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Lords of Waterdeep: A Dungeons & Dragons Board Game
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- An exciting Euro-style board game set in Waterdeep, the greatest city and jewel of the Forgotten Realms
- This immersive game casts players as Lords of Waterdeep who hire adventurers to complete quests
- Game play: 1 hour
- Perfect for 2 to 5 players
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Waterdeep, the City of Splendors--the most resplendent jewel in the Forgotten Realms, and a den of political intrigue and shady back-alley dealings. In this game, the players are powerful lords vying for control of this great city. Its treasures and resources are ripe for the taking, and that which cannot be gained through trickery and negotiation must be taken by force!
Lords of Waterdeep is a Euro-style board game for 2-5 players.
5 card stock player mats
121 Intrigue, Quest, and Role cards
130 wooden cubes, pawns, and score pieces
Wooden player markers
Card stock tiles and tokens representing buildings, gold coins, and victory points
From the Manufacturer
Waterdeep, the City of Splendors—the most resplendent jewel in the Forgotten Realms, and a den of political intrigue and shady back-alley dealings. In this game, the players are powerful lords vying for control of this great city. Its treasures and resources are ripe for the taking, and that which cannot be gained through trickery and negotiation must be taken by force. Lords of Waterdeep is a strategy board game for 2-5 players. You take on the role of one of the masked Lords of Waterdeep, secret rulers of the city. Through your agents, you recruit adventurers to go on quests on your behalf, earning rewards and increasing your influence over the city. Expand the city by purchasing new buildings that open up new actions on the board, and hinder—or help—the other lords by playing Intrigue cards to enact your carefully laid plans.
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|Are Batteries Required||No||No||No||No|
|Item Dimensions||11.12 x 14.12 x 2.88 in||8.6 x 12 x 1.7 in||3 x 12 x 12 in||11.5 x 11.5 x 5.5 in|
|Item Weight||3.67 lbs||2.3 lbs||4.02 lbs||6.35 lbs|
Top Customer Reviews
Our gaming history is extensive, but our favorites that are of similar caliber are: 7 wonders with expansions, rivals of catan, 7 wonders duel, and innovation.
If you like all of those games I mentioned above, you need to buy this game. So, the story goes my husband and I bought Sid Meier's Civilization, which is quite a beast of a game. We promised we would not buy another game until we mastered Civ. However, life came about and we just didn't have the time to learn Civ. My brother taught us lords of Waterdeep, we fell in love, and we broke our promise to Civ.
Lords of Waterdeep is easy to learn compared to Civ and other games with several components as long as you get over the fact it is based on a game, which is why everything has specific names. The terminology of the pieces isn't important unless you bought this board game because you love the original game. We just call the pieces by their color. We mostly play with two people, but we have played with up to four, and it is fun no matter the number of players! We love the game because it has several components and the strategy changes with each game.
There are lord cards, which allow you to get bonus points based on completing certain types of quests. There are quests, which come in four types. Each type has a certain cost theme. (more oranges for one type of quest, or more gold for other types of quests). There are plot quests, which give you a benefit throughout the remainder of the game.There are agents that you use to select the action you want to take for the game, and each player gets an additional agent about half way through the game to allow for an additional action. There are also buildings, which create a new action space, and offers certain benefits to its owner. (kind of like monopoly where if another player lands on your property, you get a benefit).
Strategies can range from building a lot of buildings, completing several small quests, completing a few big quests, going for only bonus point quests, and somewhere in between.
TIME/LENGTH OF PLAY:
We are planning on getting the expansion soon, but the game still isn't boring for us. We have played it almost every night for about a month. Usually we play best out of three. With two players and a full understanding of the rules, the game takes 30 min-1 hr. We like this because there is a set number of rounds (7), so we know the game won't take more than an hour. It is similar to 7 wonders, in that there is a limited amount of choices, which makes the playing time pretty consistent However, if we take our sweet time choosing something, the game will take longer (just as in 7 wonders). Our other go-to-game is Innovation, which can take anywhere from 30 min to 3 hours, so if we need to end a game at a reasonable hour, Lords is a much better choice.
The longest part of the game is putting it away. There are several components and each piece fits perfectly into the box with no room to spare. So, all the pieces have to be arranged in a specific way. There are instructions on how to organize the game within the box in the instruction booklet.
Buy this game! It is fun for hours and for multiple people or just two players!
