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    Rulebook

    BOARD GAME TM

    AGE 12+

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    Knights o the Shield City Guard

    Silverstars Harpers Red Sashes

    Ambassad or Lieut enant

    Victory Points BackSilverstars

    100 Victory Points

    Victory Points BackHarpers

    Victory Points BackKnights o the Shield

    Victory Points BackRed Sashes

    Victory Points BackCity Guard

    Harpers

    Knights o the Shield City Guard

    Silverstars Red Sashes

    Bidi

    Rd ck

    Sci ck

    HowTo winThe Lords o Waterdeep game is played in eight rounds.The player with the most Victory Points at the end o the nalround is the winner.

    seTupBeore you can start playing, youll need to spend a bit o timesetting up the game.

    Game boaRdThe game board represents the various Wards o the city o

    Waterdeep.

    A track near the bottom edge o the board marks the passageo rounds, while another along the outside edge is used to trackplayers scores.

    Unold and place the game board in the center o the play areawithin easy reach o all players.

    Each player also places 1 more Agent o his or her color near theRound 5 space o the rounds track. That Agent will be availableor use on that round. A sixth (gray) space is included or use inuture expansions.

    playeR maTsEach player takes a player mat t hat matches his or her Agencolor. This helps keep track o various game resources.

    sCoRe maRkeRsEach player has a circular wooden piece that matches the color ohis or her Agents. Place these score markers on the scoring trackin the space labeled 0.

    Agent Pool: Here is where you keep Agents that you have nassigned (see Assign Agent on page 8). At the end o the roall o your assigned Agents return to your pool.

    Tavern: This area holds the Adventurers you have hired untuse them to complete Quests. You also store Gold in your Ta

    Completed Quests:Whenever you complete a Quest, youits card in the Completed Quests area o your player mat.or completing Quests start on page 10.

    Counters representing 100 Victory Points (VP) are provided tomark when a score marker passes the 0 space in play.

    aGenTsAs a Lord o Waterdeep, you assign yourAgents to urther yourinterests in the city. There are 5 dierent colors o these woodenpieces, which represent various secret societies.

    Each player chooses a color and takes Agents o that color. Theseorm your pool o Agents. Place them on the Agent Pool area o

    your player mat.

    The number o Agents in your pool depends on the number oplayers, as shown in the table below.

    Number O Players Agents per Player

    2 4

    3 3

    4 2

    5 2

    In addition, the game contains 2 neutral Agent pieces: theAmbassador and the Lieutenant. These Agents do not beginplay under anyones control but can be added to a players poolthrough game eects.

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    SilverstarsKnights o the Shield City Guard

    Harpers Red Sashes

    Cleric RogueFighter Wizard

    1 Gold

    (Heads)

    (Tails)

    5 Gold

    Victory Point (VP) token

    Building stack

    Building tilesInstructions

    Name

    Rules text

    Flavor text

    Card number

    First Player ma

    Action Space

    Instructions

    Name

    Name

    Cost

    Owner beneit

    ViCToRypoinTsAs you complete Quests, you scoreVictory Points (VP). UnpurchasedBuildings accumulate VP over time,represented by die-cut tokens. As well,some Buildings and other game eectsprovide V P.

    Place 3 Victory Point tokens on each space o the rounds track.

    Name: You can look up more detailed inormation about theBuilding by nding its name in Appendix 1: Buildings beginningon page 12.

    Cost: The amount o Gold needed to purchase the Building.For example, Helmstar Warehouse costs 3 Gold.

    Instructions: The resources that Building provides, which mightbe Adventurers, Gold, Victory Points, card draws, or other things.For example, Helmstar Warehouse provides 2 Rogues and 2 Gold.

    Owner: The player who purchased the Building gains the statedbenet when any other player assigns an Agent to that Building (1Rogue, in the case o Helmstar Warehouse).

    CaRdsCards represent the tasks that Adventurers perorm in your ser-

    vice, your sneaky manipulations, and secret victory conditions.

    loRd CaRdsThe city o Waterdeep is secretly administered by powerulindividuals known as the Lords o Waterdeep. Eleven Lord o

    Waterdeep cards (Lord cards or short) represent these hidden

    personalities.Shue the Lord cards and deal 1 card ace down to each player.Keep this card ace downyour identity is a secret to youropponents.

    Return the remaining Lord cards to the box, ace down. Theywont be used or the rest o the game.

    Whenever a player must draw a card rom an empty deck, shueall the cards in the respective discard pile to orm a new deck andplace them ace down in the appropriate space o the game board.Do not shue any completed Quest cards back into the Quest deck.

    QuesTCaRdsAs a Lord o Waterdeep, you advance your interests by compQuests, represented by Quest cards. See Complete Questpage 10 or more about acquiring and completing Quests.

    Shue the Quest cards and deal 2 cards ace up to each plaThese cards orm each players active Quests.

