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Dungeons & Dragons 5th Edition: Dungeon Master’s Guide and Monster Manual Review

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I’ve always been amused by the way player and dungeon master materials swapped size between the 1st and 2nd editions of D&D. With first edition, it seemed obvious the DMG should be bigger than the PHB. With second, it seemed equally obvious that the opposite should be true since everyone ought to know most of the rules.

That pattern has persisted with 5th edition. The new Dungeon Master’s Guide is a chunky enough tome to make it appear worthy of the asking price, but slimmer than the Player’s Handbook. What have they put inside?

The answer is a sometimes uneasy blend of advice, fluff and rules. The delimiters between theses types of material are often not clear. So you’re apt to find an important table nestled amongst, say, basic advice on dungeon building for neophyte GM’s.

This lack of struture is the biggest problem with the book overall. It feels as though the authors were never sure what the target audience for the book was, or how it might be used. There’s a lot more hand holding for new dungeon masters than I remember from previous editions. Which is great for newcomers, but conversely, it makes for a lot of material which is going to be almost entirely irrelevant to experienced players.

The best stuff by far is the fluff. There’s a lot more detail on the presumed overarching detail of the Dungeons & Dragons setting than I’ve seen in a core book before. All the inner and outer planes get a brief overview, as do the most common campaign settings. You don’t have to use any of them. Indeed the book offers copies advice on how to construct alternatives. But most veterans will lap this stuff up.

Those who recall earlier editions of the book will remember the reams of near-useless tables for randomly generating things. I was initially dismayed to see that they’re back in fifth edition, but there’s an enormous difference. This time, most of the tables are actually quite good. At worst they make decent spark points for your imagination to build on. At best, such as the dungeon generator, they’re good enough to slot in to pre-prepared play.

There are also a lot of optional rules. Plus advice for tweaking existing rules and creating monsters, classes and items without breaking things. Again, how much you want to make of this is up to you. Personally, I like the relatively rules-light approach this edition takes, allowing the story to drive instead of the mechanics. But if you want lots of add-ons and extras, they’re here.

So it’s a mixed bag, but on the whole, the good outweighs the mediocre. It’s a big boon for people relatively new to being a Dungeon Master. Where I struggle a little is why an experienced role-player would want this over the stripped down free version you can download from WotC. There’s a bigger list of magic items, with some wonderful illustrations, but anyone who knows what they’re doing is capable of winging the rest of it if necessary.

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The same cannot be said for the 5th Edition Monster Manual. It is possibly the best (although not the most important) book in the core set and the only one I read from cover to cover before use.

There’s so much to love about it that I hardly know where to start. How about with every monster getting its own full-colour illustration? Then follow that up with great descriptive text, giving insights into the societies and habitats of the creatures, a reason for them to be in your world and antagonise your adventurers. It lays a wonderful veneer of reality over the pulpy fantasy beneath.

The choice of included monsters is also excellent. In place of the overwhelming plethora favoured by previous editions, this presents a sensibly edited selection. There’s an excellent variety of challenge and type, and not too many entries that seem like rough duplicates with slightly different names and stat blocks. One or two oddities slipped in, like the Flumph. I mean, has anyone really found a use for the Flumph in a game?

If this weren’t enough, there’s a new option for legendary monsters. It’s easy: they get extra “legendary” actions in combat and, if on home soil, additional “lair” actions too. Since most player characters only get a few actions per round, even at higher levels, this makes legendary foes very powerful with a minimum of rules. Frequently-used villains like dragons, liches and vampires are legendary by default but there’s nothing to stop an inventive DM extending it to make an adversary out of any archetype they choose.

One change I’m unsure about is the removal of life drain, that dreaded ability of certain undead to lower the experience of player characters. It was overpowered in previous editions, sure, but it gave undead a unique level of threat and a real reason for the players to fear them. It’s been replaced with necrotic damage that can’t easily be healed without prolonged rest. Nasty, but not in the same league. I’m sure they must have been a halfway house that could have been adopted.

