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on February 16, 2017
If you love Lords of Waterdeep, you will probably love this expansion. Lords of Waterdeep is easily in my top 5 favorite games. The base game plays very well and I will happily play it once or twice a week and don't get tired of it. In other words - you don't *need* this expansion to enjoy the base game. (Which bodes well for the game, but not necessarily the expansion.)

So why did I get the expansion? I mainly got this because I wanted to add in the option to play with a 6th player. When my sister and her sons come over to play, we're sometimes in the 6 player range and it's unfortunate to make anyone sit out. Scoundrels of Skullport adds a 6th player as well as two new modules to the game. You are required (per the rules) to use at least one module any time you are playing with 6 players. If you're playing with new players, this is easily done by using the Undermountain module. It adds 3 new buildings to assign your agent to without adding a ton of extra complexity. There are new buildings, Lord cards, quests, and intrigue cards - but you can simply tack on the extra board and forego all of those. If you want to use the cards/buildings that come with Undermountain, there will be nothing unfamiliar. It introduces no new complexities other than some quests which require a ton of "resources" for a huge payoff in VP. This may seem overpowered - but the sheer fact that you're doing those quests means you'll be doing less overall quests. It really does balance out just as well as the big 25 point quests balanced in the base game.

If you want to add complexity to your game, add the Skullport module. It introduces a new resource - Corruption. It, too, comes with new cards and a couple of new boards to sit beside the main board. I haven't played with this one yet, but definitely think it will add fun dynamics for when we want a slightly heavier 2-3p game. I won't introduce it to new players until they've played the base game a few times, but at that point I think it could work with 5-6p too.
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on January 3, 2017
This is the expansion for Lords of Watedeepr Lords of Waterdeep: A Dungeons & Dragons Board Game and is NOT a stand alone game.

This expansion is actually two separate expansions (Skullport and Undermountain) boxed into one. It adds in a 6th player option for the core by adding in the Gray Hands faction (with all necessary wooden pieces) as well as additional wooden pieces for the other 5 factions that come in the core game to allow for up to six players. It includes the location boards for Skullport and Undermountain, as well as new Lord cards, quest cards, and intrigue cards for both of the expansions that can either be used with the core game individually or together. Included are rules to allow for a longer version of the game (essentially adding in an extra agent meeple at the start of the game). With the Skullport expansion there is also the introduction of the corruption track - a high reward but potentially high penalty system for obtaining resources in the game.

The expansion adds even more high stakes with not only the addition of the corruption track, but also the addition of 40 point quest cards, further solidifying for the core game that the winner is never really known until final scoring is had at the end of the 8th round. In our gaming sessions, we've had a player win by turning in two 40 point quests over the last two turns, and only winning by a few points.

The have only been two complaints from our gaming group in regards to this expansion. 1) there is a new lord in each expansion that scores by completing missions ONLY from that expansion, and the luck of the draw may not be in your favor when utilizing both expansions with the core set. 2) the physical box, by virtue of not having a big gaming board in it like the core game, will often have its pieces strewn about even with the plastic tray insert.

Other than that, it's a great expansion, and we almost always (like 99% of the time) always use both expansions with the core game when we play.
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on February 5, 2015
A must-have for fans of the base game, Lords of Waterdeep. This expansion comes with two "Modules", or ways to augment the base game. Each module comes with its own set of buildings, intrigue cards, quests, and lords. There are symbols on the cards to distinguish between "Base Cards/Buildings", "Undermountain Cards/Buildings", and "Skullport Cards/Buildings". Players can choose to play with both modules as well.

The Undermountain module adds a mini-board which provides 3 new locations. The quests involved with Undermountain usually take more resources to complete, but the rewards are greater.

The Skullport module contains 2 mini-boards, one with new locations, and one corruption tracker. Corruption is a new resource with this module. It can help, but it can also hurt.

The expansion comes in a nice box (unlike the base game) and if you remove the insert and put everything in baggies/containers, you can fit everything in the nice new sturdy box.
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on July 24, 2014
I wouldnt say this is a must buy expansion. Lords of waterdeep does stand alone quite well and this expansion does not change the game drastically or in a way that was needed in order to enjoy the base game.

However, it does add to the style of the game and it adds another player, so if you have large game groups and need the extra player, or if you play this game a lot and want a bit of variety added to it, then I would recommend this.

It was given to me a s a present and it is now used every time we decide to play lords of waterdeep, even if we do not need the extra player.
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on August 16, 2016
Scoundrels of Skullport is a double expansion where one or both parts can be added to the base game to add more worker placement spots. My group always plays w/ both.
Pros:
-New boards w/ more worker placement areas.
-New Lords, buildings, quests, etc.
-New twist w/ "corruption".

