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Demo Corner: Lords of Waterdeep

by Game Preserve on June 28, 2012

We’re back from the dead with our latest Demo Corner, Lords of Waterdeep…

 

DKC’s Review:

I don’t play enough worker placement games. I like the concept but I’m also a slave for flashy, exciting themes. Most worker placement games are Euro games and most Euro games have dull themes (no offense.) Placing my cubes to harvest grapes or serve meals in a restaurant just doesn’t have much appeal to me. Placing my workers in one of the most famous cities of Dungeons & Dragons myth in a cutthroat attempt to outdo rival mystery lords of the city? That sounds more like it.

Lords of Waterdeep is Wizards of the Coast’s attempt to create a Euro-style board game set in the titular city of D&D fame. Wizards has created a number of board games of late, including Conquests of Nerath which we reviewed here. Most of their titles have been dungeon crawl style games, games that are definitely not Euro-style.          Lords of Waterdeep hits the nail on the head. The worker placement is fast and fun and there are plenty of places to send your workers and plenty of reasons to send them. One of my favorite aspects is the way the game board is made different each play through an area called the Builder’s Hall. The Builder’s Hall starts the game with three randomly chosen building tiles on it, which you game buy to add to the game board. Each of these buildings has its own unique effect when you send your workers there in future turns. This has ensured that all of my playings of the game (and there have been many) have been varied and interesting.

Another favorite aspect of the game is the quest system. The basics of the game are: acquire quests, place workers to collect adventurers, spend adventurers to complete quests. There are several categories of quests and they each require different types of adventurers. Skullduggery quests will require more rogues than clerics for example. Each quests also rewards you with a special effect when completed in addition to victory points and these effects are also themed based on the category of quest. So, depending on which types of quests you are after this game (determined by your lord card that you receive at the beginning of the game) your play experience will be very different.

The game is fast, lasting typically only an hour or so and the replay value is high. I’m hard-pressed to come up with anything negative to say about this game. If you like Euro style games, give it a shot. If you like fantasy and D&D board games in general then you should give it a shot as well. Lords of Waterdeep is an instant modern classic any board game enthusiast should own or at least play.

DKC’s Score: 4.5 out of 5

 

Alex’s Take:

Lords of Waterdeep is one of the best worker-placement games I’ve ever played. There. You can stop reading now. Just go out, and get yourself a copy right now. Why are you still reading? Oh, you want to know why it’s so good? Ok. Understandable. Here goes…

When I first heard of Wizards of the Coast doing a euro-esque game, like a lot of folks, I was skeptical to say the least. To think an American based company who’s only pedigree is essentially D&D and D&D-like boardgames, the occasional Avalon Hill license that gets re-released from time to time and of course — Magic the Gathering; doesn’t really tell the average gamer they would be capable of doing a Euro-game well. I’m sure like a lot of others, I was surprised. It’s as if WotC went out and looked at what made worker-placement games fun, and added a little Ameri-trash in the form of having the game take place at the heart of  one their most coveted fantasy world capital city; Waterdeep.

 

As a player, you are one of the Lords of Waterdeep, the overseeing masters of the greatest city in all of The Forgotten Realms – the quintessential D&D setting. You are to send out your little minions of agents. By placing them strategically at different spots on the game board, you and other players take turns placing them on the board where you believe they can be most effective at accomplishing drawn mission cards that are needed in order to gain victory points. All the while, players have at their disposal intrigue cards they can use to either gain an advantage or take one or more away from another player. The player with the most victory points at the end wins.

The places to assign your agents are both limited and diverse. With some exceptions, only one player may assign an agent to any given spot, but that doesn’t mean once a player has taken a spot you had your eye on, you’re done. If anything this game’s greatest strength allows you to so easily change your plans and still keep up with what other players are doing. Even if DKC plays an intrigue card on me forcing me to waste several turns trying to meet a mandatory requirement before moving on to my own plans. That’s right DKC, I remember what you did! There will be blood!

 

I don’t want to get too far into the weeds and talk about every little beautiful nuance of the game. It’s best you play the game and learn them yourself.

