---
product_id: 261660
title: "Dungeons & Dragons Lords of Waterdeep"
price: "$232.37"
currency: USD
in_stock: true
reviews_count: 13
url: https://www.desertcart.ec/products/261660-dungeons-and-dragons-lords-of-waterdeep
store_origin: EC
region: Ecuador
---

# 60-min strategic gameplay 2-5 players competitive action Expansive city-building & control Dungeons & Dragons Lords of Waterdeep

**Price:** $232.37
**Availability:** ✅ In Stock

## Summary

> 🏰 Rule Waterdeep, Outsmart Rivals, Win Glory!

## Quick Answers

- **What is this?** Dungeons & Dragons Lords of Waterdeep
- **How much does it cost?** $232.37 with free shipping
- **Is it available?** Yes, in stock and ready to ship
- **Where can I buy it?** [www.desertcart.ec](https://www.desertcart.ec/products/261660-dungeons-and-dragons-lords-of-waterdeep)

## Best For

- Customers looking for quality international products

## Why This Product

- Free international shipping included
- Worldwide delivery with tracking
- 15-day hassle-free returns

## Key Features

- • **Intrigue & Interaction:** Play powerful Intrigue cards to disrupt opponents, steal resources, or force mandatory quests—because in Waterdeep, politics is war.
- • **Immersive Quest Completion:** Complete diverse quests using classic D&D archetypes—clerics, rogues, fighters, and wizards—to earn victory points and bonuses.
- • **Fast-Paced, Deeply Strategic:** Enjoy a rich, 60-minute game that’s easy to learn but offers endless tactical depth and replayability for 2 to 5 players.
- • **Master the City of Splendors:** Step into the shoes of a masked Lord of Waterdeep and control the fate of the greatest city in the Forgotten Realms.
- • **Dynamic Worker Placement Strategy:** Assign your agents wisely across 9 unique buildings to recruit adventurers, gather resources, and outmaneuver rivals.

## Overview

Dungeons & Dragons Lords of Waterdeep is a 60-minute Euro-style strategy board game for 2-5 players where you become a secret lord vying for control of Waterdeep. Recruit adventurers, complete quests, build new city locations, and use intrigue cards to manipulate opponents in a richly thematic D&D setting. With elegant worker placement mechanics and immersive storytelling, it offers fast, competitive gameplay that keeps everyone engaged until the final reveal.

## Description

Product Description 388510000 features: -impressive game casts players as Lords Of water deep who hire adventurers to complete quests. -Game play: 1 hour. -Perfect for 2 to 5 players. -Ages 13 and up. Game: -board games. Product Type: -sets (game pieces included). for ages. . . : -adult. Gender: -boy/girl. Theme: -fantasy/military. Generic dimensions: -15" H x 7" W x 12" D, 8. 05. Dimensions: overall height - top to bottom: -15 inches. Overall Width - side to side: -7 inches. Overall depth - front to back: -12 Inches. Overall product weight: -8. 05 pounds. From the Manufacturer Waterdeep, the City of Splendors—the most resplendent jewel in the Forgotten Realms, and a den of political intrigue and shady back-alley dealings. In this game, the players are powerful lords vying for control of this great city. Its treasures and resources are ripe for the taking, and that which cannot be gained through trickery and negotiation must be taken by force. Lords of Waterdeep is a strategy board game for 2-5 players. You take on the role of one of the masked Lords of Waterdeep, secret rulers of the city. Through your agents, you recruit adventurers to go on quests on your behalf, earning rewards and increasing your influence over the city. Expand the city by purchasing new buildings that open up new actions on the board, and hinder—or help—the other lords by playing Intrigue cards to enact your carefully laid plans.

## Features

- An exciting Euro-style board game set in Waterdeep, the greatest city and jewel of the Forgotten Realms
- This immersive game casts players as Lords of Waterdeep who hire adventurers to complete quests
- Game play: 1 hour
- Perfect for 2 to 5 players

