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Dungeons & Dragons: Lords of Waterdeep - Board Game Box Shot

Dungeons & Dragons: Lords of Waterdeep

User reviews, ratings, tips and strategies. Leave your sheep, clay, rails and workers at home. This euro-game seeks those who crave quests and adventure!

go to: Who would enjoy this game?

Overview

When Klaus Teuber introduced Settlers of Catan in 1995, the hobby gaming world was captivated by what is now known as the “Euro-game.” Many games using resource management and worker placement mechanics followed. These games were expertly crafted to be well-oiled game machines and often light in theme. On the other end of the gaming spectrum is the world of Dungeons & Dragons – specifically the Forgotten Realms. Originally created by Ed Greenwood and introduced in 1987, this fantasy “universe” offers a rich and vibrant world theme and immersion for role-players. What happens when one game form meets the other? Chemistry!

Gameplay

You are one of several Lords of Waterdeep with a secret objective, and you are vying against other influential lords for control of the city. To gain control you will send your agents out into locations in the city to recruit fighters, clerics, rogues and wizards to complete dangerous quests at your whim. Completed quests give you victory points and gold. Each Lord also has his or her own secret objectives as well. The Lord with the most victory points after 8 rounds of play is victorious.

Lords of Waterdeep lord cards

Each turn, players assign “Agents” (D&Deeples as they have been named) to locations in the city of Waterdeep in order to seek out the adventurers needed to complete quests. If the player has the adventurers and or gold needed to complete that quest stored in their tavern on their play-mat, the quest is completed and victory points and gold are scored. After all the Lords in turn have placed their agents, gained their resources, and completed whatever quests they can, the round ends. Essentially, that’s all there is to a game round.

Lords of Waterdeep player mat

example player mat

As in most “worker placement” games however, the interaction and competitive nature of the game reveals itself as each Lord seeks the same resources from the same locations to complete their quests. Only one Lord’s agent may occupy a building during a round – with some exceptions. So one important building an agent can visit is the Castle of Waterdeep – which give that agent’s Lord the First Player Marker. Being the first Lord to place an agent each round is a big deal.

Waterdeep building card
Lords can also purchase buildings (chosen randomly from a stack) that can provide resources, as well as other game effects for Agents that visit them. Purchased buildings provide not only an additional location for Agents to visit and resources but also grant a resource bonus to the Lord that owns them.

Lastly, Lords can gain Intrigue cards, and by having their Agents visit Waterdeep Harbor can play them on other Lords; often times with negative effects. Intrigue cards add those powerful and unexpected effects and add another level of interaction between the Lords of Waterdeep.

Lords of Waterdeep box interior

Components

The components of The Lords of Waterdeep are as vibrant ad they are useful. Every aspect of the game is expertly crafted and provides a perfect synergy between game play and each component’s functional use. The cards are easy to read and well illustrated with Dungeons & Dragons themed art from a host of staff illustrators. One of the standout aspects of the game is the box insert. Every component has its place, and the insert even has small indentations that allow easy access to cards and tokens with a simple push. It is among best storage inserts to date. (with Airlines Europe) What a pleasure!

Learning Curve

Lords of Waterdeep has a low learning curve. The game can easily be taught in minutes, with an hour playing time – even for new players. Worker placement games traditionally have simple game phases. But the game’s complexity manifests itself in the form of play options or limitations as play progresses. In this game, the choices remain varied but they are manageable and steer the player toward a singular goal.

Who would enjoy this game?

Family Gamer {yes}
This is a game that an entire family can enjoy – even children as young as 10. It can be a perfect bridge for younger players to experience a euro-style board game for the first time and with a cool theme. (Well if you think going on quests is cooler than farming… which it is.)
Strategy Gamer {yes}
The game offers great strategic options. Each turn you assign your resources toward accomplishing goals, while the other Lords are attempting to do the same. It takes planning, a bit of cunning and a well thought out strategy. And you get to boss wizards around!
Casual Gamer {yes}
If you have ever wanted to try a euro and thought they would be as fun as operating a printing press, casual gamers rejoice! Here is a game you can play in around an hour that will give you a taste of what a well-designed euro is like.
Avid Gamer {yes}
Replayability! The game offers several mechanics that offer a rewarding play experience after many games. From playing as one of eleven different Lords to the many quests and buildings available to explore, the game offers great satisfaction for avid gamers.
Power Gamer {maybe}
As one of the most talked about games recently, Power Gamers will probably play Lords of Waterdeep. After that, it depends on each individual gamers level of appreciation for what the game offers. Since the game scales so well from beginners to advanced players, it may find a place on their shelf.

Final Thoughts

Whether we like to admit it, there can be a deep separation between those folks that like to kick back with a good German board game and those gamers that play games to immerse themselves in the deep thematic plots the Forgotten Realms universe can offer. In fact, they are usually found in separate rooms at most gaming conventions. Was the idea to create a game that attempts to appeal to both of these groups? Does Lords of Waterdeep satisfy both these gamers’ itches?

In a word: no. Lords of Waterdeep can only be classified as a Euro-game. It is a derivative of worker-placement, resource gaining, and victory point tracking mechanics from many euro-games that have come before. This is not a D&D board game on the level of Wrath of Ashardalon. And any desire to roleplay, or imagine the small wooden cubes as small questing adventurers will fall a bit flat.

However, contrary to some opinions, the Forgotten Realms theme is not just “pasted on” but tightly woven into the mechanics to provide a fresh thematic journey for control of Waterdeep. So, what kind of game is this?

This is a game for anyone. No, it won’t turn a role-player into a euro-gamer or vice versa. But it strength lies in it’s accessibility. Perhaps the theme could have been anything, but its not. The vivid images and well conceived mix of variable player objectives, random Intrigue card draws and rich Forgotten Realms theme provides a perfect experience for those that have always wanted to try a euro, but found them too dry or technical.

Rarely has there been a game that combines so many enjoyable aspects from several sources, and still keep the game logical, compelling and accessible. Rodney Thompson and Peter Lee have created a gem: not for any one gamer type, but accessible to all. The Lords of Waterdeep is simply great fun.

User Reviews (71)

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2
9
49 of 55 gamers found this helpful
“Fun Theme in a Euro Game”

This was first exposure to a worker placement game, and I really enjoyed it! This may have had something to do with the simplicity of the mechanics in addition to how much I enjoy the D&D theme.

Game Components
As long as you don’t want to store this game in its side, the components and box design in this game are excellent. The cards all feel like solid quality card stock with a nice feel in your hand. The artwork is engaging with sufficient variety. The board and player mats all clearly delineate where everything is placed, which dramatically cuts down on messy table tops. I’m the type of person that likes for everything to be nice and neat on the table, and this game clearly accomplishes that. And when it’s time to put the game away, everything fits clearly and snuggly in the box. As long as you don’t store it on it’s side in which case everything is likely to get mixed up.

Mechanics
This is a simple worker placement game where you gather resources (wizards, clerics, warriors, rogues, and money) and use them to complete quests with a variety of awards including victory points, more resources, and sometimes recurring positive conditions. For people not familiar with Euro style games, this is a great introductory game although more experienced Euro gamers may find themselves getting bored with the simplicity of the mechanics.

Theme
This really is a Euro game with a little bit of a theme thrown on top. You are “shadowy” Lords of Waterdeep (hence the title) working to complete quests that will enable you to take control of the city with know other players knowing who you are playing as. This makes for a fun reveal at the end and some nice artwork, but the theme is a minor enough element that it’s easy to forget about while placing your workers.