    Next, place 1 ace-up Quest card in each o the 4 spaces oCliwatch Inn. The rest o the ace-down Quest cards orm Quest deck. Place the deck in the labeled space on the gamboard near Cliwatch Inn.

    I there arent enough o a particular Adventurer type in thesupply to hire, you can hire only as many as are available.

    oTHeR pieCesThe Lords o Waterdeep game includes several kinds o pieces,described below.

    buildinG ConTRol maRkeRsEach player has a number o die-cut tokens to indicate ownershipo Buildings he or she has purchased. These tokens match thecolor o the players Agents.

    GoldNothing comes cheaply in Waterdeep. Your Agents need plentyo cash to grease the wheels. Gold is used to buy Buildings, tocomplete many Quests, and to pay or other game eects.

    Gold is represented by die-cut tokens, in denominations o 1and 5 Gold. These also orm part o the supply, which should be

    within easy reach o all players.

    buildinGsThe game board contains 9 basic Buildings, each o which hasone or more action spaces to which Agents can be assigned.See Assign Agent on page 8 or more inormation.

    There are also spaces or Building tiles, which players canpurchase and put into play.

    To start the game, draw 3 Building tiles and place them ace up ineach o the 3 spaces in Builders Hall.

    The remaining ace-down Building tiles orm a stack, placed inthe labeled space on the game board near Builders Hall.

    sTaRTplayThe player who has most recently been toanother city goes rst. Give that player theFirst Player marker.

    The starting player gets 4 Gold. The playerto his or her let gets 5 Gold, and so on.Each player receives 1 more Gold than theplayer to his or her right until all playershave received starting Gold.

    Each Lord card grants bonus VP or meeting certain conditions, asdescribed in its rules text. For example, Khelben Arunsun grantsbonus VP or completing Arcana Quests and Warare Quests.

    Appendix 3: Lords o Waterdeep on page 20 summarizes the various Lords abilities.

    ReadinGabuildinGEach Building, whether printed on the game board or a tilein Builders Hall, contains the same kinds o inormation.See Assign Agent on page 8 or more inormation.

    inTRiGue CaRdsIntrigue cards let you secretly manipulate others to advanceends. But be careulyour ellow Lords o Waterdeep are alsskilled in intrigue!

    Shue the Intrigue cards and deal 2 cards ace down toeach player. Keep these cards hidden rom your opponents.See Play Intrigue Card on page 9 or more inormation.

    The rest o the ace-down Intrigue cards orm the Intrigue dPlace the deck in the labeled space on the game board near

    Waterdeep Harbor.

    adVenTuReRsYour Agents hire variousAdventurers, whether noble heroes ormere mercenaries, to accomplish various tasks.

    There are our kinds o Adventurers, represented by woodencubes: Clerics (white), Fighters (orange), Rogues (black), andWizards (purple). Dierent Quests require dierent kinds o

    Adventurers to complete.

    Along with Gold (see below), these cubes orm the supply.Place them to the side o the game board, within easy reacho all players.

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    NameCost (in gold)

    Action space

    Owner beneit Control marker

    Start-o-roundeect

    Instructions

    Action spaceInstructions Name

    Rules text

    Flavor text

    Card number

    Intrigue type

    basiC buildinG

    adVanCed buildinG

    seQuenCeof playThe Lords o Waterdeep game is played in rounds. During eachround, players take turns in which they assign their Agents to

    various tasks.

    The game ends ater 8 rounds have passed. The player with themost VP at the end o the eighth round is the winner.

    sTaRTof RoundThe rounds track on the game board starts out with 3 VP tokenson each round space, as shown in the setup instructions. The VPtokens also serve to mark which round it is.

    At the start o each round, remove the 3 VP tokens rom thatrounds space and place 1 VP token on each ace-up Building inBuilders Hall.

    When Purchased/Start o Round: Some Building tiles havespecial instructions to be ollowed when the Building is pur-chased and at the start o each round. I any o those Buildingsare in play, ollow the start-o-round instructions or each.(See Appendix 1: Buildings on page 12 or descriptions o theseeects.)

    Once all start-o-round eects are complete, players take turnsin order.

    Start o Round 5: Each player takes the extra Agent piece o hisor her color rom the space near the rounds track and adds it to hisor her pool. The extra Agent is available or the rest o the game.

    aCTionsinaTuRnEach player takes turns, one at a time, starting with the player

    who has the First Player marker and proceeding to thatplayers let.

    During your turn, i you have Agents available to assign, you takeone or both o the ollowing actions.

    1. Assign Agent

    2. Complete Quest

    assiGn aGenTI you have any Agents in your pool, you assign 1 o them. To assignan Agent, place it on any unoccupied action space o a Building,

    whether a basic Building or one that has been put into play. Youcannot place an Agent on an action space that contains another

    Agent (yours or another players) or on Buildings that are not yetin play.

    When you assign an Agent, ollow the instructions or that actionspace.You take that action just once.

    You cannot choose to pass your turn. I you have Agents avail-able, you must assign 1 o them. (In the unlikely event that youcannot take an action on your turn, you must pass.)