Undead also showcase another interesting change, which is that certain monsters have drastically altered power levels. There’s nothing intrinsically wrong with this and in many cases it makes good sense. But it makes it slightly harder for DM’s to adapt scenarios from older editions by replacing like with like.

You can fall back on the dry stat blocks in the free DM’s rules if you need to. But with so much excellent art and flavour text to add depth, colour and challenge to your campaign world, this is a book few DMs are going to want to be without.

Pathfinder: Adventure Card Game Review

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There have been many, many attempts at blending role-playing games and strategy games. Until recently, almost all fell foul of the fundamental mismatch between playing co-operatively in the imagination and competing on a board.

The latest iteration is Pathfinder: the Adventure Card Game. Based on the famous role-playing game of the same name it may be the purest distillation of the adventure game concept yet. It’s smart, simple and packed with potential variety. But for all the benefits it boasts it trips on perhaps the most basic hurdle in game design: it just isn’t terribly interesting to play.

The base game comes in a quite colossal box which is largely empty, leaving space for expansions. It’s entirely card based, which is a good thing. Cards are about the only way you can shoehorn enough colour and variety into a tabletop game to even approach the fecund imaginations of GM’s everywhere.

You prepare by building a lot of decks. Each player selects a character and chooses cards for their decks based on that template. A warrior might be instructed to take lots of weapon and armour cards, while a mage will have spell and blessing card instead. There’s pre-selected decks for those that want them. But trust me: this is the best part of the game, as engaging as putting together a set for your favourite collectible card game. You won’t want to miss out on it.

Then comes the drudgery of preparing location decks. The locations you use depend on the adventure you’re playing. For each location you take a certain number of cards of different types, just like building a character deck. So the Goblin Tunnels have lots of monster and barrier cards, but a farmhouse is more likely to have helpful items and equipment. Unlike the character decks you draw these at random from the box, so the contents of each deck comes as a surprise.

The game then plays out with each player drawing a card from their current location and resolving it. Most cards, after resolving, get removed from the location deck. The final goal is to locate a villain that’s hiding in one of the decks and defeat him. But if you uncover the scoundrel and haven’t yet closed other locations by defeating the henchmen lurking there, he can run away. So you keep hunting until you defeat the big bad or a 30 turn timer runs out.

There’s no denying it’s pretty exciting. No-one has the least idea of what’s in those decks, or where the villain and his henchmen are ensconced. With such a huge selection of cards to pick from, the surprises come thick and fast. Zombies and Shadows mix with Harpies and Ogres. Deadly pit traps can nestle up close to potions and chests of treasure.

So why, then does the game feel so flat once a few turns have passed? The problem is the resolution mechanic. For all the bloated text in the awful rulebook, which makes the game appear far more complex than it is, resolving comes down to one thing. You look at a target number on the card you’ve drawn, pick some corresponding dice off your character card, roll them, total the result and try to beat the target.

That’s it. That’s how it works when your warrior is swinging his longsword at a goblin. That’s how it works when your absyssal sorcerer is force-blasting a skeleton. That’s how the thief picks locks, how the priest heals heroes, how the bard recruits allies.

That is, in effect, the entire game.

As you might expect it’s nowhere near enough to convincingly differentiate all those different cards. The result is that colour and flavour drains out of everything you encounter. All the richness and imagination of a fantasy world that’s been years in development rendered into two-tone by a weak and pointless mechanic.

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After a while it gets so bad that the only difference between turning over a treasure and turning over a monster is whether the encounter hurts or benefits your hero. In both cases you still just look at a number and roll dice to beat it. If the card feels no different in play, why make the effort to differentiate it in your imagination?

It’s made worse by the co-operative nature of the game. I find most co-ops either too random or too predictable but it’s a mechanic that seems comfortable for adventure games. But when the core of the game is so trivial, there’s nothing to co-operate over. Decisions consist of nothing but unguessable risk-reward gambles.

