These cards typically grant additional points for each completed quest of two different types (such as +4 points for each Arcana and Commerce quest completed) and can significantly change the final scoring of a game. A single game round consists of all players placing their agents onto the board (agents activate the power of their location upon placement.) At the end of eight rounds, players score final points for leftover adventurers and money and then reveal their secret Lord role card. Finishing a quest grants points, and may confer other benefits such as more resources (cubes), money, or even ongoing special powers (such as collecting extra cubes, money, or points for specific actions.) Quests also come in several categories such as warfare or piety and thus tend to require larger numbers of fighters or clerics respectively. The primary focus of the game is to accumulate the correct number and types of adventurers to satisfy the conditions of a Quest card. Wizards and clerics are approximately twice as difficult to acquire as rogues or fighters. The cubes represent adventurers and come in four flavors: black are rogues, orange are fighters, white are clerics, and purple are wizards. During the game, each Lord places their agents (2-4 worker tokens) onto the board to accumulate colored cubes, money, buildings, intrigue cards, and quests. Players take on the role of a Lord of Waterdeep, complete with hidden motives to be revealed at the end of the game. While it doesn’t break new ground in mechanics or play style, it is an easy to learn, enjoyable game that serves as a great way to present a cube-pushing worker placement game packaged up in a unique theme.Īt its heart, Lords of Waterdeep is about controlling people. Fortunately, Lords of Waterdeep is not a poorly designed game. If the game simply combined the Dungeons and Dragons brand with a sub-par game to capitalize on the growing Eurogame market, it would only be another reason for newcomers to shy away from the hobby. Due to the large marketing forces behind the company, it would get plenty of exposure for our niche (in the US anyway) market, but I feared the worst. When I first heard that Wizards of the Coast was developing a standard Euro-like game I was both excited and skeptical.
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