    I you have no more Agents available to assign, you can no longertake turns that round. For the rest o the round, play skips to thenext player in order who still has available Agents.

    Several basic Buildings have special rules, as described here. Fordetailed descriptions o all Buildings eects, see Appendix 1:Buildings on page 12.

    Owner Benet: Once a new Building is in play, it is available oranyone to assign an Agent to, just like any other Building on thegame board. However, when someone other than the ownerassigns an Agent to that Buildings action space, the owner gainsthe benet described in the tiles Owner line.

    CliffwaTCH innCliwatch Inn has three action spaces instead o the usual one.

    You can assign more than 1 o your Agents to Cliwatch Inn i itstill has an open action space (but you still cant assign more than1 Agent per turn).

    Acquiring Quests: At the start o the game, this Buildingcontains 4 ace-up Quest cards. Assigning an Agent to CliwatchInn is the usual way to get new Quests. However, each actionspace has a dierent eect.

    You can choose any o the available action spaces when you assignan Agent to Cliwatch Inn.

    Whenever you take a ace-up Quest card, immediately replace itwith a new card rom the Quest deck.

    waTeRdeep HaRboRWaterdeep Harbor has three action spaces instead o the usone. You can assign more than 1 o your Agents to WaterdeHarbor i it still has an open action space (but you still cantmore than 1 Agent per turn).

    Assigning an Agent to one o those spaces has two eects.

    buildeRs HallBuilders Hall allows you to purchase Building tiles, which addnew potential actions to the game.

    Whenever you assign an Agent to Builders Hall, choose one othe ace-up Buildings available or purchase and pay its Gold cost.

    You immediately score any VP or that Building and place its tilein one o the open spots on the board. Place one o your controlmarkers on that tile to show you are the owner.

    Ater you purchase a Building, immediately draw the top tile othe Building stack and place it ace-up on the vacated space.

    Action Space: Take 1 ace-up Questcard rom the avail-able Quests, andtake 2 Gold rom thesupply and place itin your Tavern.

    1. Play Intrigue Card: By assigning an Agent to one o thespaces on Waterdeep Harbor, you play a single Intrigue card

    your hand. I you have no Intrigue cards, you cannot assign Agent to Waterdeep Harbor.

    When you play an Intrigue card, you ollow its instructionsimmediately. Its efect takes place just once. For exampleLack o Faith orces each opponent to remove 1 Cleric (hHrom his or her Tavern i possible. I an opponent has more 1 Cleric, you cannot orce that player to remove additional

    with this card.

    An Intrigue card can be an attack, a utility, or a Mandatory

    Action Space: Take 1 ace-upQuest card anddraw 1 Intriguecard.

    Action Space: Discard the ace-upQuest cards romthe available Quests.Draw and place 4new Quest cardsrom the Quest deck,and then take 1 othe new ace-upQuest cards.

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    Name

    Rules text Card numberIntrigue type

    Flavor text

    Card number

    Quest type

    Reward

    Required resources

    Name

    Attack: Attack cards hinder or penalize opponents, oten helpingyou in the process. For example, Lack o Faith is an attack thatremoves another players Cleric.

    Utility: These cards do something benecial. For example, Call ina Favor lets you take resources o your choice rom the supply.

    Mandatory Quest: You can orce an opponent to undertakea minor but pressing task beore nishing other Quests.See Mandatory Quests on page 11 or more inormation.

    2. Reassign Agent: Ater all Agents have been assigned in theround, each player with an Agent in Waterdeep Harbor reassignsthat Agent to another action space. In eect, that player takes anadditional turn with that Agent.

    Players reassign Agents in order, starting with the action spacenumbered 1.You cannot reassign an Agent to WaterdeepHarbor.

    Some game eects also allow players to reassign Agentsduring play.

    CompleTe QuesTAter assigning an Agent, you may complete one Quest. EachQuest card species how many and what kind o Adventurersare needed to complete it. Oten you need to spend Gold as well.

    You dont have to complete a Quest i you dont want to.You cannot complete more than one Quest on your turn.

    To complete a Quest, remove the required Adventurers and Goldrom your Tavern. Return those tokens to the supply. Then collectthe specied reward.

    Regardless o how many Agents you assign or reassign on yourturn, you can complete only one Quest that turn.

    Reward: A completed Quest provides a reward to the playerwho completes it, shown on the Reward line. Rewards usuallyinclude VP and might include other things, such as Adventurers,Gold, or cards. I a reward includes Adventurers or Gold, takethe appropriate pieces rom the supply and place them in yourTavern.

    For example, Spy on the House o Light grants a reward o 6 VPand 6 Gold. You immediately collect the Gold and advance yourscore marker 6 spaces along the scoring track as soon as youcomplete the Quest.

    Quests provide a reward just once, when you completethem.Ater you collect the reward, turn the Quest card ace downand place it on the Completed Quests area o your player mat.

    mandaToRy QuesTsSome Intrigue cards are Mandatory Quests, which you play onopponents to hinder their plans.