It reminds me a lot of Talisman, a game that suffers from many similar complaints. But the slight extra complexity in Talisman is just enough to bring its fantasy thrillingly to life. The movement on a board gives it an extra element of spatial strategy. And most crucial, its competitive nature ensures the game stays taut and compelling long after Pathfinder has become flatly repetitive.

At this point you’re be justified in asking why such a bland, boring game is riding so high on the popularity wave. I’m glad you asked, because there is a reason. It goes back to where I opened this review with the building of character decks.

After each adventure your characters, naturally, get rewards. Sometimes it’s treasure cards drawn from the box. Sometimes it’s a new feat which allows you to customise your character’s skill and abilities. You’ll have picked up various geegaws during the adventure, too. Either way, you’ll have more cards in your deck than you started with.

But here’s the kicker: you’re still reqired to fit in with the card counts associated with that character template. Some feats increase the amount of different cards you’re allowed in the deck. But you’ll still have to sit down, sort through your loot, and decide what to keep and what to discard.

This is a superb example of how the packed the game is with clean, intuitive yet thematic mechanics. Your deck limit is a brilliant yet simple way to mimic encumbrance. There are lots more. Your deck is also your life pool, and wizard types have a bigger hand size than warrior types. So they go through their cards quicker, making them simultenously more flexible yet more fragile than their brawny brethern.

However, this plethora of breathtaking design makes the central draw, dice, roll mechanic even more infurating. With so much creativity on display elsewhere, why is the core of the game so clunky and pedestrian?

But I digress. One you’ve re-arranged your deck to your liking it’s back to the lather-rinse-repeat tedium of adventuring. But the sense of advancement is palpable. Lots of games succeed in making characters feel more powerful as they play. Only Pathfinder succeeds in making them feel so uniquely personal to the people that play them.

Does the draw of slowly bonding with a character as you tweak their deck to your liking outweigh the dead matter of the adventure itself? Only just. Yet there’s another consideration. Pathfinder was obviously designed to be played as an ongoing campaign, but this starter set contains only a sixth of the required material. There’s another five adventure packs to purchase to complete the story.

Each scenario takes thirty to sixty minutes to play, and there’s maybe 35 scenarios in the campaign. If you find the campaign sounds appealing enough to make you want to invest that kind of time and money, then Pathfinder offers a unique, but flawed, card-based RPG experience. For the rest of us, who want a bit less commitment and a bit more game, we have to carry on waiting for the ultimate marriage of role-playing and strategy.

The Quiet Year Review

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The world is full of things that should not work, but somehow do: pineapple on Pizza, or mixing opera and hip-hop, or making jokes about death. Some examples are personal, others largely universal. And to that last list we can now add a game called The Quiet Year.

The Quiet Year calls itself a map-making game, but it isn’t really, even though you do make a map as you play it. A lot of people seem to refer to it as a role-playing game but it isn’t that either, since it actively discourages you from the minutiae of its character’s lives. It’s one of a small but growing group of storytelling games, where a simple structure is used to explore the player’s imaginations.

All games share the same basic setting: a year in the life of a small post-apocalyptic community. They’ve just survived one war and at some point in the next twelve months another will begin, ending the game. What happens in between is up to you, a deck of playing cards, and some pencils and paper.

The setting is left deliberately light on detail. At the beginning the players collaborate to chose a physical setting for their community and flesh it out with a few key details. Some wooden huts, for instance, built near a poisoned lake in a forest clearing, short on food. These details are drawn on paper to begin the map that will be the focus of the game. What ended modern civilisation is not explained, nor is the founding of the community or the nature of the conflicts that shape its past and future.

This lack of detail feels very strange at first. With such a minimal framework, players start out grasping for foundations on which to build their tale. Plentiful examples in the short rulebook help a bit, but the whole thing is just too overwhelmingly strange. Not to mention the social awkwardness associated with telling a collaborative tale, not wanting to speak out with a bad idea, or accidentally choosing a wrong narrative turn and annoying your peers.

