Dungeons & Dragons: Lords of Waterdeep
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Awards
Rating
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Artwork
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Complexity
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Replayability
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Player Interaction
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Component Quality
You Might Like
- Involving gameplay.
- Real sense of competition for resources.
- Good introduction to worker placement.
Might Not Like
- Theme disconnect.
Related Products
Description
Lords of Waterdeep is a strategy board game set in the Dungeons & Dragons universe. Regarded by many as a gateway worker placement game, Lords of Waterdeep sees players vying for control of a sprawling city. You will place your wooden figures (called meeples) onto specific spots on the board, gaining actions or resources and blocking that space from all the other players.
To help you focus in a little at the start of the game, you are given a ‘Lord’ card which gives you an end-game scoring potential. You can choose to let this guide your path through the game or you can ignore it! During the game, you will be attempting to complete various quests. To do so, you will need to hire different classes of adventurers: clerics, warriors and the like, all represented by cubes. Typically, you will try and gain adventurers/cubes as efficiently as possible to get through as many quests as you can. Quests usually reward you with points and come in a number of types - but, in reality, this doesn’t change their function.
As the game develops, you will be able to purchase buildings. These act as extra spots on the board. This means that each time you play the board is a little bit different, and therefore your planning requires some adjusting. What's more, when other players use one of your buildings, you get a reward too!
You will compete for important places on the board like taking control of the first player marker (to guarantee you get those spots), to getting the best choices of the next available quests, all the while keeping an eye on your ‘Lord’ bonus.
There is a simple elegance to the mechanics in Lords of Waterdeep. On a turn, you place out a meeple and gain the benefit. Of course, this doesn’t scratch the surface of the different options you have in that one simple act, options that are made even more interesting when you add in The Scoundrels of Skullport expansion. Lords of Waterdeep is a game everyone should have a least played, and perhaps even own - so what are you waiting for?
Player Count: 2-5
Time: 60-120 Minutes
Age: 12+
Lords of Waterdeep’s box proudly proclaims that name, the words ‘Board Game’, and then Dungeons and Dragons. That’s not unusual considering it’s a board game set in the Forgotten Realms part of D&D, but I’ve seen it put people off, people who consider D&D either a lesser pursuit or not for them.
That’s a shame, as the side panel text is perhaps more important: A Competitive Board Game of Fantasy Intrigue. Why? When you start playing Lords of Waterdeep you find it’s only tangentially connected to role-playing or even fantasy, and is instead a classic introductory worker placement game.
How It Plays
Every player Lords of Waterdeep chooses a faction from the Forgotten Realms world, such as the Harpers, which also tells you what colour you are. Then every player is assigned a random Lord or Lady of Waterdeep, the mysterious manipulator who you play.
This does affect the game as every character awards bonus points at game end for certain quests and building outcomes. E.g. a lord who rewards you points for every completed Arcana quest. Quests? Yes, because the game is about choosing and completing quests, but don’t think there’s any fighting.
You start with a group of meeples who you take turns placing on the buildings on the board, on which you can either take quests, collect resource tokens, build buildings (which everyone can place on) or play special Intrigue cards.
Quests are completed by gathering enough of the right coloured resources, then cashed in for points. There are different types of quests (e.g. Arcana and Commerce), which require subtly different resources and everything has fantastical names so you know you’re sending aid to the Harpers among others. Intrigue cards can block opponents or allow changes to the resource acquisition rules.
The player with the most victory points after eight rounds of full meeple placement and addition of secret goals wins.
Pasted On?
Am I sounding a bit vague? There’s a reason for that. In theory the coloured resources represent people, be they fighters or magicians, who you are sending off on quests. So, you collect a quest from the inn, hire enough fighters etc, send them off and profit off the result like a true Lord of Waterdeep. Except, unless you have pimped your game with special coloured meeples, there is a big disconnect. You never feel like a devious lord hiring classes. You feel like someone placing meeples to gather purple and white cubes (etc.) But is this a problem?
As a devious Lord of Waterdeep, perhaps you would just regard people as pawns, and the sensation fits the game. As a human in 2018, you can still have plenty of fun in a perfectly constructed and very well balanced worker placement game that doesn’t drag you into the fantasy tropes people get put off by when they see the cover. Yes, all the quests have themed name, there is good artwork, they tried. It’s just not immersive in the Forgotten Realms sense, just the gaming sense.
Components are nicely done, and an attempt has been made to create an insert which will hold your tokens. Now, I’ve already hinted above how, despite my own satisfaction with the pieces, there’s a demand for shaped meeples to represent mages and their fellows, so your mileage may vary.
