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Dungeons & Dragons: Lords of Waterdeep

Price: CDN$ 59.99 & FREE Shipping. Details
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  • An exciting Euro-style board game set in Waterdeep, the greatest city and jewel of the Forgotten Realms
  • This immersive game casts players as Lords of Waterdeep who hire adventurers to complete quests
  • Game play: 1 hour
  • Perfect for 2 to 5 players

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Dungeons & Dragons: Lords of Waterdeep + Lords of Waterdeep: Scoundrels of Skullport Expansion
Price For Both: CDN$ 96.79

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CHOKING HAZARD -- Small parts. Not for children under 3 yrs.

Product Details

  • Product Dimensions: 28.4 x 7.6 x 35.8 cm ; 1.7 Kg
  • Shipping Weight: 1.7 Kg
  • Item model number: 5513165
  • ASIN: 0786959916
  • Date first available at Amazon.ca: April 6 2012
  • Average Customer Review: 5.0 out of 5 stars  See all reviews (4 customer reviews)
  • Amazon Bestsellers Rank: #9,522 in Toys & Games (See Top 100 in Toys & Games)
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Product Description

Waterdeep, the City of Splendors-the most resplendent jewel in the Forgotten Realms, and a den of political intrigue and shady back-alley dealings. In this game, the players are powerful lords vying for control of this great city. Its treasures and resources are ripe for the taking, and that which cannot be gained through trickery and negotiation must be taken by force. Lords of Waterdeep is a strategy board game for 2-5 players. You take on the role of one of the masked Lords of Waterdeep, secret rulers of the city. Through your agents, you recruit adventurers to go on quests on your behalf, earning rewards and increasing your influence over the city. Expand the city by purchasing new buildings that open up new actions on the board, and hinder-or help-the other lords by playing Intrigue cards to enact your carefully laid plans.

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Customer Reviews

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Most helpful customer reviews

Format: Toy
I was recently introduced to this game by my cousin (thanks Chris!) and love it so went right out an bought it for myself. I am new to euro style games (i.e.: I'm not even sure what that refers to) but nonetheless love it. It combines elements of 7 Wonders, Dominion and Carcassonne. It is fast to play and my daughters (age 10 and 12) can play a game in less than a hour. The first time you play it may be daunting with all the different elements to keep track of but after one game everything becomes clear and easy to follow. I love it and have found strategies very different each time I play depending on the buildings that get put into play.
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Format: Toy Verified Purchase
Fantastic with 2 or 3 players (only numbers I've played with.

Worker placement with a thin D&D theme
Top production value, components are amazing
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Format: Toy Verified Purchase
It was a gift for my son.He loves it and play it frequently with bros family and friends.
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Format: Toy Verified Purchase
present for my son . he's happy with it. Arrived on time.
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Most Helpful Customer Reviews on Amazon.com (beta)

Amazon.com: 256 reviews
115 of 121 people found the following review helpful
Is this good? You better believe it! March 30 2012
By Tactitles - Published on Amazon.com
Format: Toy
If you are a eurogamer but not particularly drawn to fantasy themed dungeon games, please keep reading this. If you are a dungeon game fanatic with no euro experience, you also should keep reading. This game is a straight euro-style game, with a clever fantasy theme wrapped around it. Mechanically, it runs on worker placement and resource management principles. There are some cool cards, but the game pieces are... drumroll... wooden cubes. And some meeples. And some victory point tokens. Eurogamers will rejoice, and dungeon crawl gamers might be surprised. You won't find any miniatures here.

But this is far from an average euro with cubes. It is actually a very well designed game, with many winning ways to approach it. The object is to complete Quest cards, which each show cube requirements (called adventurers) and rewards. Four types of "adventurers" are represented by cubes. Orange for fighters, white for clerics, black for rogues, and purple for wizards. Quests cards are colored as well. So an orange Quest (called a warfare quest) requires, as its main element, orange cubes. White Quest cards require white cubes, etc. But each will usually require a lesser amount of other resources, such as gold or other colored cubes. Victory points are rewarded for completed quests, and a few other hidden bonus points are awarded at the end.

Standard stuff, right? No.This game works so well because it is fairly quick, and actions are tightly controlled because of limited places on the board to deploy your agents to obtain resources. Think Stone Age, but without as much scoring complication. It's not exactly the same, but similar. In addition to getting and completing quests, you can obtain and play Intrigue cards, which give you various actions. Other actions you can take include getting gold, and purchasing buildings. Buildings provide more spots for players to place agents, and each building gives that player more resources. Owners of the buildings also get something each time another player uses it.