## Technical Specifications

| Specification | Value |
|---------------|-------|
| Additional Features | Board Game |
| Age Range Description | Ages 12+ |
| Asin | 0786959916 |
| Best Sellers Rank | #44,446 in Toys & Games (See Top 100 in Toys & Games) #959 in Board Games (Toys & Games) |
| Brand Name | Dungeons & Dragons |
| Color | Multi-colored |
| Cpsia Cautionary Statement | Choking Hazard - Small Parts, No Warning Applicable |
| Customer Package Type | Standard Packaging |
| Customer Reviews | 4.8 4.8 out of 5 stars (3,390) 4.8 out of 5 stars |
| Edition | Standard Edition |
| Estimated Playing Time | 60 minutes |
| Game Mechanics | area control |
| Genre | Strategy |
| Global Trade Identification Number | 00069140899417, 00653569692584, 00810011729216, 09780786959914 |
| Included Components | Game |
| Item Dimensions | 12 x 7 x 15 inches |
| Item Dimensions L X W | 14"L x 11"W |
| Item Highlight | Award-winning 60-120 min strategy game for 2-5 players. Recruit adventurers and complete quests in the D&D universe. |
| Item Part Number | WTC388510000 |
| Item Type Name | Board Game |
| Item Weight | 501 g |
| Language | English |
| Manufacturer | Wizards of the Coast |
| Manufacturer Part Number | 388510000 |
| Manufacturer Recommended Age | 12 - 15 years |
| Manufacturer Warranty Description | No Warranty |
| Material Type | Wood |
| Minimum Age Recomendation | 144 |
| Model Number | 5513165 |
| Number Of Items | 1 |
| Number Of Packs | 1 |
| Number Of Players | 5 |
| Operation Mode | manual |
| Set Name | Lords of Waterdeep |
| Size | std |
| Sub Brand | Dungeons & Dragons |
| Subject Character | FantasyMilitary |
| Supported Battery Types | No battery needs |
| Theme | Fantasy |
| Unit Count | 1 Count |
| Upc | 069140899417 653569692584 |

## Images

![Dungeons & Dragons Lords of Waterdeep - Image 1](https://m.media-amazon.com/images/I/81q0MdpC+PL.jpg)

## Questions & Answers

**Q: Help! Just bought my grandson Lords of the Waterdeep a D&D board game. Do I need to buy any figures, etc to go with it?**
A: No It's a complete board game that includes all you need to play right in the box. There is an additional expansion for the game that is available which adds more fun to the game but isn't needed to play. Lots of fun hope he enjoys it. If he does check out the expansion Scoundrels of Skullport.

**Q: Is each game you play different? or are they repetitive?**
A: There's one major goal - collect the most victory points.  But there are different strategies to accomplish this goal, and since your lord is hidden from other players, your advantages from that lord are not revealed until the end game.  So, assuming you play as different lords, get different quests, each game is a little different, even if you follow similar strategies.    I would say this is less random chance than strategy, but both are elements of gameplay.  We have played this at our table back to back and enjoyed multiple games in one sitting.

**Q: Can younger children play this game with some help from adults?**
A: It could definitely be introduced to younger kids so they get a feel for the game. I've been playing with my grandkids who are really getting into gaming and the rules are simple enough for them to understand. When I play with them we usually play with our Lords showing so they can be helped and remove the mandatory quests.

**Q: Can this be played solo? By a single player?**
A: There is no solo rules built/included with the game, but there is a solo variant on boardgamegeek.com (boardgamegeek.com/boardgame/110327/lords-waterdeep/files).  This is a user-made variant.  Not sure if Scoundrels of Skullport expansion is needed for it, however.