    When you play an Intrigue card with a Mandatory Quest, choosean opponent and place the card ace up in ront o that player.That player cannot complete any other Quests until he or she hascompleted the Mandatory Quest.

    Plot Quests have ongoing eects in addition to providing re

    For example, Recover the Magisters Orb has a one-time rew6 VP. However, it also grants an ongoing eect: Once per rouyou can assign 1 Agent to a space containing an opponents

    You can quickly identiy a Plot Quest by looking at the nameits card. The name o a Plot Quest is a dierent color rom thordinary Quest cards.

    When you complete a Plot Quest, place its card ace up neplayer mat to remind you o the ongoing eect.

    endof RoundWhen all Agents at Waterdeep Harbor have been reassigneround ends.

    At the end o the round, all players return all their Agents topools. The player with the First Player marker begins the nround.

    endinGTHe GameThe game ends ater 8 rounds o play. At the end o the eighround, perorm nal scoring or each player.

    final sCoRinGEach player counts up VP and advances his or her scoring maccordingly.

    Each Adventurer in your Tavern 1 VP

    Every 2 Gold in your Tavern(rounding down) 1 VP

    Lord card As specied by the

    The player with the most VP ater nal scoring is the winneIn the event o a tie, the player with the most Gold wins.

    ReadinGaQuesTCaRdQuest Type: There are ve dierent types o Quests: Arcana,Commerce, Piety, Skullduggery, and Warare. A Quests typeprovides an idea o what sort o Adventurers are most importantto completing it.

    Quest Type Adventurer

    Arcana Wizard

    Piety Cleric

    Skullduggery Rogue

    Warare Fighter

    Commerce Any + Gold

    Dierent Lords o Waterdeep score bonus VP or completingQuests o particular types. For example, Khelben Arunsun scores4 bonus VP or each Arcana Quest and each Warare Quest thatplayer completes.

    Requires: Each Quest card requires certain resources (Adven-turers and Gold) to complete, shown on the Requires line bysymbols.

    hH Cleric

    hH Fighter

    hHRogue

    hHWizard

    gG Gold

    For example, Spy on the House o Light requires 3 Fighters

    (hHhHhH), 2 Rogues (hHhH), and 2 Gold (gGgG)to complete.

    ploTQuesTsA ew Quests have the notation Plot Quest, which indicatethey are especially important to successully managing Wate

    For example, Stamp Out Cultists requires 1 Cleric, 1 Fighter, and1 Rogue to complete and provides a reward o 2 VP.

    When a Mandatory Quest is completed, place the card in theIntrigue discard pile.

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    appendix1: buildinGsThis section lists the various Buildings that players can assigntheir Agents to. The game board has nine basic Buildings, and tenadditional spaces are provided or Buildings that players purchaseduring the game.

    basiC buildinGsThese Buildings are always available to assign Agents to (as long asthey have unoccupied action spaces).

    buildeRs HallThe headquarters or the Guild o Stonecut-ters, Masons, Potters, & Tile-makers is therst stop or anyone wishing to add to thegreat city o Waterdeep.

    Location: South Ward

    Start o Round: Place 1 VP token romthe rounds track on each Building tileavailable or purchase.

    Action: Choose 1 Building, pay itscost in Gold, and put it into play under

    your control. (Place one o your controlmarkers on the Building tile to identiythe owner.) Score any VP or the newlypurchased Building. Then draw a newBuilding tile and place it ace up in the

    vacated space.

    CasTle waTeRdeepThis mighty stronghold on top o MountWaterdeep can be se en rom nearly everycorner o the city.

    Location: Castle Ward

    Action: Take the First Player marker,and draw 1 Intrigue card.

    auRoRas Realms sHopAuroras Realms Shops acquire goods romevery corner o Faern. This branch is justone o six in the city.

    Location: Trades Ward

    Action: Take 4 Gold (gGggGgGgG )rom the supply and place it in yourTavern.

    blaCksTaff ToweRBlacksta Tower is home to the archmageKhelben Blacksta and his apprentices.

    Location: Castle Ward

    Action: Take 1 Wizard (hH) rom thesupply and place it in your Tavern.

    fieldof TRiumpHExciting spectacles o martial skill are stagedin this enormous open-air stadium.

    Location: Sea Ward

    Action: Take 2 Fighters (hHhH) romthe supply and place them in

    your Tavern.

    THe GRinninGlion TaVeRnThis tavern is adorned with battle trophiesrom all ends o Faern, but every one is aake.

    Location: North Ward

    Action: Take 2 Rogues (hHhH ) romthe supply and place them in yourTavern.

    THe plinTHThis needle-like tower is home to those aithswithout the congregation to support anindependent temple.

    Location: Trades Ward

    Action: Take 1 Cleric (hH) rom thesupply and place it in your Tavern.

    waTeRdeep HaRboRWaterdeep gets both its name and its wealthrom this deep-water basin.

