Lords of Waterdeep: Scoundrels of Skullport

Wizards of the Coast, Delta Vision Publishing, Rebel Sp. z o.o. · Board game · 2013
2–6 · best 4 60 min Weight 2.7/5
9.0 rating Ludopedia
8.2 rating BGG

Step by step

Objective of the Game

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Preparation (Setup)

Variant 1: Starting Hand Draft

  • Deal: Each player receives double the starting cards (2 Lords, 4 Quests, 4 Intrigue).
  • Select: Players choose half of those cards to keep (1 Lord, 2 Quests, 2 Intrigue) and discard the rest.
  • Reset: Shuffle all discarded cards back into their respective decks before beginning play.

Variant 2: Diverse Lord Selection

  • Categorize: Separate the Lord cards into two distinct piles:
    • Specialists: Lords that grant bonus VP for completing two specific Quest types (e.g., Piety & Warfare).
    • Strategists: All other Lords (e.g., bonus VP for Buildings).
  • Deal: Shuffle each pile separately and deal one card from each pile to every player.
  • Select: Each player chooses one Lord to keep and returns the other to the box.

Variant 3: Faction Asymmetry

  • Setup: After selecting Lords and starting cards, each player adds the following resources to their Tavern based on their chosen faction:
    • Harpers: 1 Wizard
    • City Guard: 2 Fighters
    • Silverstars: 1 Cleric
    • Red Sashes: 2 Rogues
    • Knights of the Shield: 4 Gold
    • Grey Hands: 1 Fighter & 1 Rogue
  • Faction Selection (Recommended): Instead of assigning factions randomly, players choose their faction. Starting with the last player (to the right of the First Player) and proceeding counter-clockwise, each player selects one available faction.
    • Design Note: If combining this with Variant 1 or 2, perform this step after all cards have been selected so players can choose a faction that complements their starting Quests or Lord.

Variant 4: Alternate 'Using Two Modules'

This variant replaces the "Optional Rule: Using Two Modules" (found on page 5 of the Scoundrels of Skullport rulebook). All components from the base game and both expansions are incorporated, using a rotation system to ensure a balanced distribution of cards and tiles throughout the session.

  • Setup: Organize the Quests, Intrigue cards, and Buildings into four distinct stacks:
    • The Core Decks: Divide the base game components into two equal stacks.
    • The Expansion Decks: Create one stack for Undermountain and one for Skullport.
    • The Tokens: Place the four stacks of each type side-by-side. Place a tracking token (such as a coin) next to each stack to act as a "Selection Marker."

Component Rules

  • Starting Hands: Players must draw their starting Quests and Intrigue cards from different stacks.
  • Cliffwatch Inn: Populate the four spaces of Cliffwatch Inn by drawing one card from each of the four Quest stacks.
  • Depletion: If a stack runs out, continue using the remaining stacks. Do not reshuffle discard piles until all stacks of that type are empty.

Fluxo do Jogo

The "Cycle" Draw Mechanic

To ensure variety, players must draw from different stacks in a rotation.

  • Drawing: When a player draws a card or building, they must choose a stack that does not currently have a token on it.
  • Marking: After drawing, move a token onto that stack.
  • Refreshing: Once every stack in a category (e.g., all 4 Quest stacks) has a token, remove all tokens from that category. The stacks are now all available again.
  • Starting State: For initial setup, the last player chooses which three Building stacks to populate Builder's Hall from, placing tokens on those three stacks to start the cycle.

Ações e Como Jogar

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Fim de Jogo e Pontuação

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Dicas para Vencer

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Rules videos

Learn by watching before you open the box

2 videos

Rules manual

Official PDF file

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