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Lords of Waterdeep
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<blockquote data-quote="Jan van Leyden" data-source="post: 6448814" data-attributes="member: 20307"><p><strong>3 out of 5 rating for Lords of Waterdeep</strong></p><p></p><p>Lords of Waterdeep successfully tries to appear as a Eurogame. It revolves around worker placement on a board showing a host of loactions in the City of Splendors. True to this type of game, each location offers only space for a limited number of meeples. After all workers have found a place to work, the results are evaluated.</p><p></p><p>A worker will grab resources or perform some other action depending on the space it's on.The goal is the fulfillment of so called quest cards, for which you have to deliver a given set of resources. The finished quests in turn grants victory points and possibly special abilities you can use from that point on. Most of the quest cards are open for grabs so you have to be fast enough with your collection of resources to fulfill them before another player does so.</p><p></p><p>Up to now we're talking about a typical european worker placement game of which there are literally dozens on the market. Why would you want to play Lords of Waterdeep, instead? Perhaps because it's acutally a good game. It's fun to play and offers great replayability because the quest cards offered are selected randomly. Locations, people, and names taken from Waterdeep sources are just icing on the cake, though. The strong themeing American games are known for is restricted to names, persons, and locations represented in Lords of Waterdeep. Don't expect a game to tell a story.</p><p></p><p>My rating isn't better because of two problems:</p><p></p><p>Expansion syndrom: The expansions for Lords of Waterdeep have some problems. They add more stuff to the game, but at the same time increase the randomness. The Scoundrels off Skullport, e.g., introduce skulls as a new game element. There are strong spaces on the new game board, giving you lots of resources but also a skull. These skulls are a problem for the final tally. So far so good, but some of the new quest cards reference the skulls, too. If you're lucky you might go for skulls and gain a quest card lessening there negative effects. If you're not so lucky, this card will never turn up. In the first case you will probably win the game, in the second one most definitely not. And this important question hinges on the random drawing of a card.</p><p></p><p>Expensiveness. Yeah, I know, you in the US have ways to get the game for a huge discount, but have a loock at the suggested prices: $50 for the basic game, $40 for the expansion. And don't forget the extra set of beautiful meeples especially made for the game. The basic game is ok, with the expansion it becomes fun. But $90 for a fun game? This costs Lords of Waterdeep another star from my rating.</p></blockquote><p></p>
[QUOTE="Jan van Leyden, post: 6448814, member: 20307"] [b]3 out of 5 rating for Lords of Waterdeep[/b] Lords of Waterdeep successfully tries to appear as a Eurogame. It revolves around worker placement on a board showing a host of loactions in the City of Splendors. True to this type of game, each location offers only space for a limited number of meeples. After all workers have found a place to work, the results are evaluated. A worker will grab resources or perform some other action depending on the space it's on.The goal is the fulfillment of so called quest cards, for which you have to deliver a given set of resources. The finished quests in turn grants victory points and possibly special abilities you can use from that point on. Most of the quest cards are open for grabs so you have to be fast enough with your collection of resources to fulfill them before another player does so. Up to now we're talking about a typical european worker placement game of which there are literally dozens on the market. Why would you want to play Lords of Waterdeep, instead? Perhaps because it's acutally a good game. It's fun to play and offers great replayability because the quest cards offered are selected randomly. Locations, people, and names taken from Waterdeep sources are just icing on the cake, though. The strong themeing American games are known for is restricted to names, persons, and locations represented in Lords of Waterdeep. Don't expect a game to tell a story. My rating isn't better because of two problems: Expansion syndrom: The expansions for Lords of Waterdeep have some problems. They add more stuff to the game, but at the same time increase the randomness. The Scoundrels off Skullport, e.g., introduce skulls as a new game element. There are strong spaces on the new game board, giving you lots of resources but also a skull. These skulls are a problem for the final tally. So far so good, but some of the new quest cards reference the skulls, too. If you're lucky you might go for skulls and gain a quest card lessening there negative effects. If you're not so lucky, this card will never turn up. In the first case you will probably win the game, in the second one most definitely not. And this important question hinges on the random drawing of a card. Expensiveness. Yeah, I know, you in the US have ways to get the game for a huge discount, but have a loock at the suggested prices: $50 for the basic game, $40 for the expansion. And don't forget the extra set of beautiful meeples especially made for the game. The basic game is ok, with the expansion it becomes fun. But $90 for a fun game? This costs Lords of Waterdeep another star from my rating. [/QUOTE]
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