    Location: Dock Ward

    Action: Play 1 Intrigue card romyour hand.

    Reassign Agent: Ater all Agents havebeen assigned in the round, each player

    with an Agent in Waterdeep Harborreassigns that Agent to another actionspace. Start with the Agent in the ac-tion space numbered 1, and proceedin numerical order.

    CliffwaTCH innThe proprietor o this rambling tavernknows a wealth o tales. The inns cellars are

    rumored to connect to the city sewers andUndermountain.

    Location: North Ward

    Action: Take 1 ace-up Quest card romCliwatch Inn. As well, take 2 Gold(gGgG) rom the supply and place it in

    your Tavern.Action: Take 1 ace-up Quest cardrom Cliwatch Inn, and draw1 Intrigue card.

    Action: Discard all the ace-up Questcards rom Cliwatch Inn. Draw newQuests rom the Quest deck, and

    place them ace up in the open spaces.Then take 1 ace-up Quest card romCliwatch Inn.

    adVanCed buildinGsThe 24 Building tiles represent advanced Buildings that placan purchase. Up to 3 Building tiles are ace-up and availabpurchase at Builders Hall at any time.

    Each Building description includes some background inortion, including the city Ward in which it is traditionally locaThis location does not restrict where you can place the Builtile on the game board.

    Owner: When a player other than the owner assigns an Agthis Building, the owner immediately gains the benet statethe Owner line. Place any Adventurers or Gold gained in

    way in the owners Tavern.

    CaRaVan CouRTCaravans arrive requently at this open-airand with them able-bodied warriors lookingwork.

    Location: South Ward

    Cost: 4 Gold

    When Purchased and at Start o RoPlace 2 Fighters (hHhH) on this spac

    Action: Take all Fighters (hH) rom thspace and place them in your Tavern.

    Owner: Take 1 Fighter (hH) rom thesupply and place it in your Tavern.

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    dRaGon ToweRThe secretive wizard Maaril lives in thissinister tower.

    Location: Sea Ward

    Cost: 3 Gold

    Action: Take 1 Wizard (hH) rom thesupply and place it in your Tavern, and draw1 Intrigue card.

    Owner: Draw 1 Intrigue card.

    feTloCkCouRTJust north o Castle Waterdeep, this courtyardis a staging area or the City Guards mountedpatrols as well as an impromptu concert hall orpracticing bards.

    Location: Castle Ward

    Cost: 8 Gold

    Action: Take 2 Fighters (hHhH) and1 Wizard (hH) rom the supply and placethem in your Tavern.

    Owner: Take 1 Fighter (hH) or 1 Wizard(hH) rom the supply and place it in yourTavern.

    THe Golden HoRnIn this gambling hall, the grand prize is a goldenhorn lled with mysterious riches.

    Location: Trades Ward

    Cost: 4 Gold

    When Purchased and at Start o Round:Take 4 Gold (gGgGgGgG) rom the supplyand place it on this space.

    Action: Take all Gold (gG) rom this spaceand place it in your Tavern.

    Owner: Take 2 Gold (gGgG) rom thesupply and place it in your Tavern.

    HelmsTaR waReHouseThis seemingly legitimate business is home toone o the mos t successul ences in Waterdeep,Chuldan Helmstar.

    Location: Dock Ward

    Cost: 3 Gold

    Action: Take 2 Rogues (hHhH ) and 2 Gold(gGgG) rom the supply and place them inyour Tavern.

    Owner: Take 1 Rogue (hH ) rom the supplyand place it in your Tavern.

    Houseof wondeRThis ornate tower is dedicated to Mystra, thegoddess o magic.

    Location: Sea Ward

    Cost: 4 Gold

    Action: Spend 2 Gold (gGgG), andthen take 2 Adventurers rom the supplyand place them in your Tavern. These

    Adventurers can be only Clerics (hH) orWizards (hH).

    Owner: Take 2 Gold (gGgG) rom thesupply and place it in your Tavern.

    JesTeRs CouRTOnce a place where jugglers and comicsperormed, this alley between the Street o Silksand the Street o Silver has taken a moredangerous turn.

    Location: Castle Ward

    Cost: 4 Gold

    When Purchased and at Start o Round:Place 2 Rogues (hHhH ) on this space.

    Action: Take all Rogues (hH ) rom thisspace and place them in your Tavern.

    Owner: Take 1 Rogue (hH ) rom thesupply and place it in your Tavern.

    newolamnThis college is one o the best places to learn thebardic arts and is amous throughout the SwordCoast.

    Location: Castle Ward

    Cost: 8 Gold

    Action: Take 2 Rogues (hHhH ) and 1Wizard (hH) rom the supply and placethem in your Tavern.

    Owner: Take 1 Rogue (hH ) or 1 Wizard(hH) rom the supply and place it in yourTavern.

    noRTHGaTeAll trade between Waterdeep and the miningtown o Mirabar inevitably fows through theNorthgate.

