Here at DissentingDice we do other things besides school work, miniatures games and drinking. We play board games and drink too!
Today I am going to be talking about the relativly new board game from Wizards of the Coast, Lords of Waterdeep. This is a Euro game (from what I can gather that means victory points, meeples and no dice), based upon vying for power in the Forgotten Realms metropolis of Waterdeep.
This is a worker placement game similar to Stone Age, yes I am sure there are more common worker placement games but I have board game hipster friends.
Each round players take turns assigning their agents (see it's still a law school blog after all!) to different buildings in Waterdeep to gain certain benefits.
Here is the game board, this is a much better show than tell game.
Alright this gives you an idea of what this all looks like. You have your meeple agents assigned to different buildings. You have quest cards, and the additional locations you can build and even some of the little adventurer cubes.
So, the point of the game is to assign your agents to locations to get adventurers and gold so that you can finance sending them off to their doom on quests that gain you more power and influence.
Here we have one of the buildings with an agent on it.
CARDS PICAs seen from these examples quests come in 5 flavors, those correspond to the two secret quest types each player gets bonus points from. This is where the game is won and lost, with end of game bonuses based on your secret goals.
On the quest cards you see little cubes and squares with holes. These represent the adventurers and money needed to complete the quest. Rewards are typically victory points but can be more resources or a plot quest which gives an ongoing benefit.
You get quests by putting an agent on one of three quest slots, you then choose from the 4 available quest cards. One slot gives a quest card and two gold, the second gives a quest and an intrigue card (we'll get to those in a minute) and the third resets the available quests and you choose from there.
Well, we have talked about worker placement and quests, now for intrigue cards.
Here is one:
These cards can only be played if you put an agent on a certain slot. But there are three open slots at that location. So you put your agent on the slot, you then play an intrigue card, just do what it says on it. Then at the end of the round you can reassign the agent to an available slot. The spaces that allow intrigue cards to be played are labeled 1,2,3, so the order of this reassignment is resolved that way. Essentially you get two turns with one of your guys.
You can also use an agent to purchase a building, shown at the bottom of the picture with the whole board. This makes more slots to put people on and gives the players more options. It also has a Monopoly aspect, if someone else uses the building you own, you get some benefit too. Just like Monopoly but actually fun.
Speaking of actually fun, this game is a blast. I have played four times now, with people of various levels of gaming exposure, everyone has loved it. It only takes a turn maybe two before even non gamers start really getting into it. I have played with three and with the full five people. I really wish Wizards would release a 6 player expansion (there is an extra slot for it) so more people can play. Different numbers of players means different numbers of agents, so that everything balances and flows better.
I would highly recommend this game to anyone looking for a great way to spend time with friends.