## Customer Reviews

### ⭐⭐⭐⭐⭐ Great board game for all audiences
*by  on Reviewed in the United States April 25, 2012*

Lords of Waterdeep is based in the Dungeons and Dragons world. More specifically, in the Forgotten Realms campaign setting. Unlike the other board games that have been 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. For all intents and purposes, it is a worker-placement game with a pick-up and deliver mechanic (no, really, it's funner than that might sound!).The idea behind the game is the following: 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.Game playThe game play blends the theme with the mechanics almost 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 return, you earn victory points - and sometimes gold and more adventurers, or even advantages that last throughout the duration of the game.That's basically how the game plays. There area a few extra things, however, worth noting. First, the 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 mess with each other more directly than simply blocking one another when assigning agents to buildings. Sometimes 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. Perhaps 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 (odd combination, but it happened to me with the character Nindil Jalbuck - an evil doppelganger of an otherwise honest and philanthropic halfling). For each quest of that type you complete, you earn bonus points at the end of the game.Why we love this gamea. Lords of Waterdeep is easy to learn and pick up, and it goes quite fast. Our games clocked in at around 45-60 minutes. My current gaming group starts around 2200 and we usually poop out sooner rather than later. This means games that are quick to pick up and play, but strategically fun, are a boon. What's more, with the Lord of Waterdeep cards, each player starts out with a clear goal that helps shape their strategy.b. I like the theme, a lot. I've never played D&D as an RPG, but I've enjoyed the literature and the D&D Adventure Games (we own both Wrath of Ashardalon and The Legend of Drizzt). This game evokes the D&D world in a very unique way. Although I wish the adventurers were something other than classic euro-cubes for thematic reasons (I insist that everyone call the cubes wizards, clerics, fighters, and rogues, and not purple, white, orange, and black cubes!), it still works: you get the idea that you are hiring people to go do stuff for you. Fun, dungeony, high fantasy stuff. I dig it. It just does not feel like a cube-pusher to me. Along with the theme, there's actually quite a bit of flavor text (and incredible artwork) on the cards and in the rules book that make it even more fun (and yes, I read my flavor text, out loud, too, when completing a quest!).c. Although you keep track of victory points as you complete quests, you never quite know who wins until the end of the game, because it's only then that the Lord of Waterdeep cards are revealed. This means that the run-away front runner will not necessary win - and if they do, at least everyone else feels like they're still in the game and has a chance up until the bitter end!d. Finally, this is a good game for all numbers of players (2-5) for which we've played (2 and 4). Strategy changes slightly between player counts, but, in our experience, anyway, the core feel and tactics of the game remain constant between 2 and 4 players - a rather rare and well done feat, in my opinion.In short, Lords of Waterdeep is absolutely fun. I want to note, also, that within my gaming group, I am the only one with any D&D background or, shall we say, enduring and obsessive high fantasy/sci-fi interest. But that did not seem to matter: everyone loved the game and the theme, and this is one of the few games that got a call back from my gaming group.

### ⭐⭐⭐⭐⭐ A Great Worker Placement game
*by  on Reviewed in the United States April 2, 2013*

Check out full review at geeksplayinggames.comThe rule book (downloadable pdf) is 24 pages long, although only eight are about rules and explaining the parts of the game. There are 12 pages of appendices that give details about each building, the agents and each of the Lords and it wraps up with a glossary and the storage diagram. The back cover is a summary of the rules and a turn sequence reference.The game is played in eight rounds, the player with the most victory points at the end of the eight rounds is the winner. Each round consists of a number of turns equal to the number of agents a player has. Once all agents have been assigned the round ends. Each turn has two steps 1) Assign an Agent and 2) Complete a Quest. If you have agents left when your turn starts you must assign an agent, otherwise you are skipped and the next player who still has agents plays their turn. Completing quests is optional, if you have the resources to complete a quest you may, but you are not required to.The Quests are the main source for gaining victory points. Quests are completed by collecting gold and recruiting adventurers, which are represented by small colored blocks of wood. Clerics are white, fighters are orange, rogues are black and wizards are purple. Each quest is of a type that relates to which resource is primarily required to complete it. Piety quests will require more clerics than the Skullduggery quests which will require more rogues. Likewise warfare quests will see more fighters than the arcana quests that call on the magic of wizards. Commerce quests rely on gold and, generally, fewer adventurers. Each player gets a Lord card randomly, and that card will tell you which quests (in most cases) you need to complete to gain victory point bonuses.Gold and adventurers are gathered by sending out your agents who go throughout the city to one of nine buildings. Most buildings will provide your agent with your needed resource, which then gets placed in your Tavern, which is located on the player mat. There are four buildings which are not primarily about gathering resources. One of the buildings that you can assign your agents is Builder's Hall, where you are able to purchase new buildings that will add to the possible locations to gather future resources, in addition to giving the owner a special bonus for controlling the new building. Another unique building allows you to take the first player marker, and an intrigue card.Intrigue cards are the main way you are able to interact with the other players. They come in three fashions; Attack, which usually has a positive benefit for you while negatively effecting your opponent's, Utility, which always benefits you and may benefit an opponent or two, and Mandatory quests, which are quests you give to your opponents that they are required to complete before completing any other quest. Intrigue cards can only be played by assigning an agent to Waterdeep Harbor. The harbor has three numbered spaces for the agents to be assigned, you then play an intrigue card. The round continues as normal, however before the next round begins, each agent in the harbor gets reassigned to another building in order of the numbered spaces. The last, non-resource-giving building is the inn. Here you get one of the four face-up quests that are on the board, as well as gold, an intrigue card or you reset the quests and take one of the new ones.Finally, victory points are tracked along the edge of the board with a small round wooden disc that is the same color as your agents. If any player pases the 100 space there is a 100 victory point token you get to signify that you are rounding the track a second time.The game is fairly simple to learn. There are only two things you can do on each turn, so getting that down is relatively simple. The complicated part of the game comes in trying to outmaneuver your opponents. The quests you choose, the buildings you buy, the intrigue cards you play, will all impact the number of victory points you get. Figuring out what you should do on each turn is the hard part.The number of players determines the number of agents each player gets. Two players start with four agents, three with three, four and five start with two. In a two player game you have more to do each turn because you have more agents. Each player is also more likely to earn more victory points overall than in a game with fewer players. But this is a strategy game and the more players you have, the more you are going to have to plan.I really like this game. I downloaded the rules and as I read them I could totally see where they were going with the theme of the game and was very anxious to get and play it. I think the theme is what really makes the game. At its core, this is a resource gathering game, and if you approach it simply as such you will, I believe, really enjoy it. But if you limit yourself to viewing it as only a resource gathering game you are going to miss out on the richness of the well thought out theme. This is, after all, a D&D based game. Get into it, roleplay a little. Don't say "I need two orange ones" call them fighters. Read the flavor text on the quests, complete the quests with some flashy description of what your adventurers accomplished. Have some fun with it. Like I said, aside from the theme its a fun game, but the theme is what makes it a great game. Highly recommended, lots of fun, definitely worth getting.