    Location: North Ward

    Cost: 3 Gold

    Action: Take 1 Adventurer o any type(hH? ) and 2 Gold (gGgG) rom the supplyand place them in your Tavern.

    Owner: Score 2 VP.

    HeRoes GaRdenYou can always nd adventurers in this publicpark, retelling the stories o their exploits.

    Location: Sea Ward

    Cost: 4 Gold

    Action: Take 1 ace-up Quest card romCliwatch Inn. You may immediatelycomplete that Quest. I you do, you score 4bonus VP in addition to the Quest reward.(You do not score the bonus VP i youcomplete the Quest later on.)

    Owner: Score 2 VP.

    Houseof Good spiRiTsThe rumors o a hidden dragons hoard drawsadventurers to this inn, but they stay or thedrinks.

    Location: South Ward

    Cost: 3 Gold

    Action: Take 1 Fighter (hH) and oneAdventurer o any type (hH? ) rom thesupply and place them in your Tavern.

    Owner: Take 1 Fighter (hH) rom thesupply and place it in your Tavern.

    Houseof HeRoesThe largest shrine in Waterdeep is dedicated toTempus, the Lord o Battle.

    Location: Sea Ward

    Cost: 8 Gold

    Action: Take 1 Cleric (hH) and 2 Fighters(hHhH) rom the supply and place them in

    your Tavern.

    Owner: Take 1 Cleric (hH) or 1 Fighter(hH) rom the supply and place it in yourTavern.

    HouseofTHe moonThis gilded temple attracts pilgrims in search oSelnes grace and power.

    Location: Sea Ward

    Cost: 3 GoldAction: Take 1 Cleric (hH) rom the supplyand place it in your Tavern, and take 1 ace-up Quest card rom Cliwatch Inn.

    Owner: Take 2 Gold (gGgG) rom thesupply and place it in your Tavern.

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    THe palaCeof waTeRdeepThis white marble palace stands as a s hiningsymbol o the Lords Rule and is home to manyembassies.

    Location: Castle Ward

    Cost: 4 Gold

    Action: Take the Ambassador piece andplace it with your unused Agents. At thestart o the next round, beore any otherplayer takes a turn, assign the Ambassador.See Advanced Buildings on page 22 orurther clarications.

    Owner: Score 2 VP.

    THe skulkwaySmugglers used this short alleyway to move goodsunder the noses o the City Guard.

    Location: Sea Ward

    Cost: 4 GoldAction: Take 1 Fighter (hH), 1 Rogue (hH),and 2 Gold (gGgG) rom the supply andplace them in your Tavern.

    Owner: Take 1 Fighter (hH) or 1 Rogue(hH) rom the supply and place it in yourTavern.

    smuGGleRs doCkThis is the private dock o the suspected Lord oWaterdeep, Mirt the Moneylender.

    Location: Castle Ward

    Cost: 4 Gold

    Action: Spend 2 Gold (gGgG), andthen take 4 Adventurers rom the supplyand place them in your Tavern. These

    Adventurers can be only Fighters (hH) orRogues (hH ).

    Owner: Take 2 Gold (gGgG) rom thesupply and place it in your Tavern.

    spiResofTHe moRninGEight golden spires adorn this walled g ardentemple dedicated to the god o the dawn.

    Location: Castle Ward

    Cost: 4 Gold

    When Purchased and at Start o Round:Place 1 Cleric (hH) on this space.

    Action: Take all Clerics (hH) rom thisspace and place them in your Tavern.

    Owner: Score 2 VP.

    THe sTone HouseThe home o the Carpenters, Rooers, and Plaist-erers Guild, which has grown extremely rich romnobles eorts to upstage their neighbors villas.

    Location: South Ward

    Cost: 4 Gold

    Action: Take 1 Gold (gG) rom the supplyor each Building tile in play.

    Owner: Take 2 Gold (gGgG) rom thesupply and place it in your Tavern.

    THe THRee peaRlsThis expensive nightclub is named or its originalpurchase price: three black pearls torn rom adancers outt.

    Location: Dock Ward

    Cost: 4 Gold

    Action: Return 2 o your Adventurers o anytype (hH? hH? ) to the supply. Then take 3

    Adventurers o any type (hH? hH? hH? ) rom

    the supply and place them in your Tavern.Owner: Take 2 Gold (gGgG) rom thesupply and place it in your Tavern.

    THe ToweRof luCkDonations to Tymora rom those who survivedthe depths o Undermountain quickly paid or theconstruction o this temple.

    Location: Sea Ward

    Cost: 8 Gold

    Action: Take 1 Cleric (hH) and 2 Rogues(hHhH ) rom the supply and place them in

    your Tavern.

    Owner: Take 1 Cleric (hH) or 1 Rogue (hH)rom the supply and place it in your Tavern.

    ToweRofTHe oRdeRThis impressive structure is the headquarters othe Watchul Order o Magists & Protectors.