To try and combat this, the game then proceeds with players taking highly structured individual turns. First they take a card, look up its meaning in the rulebook, and choose one of two options listed to resolve. For example the six of diamonds says that outsiders arrive in the area, and asks that player to decide either why they are a threat, or how they are greeted.

It’s these cards that are the heart and soul of what makes the game work. The designer is clearly some sort of terrifying psychic. Or possibly he spent a very long time refining the choices on them to make sure they were likely to mould in to the evolving nature of the story. Either way, it’s the cards that suddenly provide the missing pieces of structure that the players need to work with.

And they’ll grasp on to those structures like they’re drowning in the limitless seas of their own imaginations. Grasp the structures, haul their bodies up onto the land and start to build. What began as awkward, hesitant suggestions will become stronger, more confident, start to interweave with one another into a coherent whole.

And this is where the cards reveal their majesty. The first few times you play the manner in which the questions and choices they pose will mirror things you’ve already mentioned in your fragile narrative threads and help you explore and strengthen them defies belief. I guess there are things about a post-apocalyptic community that are more likely to come up for discussion than others: finding food, avoiding predators, other survivors. But it still feels just a little bit like magic.

Quiet Year map

Once they’re decided on the effects of the card, the player then gets to choose from introducing a new thing to the map, starting a discussion about something that affects the community, or beginning a project, the progress of which is tracked by counting down a dice.

Through both card and action, the active player is totally in control: they decide how the card is interpreted and how their chosen action impacts the game. Discussion isn’t forbidden, but the clear intent is to keep it limited, leave the active player in charge and thus keep the game moving along. Other players can signal dissatisfaction or disagreement with the active player by taking something called Contempt Tokens.

The purpose of these tokens is simply to remember disagreements. They’re an interesting idea: there are curious social dynamics around accruing too many, or indeed too few of them which can start to leak into the game. They can be put back into the pool if someone feels the Contempt has been atoned for, or spent to allow a player to make a deliberately selfish decision.

But they’re the one thing in the game that doesn’t seem to work very well. Players are generally more interested in collaborating to make a compelling story to have serious disagreement or indeed to spend their Contempt to do nasty things to the community. There’s a shared goal to move things forward and that makes major disagreement rare. Or maybe I just played it with polite people.

Eventually the cards begin to dwindle and at some point, late in proceedings, the Frost Shepherds arrive and end the game. Their nature is left as obscure as everything else in the metagame, for the players to explore and decide themselves. As you do so, you’ll realise that you’ve told a tale of extraordinary richness, full of detail and wonder and drama. And you’ll wonder how those bare-bones mechanics helped your group fill in so many of the blanks you started out with.

There will still be blanks at the end. The sudden conclusion will undoubtedly leave many unresolved crises, unexplained mysteries and unexplored areas. But then again, so do most of the best stories. It’s disappointing, but strangely satisfying. And you’re left with a filled map to remember your exploits.

You can play the game with minimal household equipment. Buy a rules pdf, stick it on your smartphone and you can play it anywhere. Alternatively there’s a properly produced version with text on the cards and spiky contempt tokens in a little bag. The designer takes seriously the idea that his games should bring people together: if you want to buy The Quiet Year, or another one of his games, you can pay for it with good deeds.

I like this game a lot. I like the way it helps people pull the gossamer threads of a story they never knew existed out of thin air with minimal effort. It’s easier to pick up and play than trendy storytelling RPGs like Fiasco. But it’s not for everyone. Many of those I played it with were hardcore board gamers, most were quite suspicious of such an open ended game and some remained so after playing. But others joined the flow and watched their minds blossom into strange and wonderful shapes. Take a Quiet Year to yourself, and find out where it takes you.

