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 tasks of secret rulers of the location 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 get power and control the location. What can’t be gained with legal methods, can often be gained through treachery or bribery. In order to succeed using their secret plans, rulers work with adventurers to take on quests with them and earn rewards. They will also expand the city, by purchasing new properties that open new available actions hanging around or play Intrigue cards that may hinder their rivals or advance their own ideas. 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. WWE SuperCard Hack

The game uses a carefully designed panel, depicting metropolis of Waterdeep and its various locations. There are special areas reserved on the panel for city expansions (new buildings that players can buy), the Quest Deck, Quest cards and thrown away Quests, The Intrigue deck and discarded Intrigue credit 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 entry of him. The pad has special places arranged for the player’s brokers (the Agent pool), employed adventurers (the Tavern), completed quests and the player’s Lord of Waterdeep greeting card.

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

Each player starts away with a predetermined quantity of agent tokens (according to the amount of players) which he can assign to different locations in metropolis and use them to hire adventurers. Hired outdoorsmen are represented by wood made cubes of numerous colors, each one representing a different type of adventurer: red (fighters), black (rogues), crimson (wizards) and white (clerics). During setup, each player is also dealt 2 random quests face up, 2 intrigue cards face down and some silver. 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 frequently 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 nearby the player mat to remind the player the ongoing result. Intrigue cards can bring three types: Attack, Energy or Mandatory Quest. Strike cards hinder or punish opponents while helping the participant who played them. Utility cards just advantage the participant who performed them. Mandatory quest greeting cards are given to oppositions and must be completed before other active missions this way slowing them down. Intrigue cards may be played when providers are asigned to some building, “The Waterdeep Harbor”. After all agents are assigned by all players, Agents put 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. Presently there are 9 basic complexes in metropolis where real estate agents 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 complexes, gaining or playing plot cards, taking new missions, hiring an extra agent “The Ambassador”, taking the first player marker, increasing victory points and more. When buying a fresh building, players pay an expenditure in gold indicated on the building tile, gain some victory points, position the new building floor tile with the reserved bare spaces on the plank 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 advantage too.