Hey guys, it's been about 4 months since my last game (BaHotH) ended, and I'm finally back in the mood to host something else. I know I promised I'd be back with Arkham Horror or more BaHotH, but I'm trying to organize something that doesn't require tons of micromanagement right now, especially since I'll be heading out on a week-long vacation before the end of the month. So, I'm looking to knock this out in something like 20 days, optimistically. Therefore, I've settled on Lords of Waterdeep, a worker-placement game that despite not having a VASSAL module, doesn't require a ton of visual aids (I own a physical copy). This game has a D&D theme (the Forgotten Realms setting, if anyone's familiar) but that's not important. I really enjoy this game because it's simple and easy to learn, and almost always results in close endgames; it's also probably the closest you'll get to a Game of Thrones simulator. Each of the five players acts as a secret Lord of Waterdeep, utilizing agents and adventurers to complete various different quests for victory points. Each Lord has a unique ability that grants bonus points for completing specific types of quests, or, in one case, building properties.
For reference, here are a pair of videos showing a play-through of LoW:
TableTop (35-Minute Edited Playthrough)
BoardGameGeekTV (2-Hour Unedited Playthrough)
-All players are dealt a random Lord of Waterdeep. The details of your lord are kept secret until the end of the game. You also get a personal "faction" - Knights of the Shield (Yellow), City Guard (Black), Silverstars (Blue), Harpers (Green), and the Red Sashes (Red) - that is purely cosmetic and determines the color of your agents.
-There are 8 "Rounds" in the game, each consisting of a number of "Turns" between each player. A "Turn" is the dispatch of one player's Agent to a location on the board to collect that location's effect. Once all players have placed (and in some cases re-placed) all of their agents, the Round ends, and player recall their Agents.
-All players start with 2 Agents to dispatch to Waterdeep's various locations. In Round 5, all players unlock a third Agent.
-Resources include Gold, Fighters (Orange), Rogues (Blacks), Wizards (Purples), and Clerics (Whites). These are gained by dispatching Agents to specific locations on the board, and are used to complete quests. If all Agent slots at a location are occupied, then no more Agents can be placed at that location. No players start with any adventurers.
-All players start with Gold. The starting player will begin with 4 Gold, the next player will start with 5, the next with 6, and so on.
-All players also start with two randomly drawn Quests. Quests are not secret and are public knowledge until completed, at which point they are turned face-down. However, there are also "Plot Quests" which, when completed, grant an ongoing effect, and thus remain face-up even after completion.
Only ONE Quest can be completed per turn.
If a player can completemore than one Quest, then they must wait until the next turn (TURN, NOT ROUND). There are 5 types of Quests - Arcana, Piety, Skullduggery, Warfare, and Commerce; these types correspond to the special abilities of Lords of Waterdeep.
-All players also start with two random Intrigue Cards. Intrigue Cards can only be played at a special location (Waterdeep Harbor) and vary wildly in their effects, with some granting extra resources from the pool, some forcing other players to discard resources of their own, etc. One type of Intrigue Card is the Mandatory Quest, which is a low-resource, low-payoff quest played on another player that said player
must
complete before completing any other quests.
-Waterdeep Harbor is also a special location with three Agent slots. If Agents are played there, then at the end of the Round, all Agents placed there may be re-placed to a different open location on the board, in the order that they were played at the harbor.
-There are opportunities for players to build properties of their own, at the Builder's Hall location. Three randomly-drawn properties with different effects will be available at all times. Once a property is built, the Agents of any player can visit it to collect its resources. If an opponent's Agent visits the building, however, the owner gains a specified income of his own; this income is not gained if the owner visits his own property with an Agent. AN unlimited amount of properties can be built over the course of the game.
-Certain Plot Quests/Locations can grant the use of extra, special Agents, named the Lieutenant and the Ambassador. The Lieutenant is simply an extra Agent gained permanently for the rest of the game, gained by Plot Quest. The Ambassador is gained temporarily by visiting a custom property, and allows its owner to go first (even before the First Player) for the next turn only.
-Scoring is followed throughout the game as players complete Quests, but final scoring is done at the end to total all the points of each players' remaining adventurers, gold, and hidden points. At the end of the game, remaining adventurers in a player's tavern are worth 1 point each, gold is worth 1 point for every 2 remaining, and hidden points are earned based on how well the player adhered to his/her special ability.
That should be everything. If the rules seem complicated they really aren't, and are easy to get used to after only one round. Once we have full sign-ups and begin, I will modify this post to post board locations/information and each player's faction profile with resources.
