(OAMG) Lords of Waterdeep

Sometimes, there can be a strong divide between Euro-style gamers and RPG-pen-&-paper gamers. Lords of Waterdeep is a tabletop, resource management game that is set in the fantastic world of Dungeons & Dragons’ Forgotten Realms, and while it doesn’t really fill the place of D&D, it’s definitely enjoyable for this lover of both styles of tabletop gaming.

THEME: City Building, Fantasy

PUBLISHER: Wizards of the Coast

DESIGNER(S): Peter Lee, Rodney Thompson

COST: $50

OFFICIAL WEBSITE: Dungeons & Dragons: Lords of Waterdeep

First, a little vocal lesson. A Euro-style game (or German-style) “is any of a class of tabletop games that generally have simple rules, short to medium playing times, indirect player interaction, and abstract physical components” [via Wikipedia].

Now that we’ve cleared that up, can I just say that this game is a truly wonderful game. I love it. My husband got it for me as a surprise gift, and we spent a few months playing only this game. It just never gets old for us. Also, it’s great to introduce to new players as it is super easy to learn.

You are one of the Lords of Waterdeep and you have a secret agenda. You spend your turns each round sending out your agents (or D&Deeples) out and about the city of Waterdeep, where they are trying to get you the resources and gold you need to complete quests and achieve victory points. You send your agents into different buildings, each one providing you with different resources (fighters, clerics, gold, rogues, and/or wizards). You can purchase your own buildings; gain Intrigue cards, which you use to either help yourself gain more resources or force your opponent(s) to complete crap quests before they can finish ones they may actually need; or you can choose to go to Caste Waterdeep and become the first player in the next round. First player is key, because it can get pretty competitive for the resources and if you need a lot of clerics, you want to get into The Plinth before anyone else.

The player with the most victory points after 8 rounds of play is the victor.

Although it was months ago, when I reviewed Small World I didn’t own LoW, and SW was the best box design I’d ever seen. Well, it’s still number one, but LoW is right there behind it. I would say it was a tie if it weren’t for the fact that I turn into an angry sailor every time I try to put the gold back in it’s place. However, it has this amazing design component where you can get the cards out of box with just a push. I love game boxes with inserts that have a place for everything and every thing in its place.

Have a suggestion for a board game you’d like to see on this Once A Month Gamer post? Have any questions about this month’s game? Leave a comment down below.

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3 Comments

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      1. The expansions for LoWD are… interesting. A few new mechanics… one is a sanity token which is worth negative points, which get more and more negative as the game progresses! Really makes it extra hard to tell who’s winning.

        I love the Small World expansions, although they mess with the perfect box design! Eventually one of the expansions came out with a small box to hold all of the expansion bits!

        Liked by 1 person

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