![]() There are eight rounds in the game – whoever has the most victory points at the end of the game wins, in the usual fashion.Īt the beginning of the game, each player chooses a faction – this is just a thematic way of choosing the colour of their tokens. At the end of each round, all players take their agents back and the game progresses onto the next. Each round consists of each player alternately placing their agents in the locations they desire, and reaping the rewards of taking control of the area. Waterdeep Harbour is where we go if we want to engage in sneaksy intrigue.Įach player gets a set number of agents at the beginning of the game, dictated by player count. The inn is the primary location we go if we want access to quests. This symbolises the importance they play in the flow of the city’s lifeblood of conspiracy. ![]() I’m here to carouse, but I’ll need someone to explain how. Waterdeep Harbour, and Cliffwatch Inn, are the only two locations in the game that can be occupied by multiple agents in a single turn: Our relationship with them ends when we send a condolence ham to the bereaved loved ones they leave behind. They’re the anonymous, faceless hordes that we manipulate into doing our bidding. Adventurers are a game currency that we spend to complete quests and earn victory points. ![]() A lord that plays an agent in The Plinth will gain access to one adventurer – a white cube, representing a priest. For example, a Lord that plays an agent in Aurora’s Realms Shop will earn four gold pieces. Each of these is marked with a number of symbols – over the course of the game, we’re going to be placing our agents in these buildings to gain the indicated benefits. Marked on the city are various locations – Castle Waterdeep, Builder’s Hall, Aurora’s Realms Shop, Cliffwatch Inn and so on. That’s to be expected, because the map is where all the action happens. Where would I find a priest at this time of night? ![]()
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