General Game Play
Every turn you begin by placing an agent on any one of several spots on the board that each give you different resources, allow you to gain quest cards or intrigue cards, or to play intrigue cards. After you collect your resources/play your cards, you can then complete one quest (this simply involves paying the required resources) and collect any rewards. Everyone takes turns placing their agents until they have placed all available agents. Then the round ends and everyone collects their agents again. The game ends after the completion of 8 rounds. At that point, victory points are totaled to determine the winner. It’s nice to have a limit of 8 rounds for controlling game time.

Overall, I really enjoyed this game as an introduction to a worker placement game as well as the theme even if it wasn’t a major component of the game. I have also played it with both the minimum and maximum number of players and enjoyed it both ways.

 
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2
Rated My First Game
 
49 of 55 gamers found this helpful
“Great intro worker placement game”

Lords of Waterdeep is one of the best new games I’ve played in a long time. While worker placement games are nothing new, Wizards has taken a popular genre and put a fresh of coat DnD paint on it. While at its core, quests are the best way to accumulate victory points. But by playing intrigue cards and owning buildings, you can affect others resource collections which in turn can hinder their ability to collect victory points.

There isn’t a lot of luck to the game except the quest cards that are revealed at Watchcliff Inn. Sometimes you’ll miss the opportunity to claim a high reward quest. But if that happens, you can hinder that person that claimed that quest by trying to starve them of adventurers or playing mandatory quests on them.

Lords of Waterdeep is one of those games where your strategy may have to change as the game is played. So it’s be important to be able to adopt a new gameplan mid-game.

The components in this game are top notch. All the buildings and tokens are made of heavy stock cardboard and the cards have a textured surface to them which gives them a high quality feel. In addition, Wizards has provided a well designed storage tray to hold all the pieces once the game is done.

Gamer Geeks – This game was immediately liked by my gamer geek friends.There’s enough depth and strategy to keep a player interested. And due to the many intrigue, quest and building cards, there is a good replay value to it.

Parent Geeks – After just one game played with the family, they all were anxious to try it again. My wife, the casual gamer, had no problem understanding the rules and developing a strategy over the course of the game and even won our first game. As such, this is good game for the casual gamer and a great introduction to the worker placement genre.

Child Geeks – My three sons, ages 9, 12, and 15, had no problems grasping the rules and after one round the rulebook wasn’t referenced again. While my 9 year old understood the rules, he had a little trouble developing a decent strategy. I think that will develop over time. But child geeks below 8 may lose interest in the game over time. In addition, good reading comprehension is needed to understand the quests and intrigue cards.

My biggest knock on the game is that once we got several rounds in the game, the theme of the game started to be lost. Over time we stopped calling the adventurers rogues, wizards, fighters and clerics and instead called them black, purple, orange and white cubes. We also started to gloss over the quest flavor text and just started looking at the quest requirements and rewards.

But aside from that, I’m very pleased with this game. In the multiple games I’ve played, long after we finished we continued to talk about the game, the strategy, what to do in the future and when we were going to play again. For my family and gaming group, this game is going to have some staying power. Waterdeep, City of Splendors, is a city well worth visiting again and again.

 
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3
Sentinels of the Multiverse fan
10
49 of 55 gamers found this helpful
“Simple or Simply the Best!”

Ok so lets start this off with my opinion on this game. Visually it is stunning all the components are so well made and fit so perfectly. The real joy was opening up the instruction manual because it is just incredible with it’s easy to read rules and easy step by step set up of the gameboard. I really enjoyed the resource building and how the intrigue cards allow you play against or help certain players out. Ok so now on to a more detailed breakdown of the game and it’s mechanics. I must warn you all this is my first Euro-Game resource builder.

Gameplay:
Gameplay is based on several components but that can be very deep but we break it down into simple parts. The game is round based concluding after eight rounds with the winner being the person to collect the most victory points (VP). VP is collected or won by completing quests. The game is played through agents which are pieces you control that allow you to build new buildings with special effects as well as gain new adventures to complete quests, gain gold, gain new quests, and play your intrigue cards. The game round starts with player one who is represtented by the person holding the castle piece. You and your fellow players alternate taking turns placing agents on the board to gain one of the items I spoke about above. after you place an agent on the board if you have the requirments needed to complete a quest you may do so. the round plays out that way till no players have anymore agents when that happens the round ends you collect your agents back and the next round begins. Simply put play an agent complete a quest. It may sound easy but the strategy is very deep because your going to constantly be planning your next move to complete the most quests or gain the most advantage. In addition to your quests, agents, gold, and intrigue cards you have a lord card who is not only the persona your playing but they will offer you bonus VP for completing certain types of quests. You keep your Lord a secret till the end so that way players don’t try to eat up all the quest cards you need.

Components:
Agents
gold
quest cards
intrigue cards
lord cards
guild play mat
board
guild markers
VP Marker
VP gems

In closing I hope you enjoy this game as much as I am starting to and I hope my breakdown helps you if your on the fence about buying it.

 
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7
Advanced Grader
Novice Reviewer
Knight
9
49 of 55 gamers found this helpful
“Pros, Cons and Catan Comparison”

Lots of people have already experienced being adventurers in D&D, where a rich noble hires you to take on quests that provide you with treasure and gold. Now what if you actually played the noble that hires the adventurers? You get Lords of Water Deep.

Note: This is not a D&D adventure game for those of you who were hoping for one.

Summary:
In this game, everyone represents a noble with agents. Your identity is secret to only you until the end of the game and your agents are used to do your bidding whether it be investing in buildings, recruiting adventurers, seeking quests, or even doing your dirty work (intrigue cards). Each player takes turns placing these agents around the city to help achieve their goals. These goals usually entail making buildings or completing quests of a certain type. To win, you need to have the most victory points by the end of the game. These victory points are “usually” given by quests and making buildings, but there are a few exceptions such as intrigue cards and some buildings can give you VP if your agents occupy them.

Pros
– Let’s start with the amazing box and layout. This is the most organized game to play and clean up that I have ever seen. Every slot is made for good fitting and easy removal. Plus when you play the game, the layout is exact to where you leave all your pieces and cards.
– This game is very dynamic. Your lord is random, so your strategy and objective change. There are buildings that are permanent on the board, but as players make other buildings, it gives you more options to utilize your agents with. The quests available are constantly rotating as well. Then just as you think you have everything, the intrigue cards can let gain supplies, attack players, and force lords to focus on annoying side quests.
– While this isn’t a D&D game, for D&D fans this game holds a lot of flavor text and lore within the cards. I will admit, I usually get straight to the point of my cards but it’s always there if you want to take the time to review them.

Cons
– The adventurers are represented by colored squares. I’ve read some reviews where people are upset about this. This doesn’t bother me as much but it’s worth mentioning since I’ve seen several bring it up (it is D&D afterall).
– There’s no interaction between lords, other than to thwart one another with intrigue cards.
– While the Instructions were very good for the most part, I did get confused on the sequence of turns. The instructions tell you that you can place one agent on your turn, but they don’t tell you that the actual turn/round isn’t over until all agents are placed. In a separate area of the booklet, it does tell you that all agents go back to the agent pool at the end of the turn. Very small issue, but still should have been included in the turn walk through.

Catan vs. Waterdeep

Let me be the first to admit that these probably shouldn’t be compared against each other, because they are different beasts in their own right. But both are Euro Games and Catan is one of the most famous. That being said, I feel that Catan has a good edge on Waterdeep when it comes to player interaction. Catan is a fun game, but the real meat of that game is the bartering with other players to get what you need. This forces others to be more social to achieve their goals.