Old School Rules

Old School Rules

My second favourite place to read articles about gaming (NoHighScores being the first, obviously) is Edge Online. And it was there that I learned the news that two well known names in video game design history, Brenda Brathwaite and Tom Hall, were joining forces on a kickstarter campaign to fund an “old school” RPG. The modern incarnations of the genre being apparently, in spite of being “epic” and “wonderful”, in need of some competition from the aged paradigm of stat-crunching. The article from which I learned this asked the pertinent question of what, exactly, the label meant. That pushed my nostalgia buttons sufficiently to make me want to try and answer the question for myself.

I grew up with both computers and with pen and paper role-playing games and I can’t recall a time when the link between the two was not obvious. Gathering other gamers together for role-playing sessions is hard and if you want the full effect of slowly developing a group of characters they suck in immense quantities of time. Computers promised a solution to both issues, allowing you to get your fix any time you wanted and speeding up the campaign arc.

The initial offerings I came across were interactive fiction games, which I found and still find charmless, frustrating things. They have all the book-like limitations of trapping you inside someone else’s imagination without the benefits of character development and absorbing narrative. And the experience of dealing with language parsers drives me to a level of incoherent fury unmatched by anything else in my gaming experience. These were not the things I wanted, where an inventory was a clumsy box of puzzle solving tools rather than a roster of legendary weapons and magical armour.

So the first time I got wind of something that smelled like my beloved Dungeons and Dragons, my delight was incandescent. It was original Bard’s Tale and I was ten. I had no idea how to play the game properly, and I didn’t care. I would carefully roll up a party, lovingly name them and clothe them in skins of iron and steel before setting out into the brutal dawn of Skara Brae where they would stumble into enemies and be torn apart like mewling babes. Whereupon I would go back to the inn and repeat the process over and over, ignoring homework, meals, bedtime, until I was dragged protesting from my dream world, eyes round and red from wonder and exhaustion.

This happened because I was expecting a replica of my childish D&D experience where the heroes went out and slaughtered monsters, collected the loot and went out to slaughter more powerful monsters. I think I solved exactly one of the horrible battery of puzzles the game slammed in front of the player like iron doors, which was how to get into the first dungeon. And once the euphoria of that discovery wore off and I realised that what I’d found was nothing more than a faster way to get my callow band of heroes slaughtered, my interest in the game began to wane.

The Bard's Tale
But unbeknown to me, The Bard’s Tale was just the most popular and visible cap on a mushrooming world of computer role playing games. Ultima had been born five years before and, although I would not play a game in the series until the early 90’s, had set down many genre conventions. After The Bard’s Tale and the home computer revolution they began to sprout in earnest. And why not? On the limited hardware platforms of the time action games looked awful and played in a sticky, halting fashion compared to their arcade counterparts. Role-playing games offered the majestic worlds of wonder and the grand sagas that we craved from both pen and paper RPGs and computer games.

What all the early role-playing games had in common was an obsession with numbers. Character ability scores, experience levels, weapon bonuses, spell counts. That’s where the focus was, or at least the focus of most players. Sure some of those titles were filled with cleverly conceived plots and marvelously inventive settings but what the pen and paper role-playing crowd who lapped these things up really wanted was a computer simulation of their favourite games. And that meant stats and power curves, building up experience points and hoarding loot. It is, as we well know, an incredibly addictive model of game play so titles that stuck to the Dungeons and Dragons formula sold well, got well reviewed, and spawned copies until it became the dominant model in the genre.

Inevitably actual licensed Dungeons and Dragons games eventually began to appear, the first being Pool of Radiance in 1988. But what’s striking about this release is that came after the first video adventure game that struck new ground in the genre, Dungeon Master. With its real time play, peculiar repetition based experienced system and mix of tough puzzles and twitch combat it moved the focus sharply away from number crunching and toward action. The stats were still there of course, buried in the character screens, but for the first time the player didn’t really have a clue what the number represented, what they were for. So obsessively tweaking character builds for maximum power became futile.

