Lords of Waterdeep
Deploy agents and hire adventurers to expand your control over the city of Waterdeep.
Drinking rules
Choose a category to find a rule.
Gameplay
5 rulesPurchasing a building
Whenever you purchase a building, take a number of sips equal to the cost of that building.
GameplayThe Ambassador or Lieutenant
Whenever another player gains control of the Ambassador or Lieutenant, take 3 sips.
GameplayVisiting another player's building
Whenever you assign an Agent to a Building controlled by another player, both you and the player controlling the building take 1 sip.
GameplayCompleting a Quest
Whenever you complete a Quest, give away a number of sips equal to the number of required Resources, distributed among the other players as you see fit.
GameplayReceiving a Mandatory Quest
Whenever you receive a Mandatory Quest, take a number of sips equal to the amount of Victory Points awarded for completing it.
GameplayRound end
1 ruleAdventurers at round end
At the end of each round, count the number of each kind of Adventurer in your Tavern. Then resolve the following effects. For each Fighter in your Tavern, give away 4 sips, distributed among the other players as you see fit
For each Wizard in your Tavern, give away 3 sips, distributed among the other players as you see fit.
For each Rogue in your Tavern, give away 1 sip, distributed among the other players as you see fit. Additionally, cancel 1 sip you were made to drink by another player.
For each Cleric in your Tavern, cancel 2 sips you were made to drink by another player
Round endWhy it works
Buildings, Quests and Intrigue give you plenty of ways to interfere with each other's plans. The drinking rules follow those interactions and the Adventurers left in your Tavern at round end.
Skip any rule you don’t want to use. Alcohol isn’t required.