Cons:
-Set up and break down of the game is a chore. For best balance, when playing w/ both expansions, some of the cards are removed from the game. This means everything has to be sorted before the correct number of random cards can be removed. You could get around this if you picked your least favorite of these to leave out permanently, but otherwise, these are supposed to be random.
-The Xanathar Lord sucks. He seems to be a bit handicapped.
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on August 22, 2016
I loved Lords of Waterdeep and I love this expansion!

First off, Waterdeep was already a great game and didn't need an expansion, but Scoundrels of Skullport just adds so much more to an already great game. SoS adds two new modules to the game that can be played independently or together. Undermountain adds in some larger quests and new ways to get resources for those quests, while Skullport adds a new mechanic with corruption. I really liked the corruption mechanic as it adds a new risk vs reward mechanic take too much and you're gonna regret it in the end, try to stay "pure" and you might not get the resources you need to win.

Overall, I rated this a 5/5, everything about it just really enhances the game.
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on October 7, 2013
Scoundrels of Skullport adds to the original Lords of Waterdeep in almost every conceivable way. Both expansions included (Undermountain and Skullport) add quite a bit of new material to the game, namely new quests, intrigue cards, building cards, and the Corruption mechanic. The new Lords, however, are pretty hit or miss to me, with most being boring and one being quite broken. The ability to play either a long or traditional game adds a lot of depth as well, and the ability to integrate a 6th player is most welcome.

The new rules inset does a good job explaining how to integrate one or both of the included expansions, and also includes a pretty detailed errata which answers most questions that naturally come up during the course of the game.

I really wanted to emphasise how awesome Corruption truly is in this expansion. It makes you feel dirty and well, corrupt, to pursue such unrestrained power in the context of the game. It seemed that each game I played with the Skullport expansion was a sheer rush for all players to obtain as much Corruption (and other resources, too, of course) in the early game, and the later portions of the game everyone was definitely managing their corruption and trying to get rid of it (if possible).

This expansion is definitely enjoyable and it's difficult to even think of playing the base game without the expansion now. Well done, WOTC.
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on March 28, 2016
Lords of Waterdeep is a game we play quite often in my house so when we saw that there was an expansion we had to buy it. This is actually 2 expansions instead of just one and both integrate very well into the game. The major selling point for us was that it added a 6th player to the game and since we are a family of 6 that all enjoy this game it allows us all to play without leaving someone out.

I won't go into the mechanics and game play in this review because other reviewers have done that quite well already probably much better then I could.

I will just keep it simple, if you like Lords of Waterdeep this is an excellent addition that will keep the game interesting and adds a lot of extra content and strategy to the game.
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on January 5, 2016
A must-have expansion set for LoW. But once you get this expansion, you'll most likely never go back to the original game set. It unlocks the potential of LoW and really makes it enjoyable. I couldn't imagine playing LoW without this expansion! You can't play this on its own; it can only be added to Lords of Waterdeep game for extra enjoyment.

Highly recommended for families; we scoff at games like this in the past, but now our family & extended families are hooked and we play no matter where we visit! Lots of enjoyment!
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on January 29, 2014
LoW the base game has been the *most* popular and replayable board game. It's good enough to play /w 2 people or 5 people.

This expansion (which is really two expansions) makes EVERYTHING BETTER.

You get Skullport (new resource in the form of corruption/-points) and Undermountain (more intrigue, bigger quests) and new lords, intrigue, and buildings appropriate to the new mechanics. You also get a new color to add a new player.

We've primarily played Undermountain and it makes the game MUCH more forgiving when there's more players b/c it's harder to 'lock' a single player out of a key resource. My wife and mother in law don't like the idea of corruption (mom's a little religious/goody goody) so we haven't played it much, but based on reading through the buildings, cards, etc., it adds a lot more volatility to determining who wins in the end.

There's extra agents to play a 'long game' variant, which is nice (broke 200 points once o.O).

Some folks have mentioned issues with the first run (which I think i have). The quest cards are printed 'upside down' compared to the base game. Makes it easier to sort for us afterwards b/c we just sort based on orientation of the back of the card. There are icons on everything so you can easily see which expansion it belongs to.

There's a game mode that lets you play with both expansions, but then you remove cards and buildings from the original expansion, which can give you a lot of different synergies/combos compared to just playing with one expansion.

There are some really cool synergies/combos around certain quests, intrigue cards, and buildings. For example, mom completed a quest that allowed her to draw an intrigue card after she plays one and then there's another building that allows you to play multiple intrigue cards (I think 3) and another quest? I think that gives you victory points for intrigue cards. She literally couldn't use all the intrigue cards she accumulated, but it was pretty fun and cool since we had to change our strategy to try to prevent her from playing intrigue cards.

Finally, there's a intrigue card that allows you to 'steal' resources from an opponent, but then that player gets the intrigue card (so they can 'attack' you back later). The flavor text is: Cue Evil Laugh. So we made mom do an evil laugh everytime she used it, which is hilarious in and of itself.
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