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
- 1 Game board
- 1 Rulebook
- 1 Storage tray
- 5 Player mats
- 100 Adventurer cubes: 25 Clerics (white), 25 Fighters (orange), 25 Rogues (black), 25 Wizards (purple)
- 33 Wooden pieces: 5 score markers, 25 Agents (5 per colour), 1 Ambassador, 1 Lieutenant, 1 First Player marker
- 121 Cards: 11 Lord of Waterdeep cards, 50 Intrigue cards, 60 Quest cards
- 170 Die-cut pieces: 24 Building tiles, 45 Building control markers (9 per colour), 60 Gold tokens (50x1-Gold, 10x5-Gold), 36 Victory Point tokens, 5x100 VP tokens
Setup
- Place the game board centrally.
- Each player chooses a colour, takes matching Agents, score marker, player mat, and control markers.
- Place score markers on “0” of the scoring track.
- 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.
- Each player places 1 additional Agent near the Round 5 space (available from Round 5 onward).
- Shuffle Lord cards; deal 1 face-down to each player (secret identity). Return remaining to box.
- Shuffle Quest cards; deal 2 face-up to each player (active Quests). Place 4 face-up at Cliffwatch Inn. Remaining form Quest deck.
- Shuffle Intrigue cards; deal 2 face-down to each player. Remaining form Intrigue deck.
- Draw 3 Building tiles; place face-up in Builder’s Hall. Remaining form Building stack.
- Place 3 VP tokens on each round space of the rounds track.
- Place Adventurer cubes and Gold as the supply.
- 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
- Remove 3 VP tokens from the current round’s space.
- Place 1 VP token on each face-up Building tile in Builder’s Hall.
- Resolve any start-of-round Building effects.
- Round 5: Each player gains their extra Agent.
Player Turns (clockwise from First Player)
Each turn consists of:
- Assign Agent (mandatory if you have Agents available)
- 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
- Reassign Agents from Waterdeep Harbor (in numbered order 1-2-3).
- All Agents return to player pools.
- First Player marker holder begins the next 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
- After assigning an Agent, you may complete 1 Quest.
- Pay the required Adventurers and Gold from your Tavern (return to supply).
- Collect the reward (VP, Adventurers, Gold, cards, etc.).
- Place completed Quest face-down on your player mat.
Play Intrigue Card (via Waterdeep Harbor)
- Attack: Hinder opponents (e.g., remove their Adventurers).
- Utility: Gain resources or other benefits.
- Mandatory Quest: Force an opponent to complete a minor Quest before any others.
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
- VP from completing Quests (immediate)
- VP from purchasing Buildings
- VP from Building tile accumulation (VP tokens placed each round)
- VP from various game effects
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
- Mandatory Quests must be completed before any other Quests. Multiple Mandatory Quests must all be completed first (in any order).
- Ambassador and Lieutenant are neutral Agents that can be added to a player’s pool through game effects, giving that player an extra Agent.
- Waterdeep Harbor reassignment happens at end of round in numbered order (1, 2, 3). Cannot reassign back to Waterdeep Harbor.
- Empty deck: Shuffle the discard pile to form a new deck. Never shuffle completed Quests back in.
- Supply limits: If not enough Adventurers of a type, hire only what’s available.
- Cannot pass: If you have Agents available, you must assign one (unless no action is possible).
- One Quest per turn: Regardless of how many Agents you assign or reassign.
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:
- Start of Round (VP tokens to Builder’s Hall)
- Player Turns (assign Agents + optional Quest completion)
- Waterdeep Harbor reassignment
- 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)