

Meanwhile, out in the open you can see your Lord sprinting ahead on the victory point track, but don’t celebrate too soon - at the end of the game, with secret agenda conditions revealed, the ‘obvious winner’ might be in for a nasty shock…Įasy to learn, deep to master, no dice involved, endlessly variable due to the interplay of Quest and Intrigue decks, buildings, and Lords, played over 8 rounds in anywhere from 40 minutes to two hours depending on number of players. Always, too many choices and not enough Agents…

Along the way you’ll have to make tough choices about when, or if, to grab cash, play Intrigue cards for your benefit or to do down an opponent, recruit adventurers to complete your quests, and so on. hiring a wizard, two clerics, and spending six cash - you get it’s victory point value to tot up at the end of the game. This happens ‘off board’ as it were - you claim a quest, and once you can fulfill it’s completion criteria, e.g. Great theme, you are one of the ‘hidden lords’ of the fantasy medieval-like D&D port city of Waterdeep, each with your own secret agenda, not going on the typical Role Player dungeon crawls yourself this time, but sending out your ‘agents’ to the various and varied buildings of the old city in order to hire and deploy the teams of warriors, clerics, wizards and rogues (alright, coloured wooden cubes) who’ll do all the fighting, healing, wizarding and thieving on quests for you.

Lords of Waterdeep, but, I insist, with both expansions:
