Game Name: | The Lords of Waterdeep | Published Year: | 2012 |
Game Publisher: | Wizards of the Coast | Player Scale: | 2 – 5 |
Game Designer: | Peter Lee & Rodney Thompson | Run Time: | 60 – 120 minutes |
In this Dungeon & Dragons board game tie-in, players assume the mantle of one of titular city’s hidden oligarchs in a bid to outdo, outwit and generally outclass their opponents to become the true ruler, or Lord if you will, of the resplendent city of splendours; Waterdeep. There are many routes to victory in this straightforward, thematically rich strategy game of resource management and worker placement; making it not only a great “pathway game”, but a very replayable game for more seasoned gamers. If you’ve never played D&D with this game you’ll play an interesting strategy game in a city with cool and weird things going on or if you’re a fan of the RPG you’ll play the same game, just with a knowing smile.

Across the large, intricately illustrated board key locations from D&D lore are picked out


The four types of Adventurers (represented by noticeably chunky 1
0mm cubes) are your main resource; Clerics, Fighters, Rogues, and obviously; Wizards, along with
gold (unique holey cardboard chits) you will “spend” to complete quests. Quests are divided into quests types, ranging from Arcana (Wizard heavy) to Skullduggery (the rogue speciality) and each has a range of victory points to be earned. The type of Quest you choose to complete is based upon not only which adventurers you have, or based solely upon the riches its completion bestows, but also your Lord’s penchant. Each player at the beginning of the game receives a hidden role card of their Lord, and each will grant bonuses if certain conditions are met.
Lords of Waterdeep is a very

complex options beyond their simple appearance. The randomly assigned Hidden roles in this game grant a focus to an otherwise widely open Euro style game but also allow a secret scoring system, so that ascertaining the winner during play is far from easy or certain. All of this creates a diverse and interesting playscape to enjoy the game in. On the whole, turns are quite simple and quick with each player assigning one of their Agents until no one has any Agents left, the next turn begins and so on.

The large deck of Intrigue and Quest cards means you’ll have to play a fair few games
before you start seeing much repetition, and the vast array of buildings available to add to the city changes each game significantly to make each play through noticeably and strategically different.


There are multiple routes to victory in this game, you could take a very

No comments:
Post a Comment