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Video: How to Play
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Objective of the Game
In Lords of Waterdeep, players take on the role of powerful lords vying for control over the city of Waterdeep. You'll be assigning agents to various buildings to gather resources, complete quests, and ultimately earn Victory Points (VP). The player with the most VP after final scoring is the winner. In case of a tie, the player with the most gold wins.
Preparation (Setup)
- Each player chooses a color, takes a matching player mat, and places a number of agents of that color on the agent pool area of their player mat. The number of agents depends on the number of players:
- 2 players: 4 agents per player
- 3 players: 3 agents per player
- 4 players: 2 agents per player
- 5 players: 2 agents per player
- Each player places one more agent of their color near the round 5 space of the rounds track.
- Each player places the round score marker of their color on the 0 space of the scoring track.
- Place 3 victory point (VP) tokens on each space of the rounds track.
- Each player also takes the building control markers of their color.
- Shuffle the stack of building tiles, draw 3, and place them faceup in each of the 3 spaces in Builder’s Hall. Place the remaining tiles facedown in a stack on the labeled space near the Hall.
- Sort the adventurer cubes – clerics (white), fighters (orange), rogues (black), and wizards (purple) – and place them within easy reach of all players, along with the gold tokens (in denominations of 1 and 5).
- Shuffle the lord cards and deal one facedown to each player. Keep your card secret from your opponents.
- Shuffle the quest cards and deal 2 cards faceup to each player as their active quests. Place one faceup quest card in each of the 4 spaces of Cliffwatch Inn. Place the remaining cards in a facedown quest deck on the labeled space near the Inn.
- Shuffle the intrigue cards and deal 2 cards facedown to each player. Keep your cards hidden from your opponents. Place the remaining cards in a facedown intrigue deck on the labeled space near Waterdeep Harbor.
- The player who has most recently been to another city takes the first player marker and goes first.
- The starting player gets 4 gold, the player to their left gets 5 gold, the player to their left gets 6 gold, and so on until all players have received starting gold. Store gold on the Tavern on your player mat.
Fluxo do Jogo
The game progresses over 8 rounds. During each game round, players take successive turns in each of which they assign their agents to tasks.
START OF ROUND
- Remove the 3 VP tokens from the new round’s space and place 1 token on each faceup building in Builder’s Hall.
- Follow the start of round instructions for any buildings in play that have them.
- At the start of round 5, each player takes the extra agent piece of their color from the space near the rounds track and adds it to their pool. This extra agent is available for the rest of the game.
- Once all start of round effects are complete, players take turns in order, one at a time, starting with the player with the first player marker and going clockwise.
Player Turn
During your turn, if you have agents available to assign, take one or both of the following actions:
- ASSIGN AGENT
- COMPLETE QUEST (optional, after assigning an agent)
If you have no more agents available to assign, you can no longer take turns during that round. For the rest of the round, play skips to the next player in order who still has available agents. If no one can legally assign an agent, the round ends.
END OF ROUND
When all agents at Waterdeep Harbor have been reassigned, the round ends. All players return all their agents to their pools. The player with the first player marker begins the next round.
Ações e Como Jogar
During your turn, you can perform two main actions:
1. ASSIGN AGENT
If you have any agents in your pool, assign one of them by placing it on any unoccupied action space of a building (a basic building printed on the board or one that has been put into play).
- An agent cannot be placed on an action space that contains another agent (yours or another player’s), on a space whose actions you cannot fulfil, or on buildings not yet in play.
- Then follow the instructions for that action space. You take that action just once.
- You cannot pass your turn; if you have agents available, you must assign one.
2. COMPLETE QUEST
After assigning an agent, you may complete one quest. Each quest card specifies how many and what kind of adventurers (and/or gold) are needed to complete it.
- You don’t have to complete a quest, but you cannot complete more than one quest on your turn, regardless of how many agents you assign or reassign on your turn.
- Remove the required adventurers and gold from the Tavern on your player mat, return those tokens to the supply, then collect the specified reward.
Buildings
The number of empty building spaces on the board is not a limit to the number of buildings that can be in play. You cannot control more buildings than you have building control markers.
- Builder’s Hall: When you assign an agent to Builder’s Hall, choose one of the faceup buildings available for purchase and pay its gold cost. Immediately score any VP for that building, place its tile in one of the open spots on the board and attach one of your control markers to it to show you are the owner, and follow its When Purchased instructions. Then draw the top tile of the building stack and place it faceup on the vacated space.
- Owner benefit: Once a new building is in play, anyone can assign an agent to it, but the owner gains the benefit described in the tile’s Owner line (not when the owner uses their own building).
- Cliffwatch Inn: Cliffwatch Inn has 3 action spaces; you can choose any of the available action spaces, and you can assign more than one of your agents to Cliffwatch Inn if it still has an open action space (but still only one agent per turn). Whenever you take a faceup quest card, immediately replace it with a new card from the quest deck.
- Waterdeep Harbor: Waterdeep Harbor has 3 action spaces; assign agents to available spaces in numerical order, starting with space 1. You can assign more than one of your agents here if it still has an open space (but still only one agent per turn). Assigning an agent to one of the Waterdeep Harbor spaces has 2 effects:
- Play one intrigue card from your hand. If you have none, you cannot assign an agent to Waterdeep Harbor. Follow the card’s instructions immediately; its effect takes place just once.
- Reassign agent: After all agents have been assigned in the round, each player with an agent in Waterdeep Harbor reassigns that agent to another action space (thus taking an additional turn with that agent). Reassign agents in order, starting with the action space numbered 1. You cannot reassign an agent to Waterdeep Harbor.
Quest Cards
There are 5 different types of quests, and a quest’s type indicates what sort of adventurers are most important to completing it:
- Arcana (wizard)
- Commerce (any + gold)
- Piety (cleric)
- Skullduggery (rogue)
- Warfare (fighter)
Each time you take a quest card, you must place it faceup with your other active quests. The ‘Requires:’ line shows which resources are required to complete the quest. The ‘Reward:’ line shows the reward that a completed quest provides to the player who completes it. Adventurers and gold are taken from the supply and placed in your Tavern. Quests provide a reward once when completed; then turn the card facedown and place it on the Completed Quests area of your player mat. Different lords of Waterdeep score bonus VP for completing quests of particular types.
- Mandatory quests: When you play an intrigue card with a mandatory quest, choose an opponent and place the card faceup in front of him. They cannot complete any other quests until they have completed the mandatory quest. When a mandatory quest is completed, place the card in the intrigue discard pile.
- Plot quests: These have ongoing effects as well as rewards. When you complete a plot quest, place its card faceup near your player mat to remind you of the ongoing effect.
Fim de Jogo e Pontuação
Ending the Game
At the end of the 8th round of play the game ends; perform final scoring for each player.
Final Scoring
Each player counts up VP and advances their scoring marker (use the counters representing 100 VP when a score marker passes the ‘0’ space):
- Each adventurer in your Tavern: 1 VP.
- Every 2 gold in your tavern (rounding down): 1 VP.
- Lords of Waterdeep card: As specified by the card.
The player with the most VP after final scoring is the winner. On a tie, the player with the most gold wins.
Dicas para Vencer
- Consulte o manual para detalhes sobre esta seção.
More videos
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In English
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Lords of Waterdeep Strategy Primer
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How to Play "Lords of Waterdeep" - The Dragon Table: Episode 19
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Lords Of Waterdeep Guide - First time how to play
Rules manual
Official PDF file
Frequently Asked Questions
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