Lords of Waterdeep Conclusion
D&D nuts are not going to find Lords of Waterdeep as lyrically rewarding as a full RPG campaign. People unfamiliar with D&D are not going to be phased by not knowing what a Harper is. Lords occupies a perfect middle ground between the two, allowing people wanting a light game, an introductory game, to really enjoy it. But if you like hardcore worker placement you can still enjoy a snack here.
Lords of Waterdeep is, to me, the perfect example of light worker placement and one that gets unfairly missed.
In Lords of Waterdeep, you take on the role of one of the masked Lords of Waterdeep, the secret rulers of the city, you send out agents to recruit adventurers to complete quests in your name in hopes of accruing the most Victory Points to be crowned the greatest Lord in the city.
Basic Gameplay Overview
Waterdeep is played over 8 rounds, players take turns to send out agents from their pool to different locations to gain quests, recruit adventures, build buildings, gain money, or play intrigue cards.
Each player starts the game with a different secret lord card stating what the Lord scores bonus points for at the end of the game, most of these have two of the five quest types listed as their bonus point conditions, with one having bonus points for each building the player controls. This goal is secret from the other players and is a supplemental way to gain extra points at the end of the game.
Throughout the course of the game, you acquire quest cards in a number of different ways. Each quest has a requirement listed on the card consisting of different types of adventures and sometimes money. There are four types of adventures in the game:
Black cubes representing RoguesOrange cubes representing Fighters
White cubes representing Clerics
Purple cubes representing Wizards
You acquire these adventurers by assigning your agents, meeple figures in your player colour, to different locations on the board or playing an intrigue card, these adventurers are then placed on your player board in your tavern till they are used to complete quests. Completed quests reward you with Victory Points, more adventures, or even abilities.
Buildings can be built from a location on the board at a cost shown on the building tile itself, these add new locations with usually more appealing benefits to those standard on the board. However, when another player uses a building, the owner of the building gains a bonus so you can end up assisting another player in the process of gaining good resources.
Another type of card you gain during the game is intrigue cards, these can be played at one location on the board and can gain you adventurers, quests, buildings, or even be used to play a mandatory quest on another player to slow them down.
At the end of the game, you add 1 Victory point to your total for every leftover adventurer in your tavern, 1 Victory Point for every 2 coins, and any bonuses you get from your secret lord card which is now revealed. Whoever has the most Victory Points is the winner.
How It Plays
The basic gameplay sequence for Waterdeep is very easy to pick up and doesn’t get any more complex over the game, your main challenge usually comes from the other players. Most spaces on the board are limited to one agent a round so you are in direct competition to try to secure what you need before other players can, if another player gets there before you it can delay you in completing a quest, this makes the location that gains you the first player token a more valuable space the further into the round you are. That decision of using one of your agents this round to secure that token over gaining money or adventures just to make sure no one else can take those two rogues from you next round may sound like it’s not the best use of a turn from the outside but scoring that 25 Victory Point quest a couple turns quicker can be the difference between winning or not.
So let’s talk about the difference player number makes to the game. I played recently with a four-player group, a five-player group, and a two-player group. First off the gameplay difference between four players and five players is minimal, just takes a little longer and more buildings tend to be built.
Between a four-player game and a two-player, the core game experience itself does not change you still feel like you are making progress towards quests and your secret goal between the games, helped in part by the fact that the number of agents each player starts with is changes depending on the player count. In a two-player game, you start with 4 agents and gain the usual extra agent at the start of the 5th round bringing your total up to 5 agents. While in a four-player game, you start with just two agents and get the extra agent in the 5th round bringing your total up to 3 agents. This allows each round to play fairly similarly between player counts with the board feeling like it has plenty of choice on your first turn but by the time your last turn of the round is here the board is looking full and you need to weigh up which of the limited options left will benefit you best in the long run.
What does change between a two-player game and a four-player game is a sense of more personal competition and playtime. In a two-player game, the only other person at the table is your sole competitor, this is the person you are trying to beat to the best locations, tempt with the buildings you constructed to net you bonuses, and this is the only person each card will affect. If you are playing an intrigue card to gain two Fighters and the card says to choose another player to gain one Fighter, you can’t pick another player who doesn’t need fighters to give it to like in a four-player game, it has to go to the other player and in my experience, it always seemed to benefit them.