As for Lords of Water Deep, I love the fact that this game is dynamic. The city evolves because of the buildings being made and quests are always changing, depending on the type of quest. Sometimes you need to raise an army and sometimes you need to include money with your adventurers. I will admit that I’m also a little bias towards the theme of this game. Yes you are still gathering “supplies” to win, but the D&D side of me enjoys knowing I’m recruiting adventurers to do my quests.

Overall Catan will always have a special place in my heart and I will continue playing it, but I feel that Lords of Waterdeep is a more fun and enjoyable Euro game. I was very impressed with it, and I would recommend it to anyone who like this type of game.

 
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3
Australia
10
49 of 55 gamers found this helpful
“Easy to pick up, hard to put down!”

Original Review @ Ooo, Shiny! & BGG

Where do I start?

I’ll start with the simplest of simple three words I could say:

We.
Love.
It!

This game, unlike some of our other favourite games, is not co-operative and instead of competitive. Our household really does prefer not delving into competitive games since some of us (not naming myself >.>) are sore losers. This game though, is one of our few that we have no problem whatsoever about playing and easily recommend it to others who may be afraid of playing a competitive game!

We have only played the game most of the time with a minimum of three players and a single match of five players. The three player game was my wife, our 13 year old son and myself while the five player game was those players plus the parents. The three of us love it, the parents got the hang of it and liked it more than other games we have because of how easy it was to learn.

My wife and myself LOVE board gaming yet prefer to play games that aren’t too confusing or at least the rules are easy to grasp to lower the need to worry about rulebook the whole game. When it comes to Lords of Waterdeep, the game’s rules are almost the most simple we’ve ever experienced where instead of holding onto the rulebook, you look at the cards and they explain it all to you. It almost has the simplicity of Fluxx (we own Monty Python Fluxx) in that regard.

We are also Dungeons and Dragons fans for the pen and paper tabletop gaming and hence we bought previously the game Wrath of Ashardalon and haven’t really gone back to it since (more because of it’s rules vs what we’d expect from 4th Edition D&D) but Lords of Waterdeep was a breath of fresh air with the emphasis on worker placement rather than another roleplay board game.

Instead of going to a dungeon, Lords of Waterdeep is about vying for power within the City of Splendors, Waterdeep. Each lord or Lady has their own agenda that is kept secret from the other players while you try to amass whatever your current Lord/Lady needs to win the game.

As previously mentioned, Lords of Waterdeep is a worker placement game where you are trying to place your meeples in the city where you gain the best benefit of more people on your side (cleric, fighter, rogue & wizard) to help complete quests or perhaps to get more gold to help purchase more real estate in the city.

The game itself doesn’t feel like you are doing nothing at any time and doesn’t feel like it goes on for too long or short. Each game will be approximately 30 to 60 minutes in length and all actions occur nice and quick in a simultaneous manner. There are pause moments but the game flows smoothly enough that even our 13 year old was eager to play and his attention span is well.. He’s a 13 year old with ADHD, you do the math on how many can sit and play a board game for up to an hour or more!

A side note for those who, like myself, have fun working out how to store a game (re: Arkham Horror) when not using the box: Whoever came up with the final idea for Lords of Waterdeep’s box design was a genius! There is just enough room for everything, every wooden cube, every meeple, every card, all has it’s designated place as instructed in the back of the rulebook!

The only downside I can think of with the whole game and this is me fishing for this is the variety of what the Lords/Ladies have to do to do to win the game are not as varied as I would have liked. They are mostly similar in what they have to do except for one or two that are different to the rest.

That is literally the only negative I can think of and I believe my wife will agree with me, heck even the son too. It is by no means a turn off for us since we still really, really enjoy it. This one negative I believe will be easy to fix, perhaps, with expansions. One such expansion is on it’s way (Scoundrels of Skullport) which we are very much looking forward to!

I never really do a score for my games but in our newly joined board game group, we were asked the open question of “What is your favourite five” or something similar to that and both of us immediately said “Lords of Waterdeep’.

Highly recommended!

 
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4
Miniature Painter
Video Game Fan
10
55 of 62 gamers found this helpful | Medals x 1
“In My Top 5 Board Games”

What is the Lords of Waterdeep about?

The Lords of Waterdeep isn’t your typical D&D game. While it takes place in the D&D universe, you and your gaming group take the roles of various Lords that are working to gain dominance by assigning agents to go out and hire adventurers to go off on various quests.

As part of assigning your agents, you can also (1) buy buildings that offer adventurers, gold, or other rewards, (2) play intrigue cards that will always benefit you in some way and may either benefit or hinder other players, (3) acquire additional quests for your faction. Each Lord has specific victory bonuses that are kept secret from other players, such as a Lord may gain extra victory points from completing any Arcane or Warfare quests.

The game is played over eight rounds and at the end of the eight rounds, the player with the highest victory points (VP) wins. VP is earned by completing quests, having adventurers in your tavern, having gold, and completing certain types of quests that are specific to your Lord.

Each quest will have a certain requirement in terms of the type of adventurers that are needed to complete it. As you play the game, you will notice that many of the quest cards make sense in terms of the type of adventurers they will need. A combat-heavy quest will need more fighters and rogues, whereas a quest that deals with cleansing of evil or magic may require more clerics or wizards. The art on the cards also looks fantastic and each one has some flavor text to add to the immersion.

What do I like about the game?

One of the things I really like about LoW is that it’s easy to learn and easy to teach to new players but there are so many subtle complexities that you never feel like you’re settling for a light game just to appease to the non-gamers that you’re trying to play with. This is, to me, the quintessential gateway game.

The complexities wonderfully open up to you and your gaming group the more you play. For example – do I pick up these high reward quests now that will require me to save up a ton of resources before I can cash in, or do I take quick quests that I can complete faster for smaller rewards but will give me extra points for Lord affinity at the end of the game? Do I use my Intrigue cards now for an early advantage, or wait to see who’s leading before assigning them with mandatory quests? Do I focus on using my gold to acquire buildings or do I hoard my gold to complete the bigger quests? There’s always a ton of options available to every player.

Also, the components are top-notch – excellent board, fantastic art, pieces, cards are nice and thick, and everything just oozes of the overall theme. Storage in the box is also excellent and the rulebook has a storage diagram to help with it.

Closing comments

Overall, this game is brilliant. I have been getting my wife into board games and this and King of Tokyo are the two games I have been using to win her over. If you need additional proof as to how awesome this game is, check out Wil Wheaton’s Table Top episode on this game. I was sold after watching it. I highly recommend getting this game if you like a non-traditional fantasy theme with some truly engaging resource management thrown into the mix.

P.S: If you want to throw in some additional atmosphere, I recommend playing some irish pub music in the background while you play (the World of Warcraft Tavern music soundtrack is a good option too). Also, if you get this game, I highly, HIGHLY recommend getting the expansion game Scoundrels of Skullport, as it adds a whole new level of awesomeness to an already awesome game, by adding in some really crazy quests, new lords, new buildings and areas, an additional faction and a Corruption track (basically you get these quests or buildings with really good early rewards, but if you choose to undertake them, your player gets corrupt and as more players get corrupted, the overall corruption level serves as negative victory points at the end of the game. Fantastic!).

 
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6
Canada
Gamer - Level 6
9
54 of 61 gamers found this helpful | Medals x 2
“Waterdeep Bandwagon Review”

An epic adventure packed into a worker placement game? Lords of Waterdeep seems too good to be true. Does it match up to the hype? After reading lots of mixed opinions I can honestly say I don’t really get the debate. Lords of Waterdeep is easily one of the best worker placement games out there and worker placement games are abstract, sorry your box didn’t include D&D Minis.

Objective: To be the player with the most points at the end of the 8th round.