There are elements of several different types of games here, and they all work extremely well together. The fantasy theme provides a nice backdrop, complete with "flavor text" on cards and fantasy-type names assigned to buildings and pieces. It all provides extra enjoyment, added to a fine euro-style game. It's easy to teach and learn, and with one game under your belt you'll be flying through the next game. And you'll probably keep coming back, because strategies that work depend on each game and how the other players play. Replay value is high, as far as I can tell from a limited number of games so far. Everyone who has played this with me has enjoyed it, and complaints are few and minor. It's an excellent game, and one I purchased after just one play, which is quite rare for me. Hope you enjoy it!
37 of 39 people found the following review helpful
Great board game for all audiences April 24 2012
By Jon Cooper - Published on Amazon.com
Format: Toy Verified Purchase
Lords of Waterdeep is based in the Dungeons and Dragons world. More specifically, in the Forgotten Realms campaign setting. Unlike the other board games that have been released by Wizards of the Coast over the past few years that are also set in the D&D world (eg, Wrath of Ashardalon and Conquest of Norrath), this game is pure euro. For all intents and purposes, it is a worker-placement game with a pick-up and deliver mechanic (no, really, it's funner than that might sound!).

The idea behind the game is the following: Each player takes on the role of a lord of Waterdeep - one of several actors who essentially controls the politics and economy of the City of Splendor (as Waterdeep is known). To increase their influence, they hire adventurers to complete quests on their behalf. For example, you might hire a few rogues to infiltrate one of the many guilds composing Waterdeep's market economy. The more quests you complete, the better you do in the game - the player who completes the most (and most valuable) quests, wins.

Game play

The game play blends the theme with the mechanics almost seamlessly. The game plays over eight rounds, and each round players take turns assigning their agents to different buildings. Each building procures the player something, but most commonly a collection of adventurers. Adventurers come in four flavors: clerics, rogues, fighters, and wizards (in other words, classic D&D archetypes). After assigning agents to a building and collecting its benefits, a player can complete one quest per turn. To complete a quest, you must return a certain type and amount of adventurers to the general stock. In return, you earn victory points - and sometimes gold and more adventurers, or even advantages that last throughout the duration of the game.

That's basically how the game plays. There area a few extra things, however, worth noting. First, the game begins with several basic buildings that allow players to procure all necessary resources: the four types of adventurers, quest cards, money, and intrigue cards (more on this in a second). But players who visit the Builders' Hall can also build a new building for that turn. This creates more spaces and resources for players to use and collect, and also provides a benefit for whoever built that building: whenever another player assigns an agent to that building, the owner receives a reward, as well.

Intrigue cards allow players to mess with each other more directly than simply blocking one another when assigning agents to buildings. Sometimes they allow you to steal adventurers from other players, while other times you can force them to complete a quest before moving on to their own, more lucrative quest cards. Perhaps most importantly, when you play a quest card, you do so by assigning an agent to Waterdeep Harbor. At the end of each round, everyone who assigned an agent here, that is, played an intrigue card, gets at least one more turn to assign agents to buildings. This mechanic forces players to be in each others' faces.

Finally, at the start of the game, players receive a Lord of Waterdeep card that indicates their particular character. Each character is typically associated with a specific type (or types) of quest cards. For example, a lord may be associated with both Skullduggery and Piety (odd combination, but it happened to me with the character Nindil Jalbuck - an evil doppelganger of an otherwise honest and philanthropic halfling). For each quest of that type you complete, you earn bonus points at the end of the game.

Why we love this game

a. Lords of Waterdeep is easy to learn and pick up, and it goes quite fast. Our games clocked in at around 45-60 minutes. My current gaming group starts around 2200 and we usually poop out sooner rather than later. This means games that are quick to pick up and play, but strategically fun, are a boon. What's more, with the Lord of Waterdeep cards, each player starts out with a clear goal that helps shape their strategy.

