Loading interactive app…

Lords of Waterdeep Gameplay Overview

2-5 players60 minby Peter Lee, Rodney ThompsonWizards of the Coast
Lords of Waterdeep box art
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.

  1. Take 1 Agent from your pool.
  2. Place it on any unoccupied action space of any Building (basic or advanced) on the board.
  3. Immediately take the action shown on that space (just once).
  4. If the space is on a Building owned by another player, that owner gains the benefit stated in the tile's Owner line.

Complete a Quest

After assigning (or reassigning) an Agent, you may complete 1 Quest if you have the required Adventurers and Gold.

  1. Choose an active Quest card from in front of you.
  2. Remove the required Adventurer cubes and Gold from your Tavern and return them to the supply.
  3. Collect the reward shown on the Quest card (VP, resources, cards, etc.).
  4. Place the completed Quest face-down on the Completed Quests area of your player mat.
  5. If it is a Plot Quest, place it face-up near your player mat as a reminder of its ongoing effect.

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.

  1. Space 1: Take 1 face-up Quest card from Cliffwatch Inn and take 2 Gold from the supply.
  2. Space 2: Take 1 face-up Quest card from Cliffwatch Inn and draw 1 Intrigue card.
  3. Space 3: Discard all face-up Quest cards from Cliffwatch Inn. Draw and place 4 new Quest cards from the Quest deck, then take 1 of the new face-up Quest cards.

Aurora's Realms Shop

Take 4 Gold from the supply and place it in your Tavern.

  1. 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.

  1. Take 1 Wizard (purple) from the supply and place it in your Tavern.

The Plinth

Take 1 Cleric from the supply and place it in your Tavern.

  1. Take 1 Cleric (white) 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.

  1. Take 2 Rogues (black) from the supply and place them in your Tavern.

Field of Triumph

Take 2 Fighters from the supply and place them in your Tavern.

  1. Take 2 Fighters (orange) from the supply and place them in your Tavern.

Castle Waterdeep

Take the First Player marker and draw 1 Intrigue card.

  1. Take the First Player marker (you will go first next round).
  2. Draw 1 Intrigue card from the Intrigue deck.

Builder's Hall

Purchase a Building tile and put it into play under your control.

  1. Choose 1 of the face-up Building tiles available for purchase.
  2. Pay its Gold cost to the supply.
  3. Immediately score any VP shown on the Building tile.
  4. Place the tile on one of the open Building spaces on the game board.
  5. Place one of your Building control markers on the tile to show you are the owner.
  6. Draw the top tile of the Building stack and place it face-up in the vacated space in Builder's Hall.

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.

  1. Play 1 Intrigue card from your hand and follow its instructions immediately.
  2. If you have no Intrigue cards in hand, you cannot assign an Agent to Waterdeep Harbor.

Start of Round

At the start of each round, resolve these steps before players take turns.

  1. Remove the 3 VP tokens from the current round's space on the rounds track.
  2. Place 1 of those VP tokens on each face-up Building tile in Builder's Hall. (VP tokens accumulate on tiles over multiple rounds.)
  3. Resolve any 'Start of Round' effects on advanced Buildings currently in play (e.g., buildings that place resources on their space).
  4. At the start of Round 5 only: each player takes the extra Agent of their color from near the Round 5 space and adds it to their pool. This Agent is available for the rest of the game.

End of Round

After all Agents have been assigned and Waterdeep Harbor reassignments are complete, the round ends.

  1. All players return all their Agents to their Agent Pools.
  2. The player with the First Player marker begins the next round.

Key Concepts

Gamers Paper
Your board game rules companion for quick reference at the table so you can focus on playing.
🎲
Setup Guides
Step-by-step setup for any player count
🃏
Card References
Browse cards, abilities, and effects
🏆
Scoring Tools
Track scores and victory conditions
Loading Gamers Paper
Returning to your game...