the front of him. The mat has special places reserved for the player’s retailers (the Agent pool), hired adventurers (the Tavern), completed quests and the participant’s Lord of Waterdeep card.

Players are dealt a random Lord of Waterdeep card, which defines their individual and secret agenta. It is placed at the lowest of the participant mat, face down.

Each participant begins out with a predetermined quantity of agent tokens (consistent with the variety of players) which he can assign to unique locations in the city and use them to lease adventurers. Hired adventurers are represented by timber cubes of different colorations, every one representing a exceptional type of adventurer:orange (warring parties), black (rogues), red (wizards) and white (clerics). During setup, every participant is likewise dealt 2 random quests face up, 2 intrigue cards face down and some gold. Each quest, so that it will be completed, calls for positive numbers and types of adventurers and occasionally also a few gold and rewards players with victory points and every now and then gold or adventurers. After being finished, quests are positioned on a unique area on the player mat. Some quests have the notation “Plot Quests” which indicates that they’ve ongoing results in addition to imparting rewards. These are located face up close to the participant mat to remind the player the ongoing impact. Intrigue playing cards can be of three types: Attack, Utility or Mandatory Quest. Attack playing cards avoid or penalize warring parties while assisting the player who played them. Utility playing cards simply gain the player who played them. Mandatory quest playing cards are given to combatants and must be finished earlier than other active quests this way slowing them down. Intrigue playing cards may be performed whilst marketers are asigned to a sure constructing, “The Waterdeep Harbor”. After all agents are assigned by way of all players, Agents positioned at Waterdeep Harbor are reassigned to every other empty region on the board.

The sport consists of eight rounds. In every round, gamers take turns and each turn can assign an unassigned agent to an unoccupied place inside the town. The movement of that place is without delay done after which it is also possible for the participant to complete a quest, providing he has gathered all stipulations. There are nine fundamental homes in the city wherein marketers can be assigned, but more may be bought in the direction of the game. Actions that may be carried out in homes consist of: hiring adventurers, gaining gold, buying buildings, gaining or playing intrigue playing cards, taking new quests, hiring a further agent “The Ambassador”, taking the primary participant marker, gaining victory points and greater. When shopping for a new constructing, gamers pay a value in gold indicated on the constructing tile, benefit some victory factors, role the new constructing tile in one of the reserved empty spaces at the board and region certainly one of their manage markers on that tile so as to indicate that they personal the constructing. Whenever another player assigns an agent to that constructing, its owner will advantage too.

First Impressions

The field of the sport is pretty large, with the front cover art work depicting some of the well-known Lords of Waterdeep (unfortunately the image cannot be defined as very tempting). Opening the box, reveals a whole lot of lovely components of excessive quality and a unique garage tray, hardly ever seen in popular recreation editions.

The rulebook, very dazzling certainly, stands out with its problematic layout, lovely artwork and clear textual content. Next comes game setup, which does not take too lengthy: a bit shuffling of the intrigue and quest playing cards, placement of playing cards and buildings, distribution of player mats and retailers and equipped we pass! Gameplay is pretty easy and runs easily: Assign an agent, carry out the action of the constructing, in all likelihood complete a Quest. Next participant please! I changed into plenty excited after I completed my first (2-player) recreation and keen to play many more video games. That’s a quite good first impression, is not it? Let’s get all the way down to commercial enterprise and analyze individual aspects of the sport:


Components are of high first-rate as can be predicted of a prime writer like Wizards of the Coast. The recreation board is large and fantastic with simple buildings drawn at the map of the city of Waterdeep and empty spaces across the board for town expansions. There are special locations on the edges of the board to location the quest deck and quests available for purchase, discarded quests, the Intrigue deck of playing cards, to be had homes for purchase and future homes. In trendy there is an area for the whole thing and the board is very properly prepared and completely practical. The cards’ paintings is exquisite (permit’s not forget that Wizards of the Coast is the publisher of “Magic the Gathering), with complicated designs and made of excessive nice, thick paper. However, sleeving the playing cards is recommended, specially for Quest and Intrigue playing cards in order to soon be afflicted by repeated shuffling. The building tiles are made from thick cardboard and are cleverly designed, leaving a special region on their southeast corner for the player’s control markers to be placed. This manner the markers do not conceal the constructing text nor intervene with the placement of Agents. Agents have the shape of meeples that’s most handy and are manufactured from timber. So are the first player token as well as the Ambassador and Lieutenant tokens. Score markers also are fabricated from wood. A special mention to participant mats need to be made: Each participant takes a player mat that fits his/her Agents colour. The mat is beautifully designed and has separate spaces reserved to location Agents (the “Agent Pool”), adventurers (the “Tavern”), manipulate markers, finished Quests and the participant’s Lord of Waterdeep card. Awesome paintings! Adventurers are represented with the aid of wooden cubes of different colorations. There is a sense of failure here, as players are used to suppose timber cubes basically as sources: wood, stone, gold and many others. After a short whilst, you begin to neglect that cubes are adventurers and might without problems be stuck pronouncing things like “I location an Agent right here and get 1 orange and 1 white cube” and think of them as materials rather than announcing “I location an Agent here and I lease 1 cleric and 1 fighter”. It’s obvious that a few different form of tokens will be used to symbolize adventurers, something that could at the least have the shape of a human being. The use of miniatures could be fantastic however I wager that could upward push the manufacturing cost and sooner or later the sport charge too much. Nine/10


Playing Lords of Waterdeep is a totally interesting experience. The game has clean guidelines and runs easily. You can consider your subsequent agent placement while combatants play. There is a massive quantity of strategic thinking involved in your decisions approximately agent placement and success only performs a small component in the sport, especially in available quests and drawing of Intrigue cards. There is also decent quantity of participant interplay, thru Intrigue cards. The sport scales excellently with any number of players and that is a massive plus. When gambling with 2 players, all 4 dealers are to be had from the start f the game, plus one which comes into play at the fifth round. With 3 gamers, each participant has three marketers and with four or 5 players 2 dealers. This is a smart manner to deliver stability to the sport. The game’s period is ready an hour, which is a really perfect length for me. Not too speedy, not too lengthy. Without introducing something modern, Lords of Waterdeep is one of the most exciting and entertaining video games I’ve played this year. Nine/10

Learning Curve

The regulations of the sport are easy in fashionable and you won’t need to examine thru them once more after the primary time, except perhaps for a few clarifications on particular homes or Intrigue playing cards. An legit rules FAQ has been launched with answers to maximum commonplace questions gamers may additionally have. Players will analyze the game speedy within the duration of the first recreation, so it is similarly desirable for knowledgeable gamers and non gamers. Eight/10


Wizards of the Coast is a writer renowned for his or her emphasis in theme and Lords of Waterdeep is not any exception to that. The subject appears found in every factor of the game, from the illustrious analysis of the businesses in which Agends of every colour belong to, inside the rulebook, to the taste textual content on Lords of Waterdeep playing cards and quests. The recreation board also promotes the sense of topic in the game. The only critical objection regarding the implementation of the theme is the illustration of adventurers with cubes. An essential issue of the subject matter is misplaced here: the hiring of adventurers. As noted in advance, players will sooner or later tend to neglect what cubes clearly constitute and could think of them as some type of resource which has this shape in maximum different video games. 7/10


I am never bored to play a game of Lords of Waterdeep and I think that tells the entirety approximately this scoring class. An perfect game for gamers and non gamers, for 2,3,four or five players alike with no compromising on amusing. Games are fun, tough, with a few player interplay and plenty of method and they remaining pretty much the proper quantity of time. What else could one ask for? 9/10


Well, it may not make you chuckle however it’ll always make some time worth it. Some interplay among players via Intrigue cards is a plus for the a laugh component. Eight/10


I need to play that game time and again. I’m addicted!
Scales flawlessly with any wide variety of players
Rich and deep gameplay
Much method, nearly no success
Excellent components
Very useful garage tray
Easy to research