b. I like the theme, a lot. I've never played D&D as an RPG, but I've enjoyed the literature and the D&D Adventure Games (we own both Wrath of Ashardalon and The Legend of Drizzt). This game evokes the D&D world in a very unique way. Although I wish the adventurers were something other than classic euro-cubes for thematic reasons (I insist that everyone call the cubes wizards, clerics, fighters, and rogues, and not purple, white, orange, and black cubes!), it still works: you get the idea that you are hiring people to go do stuff for you. Fun, dungeony, high fantasy stuff. I dig it. It just does not feel like a cube-pusher to me. Along with the theme, there's actually quite a bit of flavor text (and incredible artwork) on the cards and in the rules book that make it even more fun (and yes, I read my flavor text, out loud, too, when completing a quest!).

c. Although you keep track of victory points as you complete quests, you never quite know who wins until the end of the game, because it's only then that the Lord of Waterdeep cards are revealed. This means that the run-away front runner will not necessary win - and if they do, at least everyone else feels like they're still in the game and has a chance up until the bitter end!

d. Finally, this is a good game for all numbers of players (2-5) for which we've played (2 and 4). Strategy changes slightly between player counts, but, in our experience, anyway, the core feel and tactics of the game remain constant between 2 and 4 players - a rather rare and well done feat, in my opinion.

In short, Lords of Waterdeep is absolutely fun. I want to note, also, that within my gaming group, I am the only one with any D&D background or, shall we say, enduring and obsessive high fantasy/sci-fi interest. But that did not seem to matter: everyone loved the game and the theme, and this is one of the few games that got a call back from my gaming group.
53 of 58 people found the following review helpful
Classic resource collection and quest fulfillment game March 22 2012
By Kartik S. Santhanakrishnan - Published on Amazon.com
Format: Toy
For those who've played Agricola and Caylus, this game uses similar concepts to those two games. Your meeples (people) collect resources or money. I call them resources or cubes but these are fighters, rogues and so on, in the game's terminology. You use these to gain special powers or victory points or build buildings. Meeples can visit any building to get more resources or money than they normally would. However, the owner of the building i.e. the original builder gets rent or resources when that happens. Players can use intrigue cards for one time special effects. Everyone also gets a special secret end of game bonus card such as "Each building you control gives you 6 points at the end of the game". With a combination of these different actions, you aim to gain more victory points than anyone else.

The only reason I'm not giving it 5 stars is that it didn't really leaving craving for more like "Through the Ages" did. The reason may be that it is not too original and is so similar to other games out there. That said, the game is interactive, gives everyone an equal chance of winning and anyone can come back from behind and win the game. I find a game that always keeps players in with a chance of winning to be exciting. There are many different strategies to pursue. Overall, fun game.
20 of 22 people found the following review helpful
An excellent entry to resource board games May 7 2012
By Mike M. - Published on Amazon.com
Format: Toy
I'm a D&D gamer from quite a ways back, and I had my doubts about this game. I checked out the new 4th edition tabletop game when it first came out, and over a brief period of time it fell out of favor with me. D&D 4e can be a fun game, but it lost something for me in all the focus on tactical combat. The more recent D&D board game entries from Wizards of the Coast seemed like they took tabletop D&D and turned it into a simple board game.

The 4e connection to Lords of Waterdeep is what worried me. As it turns out, there is no tabletop D&D to be found in this game. Instead, it takes the city of Waterdeep as the setting, and allows you to be a secret ruler sending out adventurers on quests to collect victory points.

As a tabletop D&D gamer, I instantly found an attraction to this game soon after learning how to play. The thought of being the person in charge of gathering adventurers and sending them out to do my bidding was very appealing to me; finally I would get a sense of how it feels to be on the other side of the adventure. Sure, I've run games as the Dungeon Master before, but the Lords of Waterdeep are essentially non-player characters; extras in the background that the players don't get to interact with very often. To make these powerful extras take centerstage as playable characters was an exciting prospect to me.

As a board game collector, I was extremely impressed with the packaging. After you have punched out all the cardboard pieces and followed the guide provided in the instructions, everything is sorted and organized to facilitate fast setup. Every group of tokens, meeples, cards, and tiles is separated into their own tightly constructed compartment. Once the board is placed on top and the box closed, there is little fear that the pieces will be a headache-inducing jumble and/or damaged from handling when next you open it up to play. It is this kind of attention to detail that can win big points with me, as there are a number of other board games I own that do not have sorted compartments in the box. This usually results in me putting pieces into ziploc sandwich baggies to help avoid having to sort everything out every time I want to play. With Lords of Waterdeep, I open the box and get into playing the game a lot sooner, and the condition of the game pieces is maintained while the game is transported and stored.