The idea behind the game is the following: Each player takes on the role of a lord of Waterdeep - one of several actors who essentially controls the politics and economy of the City of Splendor (as Waterdeep is known). To increase their influence, they hire adventurers to complete quests on their behalf. For example, you might hire a few rogues to infiltrate one of the many guilds composing Waterdeep's market economy. The more quests you complete, the better you do in the game - the player who completes the most (and most valuable) quests, wins.
The game play blends the theme with the mechanics almost seamlessly. The game plays over eight rounds, and each round players take turns assigning their agents to different buildings. Each building procures the player something, but most commonly a collection of adventurers. Adventurers come in four flavors: clerics, rogues, fighters, and wizards (in other words, classic D&D archetypes). After assigning agents to a building and collecting its benefits, a player can complete one quest per turn. To complete a quest, you must return a certain type and amount of adventurers to the general stock. In return, you earn victory points - and sometimes gold and more adventurers, or even advantages that last throughout the duration of the game.
That's basically how the game plays. There area a few extra things, however, worth noting. First, the game begins with several basic buildings that allow players to procure all necessary resources: the four types of adventurers, quest cards, money, and intrigue cards (more on this in a second). But players who visit the Builders' Hall can also build a new building for that turn. This creates more spaces and resources for players to use and collect, and also provides a benefit for whoever built that building: whenever another player assigns an agent to that building, the owner receives a reward, as well.
Intrigue cards allow players to mess with each other more directly than simply blocking one another when assigning agents to buildings. Sometimes they allow you to steal adventurers from other players, while other times you can force them to complete a quest before moving on to their own, more lucrative quest cards. Perhaps most importantly, when you play a quest card, you do so by assigning an agent to Waterdeep Harbor. At the end of each round, everyone who assigned an agent here, that is, played an intrigue card, gets at least one more turn to assign agents to buildings. This mechanic forces players to be in each others' faces.
Finally, at the start of the game, players receive a Lord of Waterdeep card that indicates their particular character. Each character is typically associated with a specific type (or types) of quest cards. For example, a lord may be associated with both Skullduggery and Piety (odd combination, but it happened to me with the character Nindil Jalbuck - an evil doppelganger of an otherwise honest and philanthropic halfling). For each quest of that type you complete, you earn bonus points at the end of the game.
Why we love this game
a. Lords of Waterdeep is easy to learn and pick up, and it goes quite fast. Our games clocked in at around 45-60 minutes. My current gaming group starts around 2200 and we usually poop out sooner rather than later. This means games that are quick to pick up and play, but strategically fun, are a boon. What's more, with the Lord of Waterdeep cards, each player starts out with a clear goal that helps shape their strategy.
b. I like the theme, a lot. I've never played D&D as an RPG, but I've enjoyed the literature and the D&D Adventure Games (we own both Wrath of Ashardalon and The Legend of Drizzt). This game evokes the D&D world in a very unique way. Although I wish the adventurers were something other than classic euro-cubes for thematic reasons (I insist that everyone call the cubes wizards, clerics, fighters, and rogues, and not purple, white, orange, and black cubes!), it still works: you get the idea that you are hiring people to go do stuff for you. Fun, dungeony, high fantasy stuff. I dig it. It just does not feel like a cube-pusher to me. Along with the theme, there's actually quite a bit of flavor text (and incredible artwork) on the cards and in the rules book that make it even more fun (and yes, I read my flavor text, out loud, too, when completing a quest!).
c. Although you keep track of victory points as you complete quests, you never quite know who wins until the end of the game, because it's only then that the Lord of Waterdeep cards are revealed. This means that the run-away front runner will not necessary win - and if they do, at least everyone else feels like they're still in the game and has a chance up until the bitter end!
d. Finally, this is a good game for all numbers of players (2-5) for which we've played (2 and 4). Strategy changes slightly between player counts, but, in our experience, anyway, the core feel and tactics of the game remain constant between 2 and 4 players - a rather rare and well done feat, in my opinion.
In short, Lords of Waterdeep is absolutely fun. I want to note, also, that within my gaming group, I am the only one with any D&D background or, shall we say, enduring and obsessive high fantasy/sci-fi interest. But that did not seem to matter: everyone loved the game and the theme, and this is one of the few games that got a call back from my gaming group.
I enjoyed it and many members of the group were surprised they liked it as they started off thinking they wont because it was a D&D game.
To see how it is played you can search on youtube for the tabletop episode with Wil Wheaton playing it. You will know if this game is for you once you have seen it there.