Lords of Waterdeep

Lords of Waterdeep

As a hidden Lord of Waterdeep, send agents to recruit adventurers, construct buildings and complete quests across eight rounds to earn the most victory points.

Lords of Waterdeep supports 2–5 players; community best: 3–4 players; playing time: 60–120 minutes. A WANGO browser trial has not been confirmed.

Background & introduction

Waterdeep’s rulers conceal their identities while advancing plans through agents and adventurers. You collect Clerics, Fighters, Rogues, Wizards and gold to pay quest requirements for points and other rewards.

Everyone shares the city’s action spaces, and a space normally holds only one agent for the round. Purchased buildings add actions for all players and reward their owners when opponents use them; Intrigue cards can help you or hinder rivals.

Your secret Lord shapes your final bonus. Divide limited agents between resources, quests, buildings and next round’s opportunities, while remembering that Mandatory Quests temporarily prevent completion of other quests.

Core rules & scoring

  1. The base game supports 2–5 players over eight rounds. Each player starts with four agents at two players, three at three players and two at four or five players, gaining another in round five. Deal each player a secret Lord, two Intrigue cards and two public Quests. Starting gold is four for the first player, then one more for each subsequent player.

  2. At each round’s start add one victory point to each of the three buildings for sale, then resolve start-of-round effects on buildings in play. Proceed clockwise from the first player, assigning one unused agent to an open space of a building in play and following all instructions. An unpaid cost makes the action illegal. You cannot voluntarily pass a legal action, and without an available agent you have no turn.

  3. City buildings provide four types of adventurers, gold, Intrigue cards or Quests. Cliffwatch Inn has three spaces with different effects; replace a taken face-up Quest immediately. Active Quests remain public, and acquiring a Quest does not itself complete it.

  4. After assigning or reassigning an agent, you may complete one Quest: return its required adventurers and gold from your Tavern to the supply and immediately receive its reward once. Completed Plot Quests stay face up for ongoing benefits. The usual limit is one completion per turn, with explicit effects such as Heroes’ Garden providing exceptions.

  5. Mandatory Quests are Intrigue cards imposed by opponents. While any remain unfinished, other Quests cannot be completed; clear Mandatory Quests first. Completed Mandatory Quests enter the Intrigue discard pile and are not ordinary Quest types for Lord category bonuses.

  6. Each open Waterdeep Harbor space lets you play and resolve one Intrigue card from hand; without one you cannot go there. After ordinary assignments finish, reassign Harbor agents in numbered order 1, 2, 3 to other open spaces, never back to the Harbor. A reassignment also allows a Quest completion.

  7. At Builder’s Hall, pay a displayed building’s cost, score its accumulated points, place it in play with a control marker and replenish the sale row. Everyone may use it; another player’s use gives you its owner benefit, while your own use does not. Your control-marker supply limits buildings controlled. Putting a building into play does not always count as purchasing it.

  8. After all assignments and Harbor reassignments in round eight, score one point per leftover adventurer, one per two gold rounded down and your Lord bonus. Most Lords give four per completed Quest of either specified type; Larissa Neathal instead gives six per building controlled. Highest total wins; ties favor most remaining gold.

Rules & gameplay questions

Are agents interchangeable with adventurers?

No. Agents occupy action spaces and return at round end. Adventurers are colored resource cubes in your Tavern, normally returned to the supply to pay for Quests.

Does a Mandatory Quest stop me collecting resources or new Quests?

No. It prevents completing other Quests. You may still assign agents and acquire resources or Quests, but must finish every Mandatory Quest before completing ordinary or Plot Quests. A finished Mandatory Quest goes to the Intrigue discard pile.

Can I block Waterdeep Harbor without an Intrigue card?

No. You must be able to carry out the chosen space’s full instructions. You also cannot occupy Builder’s Hall without buying an affordable building. Pass if you have no legal action; the round ends if nobody can legally assign an agent.

Does copying Waterdeep Harbor with the Zoarstar grant a reassignment?

No. The official support page corrects the old rulebook appendix: the agent on the Zoarstar is not reassigned at round end merely because it copied the Harbor action.

Does every Lord reward completed Quests?

No. Most base Lords award four points per completed Quest of either of two specified types. Larissa Neathal awards six per building controlled at game end. Control matters for her bonus, so buildings need not all have been purchased.

Is the Heroes’ Garden Quest free, and can I finish another?

You must still pay all its required resources, and an unfinished Mandatory Quest blocks it. The official FAQ says this Garden completion does not consume the usual one-Quest allowance, so another Quest may be completed after the same assignment.

Rules & introduction sources
Edition
Original Wizards of the Coast Lords of Waterdeep, ©2012 English document 300-38851000-001-EN, 13 PDF spreads / printed pages 1–24; 2–5-player base game with official support-page corrections. Excludes Scoundrels of Skullport and expansion Lords.
Introduction source
BoardGameGeek

WANGO editorial

Lords of Waterdeep · Game parameters
ParameterRecorded value
BGG overall rank (snapshot)#108
Complexity Weight2.45 / 5
Best player count (community)3–4
Player range2–5
Playing time (minutes)60–120
Core mechanismsContracts · Hidden Roles · Increase Value of Unchosen Resources · Ownership · Set Collection · Take That · Turn Order: Claim Action · Worker Placement
Chinese publicationUnconfirmed
WANGO browser playNo confirmed WANGO trial
Year published2012
Suggested age12+

BGG statistics are stored snapshots, not live rankings. Source checked:2026-09-27

Player questions

What is the best player count for Lords of Waterdeep, and can I play online?

Lords of Waterdeep supports 2–5 players; community best: 3–4 players; playing time: 60–120 minutes. A WANGO browser trial has not been confirmed.

How complex is Lords of Waterdeep, and which mechanisms does it use?

Weight: 2.45 / 5. Mechanisms: Contracts · Hidden Roles · Increase Value of Unchosen Resources · Ownership · Set Collection · Take That · Turn Order: Claim Action · Worker Placement. Chinese publication: Unconfirmed.

Where can I learn Lords of Waterdeep?

No rule guide, strategy article or WANGO trial has been confirmed for this record.