While BGG is down, my wife wrote an interesting review

[to read the original reviews with photos, go to www.boardofplaying.com]
http://boardofplaying.com/archives/2049


Actual Length: 60-80 minutes
Age: 12+
Players: 2 – 5 (great with 2 players!!)

Lords of Waterdeep is a strategy board game brought to you by Dungeons
and Dragons. Seems contradictory doesn’t it? when you think of D&D you
don’t typically think of strategy board games… For those of you
unfamiliar with D&D, I personally can’t tell you much about it since
i’m pretty foreign to it as well. From what my husband tells me its
basically roleplaying in a fantasy world. Like acting and storytelling
with a bunch of friends. Typically there aren’t any pieces, its all
with your imagination. So how does this translate to board games?
D&D are now delving into the world of board games, with recent
releases of games such as “Castle Ravenloft” and “Conquest of Nerath.”
I’ve played a few of these after my husband brought them home and none
really did it for me. So when he brought home “Lords of Waterdeep” and
was raving about how awesome it was, I was skeptical to say the least.
Afterall, “Castle Ravenloft” is collecting a lot of dust on our board
gaming shelf.

When I finally got around to playing “Lords of Waterdeep,” I was
pleasantly surprised. Actually more than that even, I thought is was
pretty darn exceptional! Now its nothing like D&D and its nothing like
D&D’s other board games either. It’s actually like a euro worker
placement game with a D&D theme. The theme being you take on a role of
a Lord of Waterdeep controlling clerics, wizards, rogues, and
fighters, through your agents, and going on adventures and conquests
gaining treasure and power!

The Lord being your secret victory condition, the clerics/wizards/
rogues/fighters being your resource cubes, the agents being your
workers for placement, all used to complete your quests which result
in getting treasure and power… being your victory points. So basically
a worker placement Euro like I mentioned earlier.
But what makes it exceptional? Well, I’m a huge fan of worker
placement games, such as Caylus, Agricola, Manhattan Project, Ora et
Labora, Alien Frontiers and so on, so that right there makes it at
least a 7 in my book, but what bumps is up even higher? Lets take a
looksie:

Quality: The game is quite beautiful, that D&D imagination team really
put special touches in the game. The box is very pretty and the
container inside you could literally set on the table and use it like
a playo box. The pieces are all your standard wooden components with
cardboard and chits making up the rest. What I really like are the
cards. They stay true to the theme with quest names and little quotes
to read. It’s just really pretty on the table.
Game play: Even though the game play is worker placement like many
euro games, there are some interesting elements that makes this one
unique. It has some similarities to Caylus that are worth mentioning;
Like Caylus, when a player builds a building and someone else plays on
it, the owner gets a benefit. Also like Caylus, there is a spot on the
board (called the gate) that allows you to play on a spot after
everyone else has played. This spot in Caylus rarely gets used. Even
in a 5 player game, people tend to opt out on placing a valuable
meeple there. There is a similar spot on the Lords of Waterdeep Board
(called waterdeep harbor), however, unlike Caylus, it is filled up
quite quickly. Because not only does it give you an immediate action
of playing an intrigue card, it lets you reuse your meeple after
everyone else has played theirs, which generally results in you
getting something useful since every spot on the board is relatively
useful in some fashion.

Similar to Troyes, it has a hidden victory point condition. However,
this victory point condition only impacts you, and could also be the
winning factor in an especially close game.

Luck & Interaction: I’m not a huge fan of luck and I appreciate
interaction in games, but not when a player can do something to throw
out my strategy completely, I find that a little annoying. This game
has elements of both. But not to say its necessarily bad in Lords of
Waterdeep, and its definitely not to the point  of annoyance. A gaming
buddy of mine mentioned that he really likes the fact that you can
play this game with all variations of strategic playing levels. And
although the players with higher strategy skills do have a better
chance of planning out their moves in a way to have a good chance of
winning, it’s not so much to the point where newer players or those
with lesser strategic skills can’t pull out wins time and time again.
Which I guess can be refreshing from pure strategy games, which I tend
to really enjoy playing.

There are some neat levels of interaction in the game that I find
interesting. First being the intrigue cards that I mentioned a few
seconds ago. In addition to the quest cards which you complete for
victory points and/or rewards of some sort. There are intrigue cards
that you can play that add elements of well, intrigue, to the game.
Which include aspects of light resource manipulation or even short
mandatory quests you can relinquish, so to speak, onto an opponent.

The game has very good flow and isn’t overly complicated. You can
explain it in under 10 minutes to most, and they would have no problem
diving in. Although, I didn’t really get into the specifics of game
play, DNDWizards put out a great video of how to play (actually in
under 10 minutes :o) that is very worth checking out if you are
interested in adding this one to your collection.


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