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Wizards of the Coast Dungeons & Dragons: Lords of Waterdeep Board Game

  • Based on 3,246 reviews
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Availability: Only 2 left in stock, order soon!
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Arrives Mar 28 – Mar 29
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Features

  • 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

Description

388510000 features: -impressive game casts players as Lords Of water deep who hire adventurers to complete quests. -Game play: 1 hour. -Perfect for 2 to 5 players. -Ages 12 and up. Game: -board games. Product Type: -sets (game pieces included). for ages. . . : -adult. Gender: -boy/girl. Theme: -fantasy/military. Generic dimensions: -15" H x 7" W x 12" D, Dimensions: overall height - top to bottom: -15 inches. Overall Width - side to side: -7 inches. Overall depth - front to back: -12 Inches. From the Manufacturer 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.

Product Dimensions: 12 x 7 x 15 inches


Item Weight: 2.31 pounds


Item model number: 5513165


Manufacturer recommended age: 12 - 15 years


Is Discontinued By Manufacturer: No


Release date: March 20, 2012


Language: English


Manufacturer: Wizards of the Coast


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If you place your order now, the estimated arrival date for this product is: Mar 28 – Mar 29

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Top Amazon Reviews


  • Excellent Board Game
I've heard great things about this board game from other people who have played it, and so I decided to pick it up for myself as a birthday present (using a gift card that was actually a gift, so technically it was a birthday gift from a friend!). I played a 3-player game, which worked out nicely. The game has 8 total turns with each player getting a number of distinct actions within each turn, which are tracked through "agent" tokens. If you are playing a 2-player match, each player would start with 4 agent actions per turn, and if you have the maximum recommended 5 players, there would only be 2 agent actions per turn. The 3-player version, players start with 3 agent actions. Once the fifth turn is reached, all players are given an additional agent, making the later turns a little more important than earlier turns. This is a nice way of having games with more players be a little less burdensome than it would be otherwise. There are also two additional "agents" (with associated extra actions for the player that controls them) which can become available during later rounds. The basic concept of the game is that each of the players represents the "sponsor" for adventurers (wizards, thieves, fighters, clerics) in a D&D world. Scoring consists of "victory points", which may be earned in various ways, but are mostly earned by having sponsored adventurers complete "quests". To complete a quest, each quest will have a specific number of each type of adventurer that need to be recruited, and perhaps gold to be supplied. Once completed, quest rewards (adventurers, gold, and/or victory points) will be earned. Players recruit the adventurers or earn the gold by having their agents visit various buildings within the city. There are also "intrigue" cards which can be played against other players to interfere with their progress in getting quests completed. There are no dice rolled in this game, so it really is a "resource" game with shuffled cards providing the randomness to make the game different with each play. Even though this is set in the Dungeons and Dragons universe, and having some experience with D&D makes it easier to grasp some of the concepts, past experience playing D&D is certainly not a requirement for enjoying this board game. For me, given that I don't have as much free time as I used to when I was younger, it is nice to not have to take hours "prepping characters" before jumping into a fun game set in the D&D universe. This game could certainly take a long period of time if everyone plays slowly and deliberately, but fast paced game play is very much a possibility, potentially allowing for multiple play-throughs on game night. The rules seem simple enough that one play through will be more than enough for people to understand almost all of the nuances to the game without too much trouble. So, while new players might be at a disadvantage in not knowing exactly what to do in the first turn or two, after a while keeping up with experienced players shouldn't be too much of a problem. Overall, this is a very well balanced board game, with plenty of player interaction, and only a marginal level of "cut throat" actions harming other players. While there is some potential for a player in the lead running away with the game, but due to some interesting design elements (hidden "victory points" that are counted at the end of the game; "manditory quests" that can be forced on other players, the ability to see what resources other players need to gain victory points) that is less of a problem than I have seen in other board games. I would rate this as a "moderately serious" board game with a high degree of re-playability. I don't think I would enjoy a 2-player session quite as much as a 3, 4 or 5-player session. ... show more
Reviewed in the United States on September 26, 2013 by Adam B.

  • Lots and lots of strategy!
LoW is probably the most complicated "euro-style" game I've ever played, but it's also one of the most fun, and one of the most replayable. The setup of the game takes around 10 minutes alone. Play takes roughly an hour, give or take a little depending on the familiarity of the players. I won't go into how to play, as it's a fairly complicated game. Suffice to say that you have only a handful of actions per turn, but copious amounts of choices to make per turn. Do I try to acquire adventurers so I can complete quests? Do I play Intrigue cards to derail my opponents? Do I try to claim the First Player marker so that I go first next round? Do I build a building and hope to cash in on other players using it? Do I claim more quests? Lots and lots of choices, but limited resources to execute them. Strategy in the game revolves around doing quests. Your "Lord" (randomly chosen at the start of the game) determines which types of quests give you bonus points at the end of the game. However, because the quests available are randomly determined as the game progresses, it's often difficult to capitalize on this bonus. Since the quests vary greatly in the resources required to complete them, you end up spending your turns debating whether to acquire resources, play (or gather) Intrigue cards to either hinder your opponents or gain resources yourself, or set up plays for future turns. Generally, the more resources a quest requires, the bigger the payout. Though the big reward quests are tempting, it's often better to complete multiple smaller quests of your lord's speciality to acquire the bonus points. You also have to plan ahead to ensure that you're not found wanting a specific adventurerer type or gold in order to complete a quest. I still haven't completely identified a routinely successful strategy to playing the game, though playing at least one agent into Waterdeep Harbor seems to be effective, if you don't require much resources for quests. The Harbor allows you to not only play an Intrigue card, but also to redeploy your agent at the end of the round. With good planning, you can play your card AND get the resources that you need. Too many Intrigue cards end up wasting your time, however, as you won't gain as many resources from playing them as you will get from buildings on the board. I could go on for pages about various strategies, but ultimately you have to play the game for yourself to determine what works for that particular game. Production quality is very good for the game. All pieces are either ~2mm thick plastic-coated cardboard or wood. The Quest and Intrigue cards are plastic-coated as well, much like good playing cards. Most impressive to me is that the game box contains an insert which neatly stores all of the pieces in various wells dedicated to those pieces. This allows you to quickly distribute materials and set up the game without having to dig around the box and sort all of the little tokens. It also makes the box "tip-resistant", where flipping it upside-down won't cause all the pieces to go flying around the box. Granted, some will lose their places, but they're easily retrieved. My major complaint is with the victory-point tokens and the 1 gold piece markers. They take some doing to get them to fit in their assigned spots in the insert, but I don't really know how one would improve upon the design to ease the problem. Overall, this isn't a quick or simple game. It requires some time dedicated to setting up and playing it, and requires a fair amount of thinking and strategizing to play well. It is absolutely worth getting and playing though. The replay value of the game is tremendous and the quality of the product will keep it in good playing shape for many games to come. ... show more
Reviewed in the United States on June 20, 2012 by David Lundy

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