Dungeon Master

Dungeon Master laid, arguably, the groundwork for the modern concept of the action RPG. But while people raved about it they kept on lapping up the stats based model. They did so because it was a better mimic for their other hobby and because that reward-response reinforcement is so amazingly powerful. So while technological developments allowed first map-based tactical combat and then real-time combat the numbers stayed totally in the heart of things.

What changed the game finally was Diablo. One hundred percent real time and a character stats system stripped back to its bare essentials, it arrived at a time when computer gaming was becoming increasingly seen as an ordinary everyday activity and not the preserve of Dungeon and Dragons nerds. And it proved that the reinforcement model was just as addictive for mainstream gamers as it had been for the pen and paper role-players before them. From there, slowly, the action RPG model took over as the dominant one and evolved toward pinnacles of near-perfection like Dark Souls and The Witcher, whose difficulty made them once again the playthings of hardcore hobbyists. Video role-playing had come full circle.

Until now, and the kickstarter calls for a new stats based role-playing game to challenge these behemoths of modern technology. It is, as others have observed, a little sad that kickstarter is so often used to stoke the dormant volcanos of nostalgia than to drive innovation. But what I find especially odd about this new project is that as far as I can see, what I consider as old-school role-playing never went away.

If you go trawling around the stony bottom of the internet you will find many, many stats-based role-playing games that will give you many hours of enjoyment without costing you a penny. Just like the arthropods you might find under the real stones of a real stream they’re often ugly and will bite you if you’re not careful, but they’re there. From fan freeware modelled on the console JRPGs of our teenage years to the untold legions of lovingly maintained Roguelikes they will satisfy your desire for stats-based, reinforcement model gameplay to the very brim.

So what does that leave us with from a kickstarter project? A new story, that’ll likely follow any number of tiresome fantasy conventions, perhaps. A graphical update that still won’t be able to match the best looking action RPGs on the market, certainly. But ultimately, and ironically quite unlike the trailblazing adventures its supposed to simulate, this seems doomed to re-tread some very well worn paths indeed. I’ll be sticking with Angband and my action RPGs.

Lords of Waterdeep Review

Lords of Waterdeep - a European style worker placement game made by an American company for a fantasy setting

I don’t like worker placement games. It’s the most tired, overused and systematically abused board gaming mechanic on the planet, and while it has produced the odd important game in the past, the monotonous regularity with which new and entirely derivative games based on it continue to appear is beyond parody. It was therefore with some trepidation that I discovered Wizards of the Coast had decided to continue their triumphant re-entry into the board gaming mechanics by releasing a Dungeons & Dragons game using worker placement, Lords of Waterdeep. More so when I got sent a copy to review.

One of the signature issues with poor worer placement games is a startling lack of connection between theme and mechanics. There’s no particular reason that this should be the case: the basic principle of having a limited pool of workers and assigning them to carry out a variety of different tasks each turn would seem to have a variety of real-world applications. And clearly the people who designed Lords of Waterdeep understood this and went to a lot of effort to buck the trend. Each player represents one of the secretive lords of the greatest city in the Forgotten Realms, and sends agents into the city in order to accumulate resources such as gold and adventurers to complete quests that help keep the city from harm. It hangs together well as a cohesive whole, aided by sensible choices about the things needed to complete different tasks: recruiting for the city guard requires your agents to muster a few fighters together, for example, while exploring the caverns underneath the city to clear out a nest of Beholders requires a large, diverse and well-equipped party. Cards and other requisite materials are lavished with quality art and thematic quotes to help get and keep players in the right frame of mind.

So given the effort that has been expended on overcoming this oft-lamented obstacle in the genre it’s a shame to see that it’s largely wasted. All the right ingredients are there but the game portrays action at a level so much higher than the meat-and-potatoes of quest fulfillment that it tends to just get ignored. A player might need to send secretive agents into the city to recruit three thieves and two clerics in order close a portal into a nether dimension of unimaginable evil, but what he’ll actually say is “here’s three black and two white cubes, someone add twenty victory points to my track please”. If you can find a group of players who are deeply familiar with the Forgotten Realms setting, and enthusiastic enough about it to really put the effort into making the theme come alive (and Dungeons & Dragons has sufficient devotees to make this a plausible scenario) then it’ll probably work. But for most gamers, all that detail will simply pass over their heads.