Gameplay: The basic gameplay goes like this, players take turns placing an ‘agent’ onto any unoccupied space. When all players have placed their last man, Agents from the ‘Waterdeep Tavern’ are reassigned and then the ’round’ ends. When 8 rounds have been completed the game is over.

Once a white agent symbol has been filled, no one else may place an agent in that building/location this round.

Scoring Points: The goal of the game is to get the most points, so lets talk about how you score these points.

Quests: Completing Quest Cards is the main and most effective way to score points. I tend to think of this as the only way to score points, and all the others are just “bonus points” Each quest card clearly states its requirements and then its rewards, your quest cards are not hidden so it is fairly easy to see what a player is trying to complete. It will become important with more plays and towards the end of the game; you may only complete 1 quest each time you place an agent.

The quest type is located above the quest art, these are important for scoring points with your Lord Card. The red sideways diamond is the amount of victory points the quest is worth.

There are 3 main ways to gain quest cards, you can only complete a quest card if you own it, you either get 2 gold or 1 intrigue card with your quest or you can discard the available quests, flip over 4 new ones and choose one of them.

Lord Cards: This creates a bit of strategy for picking quests, however I have always scored higher ignoring these and just choosing quests that rewards will help to complete other quests. Most Lord Card will have 2 types of quests listed, each completed quest will grant you 4 points at the end of the game.

The Builder’s Hall: Once per round a player may place an agent here, this allows you to place a building on the board with one of your faction’s markers on it. If another player places an agent onto a building you constructed (owner) you will get a bonus reward, sometimes this can be victory points other times it is gold or blocks. The victory points mainly come in because each turn 1VP is added to each building that is available for purchase, and when you construct a building you score points equal to the number of accumulated victory points.

The 3 gems that will be placed every turn are placed underneath the Builder’s Hall and represent the current turn, on turn 5 ALL players receive and additional Agent to keep up with the growing placement options

Intrigue Cards: What would a worker placement game be without good cards that can alter game mechanics. Intrigue cards do that, but put you in an interesting and unique position. In order to play your intrigue card you must place an agent in the Waterdeep Harbor, luckily at the end of the round players will get to replace any agents that went to the Harbor. This is a rather brilliant mechanic since the Intrigue cards are not super game changing and only offer a small advantage. The Waterdeep Harbor concept is an awesome replacement for super powerful cards that cost an entire action to gain.

When you replace your agents from the Waterdeep Harbor you place them in the order that you placed them on the Harbor, this is what the number represents.

Components: This is where the majority of the debate comes in, a LOT of people feel that the coloured cubes take away from the Waterdeep theme. While I will admit that yes, fighters rogues, wizard and cleric minis would improve the game a ton, the extra 10-20$ would not. As far as components go everything is awesome quality, tiles are nice and thick, the board itself is not over the top but wont break or wear down easily. Your meeples are sort of custom, and you get a first player marker which can be useful as you add beer. Personally I feel better Lord Cards would do more for the theme than custom meeples in place of the coloured cubes, they need some cooler artwork and definitely need better back story for those not familiar with Forgotten Realms.

I am not sure where I stand on the gold, it was really annoying to punch out since you had to punch the little whole out of every single one. I also do not understand why these holes exist in the first place.

Lords of Waterdeep has sure sold me, but who else would enjoy playing?

Family Gamers: Lords of Waterdeep is really really easy to teach, there are not a ton of rules and turns fly by. Surprisingly there really isn’t much violent theme, your goal is to gather adventurers and complete quests, adventuring doesn’t always have to be violent. I would recommend this game to family gamers over monopoly any day.

Casual Gamers: Worker placement games seem to do great with most casual gamers. Lords of Waterdeep fits this description better than any worker placement game I know, it plays faster and with more interaction than most worker placements and adds an awesome way to screw over your buddy with mandatory quest cards. The apparent ‘lack of theme’ actually does great here, since you are still pretending your pieces are something else (like in every worker placement game) why not pretend to have a crew of wizards and fighters over primary and secondary colours, over ‘resources’ such as wood and certainly more exciting than pretending to be farmers. If you are going to pretend, why not pretend to be something exciting, Lords of Waterdeep will do best with casual gamers.

Gamer Gamers: For heavy gamers this light worker placement game is not just another worker placement game that ‘lacks theme’. In fact, Lords of Waterdeep leaves you with more choices than most games out there, and does so in a way that isn’t confusing, long winded or boring. Although there are multiple ways to win and multiple options to place your meeples at, some choices are clearly better than others. This is usually something that would make hardcore gamers shy away and something that would make a game not friendly to new players, BUT Lords of Waterdeep has mechanics that work to combat this. Adding new places to send your ‘agents’, and the genius behind the Waterdeep Harbor area do a great job minimizing the poor choices while your Lord Card serves as another way to score points.

 
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10
United Kingdom
Professional Reviewer
Crab Clan - Legend of the Five Rings
Book Lover
8
66 of 75 gamers found this helpful | Medals x 2
“Non-traditional or non-American? It's a Eurogame”

As the owners of the great Avalon Hill brand, it is no surprise that the board games published by Wizards of the Coast to date have fallen into the “Ameritrash” category. To label them as such is not denigrate them, for their emphasis has been highly developed themes, characters, heroes, or factions with individually defined abilities, combined with player-to-player conflict and a high level of luck. The publisher’s latest title has proved to be anything but an “Ameritrash” board game, but is instead a classic style “Eurogame,” which means relatively simple rules, a short playing time, a degree of abstraction rather than simulation, player interaction, player competition rather than player combat, and attractive physical components. What is more, this is a game based on Dungeons & Dragons, and specifically on the Forgotten Realms setting. Its title is Lords of Waterdeep.

Most Dungeons & Dragons board games deal with the themes inherent in those two words – “dungeons” and “dragons.” So they focus on delving into dungeons, facing dragons, and so on. Not so, Lords of Waterdeep. It is set in Waterdeep, the City of Splendors, the most resplendent jewel in the Forgotten Realms and a den of political intrigue and shady back-alley dealings where powerful, but masked lords vie for control of the city through of the region’s organisations that include the City Guard, the Harpers, the Knights of the Shield, the Red Sashes, and the Silverstars. They send out their Agents to acquire Buildings and access to better resources; gain Gold to make the many purchases necessary to ensure their rise to power; the means to Intrigue with their fellow Lords; and hire Adventurers whom they can send out on missions or Quests that once completed with spread their influence and gain them true power.

Designed for play by between two and five participants, aged twelve and over, once learned, Lords of Waterdeep can be played in an hour, no matter what the number of players. The box contains a game board, a rule book, five player mats, one hundred Adventurer cubes, one-hundred-and-twenty-one Intrigue, Quest, and Role cards, thirty-three wooden pieces that include the game’s various Agents and the score markers, and one-hundred-and-seventy card tokens that include the Building tiles and Building control markers, and plenty of Gold. All of which fits easily and neatly into the game’s insert tray that holds all of the game’s components almost perfectly.

Lords of Waterdeep’s game board measures 20” by 26” and depicts the city port of Waterdeep in Faerûn. Besides the Victory Point track around its edge and the spaces for the Intrigue and Quest cards, most of board has spaces for various Buildings that include Aurora’s Realms Shop, Castle Waterdeep, and Waterdeep Harbour as well as empty spaces where the players can put up Buildings of their own. Each of the Buildings provides a specific benefit. For example, the Aurora’s Realms Shop gives four Gold; the Builder’s Hall lets a player purchase an Advanced Building and bring it into play; Waterdeep Harbour allows a player to use an Intrigue card; the open-air stadium that is the Field of Triumph is where you can hire Fighters; new Quests are available to take at Cliffwatch Inn; and taking control of Castle Waterdeep lets you go first on the next round and draw an Intrigue card.

