Lords of Waterdeep

Designed by Peter Lee & Rodney Thompson

Player Count:
2-5 players

Playing time:
60-120 minutes

Complexity:
Medium

Official rules:
Click here

Drinking rules

  • Whenever you purchase a building, take a number of sips equal to the cost of that building.
  • Whenever another player gains control of the Ambassador or Lieutenant, take 3 sips.
  • Whenever you assign an Agent to a Building controlled by another player, both you and the player controlling the building take 1 sip.
  • 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.
  • Whenever you receive a Mandatory Quest, take a number of sips equal to the amount of Victory Points awarded for completing it.
  • 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


Why it’s a good drinking game:

Lords of Waterdeep works surprisingly well as a drinking game due to its mix of strategy, intrigue, and player interaction. The game’s quest-completing and resource-management mechanics provide plenty of opportunities for handing out sips to your opponents. The use of intrigue cards, which often disrupt opponents’ plans, adds to the playful competition—perfect for lighthearted toasts when plots go awry. Its smooth, turn-based gameplay keeps everyone engaged, making it easy to enjoy a drink without losing track of the game’s strategy.

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