Lords of Waterdeep
Official Description:
Lords of Waterdeep is a strategy board game set in the city of Waterdeep, the most resplendent jewel in the Forgotten Realms and a den of political intrigue and shady back-alley dealings. In this game, players take on the roles of one of the masked Lords of Waterdeep, the secret rulers of the city. Through their agents, these Lords recruit adventurers to complete quests and expand their influence over the city.
The game is designed for 2-5 players and uses a worker placement mechanic. Players send their agents to various buildings in Waterdeep to gather resources, recruit adventurers, and obtain new quests. Completing quests earns rewards and increases a player's standing in the city. Players can also construct new buildings, which become available for all, and play Intrigue cards to hinder opponents or gain advantages.
Victory is achieved by accumulating the most points through completed quests, constructed buildings, and other achievements. The game combines strategic planning, resource management, and a touch of subterfuge, all set within the rich lore of Dungeons & Dragons' Forgotten Realms universe.
Lords of Waterdeep maintains its relevance as a mechanically sound transition title that bridges the gap to heavier worker placement. While sometimes dismissed as a franchise tie-in, its quest-completion loop is highly satisfying and provides a clear sense of progress for players of all experience levels. It remains a foundational library staple and a reliable recruitment tool, bolstered by the visibility it gained from its excellent digital implementation.
Physically, the game is a classic case of "organized but messy." The original vacuum-formed insert is a notorious failure for vertical storage, leading to migrating components that require a pre-session check. Once on the table, however, the layout is clean and the setup is reasonable for a main event title. Hosts should plan for a bit of pre-sorting to ensure the 120-minute session stays on track, especially when moving between venues.
To prevent new players from being overwhelmed by the "toolkit" nature of the board, the teach should focus on grounding them in their hidden Lord’s scoring goals and their initial quest. This immediate focus prevents the "menu paralysis" that can occur in the early rounds. Once the first round is complete, the game runs itself, allowing the host to manage other tables. The indirect interaction and the race for key locations keep the energy consistent without devolving into direct conflict.
MY score
9
Our Total Plays
46
Last PLayed
07 Nov 25
🚀 High Velocity
Player Count
2-5
Playtime
120 mins

