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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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CHOKING HAZARD -- Small parts. Not for children under 3 yrs.
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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This item Lords of Waterdeep: A Dungeons & Dragons Board Game
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|Are Batteries Required||No||No||No||No||No||No|
|Item Dimensions||11.12 x 14.12 x 2.88 in||2.36 x 8.46 x 10.82 in||3.2 x 10.5 x 10.5 in||8.6 x 12 x 1.7 in||11.5 x 11.5 x 5.5 in||2.15 x 11.1 x 14.1 in|
|Item Weight||3.67 lbs||1.79 lbs||2.87 lbs||2.3 lbs||6.35 lbs||1.66 lbs|
Top customer reviews
Similarly, the economics of intrigue cards changes in a two player. In a normal game, a card that forces all opponents to discard a cleric at their tavern will give the original player an advantage. They used one turn to set every other player back a turn (as clerics take one turn to grab). But in a two player game, using that card sets one player back one turn for the cost of using a turn. Sure, you get the extra action afterwards, but with the disincentive to building buildings mentioned above in 2 player, that extra turn really is not worth much. Essentially, you learn quickly that about half of the game's math does not work well for 2 player. Still fun in 2 player if you recognize this handicap and work to play around it, but less fun on a frequent basis.
The game is centered on sending out agent meeples to collect resources to finish quests and obtain victory points or build buildings (which further help in obtaining new resources or victory points). Once your agent is on a particular location, you block out everyone else from being able to land on that location. All players active quests are public knowledge, with the only hidden items being who your particular lord is (and conversely, what secret ability you have to score additional points at the end of the game) and what intrigue cards you have in your hand. On the way, you play intrigue cards to hinder or help other players, but mainly to benefit yourself. The game is always eight rounds, and the faction with the most victory points at the end of the 8th round is crowned the new Lord of Waterdeep.
This is a great game to initiate people into board gaming, especially competitive personality types (like athletes and athletic trainers), because it has some pretty simple mechanics, and the thematic elements are integrated well, but won't bog down anyone who isn't into fantasy or D&D elements. The core game is itself fun, but we almost always play the game with the expansion.
*Complexity: 4/5 out of 10.
*Strategy to Luck Ratio: Pretty evenly mixed. No one is out for the count if they played the first few rounds and fell behind in scoring. There are several 25 point quests in the core game, and several 40 point quests in the expansion, that have always proved, in our gaming sessions, that no one knows who will win until the last round is played and final scoring has occurred.
*Art and theme: Pretty well integrated.
*Physical Box: Probably one of the best uses of item management that doesn't involve thousands of plastic baggies or the use of a third party inventory cardboard/plastic tray system.
Also, the game uses, like most games, cardboard tokens to represent coins. Do not underestimate the use of metal coins if you can find them.
4 stars because I wish the game was a little more interactive between players. For example if you could trade resources you collect, like settlers, it could add an interesting dynamic to the game.
If you're just excited by the general theme and interested in a different gaming experience this could be the one for you.
Should you find the mechanic of the game enjoyable, you may want to venture further into the worker placement genre.