Lords of Waterdeep Gameplay Overview

The game is played over 8 rounds. Each round, players take turns placing 1 Agent at a time on an unoccupied action space and immediately taking that action. After placing an Agent, a player may complete 1 Quest. When all Agents are assigned, Agents at Waterdeep Harbor are reassigned, then the round ends and all Agents return to their pools.
Actions
- Assign Agent — On your turn, place 1 of your available Agents on any unoccupied action space and immediately take that action.
- Complete a Quest — After assigning (or reassigning) an Agent, you may complete 1 Quest if you have the required Adventurers and Gold.
- Cliffwatch Inn — Cliffwatch Inn has 3 separate action spaces. You may assign more than 1 of your Agents here across different turns if spaces remain open.
- Aurora's Realms Shop — Take 4 Gold from the supply and place it in your Tavern.
- Blackstaff Tower — Take 1 Wizard from the supply and place it in your Tavern.
- The Plinth — Take 1 Cleric from the supply and place it in your Tavern.
- The Grinning Lion Tavern — Take 2 Rogues from the supply and place them in your Tavern.
- Field of Triumph — Take 2 Fighters from the supply and place them in your Tavern.
- Castle Waterdeep — Take the First Player marker and draw 1 Intrigue card.
- Builder's Hall — Purchase a Building tile and put it into play under your control.
- Waterdeep Harbor — Waterdeep Harbor has 3 action spaces. Assigning an Agent here lets you play 1 Intrigue card. At the end of the round, Agents here are reassigned to other action spaces.
- Start of Round — At the start of each round, resolve these steps before players take turns.
- End of Round — After all Agents have been assigned and Waterdeep Harbor reassignments are complete, the round ends.
Key Concepts
- Adventurer Types — Clerics (white): needed for Piety Quests. Fighters (orange): needed for Warfare Quests. Rogues (black): needed for Skullduggery Quests. Wizards (purpl...
- Quest Types — Arcana (blue border): magic-focused. Commerce (yellow border): trade-focused. Piety (silver border): religious. Skullduggery (green border): thievery....
- Plot Quests — Plot Quests have a scroll notation and a colored name. When completed, they provide an ongoing benefit for the rest of the game in addition to their r...
- Mandatory Quests — An Intrigue card type that forces an opponent to take a Mandatory Quest (orange border). A player with a Mandatory Quest MUST complete it before compl...
- Empty Decks — If you must draw from an empty deck, shuffle the respective discard pile to form a new deck. Exception: do not shuffle completed Quest cards back into...
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