Besides the nine Basic Buildings marked on the board, Lords of Waterdeep includes twenty-four Advanced Buildings. These work in a similar fashion to the Basic Buildings, but the benefits provided by each are usually better. For example, when a player visits the Smuggler’s Dock, he can spend two Gold in order to hire four Adventurers, although only Clerics and Fighters; The Waymoot accumulates Victory Points that any player can visit and collect; and when at The Palace of Waterdeep, a player can direct the Ambassador at the beginning of the next round – and the Ambassador always acts before anyone else can take their turn. A side benefit to owning an Advanced Building is that when another player uses it, the owner gains a small benefit. For example, when another player uses the Smuggler’s Dock, its owner receives two Gold, and with The Waymoot or The Palace of Waterdeep, he receives two Victory Points.

Like the game board, the twenty-four page rulebook is done in full colour. It is well written, with quite a lot of information that includes plenty of examples. There is also a reasonable amount of background information too; enough that fans of the Forgotten Realms will appreciate the references, but not enough to overwhelm the casual player who does not roleplay. Overall, the rule book requires a careful read, but the rules themselves are fairly easy to grasp.

There is a player mat colour coded to each of the game’s five organisations – the City Guard, the Harpers, the Knights of the Shield, the Red Sashes, and the Silverstars. Each mat has spaces for his Agent Pool and other resources, plus his Completed Quests, as well as indications around the side to place his Active Quests, Completed Plot Quests, and his Lord of Waterdeep card.

The game’s one-hundred Adventurer cubes are divided into four colours – white, orange, black, and purple – representing Clerics, Fighters, Rogues, and Wizards respectively. These are the game’s primary resources, which along with Gold, are what a player will need to complete Quests.

At the heart of Lords of Waterdeep, and what the players are trying to complete, are its Quests, represented by the Quest cards. There are sixty of these and they come in five types – Arcane, Commerce, Piety, Subterfuge, and Warfare. Each Quest card gives the requirements necessary to complete and the rewards it grants when completed. For example, the “Domestic Owlbears” Arcana Quest card requires one white and two purple – or one Cleric and two Wizard cubes, and rewards the completing player with eight Victory Points, one Fighter or orange cube, and two Gold. A second type of Quest card is the Plot Quest card, which when completed gives an extra reward throughout the rest of the game. For example, the Skulduggery “Install a Spy in Castle Waterdeep Castle” Plot Quest card requires four Rogue or black cubes and four Gold to complete, and when done do so, not only rewards a player with eight Victory Points, but for every subsequent Skulduggery Quest completed, rewards him with another two Victory Points.

The cards that the players will use throughout the game are the Intrigue cards. These tend to grant a player extra Adventurers or extra Gold, or penalise rival players. For example, the “Spread the Wealth” Intrigue card gives both its player four Gold and another player of choice, two Gold; whilst the “Assassination” Intrigue card forces every other player to discard a Rogue or black cube from his tavern on his player mat. If a player cannot discard a Rogue, he must pay two Gold to the player who put the Intrigue card into play. Another type of Intrigue card is the Mandatory Quest which when given to another player forces him to complete that Quest before any of the others before him. For example, the “Stamp Out Cultists” Mandatory Quest Intrigue card forces a Lord to expend a Cleric, a Fighter, and a Rogue cube to complete it before moving onto his other Quests. Sadly, he only receives two Victory Points for completing it.

The first card though, that each player will receive is a Lord of Waterdeep card. Each one of these depicts one of the members of the secret council that governs the city, along with their name, some flavour text, and an effect that in providing a benefit at the end of the game will influence a player’s actions during the game. For example, Nymara Scheiron gives a player an extra four Victory Points at the end of the game for each Commerce and Skulduggery Quest completed, whereas Larissa Neathal gives six Victory Points for each Advanced Building she controls at the end of the game.

At the start of the game, each player receives a player mat, the Building control markers, and Agents, all of the same colour. The number of Agents received varies according to the number of players. With fewer players, each player receives more Agents; with more players, they receive less. This is the game’s core balancing mechanic. However many Agents a player starts with, every player receives a further Agent at the start of the second half of the game. Each player receives two Quest cards, two Intrigue cards, and a single Lord of Waterdeep card. This last card is kept hidden until the end of the game when everyone works out their final score. Lastly each player receives some Gold, the amount varying according to play order. The player who goes receives just four Gold, the next five, then six, and so on until the fifth player – if there is one – receives eight Gold. This is the game’s second balancing mechanic.

The game is played over the course eight Rounds. In each Round, the players take it in turn to assign a single Agent and then if they can, complete a Quest. Each Agent is assigned to a space on the board in an available Building or Advanced Building space. When he does, the Agent gives the player the benefit from that Building. Most Buildings have a single space, so that once an Agent has been assigned there, no Agent can be sent there to make use of its benefit, though some Intrigue cards allow a player to assign an Agent to an already occupied building. Thus if a player wants to purchase and construct an Advanced Building, he must assign an Agent to the “Builder’s Hall” before anyone else, or wait until the next Round. In which case, he probably wants to assign an Agent to Castle Waterdeep gain the opportunity to go first at the start of the next Round. Otherwise, a player must assign an Agent to another Building.

Two Buildings – Cliffwatch Inn and Waterdeep Harbour – have multiple spaces, so that more than one Agent can be assigned there, even by the same player. The former is the source for new Quest cards, while the latter allows a player to use an Intrigue card. Once an Agent is assigned, if a player has sufficient Adventurers, and sometimes Gold, to complete the requirements given on a Quest card, he can complete it and score Victory Points for doing so.

Lastly, and after all of the Agents have been assigned, any player with an Agent assigned to Waterdeep Harbour can reassign that Agent to any remaining unoccupied Building. This rewards the player for his cunning in sending an Agent to Waterdeep Harbour and playing an Intrigue card. The Round is over, everyone receives their Agents back, and a new Round begins until all eight have been played. At game’s end everyone counts up the Victory Points gained form completed Quest cards, plus unassigned Adventurers and unspent Gold, and the person with the most is the winner.

Lords of Waterdeep plays at reasonable pace, once the rules have been grasped, and offers a decent amount of game play and replay given how simple the rules really are and how light the game is. This is helped by the variety available in the Quest and Intrigue cards, but mostly in the Advanced Building cards. With twenty-four available, it is unlikely that all of them will come into play.

In terms of game play, Lords of Waterdeep rewards careful planning. Each player needs to be looking at what he needs to complete the Quests that he has in front of him. Of course, he also needs to get to the Buildings that he wants, but with rivals competing for the same space, this is not possible, so a player should also try and get the best out the available Buildings that he can. This can be alleviated if a player goes first, but in general, the closer a player is to going first the better. There is also some advantage in purchasing and constructing the Advanced Buildings as they provide further spaces where an Agent can be assigned. Further, if another player uses one, then the owning player also gains a small, but sometimes important benefit.

All of the Buildings in Lords of Waterdeep can play an important role during the game, but three tend to be more favoured than the others. They are the Builder’s Hall, because it allows Advanced Buildings to be purchased and constructed; Waterdeep Harbour, not just because an Intrigue card can be played, but also because an Agent assigned there can be reassigned; and lastly, Castle Waterdeep as it grants a player an Intrigue card and means that he can go first in the next Round.

Agents though, are in short supply, even after the extra one is gained at the start of the game’s second half. This means that the players must assign them with care so as not to waste their action.

