5 out of 5 rating for Lords of Waterdeep
Lords of Waterdeep is based in the Dungeons and Dragons world of the Forgotten Realms campaign setting. Unlike other, less successful board games released by Wizards of the Coast over the past few years that are also set in the D&D world (eg, Wrath of Ashardalon and Conquest of Norrath), this game is pure euro. And even if you are ambivalent about euro board games, this one will convice you otherwise

The concept is simple: Each player takes on the role of a lord of Waterdeep - one of several actors who essentially controls the politics and economy of the City of Splendor (as Waterdeep is known). To increase their influence, they hire adventurers to complete quests on their behalf. For example, you might hire a few rogues to infiltrate one of the many guilds composing Waterdeep's market economy. The more quests you complete, the better you do in the game - the player who completes the most (and most valuable) quests, wins.How the Game Plays:Game play blends the theme with the mechanics seamlessly. The game plays over eight rounds, and each round players take turns assigning their agents to different buildings. Each building procures the player something, but most commonly a collection of adventurers. Adventurers come in four flavors: clerics, rogues, fighters, and wizards (in other words, classic D&D archetypes). After assigning agents to a building and collecting its benefits, a player can complete one quest per turn. To complete a quest, you must return a certain type and amount of adventurers to the general stock. In conclusion you earn victory points - and sometimes gold and more adventurers, or even advantages that last throughout the duration of the game.This is essentially the game play. A few other elements can be thrown in, such as: Game begins with several basic buildings that allow players to procure all necessary resources: the four types of adventurers, quest cards, money, and intrigue cards (more on this in a second). But players who visit the Builders' Hall can also build a new building for that turn. This creates more spaces and resources for players to use and collect, and also provides a benefit for whoever built that building: whenever another player assigns an agent to that building, the owner receives a reward, as well.Intrigue cards allow players to strategically complicate other players more directly than simply blocking one another when assigning agents to buildings. Occasionally they allow you to steal adventurers from other players, while other times you can force them to complete a quest before moving on to their own, more lucrative quest cards. But most importantly, when you play a quest card, you do so by assigning an agent to Waterdeep Harbor. At the end of each round, everyone who assigned an agent here, that is, played an intrigue card, gets at least one more turn to assign agents to buildings. This mechanic forces players to be in each others' faces.Finally, at the start of the game, players receive a Lord of Waterdeep card that indicates their particular character. Each character is typically associated with a specific type (or types) of quest cards. For example, a lord may be associated with both Skullduggery and Piety. For each quest of that type you complete, you earn bonus points at the end of the game. And that is about it. I highly recommend you pick this game up for Christmas. Boardgame Geek gives this game a whooping 8 out of 10, which is pretty much the standard of excellence in some of the best board games.