Wednesday, October 30, 2013

Lords of Waterdeep: Board Game Review

Game Overview
Lords of Waterdeep is a activity lath game, for 2-5 players, advised by Peter Lee and Rodney Thomson. Players yield on the roles of abstruse rulers of the city-limits of Waterdeep, the a lot of beaming jewel in the apple of Forgotten Realms. Anniversary adjudicator is anxious about the city's assurance but aswell has a abstruse calendar and is accommodating to do whatever it takes to accretion ability and ascendancy the city. What can't be acquired with acknowledged procedures, can consistently be acquired through betrayal or bribery. In adjustment to accomplish with their abstruse plans, rulers appoint adventurers to yield on quests on their account and acquire rewards. They can aswell aggrandize the city, by affairs new barrio that accessible up new accessible accomplishments in the bold or play Artifice cards that may arrest their rivals or beforehand their own plans. By commutual quests and affairs buildings, players acquire achievement points. At the end of the game, the amateur with the a lot of achievement points, is the winner.
The bold uses a anxiously advised board, depicting the city-limits of Waterdeep and its assorted locations. There are appropriate spaces aloof on the lath for city-limits expansions (new barrio that players can buy), the Adventure Deck, Adventure cards and alone Quests, The Artifice accouter and alone Artifice cards additional accessible barrio to buy and the architecture stack.
At the alpha of the bold anniversary amateur chooses a blush and takes the agnate amateur mat in foreground of him. The mat has appropriate places aloof for the player's agents (the Abettor pool), assassin adventurers (the Tavern), completed quests and the player's Lord of Waterdeep card.
Players are dealt a accidental Lord of Waterdeep card, which defines their appearance and abstruse agenta. It is placed at the basal of the amateur mat, face down.
Each amateur starts out with a agreed bulk of abettor tokens (according to the bulk of players) which he can accredit to altered locations in the city-limits and use them to appoint adventurers. Assassin adventurers are represented by lath cubes of altered colors, anniversary one apery a altered blazon of adventurer:orange (fighters), atramentous (rogues), amethyst (wizards) and white (clerics). During setup, anniversary amateur is aswell dealt 2 accidental quests face up, 2 artifice cards face down and some gold. Anniversary quest, in adjustment to be completed, requires assertive numbers and types of adventurers and sometimes aswell some gold and rewards players with achievement credibility and sometimes gold or adventurers. Afterwards getting completed, quests are placed on a appropriate abode on the amateur mat. Some quests accept the characters "Plot Quests" which indicates that they accept advancing furnishings in accession to accouterment rewards. These are placed face up abreast the amateur mat to admonish the amateur the advancing effect. Artifice cards can be of three types: Attack, Utility or Mandatory Quest. Attack cards arrest or amerce opponents while allowance the amateur who played them. Utility cards just account the amateur who played them. Mandatory adventure cards are accustomed to opponents and accept to be completed afore added alive quests this way slowing them down. Artifice cards may be played if agents are asigned to a assertive building, "The Waterdeep Harbor". Afterwards all agents are assigned by all players, Agents placed at Waterdeep Harbor are reassigned to addition abandoned area on the board.
The bold consists of eight rounds. In anniversary round, players yield turns and anniversary about-face can accredit an unassigned abettor to an alone area in the city. The activity of that area is anon performed and afresh it is aswell accessible for the amateur to complete a quest, accouterment he has aggregate all prerequisites. There are 9 basal barrio in the city-limits area agents can be assigned, but added can be purchased in the advance of the game. Accomplishments that can be performed in barrio include: hiring adventurers, accepting gold, affairs buildings, accepting or arena artifice cards, demography new quests, hiring an added abettor "The Ambassador", demography the aboriginal amateur marker, accepting achievement credibility and more. If affairs a new building, players pay a bulk in gold adumbrated on the architecture tile, accretion some achievement points, position the new architecture asphalt in one of the aloof abandoned spaces on the lath and abode one of their ascendancy markers on that asphalt in adjustment to announce that they own the building. Whenever addition amateur assigns an abettor to that building, its buyer will account too.
First Impressions
The box of the bold is absolutely big, with the foreground awning artwork depicting some of the acclaimed Lords of Waterdeep (unfortunately the angel can't be declared as actual tempting). Opening the box, reveals a accomplished lot of admirable apparatus of top superior and a appropriate accumulator tray, rarely apparent in accepted bold editions.
The rulebook, actual absorbing indeed, stands out with its busy design, admirable artwork and bright text. Next comes bold setup, which doesn't yield too long: a little ambiguity of the artifice and adventure cards, adjustment of cards and buildings, administration of amateur mats and agents and accessible we go! Gameplay is appealing simple and runs smoothly: Accredit an agent, accomplish the activity of the building, possibly complete a Quest. Next amateur please! I was abundant aflame if I completed my aboriginal (2-player) bold and acquisitive to play abounding added games. That's a appealing acceptable aboriginal impression, isn't it? Let's get down to business and assay alone aspects of the game:
Components
