Well, it is finally here...the first Euro-style game made by Wizards of the Coast...Lords of Waterdeep! Journey back to the Forgotten Realms and try your hand at the game of intrigue, adventure and bribery as one of the many rulers of Waterdeep, the City of Splendors.
A new attempt at Euro-gaming, the Lords of Waterdeep is a beautifully made 2-5 player game. According to the selling blurb, it is meant to be played in about 1 hour by players 12 yrs. and older, though I'm sure any child who has been introduced to the Forgotten Realms campaigns or novels would certainly be able to play. The fact that every game only takes 8 rounds should be able to keep every one's attention. Now, without further ado, let's see what's inside...
Upon first cracking the box, we first notice a folded board, many different colored tokens/markers, a rulebook, player mats and various cards. On the right side, we have buildings and 1GP coins. On the left, 5GP coins, control markers, and various Victory Point tokens. Everything is well-packaged, but will take a while to sort! Quite luckily, you have me to do that for you...
While I'm punching everything out, let's take a look at the board. It represents all the Wards that you will need to build on and assign Agents to, and has spaces for Quest Cards, Buildings, the Intrigue Deck, and various Discard piles. The "stones" around the perimeter track player points, and the golden "track" near the bottom right marks the current round.
Alright, everything is set up now, so let's take a look...First, there are the player-specific Mats, one each for the groups controlling Waterdeep. These are (from left to right); City Guard, Harpers, Knights of the Shield, Silverstars and Red Sashes. Underneath each Mat, I've placed each of the relevant pieces. The meeple is an Agent, the circle is the Score Marker, the small token is the Building Control Marker and the large token is the specific Victory Point Counter. The amount of Agents each player has depends on the number of players per game.
In addition, there are two Neutral Agents; the Ambassador and the Lieutenant. They can only be added to your Agent Pool by use of certain effects. The Tower piece is given to the First Player, and events occur toward the left. There are also four types of Adventurers; Fighter/Orange, Wizard/Purple, Rogue/Black and Cleric/White. They are required to accomplish Quests, and form part of the Supply. The second part of the Supply is made up of Gold Pieces and Victory Points. Below are the fronts (top) and backs (bottom) of the 5GP, 1 GP and Victory Points.
And now...on to the cards. Below we have each of the Lords of Waterdeep. The bonuses listed for your chosen Lord are based on various combinations of Buildings, Piety, Commerce, Warfare, Arcana and Skullduggery. Choose carefully, as your Victory Point bonus could make or break the game for you!
Next, we have the Intrigue Cards, which include everything from "Call in a Favor" and "Assassination" to "Sample Wares" and "Research Agreement", and many others besides. By judicious use of these cards, you'll be able to both advance your agenda and foil those of your opponents...or will you?
Remember, not only do you have to watch out for the opposing Agents, but you must gain your own Victory Points and Gold by completing Quest Cards and the much-sought-after Plot Quests, which give other bonuses! Although you may perform one Quest per turn, beware of adversaries who play a Mandatory Quest on you. No other Quests can be completed until the Mandatory Quest has been fully accomplished. Don't let yourself be sucked into too much Intrigue!
Last, but definitely not least, and the Buildings. There are nine Basic Buildings, and 24 Advanced Buildings. All nine Basics are always available to assign Agents to, but the remaining 24 must be purchased during the game. Each Building has a bit of information on what effects it does, as well as where it is located in traditional Waterdeep. However, the purchaser is not limited by this "history" and can place an Advanced Building wherever she wants. Anywhere up to three Advanced Buildings are available for purchase, but there are only ten empty spaces, so buy carefully!
Having trouble keeping track of it all? Don't worry, the rulebook is a wonderfully simple 24 pages of game mastery. It contains full color pictures, photos of items, play sequences and even FOUR illustrated appendixes for the Lords, Clarifications, Agents and Buildings! Concerned about needing plastic bags or boxes to keep all the meeples and tokens in place? Fear not, as the WotC design crew have made not only the best compartments with which to hold their creation, but what is conceivably the most aesthetic as well. If I may be so bold, I would suggest this is a new step towards something trully fulfilling and sucessful for our friends at Wizards of the Coast!
-Stasi "Dengirl" King