Lords of Waterdeep: Board Game Review

Lords of Waterdeep is a technique board game, for 2-5 players, designed by Peter Lee and Rodney Thomson. Players undertake the roles of secret rulers of the location of Waterdeep, the most resplendent special place in the 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 gain power and control the city. What can not be gained with legal procedures, can always be gained through treachery or bribery. To be able to succeed with their secret plans, rulers work with adventurers to try to get quests on their behalf and earn rewards. They can also expand the city, by buying new buildings that open up new available actions in the game or play Intrigue credit cards that may hinder their rivals or advance their own plans. With just quests and buying properties, players earn victory factors. Towards the end of the game, the player with the most victory points, is the winner. Emps-Scape

The sport uses a carefully designed plank, depicting the location of Waterdeep and its various locations. You will discover special spaces appropriated on the board for city expansions (new complexes that players can buy), the Quest Deck, Pursuit cards and discarded Missions, The Intrigue deck and discarded Intrigue cards plus available buildings to buy and the building pile. 

At the start of the game each player chooses a color and takes the corresponding player mat facing him. The mat has special places reserved for the player’s agents (the Agent pool), hired adventurers (the Tavern), completed quests and the player’s Lord of Waterdeep card.

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

Each player begins out with an established number of agent bridal party (according to the amount of players) which this individual can assign to different locations in metropolis and make use of them to hire outdoorsmen. Hired adventurers are displayed by wooden cubes of different colors, each one representing a different kind of adventurer: orange (fighters), dark-colored (rogues), purple (wizards) and white (clerics). During set up, each player is also dealt 2 random missions face up, 2 conspiracy cards face down and several gold. Each quest, to become completed, requires certain amounts and types of outdoorsmen and sometimes also some gold and rewards players with victory points and sometimes gold or outdoorsmen. After being completed, missions are located on the special place on the player mat. Some quests have the notation “Plot Quests” which indicates they may have recurring effects in conjunction with providing rewards. These are put face up nearby the player mat to help remind the participant the regular effect. Intrigue cards can be of three types: Attack, Utility or Essential Quest. Attack cards impede or penalize opponents while helping the player who played them. Utility greeting cards just benefit the player who played them. Necessary quest cards are given to opponents and must be completed before other active quests this way slowing them down. Plot cards may be performed when agents are asigned to a certain building, “The Waterdeep Harbor”. Following all agents are given by all players, Providers put at Waterdeep Have are reassigned to another empty location on the board.

The game contains eight rounds. In each round, players take spins and each turn can assign an unassigned agent to an unoccupied location in the location. The action of that location is immediately performed and then it is also feasible for the player to complete a search, providing he has accumulated all prerequisites. There are 9 basic buildings in the location where agents can be assigned, but more can be bought in the course of the game. Actions that can be performed in structures include: hiring adventurers, increasing gold, buying buildings, attaining or playing intrigue greeting cards, taking new quests, selecting an extra agent “The Ambassador”, taking the first player marker, gaining success points and even more. When buying a new building, players pay a cost in gold indicated on the building tile, gain some victory points, position the new building tile in one of the appropriated empty spaces on the board and place one of their control indicators on that tile in order to indicate that they own the building. Whenever another player designates an agent to that particular building, its owner will advantage too.