As a board game player, this is a basic resource gathering game that has the backing of a D&D setting. The artwork is gorgeous, the flavor text ties in very well with the lore of Waterdeep, and it plays super fast. The wooden pieces are a nice break from the plastic parts and cardboard standees of other games. After reading the rules and test playing once, I never had to go back to the rule book in subsequent plays. Everything is laid out visually, with relatively little game mechanic text. What effects or instructions that are listed on the cards and tiles are very clear and easy to understand, and you can tell at a glance what resources you and your opponents need to complete their quests. The designers stated they wanted to create a board game where you could figure out how to play from just looking at the board. I feel they have succeeded in their attempt. The game only plays for 8 rounds, and most of the time this will be accomplished in about an hour, maybe and hour and a half max, even with 5 players. Although at full 5 players your victory point scores will likely be lower than in a 3-person game, the challenge of working your resources against four other "Lords" can be quite fun.

So why not a 5-star review? This is a pretty basic resource Euro-game, and there is little in the rules regarding interactions with other players other than trying to stop them from collecting resources and/or victory points. There is no mention of being able to strike alliances with the other "Lords", make trades, and other such activities that really make a player try to work with the other players to accomplish their goals in an attempt to win. It is this one aspect that I feel makes a Euro-game really soar in enjoyment; you are competing with each other, but you cannot win on your own. With Lords of Waterdeep, the rules are very basic and straight-forward, and win conditions do not require you to work with your opponents at all. The allusion in the rule book to a possible expansion containing a sixth faction is nice, but if it only offers a new faction and does not expand the game with new gameplay options then I would feel the potential for this game's future will have been squandered.

Don't get me wrong; this is a fast and fun resource game. I find the packaging and quality of the game parts to be worth the price, if only to vote with my dollars for such packaging and quality in future products. That it also plays well is a rare find. However, D&D for me shines in it being a role-playing game where the players actually role-play their characters, and I'll likely experiment with offering trades and alliances to encourage players to aid and/or backstab each other. After all you are the Lords of Waterdeep, the most powerful people in the city. Why not play the part for a little while?
8 of 9 people found the following review helpful
Lords of Waterdeep: A worker placement game with no heart Jan. 4 2014
By J - Published on Amazon.com
Format: Toy
Everyone seems to love Lords of Waterdeep as a lighter worker placement game. But why? Lets take a look.

The board is completely functional. Your player markers are completely functional. The cards are OK. Some of the text on them is a bit small and difficult for people not right next to them to read. Money is cardboard chits and are a bit weird, but once you get used to which shape/size is what value, it's good enough. Everything else? Cubes. Warriors? Cubes. Wizards? Cubes.

You take turns placing your workers which let you take quests or resources to complete those quests and/or draw/play cards, and then if you can/want to, you then spend resources to complete one of your quests. Completing a quest gives you points and many times, more resources to spend later. Additionally, you can take an action to "buy" a new action space to be put on the board (which you can take or, if anyone else takes it, you get a kickback for owning it).

Additionally, there are some hidden bonuses for completing certain types of quests (each player has different hidden goals). What it really ends up meaning is, if you're lucky and can get goals which don't have a lot of competition (so others aren't taking your quests) and are lucky enough for your type of quests to show up as being available, you get a few extra points. It's generally not game-altering.

All in all, the gameplay is very solid. My only problem with the gameplay is the cards. Far too many of them are very "take that" play against one other player. So if you're in the lead, get ready to get "blue shelled" quite a bit. As a lighter game, that's not the worst thing in the world.

The theme is recruiting a small army to go on quests and do cool things, which will look familiar to those familiar to the D&D lore. In reality, the game always seems to come down to people paying attention to nothing but colors of cubes to collect and colors of cubes on the cards. If the cubes were meeples of what they were representing, it would be much easier to feel the theme. If the different types of quests actually felt different, that would help as well. As is, it just feels like collecting resources to complete your shopping list. The theme is a major letdown.

If you look at the reviews on Amazon for this game, you'll see literally nothing below 3 stars. And you know why that is? It's impossible to hate this game. Unfortunately, if you know the better options for this type of game, you'll realize it's not easy to love, either. The mechanics are mostly sound, but there's nothing that stands out anywhere. The theme isn't there. And there's better options for simpler worker placement games (The Manhattan Project, Alien Frontiers) to use to teach newer board gamers. Do yourself a favor and play one of the better options.

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