### ⭐⭐⭐⭐⭐ AMAZING GAME-BUY NOW!!!!! <3
*by  on Reviewed in the United States April 26, 2016*

I LOVE THIS GAME!! If you are an avid games, buy this now! My husband and I play board games each night, and this is becoming our favorite quickly. My brother bought it a while back, and brought it on a trip where we all learned it together. We went about three days after my brother's departure before we had to buy it for ourselves.BACKGROUND:Our gaming history is extensive, but our favorites that are of similar caliber are: 7 wonders with expansions, rivals of catan, 7 wonders duel, and innovation.If you like all of those games I mentioned above, you need to buy this game. So, the story goes my husband and I bought Sid Meier's Civilization, which is quite a beast of a game. We promised we would not buy another game until we mastered Civ. However, life came about and we just didn't have the time to learn Civ. My brother taught us lords of Waterdeep, we fell in love, and we broke our promise to Civ.Lords of Waterdeep is easy to learn compared to Civ and other games with several components as long as you get over the fact it is based on a game, which is why everything has specific names. The terminology of the pieces isn't important unless you bought this board game because you love the original game. We just call the pieces by their color. We mostly play with two people, but we have played with up to four, and it is fun no matter the number of players! We love the game because it has several components and the strategy changes with each game.GAME COMPONENTS:There are lord cards, which allow you to get bonus points based on completing certain types of quests. There are quests, which come in four types. Each type has a certain cost theme. (more oranges for one type of quest, or more gold for other types of quests). There are plot quests, which give you a benefit throughout the remainder of the game.There are agents that you use to select the action you want to take for the game, and each player gets an additional agent about half way through the game to allow for an additional action. There are also buildings, which create a new action space, and offers certain benefits to its owner. (kind of like monopoly where if another player lands on your property, you get a benefit).Strategies can range from building a lot of buildings, completing several small quests, completing a few big quests, going for only bonus point quests, and somewhere in between.TIME/LENGTH OF PLAY:We are planning on getting the expansion soon, but the game still isn't boring for us. We have played it almost every night for about a month. Usually we play best out of three. With two players and a full understanding of the rules, the game takes 30 min-1 hr. We like this because there is a set number of rounds (7), so we know the game won't take more than an hour. It is similar to 7 wonders, in that there is a limited amount of choices, which makes the playing time pretty consistent However, if we take our sweet time choosing something, the game will take longer (just as in 7 wonders). Our other go-to-game is Innovation, which can take anywhere from 30 min to 3 hours, so if we need to end a game at a reasonable hour, Lords is a much better choice.The longest part of the game is putting it away. There are several components and each piece fits perfectly into the box with no room to spare. So, all the pieces have to be arranged in a specific way. There are instructions on how to organize the game within the box in the instruction booklet.OVERALL:Buy this game! It is fun for hours and for multiple people or just two players!

## Frequently Bought Together

- Wizards of the Coast Dungeons & Dragons: Lords of Waterdeep Board Game
- Wizards of the Coast Lords of Waterdeep: Scoundrels of Skullport Expansion Board Game
- The Broken Token Prop Coins - Deepwater Metal Replica Coins, Pack of 60 - Fantasy Novelty and Replica Coins

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*Product available on Desertcart Ecuador*
*Store origin: EC*
*Last updated: 2026-10-10*