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Gold and Double-Dealing Flow Freely in the City of SplendoursLords of Waterdeep is a game of intrigue, shifting resources, and secretive schemes in the most fantastic metropolis of the Forgotten Realms. The powerful lords of the city contend for control of Waterdeep, the City of Splendours. Behind the gleaming facade of tall buildings and winding streets, dark intrigues and shady back-alley dealing play out, leaving the city's treasures and resources ripe for plunder. In this fast-paced game of constantly changing fortunes, you take on the role of a Lord of Waterdeep. Through your Agents, you recruit Adventurers and send them on Quests designed to win favour and spread your influence throughout the city. Expand your treasury, purchase Buildings, assign Agents - choose your actions wisely and you can become the supreme Lord of Waterdeep! Game Components:
|By||Oridyne||From||Staffs in United Kingdom|
This is a really well put together Worker placement style game with a D&D theme thrown over it.
The theme does not really feel worked into the gameplay and could easily be replaced with another. That said the mechanics of the game are extremely solid and well thought out. The game flows well as well as being easy to pick up with minimal effort, it also plays quite quickly which is very good for this style of game.
|By||polydor||From||Lancashire in United Kingdom|
|Under the banner of Dungeons and Dragons and with the overblown hype above, you might be forgiven for thinking this is an addition to the many D&D RPGs …… When you see that your Agents are medium-sized meeples and your Adventurers are little coloured blocks of wood, you may start to realise that you’re in totally different sort of game altogether – and you’d be right. However, don’t despair for this really is a very good game, albeit one in a familiar line of worker placement ones, like Stone Age or Trajan. Once again you are placing your limited workers, sorry Agents, in a variety of locations to acquire such things as quest cards, buildings, money and technically adventurers by name in the rules, but in reality coloured cubes that are the commodities by which you complete your quests. On the surface there is not a lot that’s new here, but it works. First of all, the quality is excellent from the large mounted board that represents the winding streets and back-alleys mentioned in the promotional blurb to the building tiles that you can acquire, the cards that detail the quests you have to try and fulfil or the Intrigue cards that offer special bonuses or abilities. The player interaction largely comes from deciding where to place your agents. Someone always seems to choose the one you desperately need just before you do! And just for that extra little direct screwage of your opponent, lurking among the intrigue cards are a few Mandatory Quest cards that you can play on your opponent as a nasty little brake on his/her attempts to complete a juicy quest. All this and a playing time which is closer to the suggested hour than many games usually manage to be.|
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12 to adult
Spirit Games (Est. 1984) - Supplying role playing games (RPG), wargames rules, miniatures and scenery, new and traditional board and card games for the last 29 years
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