Cybele:
9
Debonair Danny DiPietro:
9
Save The Dragons:
20
JDGA:
5
Current First Player:
Save The Dragons
SILVERSTARS
Available Agents:
1
Intrigue Cards:
1
Completed Quests:
1
Plot Quest Effects:
Gain 2 VP for every completed Piety Quest
Tavern
EMPTY
3 Gold
Active Quests
Host Festival For Sune
Type:
Arcana
Completion Cost:
2 Fighters, 2 Wizards, 4 Gold
Reward:
9 VP, 2 Priests
Produce a Miracle for the Masses
Type:
Piety
Completion Cost:
2 Priests, 4 Gold
Reward:
Plot Quest - 5 VP; Once per round, whenever you take an action that provides an Priests, you can also replace 1 Fighter Rogue, or Wizard with a Priest
Defend the Tower of Luck
Type:
Piety
Completion Cost:
1 Fighter, 1 Rogue, 1 Wizard, 2 Priests
Reward:
Plot Quest - 1 Adventurer, Once at the start of each round, take 1 Adventurer of your choice from the supply and place it in your Tavern
KNIGHTS OF THE SHIELD
Available Agents:
1
Intrigue Cards:
3
Completed Quests:
1
Plot Quest Effects:
None
Tavern
7 Gold
Active Quests
Recruit Paladins For Tyr
Type:
Piety
Completion Cost:
4 Fighters, 2 Priests, 4 Gold
Reward:
10 VP, 3 Priests
Discover Hidden Temple of Lolth
Type:
Piety
Completion Cost:
1 Fighter, 1 Rogue, 2 Priests
Reward:
10 VP, Take 1 Quest from Cliffwatch Inn
Ally With House Thann
Type:
Commerce
Completion Cost:
3 Rogues, 1 Wizard, 1 Priest, 8 Gold
Reward:
25 VP
Research Chronomancy
Type:
Arcana
Completion Cost:
2 Wizards, 4 Gold
Reward:
4 VP, 1 Wizard, and return 1 of your assigned Agents to your pool
RED SASHES
Available Agents:
0
Intrigue Cards:
2
Completed Quests:
1
Plot Quest Effects:
None
Tavern
1 Fighter
8 Gold
Active Quests
Take Over Rival Organization
Type:
Skullduggery
Completion Cost:
1 Fighter, 2 Rogues, 1 Wizard, 6 Gold
Reward:
10 VP, 4 Rogues
Establish New Merchant Guild
Type:
Commerce
Completion Cost:
2 Fighters, 1 Priest, 4 Gold
Reward:
Plot Quest - 8 VP, Whenever you complete a
Commerce
Quest, you score 2 VP.
Confront the Xanathar
Type:
Warfare
Completion Cost:
4 Fighters, 2 Rogues, 1 Wizard, 1 Priest
Reward:
20 VP, 2 Gold
Raid Orc Stronghold
Type:
Warfare
Completion Cost:
4 Fighters, 1 Rogues
Reward:
8 VP, 4 Gold
HARPERS
Available Agents:
0
Intrigue Cards:
2
Tavern
4 Rogues
5 Gold
Active Quests
Establish Harpers Safe House
Type:
Skullduggery
Completion Cost:
2 Fighters, 3 Rogues, 2 Gold
Reward:
8 VP + 2 VP for each Building you control
Eliminate Vampire Coven
Type:
Piety
Completion Cost:
2 Fighters, 1 Rogue, 2 Priests
Reward:
11 VP, 4 Gold
Repel Seawraiths
Type:
Warfare
Completion Cost:
4 Fighters, 1 Wizard, 1 Priest
Reward:
15 VP, 2 Gold
Fence Good For Duke of Darkness
Type:
Skullduggery
Completion Cost:
1 Fighter, 3 Rogues, 4 Gold
Reward:
Plot Quest - 6 VP, Whenever you take an action that provides any Rogues, also take 2 Gold from the supply
Field of Triumph
0/1
Collect 2 Fighters
Grinning Lion Tavern
1/1
Collect 2 Rogues
Blackstaff Tower
0/1
Collect 1 Wizard
The Plinth
1/1
Collect 1 Priest
Aurora's Realms Shop
0/1
Collect 4 Gold
Castle Waterdeep
1/1
Become First Player Next Round, Draw 1 Intrigue Card
Waterdeep Harbor
0/3
1. EMPTY
2. EMPTY
3. EMPTY
Play 1 Intrigue Card (Once all other Agents have been placed, you may move this Agent to use another available location)
Builder's Hall
1/1
Buy a Building
Available Buildings
-
The Zoarstar
(+2 VP)
--
Cost:
8 Gold
--
Effect:
Choose a space containing an opponent's Agent. You use that space's action as though you had assigned an Agent to it.
--
If Used By Opponent:
Owner Collects 2 VP
-
Spires of the Morning
(+1 VP)
--
Cost:
4 Gold
--
Effect:
When purchased/at start of round, place 1 Priest on this space; When visited, take all Priests on this space
--
If Used By Opponent:
Owner Collects 2 VP
-
Fetlock Court
--
Cost:
8 Gold
--
Effect:
Collect 2 Fighters and 1 Wizard
--
If Used By Opponent:
Owner Collects 1 Fighter or 1 Wizard
Cliffwatch Inn
0/3
1. Take a Quest, Collect 2 Gold (Unoccupied)
2. Take a Quest, Take 1 Intrigue Card (Unoccupied)
3. Wipe All Quests, Draw New Quests, Take a Quest (Unoccupied)
Available Quests
-
Establish Shadow Thieves Guild
--
Type:
Skullduggery[/i]
--
Completion Cost:
1 Fighter, 8 Rogues, 1 Wizard
--
Reward:
25 VP
-
Convert a Noble to Lathander
--
Type:
Piety
--
Completion Cost:
2 Priests, 1 Fighter
--
Reward:
8 VP, Take 1 Quest from Cliffwatch Inn
-
Safeguard Eltorchul Mage
--
Type:
Commerce
--
Completion Cost:
1 Fighter, 1 Rogue, 1 Wizard, 4 Gold
--
Reward:
4 VP, 2 Wizards
-
Deliver An Ultimatum
--
Type:
Warfare
--
Completion Cost:
4 Fighters, 1 Rogue, 1 Wizard
--
Reward:
11 VP, 4 Gold
House of the Moon
1/1
Collect 1 Priest, Take 1 Available Quest
If Used By Opponent:
Owner Collects 2 Gold
Owner:
Cybele
Jester's Court
0/1
When Purchased/At Start of Round, place 2 Rogues on this space. When Visited, take all Rogues on this space (Currently: 0 Rogues)
If Used By Opponent:
Owner Collects 1 Rogue
Owner:
JDGA
The Stone House
0/1
Gain 1 Gold for each Building tile in play
If Used By Opponent:
Owner Collects 2 Gold
Owner:
JDGA