This direct competition does sometimes lead you to more carefully observe what the other player is going for, I found it easier to notice a pattern in the quests they were picking up and completing, and it was easier to know what they were working to and figure out if I could block them in a way that didn’t disadvantage myself. It felt like it brought more competition to the game but did mean you couldn’t be as sneaky in a “pay no attention to me or my quests look at the person who just completed two quests back to back and ignore the fact the victory points on my one nearly completed quest is greater than their two combined” like in larger player number games where you can almost hide in plain sight if you don’t draw attention to yourself. Both gameplays felt rewarding but did seem to require a little tweak in how to go about your quests and lord objective.
Though the box says 60 minutes I’d say that would be about right for a three-player game of people who have played at least once before. For the four-player and five-player games, I had multiple people who hadn’t played before so the first 2 rounds were a little slow but even then they both ran 2 hours, I would say the player count means the board changes a lot between your turns and you need to keep adapting your plan and can lead to people needing to take a moment to figure out what they are going to do. While in my two-player game, me and my partner had played a couple of times before so we got right into the swing of things straight away. Even though you have more turns per round, the board does not change a lot between turns so there ends up being fewer pauses to figure out my plan moments in the game. Our two-player game probably lasted about 45 to 50 minutes which was about what I was expecting.
Does knowing anything about D&D matter?
This was the first question I was asked when introducing Waterdeep to my regular group, and I think it was a fair question to ask as Dungeons & Dragons is mentioned on the cover and it is set in a city in the D&D universe. However, the answer is no, you do not need to know D&D to enjoy Waterdeep. You can go as deep into the lore and setting as you want or ignore most of it completely.
I know some of the D&D lore and the first time I played Waterdeep years ago I was playing with D&D lovers so we picked our factions based on who they were, we read each quest title and information sentence, called the adventures by their class names, and made a point to say each of the location names on the board when placing an agent there. But that was because that was what that group wanted to do, and it was enjoyable to play it that way.
My three most recent games have been with people who vary from playing D&D on the regular to knowing basically nothing about the game, and in these gameplays, we picked what faction we wanted to be based on the colour that faction was, we weren’t reading the quest or location names, called the adventures by their cube colours. However, our game experience was just as good. The theme is there if you want it but understanding of the lore isn’t needed to enjoy the game.
Components
I’m going to start this section by mentioning that Waterdeep was originally published in 2012, and unlike other older games has never received an updated version. So all components in Waterdeep are the same as they were when it was originally manufactured, and our expectations for game components have been raised a little in the over a decade since Waterdeep was originally published.
This means the components are a little below most people’s current expectations for a game like this, especially with a company like Wizards of the Coast behind it. It’s nothing drastic and only most noticeable when playing it after a more recently published game.
The element that lets some of these components down comes mostly from the thickness, the punch-out cardboard pieces and the playing cards themselves feel a little thin. Handling the money, buildings, point tokens, and building control markers they don’t feel as robust as other games they are around 2mm thick compared to the current standard being around 3mm. The lord, quest, and intrigue cards feel like they would be easy to accidentally crease or bend in comparison to other game cards.
The other letdown is colour matching, some of the adventurer cubes aren’t the same colours as they are on the board and cards. They are a similar colour but not an exact match, the purple isn’t as vibrant as the colour on the cards, and the white comes across as more of a light cream. These are colours I have seen other games manage to achieve in their wooden components, so it’s not like it’s an impossibility to achieve.
However, there are plenty of good points to be made about the components these include; the unique artwork on the quest cards, the texture of the cards and cardboard pieces, the details of having a hole in each of the money pieces to match the lore, the inclusion of player area boards to make organising your player space accurately easier, just to name a few. The good points of the components help make up for some of the shortcomings of the game’s age.
Final Thoughts
Lords of Waterdeep is a great introduction to worker placement games that is accessible to new and experienced boardgame players. The simple gameplay loop makes it an easy game to teach but you rarely have the same game twice thanks to the different lords, number of quests, intrigue cards, and buildings. The slightly varied play at different player counts makes for a game that’s easy to bring out no matter what group you have around, while still keeping the core gameplay the same.
The theme of the game is well integrated in a way that makes it accessible to both fans and not of the D&D universe and though it isn’t vital to the gameplay it is there to add another layer if you so wish.
The components are a product of the game age, and though I would love to see an updated version with better components, I wouldn’t want to see them change the gameplay or rules as it still plays amazingly. Maybe just a big box that bundles in the expansions, and makes the pieces a little thicker.
Overall a fun welcoming introduction to worker placement that will be on my shelf and my table for years to come.
Zatu Score
Rating
- Artwork
- Complexity
- Replayability
- Player Interaction
- Component Quality
You might like
- Involving gameplay.
- Real sense of competition for resources.
- Good introduction to worker placement.
Might not like
- Theme disconnect.