Physically, Lords of Waterdeep is very nicely put together. All of the playing pieces have been done in wood and the rest of the pieces in sturdy card, though the Intrigue, Quest, and Lord of Waterdeep cards have been done slightly too thin a cardstock. The rulebook itself is bright and attractive and easy to read. For an American game, the look and feel of Lords of Waterdeep is anything but that.

In terms of theme, the grimy fantasy of the Waterdeep of the Forgotten Realms does not feel pasted on, a common complaint with this type of game. This is not to say that the mechanics behind the rules of Lords of Waterdeep could not be taken and have a new theme applied to them. It would take some effort, but in the meantime, the Dungeons & Dragons theme is applied with great care, and it is a theme that avoids many of Dungeons & Dragons’ clichés, primarily because it removes the concept of going on adventures and down dungeons. This is done by placing the players in the role of hiring the adventuring parties rather than being part of them – as in so many other games.

What is telling about Lords of Waterdeep is that Wizards of the Coast describe the format of this game as being “Non-traditional.” This is an odd claim for the publisher to make. Lords of Waterdeep is not a Non-traditional game. It is more or less, a traditional Eurogame, with worker placement and resource management mechanics similar to those found in well-known Eurogames such as Agricola, Caylus, and Puerto Rico, amongst many others. All games and mechanics that the designers at Wizards of the Coast and in particular, the designers of Lords of Waterdeep will be familiar with to some degree. The only way in which Lords of Waterdeep is Non-traditional is that it is not a classic American or Ameritrash design, and to describe it as “Non-traditional” is to belittle both this design and Eurogames in general. Certainly, it shows a wilfil ignorance upon the part of the publisher.

Although its various bits and pieces and possibly the business of the rulebook make Lords of Waterdeep look more intimidating than it really is, Lords of Waterdeep is really a medium to light Eurogame that is just a step on or two up from introductory games such as Settlers of Catan or Ticket to Ride. Certainly, it is much lighter and less complex than similar games such as Caylus and Agricola. Similarly, the game’s Dungeons & Dragons theme might be off-putting, but it never imposes itself on the game or its players. What is pleasing about the game is that the designers have achieved a balance between the theme and the mechanics that will attract both Eurogame players and players of Dungeons & Dragons players, but whilst both will be attracted to the game, Lords of Waterdeep is still more Eurogame than a Dungeons & Dragons game. Above all, Lords of Waterdeep is an enjoyable, decently themed Eurogame that uses familiar – almost traditional – mechanics to good effect.

 
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5
Sentinels of the Multiverse fan
Australia
9
65 of 74 gamers found this helpful
“Engrossing and enticing!”

Introduction: I bought this game and played a few times with my friends. This was our first real foray into board games, and I have zero regrets. After a few play-throughs I can safely recommend this to any avid or beginner board gamers. The game provides great variation from play to play and will have novices wanting much more. Through the use of quests, buildings and attack cards, you can have the balance of play changing from round to round.

Quality: The component quality, box inserts and instructions were all of a super high quality. I was suitably impressed with the box design and the sculpted pieces. I have sleeved my cards, but the cards should take a decent amount of wear and tear.

Difficulty: While this game is in depth enough to give plenty of variety, it only took a couple of novices 1 game to really getting into the swing of things. It becomes quite intuitive once you understand the flow of the turns and the resources.

Conclusion: This game does not require, but also does not restrict the use of role playing. It offers a lot of replay value, and immersion. The build quality is great and the art is quite nice (for fantasy fans). I have never played D&D and I didn’t feel like that would be any sort of advantage to playing the game. This game has given me the board game bug, I want more and more!

TLDR: I strongly recommend this game to anyone looking to enjoy the immersion of an hour long game with a few friends. You’ll be coming back for more!

 
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4
Rated 25 Games
9
51 of 58 gamers found this helpful
“WOW! Bring on the expansions!”

So the game is beautiful, but how does it actually play?

The game is actually surprisingly simple, and, with two players, lasts about an hour. Now, when I say simple, I don’t mean that there isn’t a wealth of opportunity for strategy and plotting. The game actively encourages underhanded and back-stabby playing. Simple means that I was able to sit down with two others who hadn’t played, on my first game, and from setup to completion, we had all become quite good at it. I look forward to playing again and seeing how well we all improve.

I’m getting far ahead of myself, though.

You play the Lords of Waterdeep, mysterious figures who control the organizations within the city from behind the scenes. You begin the game with a number of agents (based on the number of players) and begin placing them throughout the city at the different buildings. If an agent is at that location, you cannot place another agent there, except in the case of the Waterdeep Harbor and the Cliffwatch Inn, which have multiple spots.

You attempt to gather heroes (represented by colored cubes) into your personal tavern to send them on quests for you, which you gather from the board’s Cliffwatch Inn. Quest range from bolstering the city guard to stamping out cults. You gather these heroes from specific locations on the board.

This is where the strategy kicks in: You are able to see other players’ taverns, as well as the heroes they’ve gathered so far. As such, you can send your agents to locations you know the other player needs to gather adventurers from.

There are Intrigue cards you are able to collect as well, which you can use against the other players, or in your own efforts. These can add to your heroes, remove other player’s heroes, force other players to perform mandatory quests, and lots of other nasty little surprises.

In addition, you can build buildings of your own at Builder’s Hall. These give you new buildings with interesting new mechanics, and which give the owner a little something when another player places an agent there. There are some quests which give you Victory Points for building buildings, and one of the Lords of Waterdeep grants you VP for this as well.

And that’s what it comes down to: Victory Points. As the game progresses, you’ll gain Victory Points for completing quests, building buildings, and a few other things. However, no one really knows who’s going to win until the very, very end, as the Lords of Waterdeep are revealed. Each player took a Lord at the beginning of the game, and kept them hidden from the other players. When they’re revealed, they have a brief rule on the bottom of their card, granting VP at the end of the game for completing specific types of quests. While you may have been completing quests throughout the game, more than any other player, if you weren’t doing the quests your particular Lord of Waterdeep granted VP for, the person with fewer completed quests than you may very well surge ahead and win it.

This game is incredibly simple to play right off the bat, but has a ton of options in-game, allowing players to play to their liking. In my first game, one player spent most of their time sending Agents to the Harbor, playing Intrigue cards, while another built a massive army of Fighters and completed Warfare after Warfare quest. Most of my tavern was full of Rogues as I completed lots of Skullduggery quests.

It’s a fantastic game, and I can’t wait to play with a full complement of five players.

 
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4
Advocate
7
48 of 55 gamers found this helpful
“The first step on your journey to Euro is this fantasy adventure ”

Pros: Easy to learn the mechanics but has deep enough content and choices that it takes a few plays to really put some strategies into use. The game has great artwork and bits. It is a great gateway game into the Euro style with a fantasy theme guiding you along the way. There are several paths to victory. Lord cards lead to a different strategy or path to victory each game.

Cons: As a new player you can be left in the dust in terms of scoring your first game or two. Could use a little more player to player interaction to make it an even better “tweener “ game (a game between Euro and fantasy).

Tips: Don’t get sucked into only one type of activity. If you build only buildings you fall behind on conquests or intrigue. Buy buildings based on the types of resources you will need for you Lord specific quests (buildings that give you more orange if you notice most of your Lord quests require a lot of orange). If you can get the resources for your quests from another source you can focus on intrigue or obtaining first player or multiple plays. Gobble up those plot quests even if they do not match your Lord quests. Don’t under value the power of the Intrigue/ first player spot.

