Lords of Waterdeep

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Lords of Waterdeep is a worker-placement game set in the Dungeons & Dragons universe. Players are secret Lords of Waterdeep who assign Agents to various locations in the city to recruit Adventurers, complete Quests, and earn Victory Points. The game plays over 8 rounds, and the player with the most VP at the end wins.

Components

Setup

  1. Place the game board centrally.
  2. Each player chooses a colour, takes matching Agents, score marker, player mat, and control markers.
  3. Place score markers on “0” of the scoring track.
  4. Place Agents in Agent Pool on player mat. Number of Agents per player: 2 players = 4, 3 players = 3, 4 players = 2, 5 players = 2.
  5. Each player places 1 additional Agent near the Round 5 space (available from Round 5 onward).
  6. Shuffle Lord cards; deal 1 face-down to each player (secret identity). Return remaining to box.
  7. Shuffle Quest cards; deal 2 face-up to each player (active Quests). Place 4 face-up at Cliffwatch Inn. Remaining form Quest deck.
  8. Shuffle Intrigue cards; deal 2 face-down to each player. Remaining form Intrigue deck.
  9. Draw 3 Building tiles; place face-up in Builder’s Hall. Remaining form Building stack.
  10. Place 3 VP tokens on each round space of the rounds track.
  11. Place Adventurer cubes and Gold as the supply.
  12. First player: most recently visited another city. Starting Gold: first player gets 4 Gold, each subsequent player gets 1 more (5, 6, 7, 8).

Turn Structure

Start of Round

Player Turns (clockwise from First Player)

Each turn consists of:

  1. Assign Agent (mandatory if you have Agents available)
  2. Complete Quest (optional, after assigning Agent; max 1 per turn)

When a player has no more Agents, they are skipped. The round continues until all players have assigned all Agents.

End of Round

Actions

Assign Agent

Place 1 Agent on any unoccupied action space on any Building (basic or player-owned). Follow the space’s instructions immediately.

Basic Buildings:

Building Action
Builder’s Hall Purchase 1 Building tile (pay Gold cost), place it on the board, score its VP, place your control marker
Castle Waterdeep Take First Player marker + draw 1 Intrigue card
Aurora’s Realms Shop Take 4 Gold
Blackstaff Tower Take 1 Wizard
Field of Triumph Take 2 Fighters
The Grinning Lion Tavern Take 2 Rogues
The Plinth Take 1 Cleric
Cliffwatch Inn 3 action spaces: (1) Take 1 Quest + 2 Gold; (2) Take 1 Quest + draw 1 Intrigue; (3) Reset all 4 Quests + take 1 new Quest
Waterdeep Harbor 3 action spaces: Play 1 Intrigue card; Agent reassigned at end of round

Owner Benefit: When another player assigns an Agent to a Building you own, you gain the owner benefit shown on the tile.

Complete Quest

Play Intrigue Card (via Waterdeep Harbor)

Plot Quests

Some Quests are Plot Quests with ongoing effects in addition to their one-time reward. Keep completed Plot Quests face-up as a reminder.

Scoring / Victory Conditions

During the Game

Final Scoring (after Round 8)

| Source | VP | |——–|—–| | Each Adventurer in Tavern | 1 VP | | Every 2 Gold in Tavern | 1 VP (round down) | | Lord card bonuses | As specified (typically 4 VP per Quest of matching types) |

Winner: Highest VP total. Tiebreaker: most Gold remaining.

Special Rules & Edge Cases

Player Reference

Quest Types & Associated Adventurers: | Quest Type | Primary Adventurer | |————|——————-| | Arcana | Wizard (purple) | | Piety | Cleric (white) | | Skullduggery | Rogue (black) | | Warfare | Fighter (orange) | | Commerce | Any + Gold |

Round Structure:

  1. Start of Round (VP tokens to Builder’s Hall)
  2. Player Turns (assign Agents + optional Quest completion)
  3. Waterdeep Harbor reassignment
  4. End of Round (return all Agents)

Agents per Player: | Players | Agents | Extra at Round 5 | |———|——–|——————-| | 2 | 4 | +1 | | 3 | 3 | +1 | | 4 | 2 | +1 | | 5 | 2 | +1 |

Starting Gold: 4, 5, 6, 7, 8 (in player order)