    Location: Castle Ward

    Cost: 4 Gold

    When Purchased and at Start o Round:Place 1 Wizard (hH) on this space.

    Action: Take all Wizards (hH) rom thisspace and place them in your Tavern.

    Owner: Draw 1 Intrigue card.

    THe waymooTSimply speak your destination to this s ignway will be shown to you.

    Location: South Ward

    Cost: 4 Gold

    When Purchased and at Start o RPlace 3 VP tokens on this space.

    Action: Remove all VP tokens rom thspace and score that many VP, and takace-up Quest card rom Cliwatch In

    Owner: Score 2 VP.

    THe yawninG poRTalThis amous inn, eaturing the only knownentry to Undermountain, attracts adventuevery sort.

    Location: Castle Ward

    Cost: 4 Gold

    Action: Take 2 Adventurers o any typ(hH? hH? ) rom the supply and place thin your Tavern.

    Owner: Take 1 Adventurer o any typrom the supply and place it in your T

    THe ZoaRsTaRThe Zoarstar houses the Scriveners, ScribClerks Guild, and is a destination or anyneeding contracts or other documents.

    Location: Trades Ward

    Cost: 8 Gold

    Action: Choose a space containing anopponents Agent. You use that spaceaction as though you had assigned an

    Agent to it.

    Owner: Score 2 VP.

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    appendix2: aGenTsThe Lords o Waterdeep employ Agents o various organizationsto accomplish their ends. These Agents correspond to playercolors in the game.

    CiTyGuaRdWaterdeep is deended by its own armyo soldiers, who patrol the city and thesurrounding countryside. The City Guardalso provides bodyguards or Piergeiron thePaladinson and or visiting dignitaries.

    HaRpeRsThe Harpers were ounded ages ago by elvenleaders, with the counsel o the legendary

    wizard Elminster. This secret society ghtsor individual reedom while balancingthe needs o civilization and nature.

    kniGHTsofTHe sHieldPosing as a consortium o merchants andnobles, the Knights o the Shield in a ctdeal in inormation. The organizationsinfuence stretches along the Sword Coastand ar inland.

    Red sasHesVigilantes who protect the poorest parts oWaterdeep, the Red Sashes are masters o

    intrigue. They hide those who need to escaand nd those who wish to stay hidden.

    silVeRsTaRsThese devoted champions o the moon goddess, Selne, tirele

    work or reedom and peace, even between longstanding enemThey despise slavery and abhor the undead.

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    appendix3:loRdsof waTeRdeepThe Lords o Waterdeep orm a secret council that has ruled thecity o Waterdeep or centuries. In public, they are always maskedand cloaked to disguise any details that could identiy them.They are drawn rom all elements o society: merchants, nobles,

    wizards, and common laborers.

    In the Lords o Waterdeep game, these secret masters are repre-sented by cards. The Lords identities are kept hidden until theend o the game, when nal scoring occurs. Each Lord o Water-deep has a personal agenda, represented by bonus VP awardedor completing specic objectives.

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    GlossaRyHeres a short list o words and phrases that have specialmeanings in the Lords o Waterdeep game.

    action space: Each Building has one or more action spaces towhich players assign their Agents. When you assign an Agent toan action space, you immediately take the specied action.

    Adventurer:You complete Quests by taking the requiredAdventurers rom your Tavern. There are our kinds oAdventurers, represented by wooden cubes: Clerics, Fighters,Rogues, and Wizards.

    Agent: You assign your Agents to action spaces o Buildings to usetheir eects. See Assign Agent on page 8.

    Ambassador: A special Agent that you can use by assigning anAgent to the Palace o Waterdeep.

    assign: You assign an Agent by placing it on an Buildings actionspace. See Assign Agent on page 8.

    attack: A kind o Intrigue card that harms other players.See Play Intrigue Card on page 9.

    Building/Building tile: The game board contains nine basicBuildings, and players can purchase other Building tiles and put

    them into play. Buildings contain action spaces to which Agentsare assigned. See Buildings on page 6.

    card: The Lords o Waterdeep game includes three dierent typeso cards: Intrigue, Lord, and Quest. See Cards on page 7.

    Intrigue card: You draw an Intrigue card by assigning anAgent to Castle Waterdeep. (Other game eects also allow youto draw Intrigue cards.) You play an Intrigue card by assigningan Agent to Waterdeep Harbor.

    Lord card: Each player takes the role o a Lord o Waterdeep,represented by a Lord card. The Lords identity remains secretuntil the end o the game. Each Lord card grants bonus VP oraccomplishing certain tasks.

    Quest card: These cards represent Quests that playerscomplete to score VP and earn other rewards. At the starto the game, there are 4 ace-up Quest cards in Cliwatch Inn,

    which players can take by assigning Agents to that Building.More Quests enter play as the game progresses.

    Gold: You spend Gold to purchase Buildings, complete certainQuests, and pay or other game eects.

    Lieutenant: A special Agent that you add to your pool by com-pleting the Recruit Lieutenant Quest.

    occupied/unoccupied: A space that has an Agent assigned toit is occupied. You cannot normally assign another Agent to anoccupied space. You must choose an unoccupied space (one thatcontains no other Agents).

    pool: The area where you keep your unassigned Agents. At theend o the round, all your Agents return to your pool.

    Quest: You complete Quests to score Victory Points and toearn other rewards during the game. See Complete Quest onpage 10.

    active Quest: All ace-up Quests in ront o a player that theplayer has not yet completed are active Quests.

    Mandatory Quest: A kind o Intrigue card that orces anotherplayer to complete a minor but pressing Quest beore anyothers.

    Plot Quest: A kind o Quest that provides an ongoing benetas well as a reward.

    reassign: Ater all Agents have been assigned in a round, anyAgents that were assigned to Waterdeep Harbor are removedand assigned to any unoccupied action spaces. See WaterdeepHarbor on page 9.

    reward: Upon completing a Quest, you earn the rewardspecied on the card. Quest rewards usually include VP andcan also include other benets. You earn the reward immediatelyand only once.

    round: The game is played over eight rounds. During each round,players take turns assigning their Agents to action spaces on thegame board and completing Quests.

    supply: The supply contains Adventurers, Gold, and VP tokensavailable to players.

    Tavern: This area holds the Adventurers you have hired until youuse them to complete Quests. You also store Gold in your Tavern.

    turn: During each round, players take turns. Whoever has theFirst Player marker goes rst, then the player to his or her let,and so on. During your turn, you assign an Agent to an actionspace and may complete a Quest. See Actions in a Turnon page 8.

    utility: A kind o Intrigue card that helps you. See Play IntrigueCard on page 9.

    Victory Points (VP): You score Victory Points primarily bycompleting Quests. Other game eects can also provide VP.

    appendix4: ClaRifiCaTionsThe ollowing clarications address certain unusual cases thatmay come up in a game.

    adVanCed buildinGsHeroes Garden:You cannot complete the Quest drawn at thisBuilding i you have an uncompleted Mandatory Quest.

    The Palace o Waterdeep: I you assign the Ambassador toWaterdeep Harbor, you cannot reassign it at the end o the round.(This restriction avoids memory issues.)

    When you assign an Agent to the Palace o Waterdeep, the Am-bassador might already be assigned to an action space. I so, youtake the Ambassador rom the assigned action space. This makesthe action space originally occupied by the Ambassador availableor assigning an Agent.

    I another player assigns an Agent to the Palace o Waterdeepater you have taken the Ambassador but beore you have had achance to assign it, he or she gains no benet rom that action.

    You assign the Ambassador beore any other player, even i youhave the First Player marker. In that event, you assign the Ambas-

    sador and t hen immediately assign another Agent.

    I the Palace o Waterdeep leaves play, the Ambassador also leavesplay. (This can make an action space available or assigning an

    Agent.)

    Once placed, the Ambassador counts as an opponents Agent orall players. You do not gain the owner benet or assigning the

    Ambassador to a Building you control.

    The Zoarstar: When you assign an Agent to an occupied actionspace in Waterdeep Harbor, you reassign your Agent immediatelyater the opponents Agent in the shared space is reassigned.

    QuesTsRecover the Magisters Orb: When you assign an Agent to anoccupied action space in Waterdeep Harbor, you reassign your

    Agent immediately ater the opponents Agent in the shared spaceis reassigned.

    Recruit Lieutenant: The Lieutenant counts as one o yourAgents.

    Research Chronomancy: I you complete this Quest aterreassigning an Agent rom Waterdeep Harbor, you immediatelyassign the returned Agent. You cannot assign that Agent to

    Waterdeep Harbor.

    inTRiGue CaRdsChange o Plans:You must discard one o your own uncom-pleted Quests. Other players who choose to discard uncompletedQuests or VP must choose one o their own.

    Sample Wares: I a second Sample Wares card is played in thesame turn, the second Agent cannot be a ssigned to a Building inBuilders Hall that already has an Agent on it.

    I someone purchases a Building that has an Agent assigned toit by this card, the purchased Buildings action space remainsoccupied until that Agent is removed.

    QuesTions?U.S., Canada, Asia Pacifc, & Latin America

    www.wizards.com/customerservice Wizd f h C LLCP.O. Bx 707R WA 98057-0707U.S.A.

    T: 1-800-324-6496 (wihi h U.S.)1-425-204-8069 (id h U.S.)

    U.K., Eire, & South Arica [email protected] Wizd f h C LLCc/ Hb UK Ld.P.O. Bx 43, Nwp NP19 4YDUK

    T: + 44(0)84 57 125 599

    All Other European [email protected] Wizd f h Cp/ Hb Bi NV/SAIdi 1, 1702 G-BijdBELGIUM

    T: +32(0)70 233 277

    Please retain these addresses or uture reerence.

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