Overview: So I’ve played this game a few times now and I felt it was time for a review. I very much enjoy this game and have downloaded the iOS version which means many more plays in the future. I think the thing I enjoyed the most about this game was being able to make those tough decisions you have to make in a Euro style game but having fantasy adventures after you make those decisions. It may not be the first game I want to pick up when I play but in terms of getting someone into a deeper game with even more strategy you cannot go wrong with this one.

 
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5
Crab Clan - Legend of the Five Rings
7
53 of 61 gamers found this helpful
“Not a Terrible Game, But Not Amazing Either”

Theme is pretty important with me. If I’m going to get others into the game, the theme has to be interesting enough for them to ask about the game. And the game has to play in a way that works with that theme, there has to be synergy. Lords of Waterdeep lacks that. It’s D&D tacked onto worker placement and resource management. I don’t know about you, but when I play Dungeons and Dragons, it’s not to send workers off to have the fun.

Is it Pretty?
That depends. All the quest and intrigue cards have nice art, as do your Lords of Waterdeep. The rubies and gold you earn are also nice touches. The buildings are dull to look at and they do nothing to improve on a drab main board. And all your workers are cubes, which, economically, might make sense, but it doesn’t help with the theme at all, which is too bad, since this game is riding on theme. And I’m not a fan of the cover art, but preferences…

Who’s it For?
I’m not sure. It doesn’t seem to offer enough in skill or control to be loved by the eurogame community. Too many times, I felt like I couldn’t really plan a strategy because of the luck of the draw when it came to quest. Turn order is incredibly important and if you can keep yourself as the first player to go each turns, you have a clear advantage. I came with warm feelings for the setting, having enjoyed the Forgotten Realms before but it didn’t click here with me. The theme isn’t really explored enough and it feels easily replaceable. This game to have any theme and still be the exact same game with no problems. That doesn’t work for those who want the FEEL of D&D in other mediums.

Why is it NOT in My Collection?
If it’s my choice to pick, I wouldn’t choose this one. It’s not a horrible game, it does what it does well enough. But it doesn’t do anything great. My non-D&D friends wouldn’t care for the gameplay and my D&D friends would love the limited use of the setting. Those I did play it with seemed to be having enough fun, but after eight rounds, I was ready to pack it up.

 
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5
Book Lover
8
“I own the digital game.”

It’s a great implementation and superb game.

I almost bought the physical board game few years ago but decided against it due to budget constraints. So when the digital version went on sale it was great chance to try it out.

It has been a joy to play this game. Most games with my friends are nail biting finishes. The game play allows many stratergies that lets you progress and catch up.

The board (screen) can get a bit cluttered with all the expansions.

 
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6
Legend of the Five Rings Fan
Crane Clan - Legend of the Five Rings
Smash Up Fan
9
48 of 57 gamers found this helpful
“This might be our new family game!”

So we try to get together as a family to play games once a week or so, typically Ticket to Ride or Carcassonne. I recently picked this up and I cannot describe how impressed I am by this game.

REPLAY:
There are enough variables in LoWD to keep players on their toes every game. From the buildings laid out to Lords each game will not only give each player revised priorities each game, but a different playing field as well.

COMPONENTS:
The components are extremely high quality. The tokens are all heavy card stock or wood and the cards are all textured heavy duty. Topping it off though is the box insert that, unlike most games, is designed not just for storage, but to ease game play and setup.

THEME:
Anyone familiar with D&D’s Forgotten Realms will instantly recognize some of the characters and settings. For those of us without a lot of time in FR not knowing the theme will not hurt gameplay, and might in fact entice players to delve deeper into the world.

OVERALL:
This game is likely to replace our go to game. It has learned a great deal from it’s predecessors, seamlessly blending the solid mechanics of a euro with the rich theme and swag of an ameri-trash. I cannot recommend the game enough.

 
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4
Novice Reviewer
Intermediate Grader
5
56 of 67 gamers found this helpful | Medals x 1
“A good introduction to worker placement that lacks depth and thematic application.”

Quick Summary
Lords of Waterdeep is a Dungeons & Dragons themed Worker Placement game where each player is a puppet master in the city of Waterdeep. As they try and force their influence and control of the city of Waterdeep. They’ll do this by using their agents, and hiring adventures to complete quests and trip up the other Lords over the city.

Primary Mechanics
Worker Placement – Every player starts off with some workers, or “Agents”, which you’ll place on an empty spot on the main board, and get to carry out the action or gain the resources of that location. When you place on the board, you’ll be the only player allowed to be in that location. So you’ll be in type of a race of priorities. Turn order will become a vital part of the game as the number of available actions deteriorates with each player. At a later point in the game, you’ll gain an additional worker to help you gain additional actions.
Intrigue Cards – In the game, players will have and receive Intrigue cards throughout the game. These will usually either benefit the player who has it, by gaining a special ability or resources, or will hurt the opponents in some way, either by blocking or removing resources from the opponent. This creates a good amount of player interaction. Usually to play an Intrigue Card, you’ll have to play an agent at Waterdeep Harbor, but later in the round, you’ll be able to replace that agent on another open spot on the board, being able to gain two actions from one agent within a turn.
Quest Cards – Quest cards are where you’ll generate the majority of your points and they come in a variety of types. To complete a quest, you have to have a particular number of resources, and you’ll usually gain some points and resources, and sometimes even a game-lasting special ability.
Hidden Roles – At the beginning of the game, players will be given a .ord which has a hidden objective, which usually consists of bonus points for completing two types of quests at the end of the game. Some will give you bonus points in other ways, but the majority of them gain points through completing quests.

Balance & Difficulty
For what is usually a genre considered to be quite heavy, Lords of Waterdeep is actually a very light and easy game. It’s a good introduction to the Worker Placement mechanic. It also adds some more direct conflict and player interaction that is often lacking in other Worker Placement games with the intrigue cards.
Another thing it does a bit differently than other Worker Placement games is having a higher amount of random mechanics. Not dice rolling, but I don’t find it to be too far off, either. The Quest Cards cycle around but what is available tends to be very random and often situational. The game gets thrown off when two or more players have Hidden Roles with the same quests type bonuses. You’ll be fighting over the same quests as other players who don’t share those cards have free reign over their own, and it’s just up to them to not fail in how they execute it.

I also find many of the intrigue cards to present a very swingy feel to the game. Some of the intrigue cards are mandatory quests which prevents a player from completing any other quests until they complete that one, and it can often be a game ender as they often have to end up wasting several actions to get rid of the quest. The rewards for completing a mandatory quest are very small in consolation

Theme
The game could have very easily been many other things. But I found many of the mechanics to actually be at odds with the theme. The quests feel more like fulfilling an order for pizza or shopping for a Thanksgiving Dinner than gathering adventures for power and treasure. Worker Placement is a mechanic that feels more about middle-management than chicanery and wielding control.

Components
– Main Board – I really enjoy the look of the mainboard. It has a great graphical layout and it is functional. It’s almost like it was drawn by a talented city cartographer without sacrificing at all in the functionality. Everything is very clear. Great print quality, board thickness and design.
– Player Board – A nice little method of sorting and organization. It’s a bit long for it’s purpose, and a little thin and glossy.
-Workers/Agents/Meeples – These are nice colored wood pieces. They are clear, clean and fitting for a good Eurogame.
-Cubes – The cubes are good quality. Bright colors with good contrast. But there is a serious player/theme disconnect with using these cubes and not small meeples for the adventures you are hiring. There’s no mechanical reason for them to be cubes, as there aren’t any blind draws.