Components are of top superior as could be accepted of a above administrator like Wizards of the Coast. The bold lath is huge and absorbing with basal barrio fatigued on the map of the city-limits of Waterdeep and abandoned spaces about the lath for city-limits expansions. There are appropriate locations on the edges of the lath to abode the adventure accouter and quests accessible for purchase, alone quests, the Artifice accouter of cards, accessible barrio for acquirement and approaching buildings. In accepted there is a abode for aggregate and the lath is actual able-bodied organized and absolutely functional. The cards' artwork is alarming (let's not overlook that Wizards of the Coast is the administrator of "Magic the Gathering), with busy designs and fabricated of top quality, blubbery paper. However, sleeving the cards is recommended, abnormally for Adventure and Artifice cards that will anon ache from afresh shuffling. The architecture tiles are fabricated of blubbery agenda and are cleverly designed, abrogation a appropriate abode on their southeast bend for the player's ascendancy markers to be put. This way the markers don't adumbrate the architecture argument nor baffle with the adjustment of Agents. Agents accept the appearance of meeples which is a lot of acceptable and are fabricated of wood. So are the aboriginal amateur badge as able-bodied as the Ambassador and Lieutenant tokens. Score markers are aswell fabricated of wood. A appropriate acknowledgment to amateur mats accept to be made: Anniversary amateur takes a amateur mat that matches his/her Agents color. The mat is beautifully advised and has abstracted spaces aloof to abode Agents (the "Agent Pool"), adventurers (the "Tavern"), ascendancy markers, completed Quests and the player's Lord of Waterdeep card. Alarming work! Adventurers are represented by lath cubes of altered colors. There is a faculty of abortion here, as players are acclimated to anticipate lath cubes mostly as resources: wood, stone, gold etc. Afterwards a abbreviate while, you alpha to overlook that cubes are adventurers and can calmly be bent adage things like "I abode an Abettor actuality and get 1 orange and 1 white cube" and anticipate of them as abstracts instead of adage "I abode an Abettor actuality and I appoint 1 apostolic and 1 fighter". It's accessible that some added affectionate of tokens could be acclimated to represent adventurers, something that would at atomic accept the appearance of a animal being. The use of miniatures would be abundant but I assumption that would acceleration the assembly bulk and afterwards the bold bulk too much. 9/10
Gameplay
Playing Lords of Waterdeep is a actual absorbing experience. The bold has simple rules and runs smoothly. You can anticipate about your next abettor adjustment while opponents play. There is a huge bulk of cardinal cerebration complex in your decisions about abettor adjustment and luck alone plays a baby allotment in the game, mainly in accessible quests and cartoon of Artifice cards. There is aswell appropriate bulk of amateur interaction, through Artifice cards. The bold scales alluringly with any bulk of players and that's a huge plus. If arena with 2 players, all 4 agents are accessible from the alpha f the game, additional one that comes into play on the fifth round. With 3 players, anniversary amateur has 3 agents and with 4 or 5 players 2 agents. This is a able way to accompany antithesis to the game. The game's continuance is about an hour, which is an ideal continuance for me. Not too fast, not too long. Without introducing something innovative, Lords of Waterdeep is one of the a lot of absorbing and absorbing amateur I've played this year. 9/10
Learning Curve
The rules of the bold are simple in accepted and you will not accept to apprehend through them afresh afterwards the aboriginal time, except maybe for some clarifications on specific barrio or Artifice cards. An official rules FAQ has been appear with answers to a lot of accepted questions players may have. Players will apprentice the bold bound aural the continuance of the aboriginal game, so it's appropriately ill-fitted for accomplished gamers and non gamers. 8/10
Theme
Wizards of the Coast is a administrator acclaimed for their accent in affair and Lords of Waterdeep is no barring to that. The affair seems present in every aspect of the game, from the illustrious assay of the organizations in which Agends of anniversary blush accord to, in the rulebook, to the acidity argument on Lords of Waterdeep cards and quests. The bold lath aswell promotes the faculty of affair in the game. The alone important argument apropos the accomplishing of the affair is the representation of adventurers with cubes. An important aspect of the affair is absent here: the hiring of adventurers. As mentioned earlier, players will eventually tend to overlook what cubes absolutely represent and will anticipate of them as some affectionate of ability which has this anatomy in a lot of added games. 7/10
Replayability
I am never apathetic to play a bold of Lords of Waterdeep and I anticipate that tells aggregate about this scoring category. An ideal bold for gamers and non gamers, for 2,3,4 or 5 players akin with no compromising on fun. Amateur are fun, challenging, with some amateur alternation and a lot of activity and they endure just about the appropriate bulk of time. What abroad could one ask for? 9/10
Fun:
Well, it will not accomplish you beam but it will consistently accomplish your time account it. Some alternation amid players through Artifice cards is a additional for the fun factor. 8/10
Pros:
I wish to play that bold afresh and again. I'm addicted!
Scales altogether with any bulk of players
Rich and abysmal gameplay
Abundant strategy, about no luck
Excellent components
Actual anatomic accumulator tray
Simple to learn
Cons:
Adventurers represented with lath cubes!

No comments:

Post a Comment