 

The game plays just as good with 2, 3, 4 or 5 players, which is an amazing thing to accomplish in game design! Only a few games I can think of can make that claim. Possibly Settlers of Catan and Pillars of the Earth are the only two that instantly come to mind.

 

If you haven’t played this game, you’re in for a real treat. Play it with your girlfriend. Play it with your husband. Play it with your aunt. It doesn’t matter. This game and it’s concepts are so easily understandable, anyone could play it and get something out of it. And I guarantee you won’t just play it once.

 

Alex’s Score: 5 out of 5

  • http://twitter.com/tokarrai Double T

    This sounds like a good possibility to add to our collection, especially since we’re having to rebuild it.

    Thanks for the review!

  • http://www.facebook.com/pcornwell Paul Cornwell

    Wow!  Sounds like a game I definitely need to get

  • http://www.facebook.com/profile.php?id=1046616570 Loren Overby

    My friends really like it. I hope to play it one day myself.

  • http://www.facebook.com/metlarcturus Daniel Racke

    I love these machination-type games. The fact that anyone (not just D&D players) can enjoy it is a major selling point, too.

  • John Steele

    Looks like a fun play!

  • Marcraxus

    nice to see them step out of the mold they made for themselves and produce a good game.

  • Goldstep

    “I’m hard-pressed to come up with anything negative to say about this game.” but you went out of your way to give it a 4.5… sometimes you confuse me.

  • Shurinab

    This might just replace Agricola for my group.

  • Allison Guntz

    Sounds like a good one!

  • Nate Harcourt

    This sounds like a really good game.  I’m in!

  • Snagglysnort Snatcher

    I’m definitely getting this one! I loved Puerto Rico and Agricola.

  • Nate Harcourt

    My name is Steve.

  • pyroogidur

    This game looks awesome! Definitely a great alternative to puerto rico 

  • David

    I am interested to give this game a try.  We drive over 2 hours to visit the Northside store because, unlike the sketchy and paltry store by us, the help and advice is spot on.  Keep it up.

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  • MPL

    Wow, very positive reviews! My opinion of Lords of Waterdeep was not quite so generous, however. As both reviewers point out, it is a classic Euro game where you allocate workers to collect resources which are spent toward victory points. Both reviewers liked the fantasy setting as opposed to the farming or other similarly menial world that many Euro games employ.

    Though I am a big fan of the Forgotten Realms universe, I thought its presence in LoWD was pretty weak. Yes, the cards and board paid homage to AD&D adventure, there was no serious attempt to integrate the theme into the game. I was originally enticed by the prospect of a game in which the resources you are spending represent “adventurers” rather than “vegetables.” In a typical quest, you might allocate 2 orange cubes (warriors) and 3 purple cubes (mages) to domesticate some owlbears but you simply “spend” the cubes and collect victory points. At that point, the cubes might as well be carrots and eggplants because they are spent for victory points just like in a farming game. What makes an AD&D adventure fun is that there is a risk involved. What if some of the adventurers get injured or killed? Would that hurt your reputation as a Quest Broker in Waterdeep? Would it make it harder for to hire adventurers in the future? What if you could hire a different array of adventurers and complete the quest by stealth rather than by force with somewhat different payouts? Any of these augmentations might have made the quests more like quests and less like resource-processing factories. It would have helped integrate the theme into the mechanics.

    That is not to say that the mechanics were bad. They were actually super good! The game played smoothly and (perhaps the most notable feature) *quickly*. For this reason alone, I would buy LoWD. At the end of the day, LoWD was just another Euro-style worker-placement game… but I really LIKE Euro-style worker-placement games. This one clocking at an hour or less makes it very appealing to fill that “short but fun” niche.

  • Alex-chambers

    I haven’t read any reviews of this game Gil’s now. I expected it to bee in the same fashion of the previous 2 board games they have done. That being said, do you find this game able to lend itself to expansion, whether that is wizards doing or a design. Of my own?

  • Fmstore

     Still no takers. Have now sent out a new notice to a potential winner. Please check your email. You could be the next winner of our demo copy!

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