– Cards – Card quality is okay. They feel a bit thin and prone to bending. Colored edges make scuffing very apparent. There are some very oddly shaped cards which makes it challenging for sleeving, and some of the mechanics, like hidden roles, really would be broken with any visible damage to the cards. Further, the intrigue cards are all printed with portrait texts except for mandatory quests, which are landscape. You can tell when a player draws a mandatory quests, because they either flip the card to their side, or tilt their head. This is a dead giveaway to try and hold back and stop being in first place to avoid getting the mandatory quest. I don’t know if this is intentional or not, but I don’t particularly like that design.

– Chits – Good thickness and print quality. Really, great looking quality. A few of the chits seem to be rarely used and unnecessary. The gold is a hair fiddly with the different denominations. I wish they were a little more clear.

– Insert – It has a nice plastic extruded insert which seems to do a pretty good job holding everything in place, for the most part. A pretty good design and a good thick, smooth plastic was used.

– Box – I’m making a special category for this one. The box has a half-lid, meaning it doesn’t sleeve all the way down, just half way down.This makes it impossible to store the box vertically and it’s very fussy. It’s smaller and any damage ot the box makes storing the game a torture. The nice insert is almost rendered useless by the poor design of the box lid. They went for something unique and stumbled in the functionality.

– Rulebook – The rulebook is very clear and concise. Half the book is just a nice appendix for things in the game. Some lore, some mechanical details. And it has a very nice rule summary on the back.

Art
The art is very well done. Not really my particular style, but for the theme, it is oh so fitting. I previously mentioned the board art, but all the artwork is very consistent. It’s dark, but almost whimsically. (Much like the difference of modern DnD vs Pathfinder).

Replay Value
There is a lot of random elements with the setup, cards, and tactical decisions that will bring a lot of replayability for many people. But in my many plays I’ve found the strategic ceiling to be extremely low. It doesn’t stretch the creativity or clever play. There’s no room for a grand strategy or multiple paths to victory. In fact, the hidden roles seem to very much determines what your strategy should be. So I’ve found that often times the choices and options, hence the game, plays itself.

Who May Be Interested in it?
People looking to sample and try out Eurostyle or worker placement games. Casual players looking for something a bit more strategic. Avid gamers that aren’t expecting too much out of their games or what their games to go by quickly. RPG players wanting to take a stab at modern board games. People with very vivid and creative imaginations that can weave stories to fit the lore and experiences. If your group like games similar to 7 Wonders, Ticket to Ride, and Small World, but don’t like heavier games, this would fit in pretty well.

Who Should Avoid it?
Social, Power or Strategy gamers. There are many games with comparable complexity but have deeper experiences. Those who find games like 7 Wonders, Ticket to Ride, and Small World to be for “filthy casuals” shouldn’t consider this for their collection, and should consider Stone Age, Kingsburg or others as their “Light Worker Placement” for their collection.

Final Conclusion
I’ve played this game several times, and with each play, I’ve liked it less and less. Every time I play, I’m usually left thinking “That’s it?”. I think the game has a lot of potential, but it just fails to deliver on almost every mechanic for me. This is a game for many people. This isn’t a game for me. I want something richer and leaves me thinking “Oh, I can do better next time” and not “Those stupid quest cards just never came up for me.”

About my reviews.
The purpose isn’t to teach you how to play the game. This review isn’t to reinforce any type of confirmation bias. I try to judge the game as it is designed. (No house rules, variants and expansions are reviewed separately). While I may apply a numeric rating, it would be my desire you ignore that number while reading my reviews. What I want to do is highlight notable aspects of the game and critique the game to help you decide if you think it may be something that interests you. I don’t believe it is good for people to make uninformed purchases. Thanks for your time.

 
Player Avatar
4
Miniature Painter
It's All About Me
9
51 of 66 gamers found this helpful
“The Only Worker Placement I Always Enjoy”

With strategy, straightforward goals, and beautiful production, Lords of Waterdeep works for a more picky Euro-style crowd or the casual gamer who doesn’t want to go through a learning curve for a good time.

The system it creates is fun to wrangle, and creates the biggest benefit and concern all at the same time.

Pro:

The game provides options, so there’s no single activity you’re repeating, no one avenue to your win condition. Win conditions are slightly different with each Lord, adding variety, while pursuit of quests vs. building gives you a feeling of lots of choices that can all benefit you.

Con:

Veteran players who have figured that out can make more informed decisions that novice players will miss. This is, of course, true of any game, but in this one you can really work the system if you know what you’re doing.

So, pick it up or not?

Definitely pick this game up if worker placement is your thing, because it’s got something for just about everybody, but if you know what you’re doing maybe just help the newbies out for one play. Seriously, this is the one worker placement game I’ll enjoy every time.

 
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2
Went to Gen Con 2012
10
48 of 63 gamers found this helpful
“An easy to learn strategy game!”

With a very short learning curve (about 10 minutes,) this game is easy to pick up and play. The components have their own places molded into the box insert and store very well. The cards are of the quality one expects from Wizards of the Coast, plus a better than usual game design from them. The play goes quick taking only about an hour to play once you become familiar with it and even when helping new people learn to play, it takes only about an hour and a half to finish a game.

There is a downfall. Even with the five-gold half moons, it is possible for there to be just not enough gold. You also can only have five players at most.

The setting of Waterdeep from the Forgotten Realms game adds nothing to the play of the game. It could have been set anywhere, but since it is Wizards of the Coast, it provides that extra flavor to entice D&D players into trying it.

Play time remains about the same whether you have two or five players, so there is no need to worry about having enough time because of more players. It is simple enough for a twelve year old to learn in a few minutes while those who enjoy a good strategy game will have their hands full outwitting their opponents.

All in all, a great game!

 
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5
Tide of Iron fan
8
50 of 66 gamers found this helpful
“My first worker placement game.”

Although some players like to immerse themselves into the D&D theme of this game, those players will probably purchase the DnD meeples at some point to replace the cubes, others will play it for the mechanics. I used to play the D&D role playing games, but quit when I discovered tactical games. I don’t really care what you call the cubes, to me they are cubes. I like the worker placement mechanic of this game, and the idea of completing requirements to get points. This game really gives multiple ways of getting points, but you get the most points for completing quest. There are also points awarded for the amount of gold you amass, the cubes you posses at the end of the game, and for buying buildings that have point tokens on them. The only thing that disturbs me is that the more players you have, the fewer workers you get. With fewer workers, it takes longer to get the cubes and money you need to complete quests. The buildings are helpful, and you get bonuses for being the owner of a building that someone uses.

The expansion gives too many points for completing quests, and makes it too easy to get cubes. I played against a friend, who completed three forty point quest, while I completed a couple of low point quests. The forty point quests are not really any harder to complete than the twenty point quests of the main game. This should have been much harder.

 
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5
United Kingdom
Gamer - Level 5
7
52 of 69 gamers found this helpful
“Fun, even not knowing about Dungeons and Dragons ”

I’ve never played Dungeons and Dragons or similar RPG type board games, so the concept and the universe could be alien to me. No fear though! Whilst the Lords and the city and quests were all steeped in that universe, I felt the game had plenty of character and depth without me having to know additional background. The mechanics of the game as a worker placement game were also new to me but make sense and are easy to follow. It’s not very competitive in that there is little conflict in the game, but it has more than enough stratergy to keep me entertained, at least for a few games. Replay value is mediocre.

 
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6
USA
Mage Wars fan
9
49 of 66 gamers found this helpful
“loved it”

Easy to learn. Love the theme. Plays well with 3 or 4. Different ways to victory, can do the quests to win or use your lords ability.

This is the game I use to introduce news players to board gaming. I played with my sister in law and brother in law, they are new to gaming. They were a little overwhelmed by all the components during setup. They quickly picked up the game play. They actually wanted to play again as soon as the first game was finished.

 

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