Lords of Waterdeep board in play

I’m pleased to report, however, that similar ingenuity has been employed in other areas of the design to much better effect in pursuit of the apparent goal of attempting to sidestep or improve on pretty much every single criticism that’s commonly aimed at worker placement. For example, a frequent problem with games of this type is the repetitive deployment of the same tactics in game after game, leading to rapid disinterest and disillusionment amongst the players, almost as if the game has been “solved” in a mathematical sense. Against this, Lords of Waterdeep deploys the effective weapon of variety. It lifts a mechanic wholesale from another (and infinitely duller) worker placement game, Caylus, in which players can pay to create new buildings with a wide variety of different effects: new resource combinations, the ability to sidestep rules, the potential to swap resource types are the most common examples. If other players send their agents to these buildings then the owner gets a small bonus effect for free. There’s also a lot of variety to the quest cards. While the majority simply require you to pay adventurer cubes and gold in return for victory points some are labelled as “plot quests” and give you a permanent bonus for the rest of the game such as bonus victory points for certain quest types, or the ability to get bonus resources when you take particular actions. In two cases the reward is an extra agent which can be a game-breaking power-up if acquired early on, although this is rare. But for the most part these innovations work together to make sure that the strategies the players need to employ to win have to be changed from game to game to make best use of the available buildings and plot quests, and thereby stop the game from getting jammed in a tactical rut.

Another frequently-cited issue with these sorts of games is that there’s little meaningful player interaction. In the name of trying to ensure that players can’t gang up on one another and unbalance the game, interaction in worker placement tends to revolve around watching other people’s developing positions carefully and blocking their access to key resources by taking them yourself. And again, this is certainly something you can do in Lords of Waterdeep, although the availability of different buildings and the limited number of different resource types (five: four different kinds of adventurer and gold) means it’s less effective than in some other titles. But the game makes up for this, and more, by adding intrigue cards.

Intrigue cards are perhaps the very best thing about Lords of Waterdeep. They have a wide variety of effects which range widely across the interaction scale. Some of them give you useful extra abilities, like the chance to assign an agent to a space already used by an opponent. Others give you free resources but allow the other players a smaller freebie of the same type. Some permit you to discard or steal the resources of other players, sometimes giving them the option to swap these for victory points. There are mandatory quests, irritating low victory point tasks that you can assign to other players to complete before they can finish their existing quests. In short they offer a huge variety of small ways you can screw with your fellow gamers, into which is mixed more tactical choice and none of which unbalance the game. There’s even an interesting mechanic used when you play them: you have to assign a worker to do it, which seems steep just to lay a card, but you get to reassign him again at the end of the round, adding all sort of interesting issues around tactics and timing to the mix. They’re a brilliant, yet very simple innovation, and it highlights the staleness of the genre that no-one else has attempted to add anything similar to worker placement games in the past.

Lords of Waterdeep player mat with adventurer and gold resources

Indeed it’s possible that from this review so far you’ve got the impression that Lords of Waterdeep is a complex game. Not so – the rules are actually very simple and it’s very easy to learn and teach. It also plays in around an hour, with 90 minutes being the absolute maximum with a full load of slow players. Scales well too: more is generally merrier, but it’s still fun with just two. So you might well think it’s a suitable family game and indeed some players have reported that it works well in this role. Me, I’m not so sure. In common with a lot of games that manage to thematic and or reasonably deep off the back of a straightforward set of rules, Lords of Waterdeep pulls the trick of moving most of the theme and mechanics from the rulebook and onto the cards. Whilst the mechanical actions you go through in a turn are easy for anyone to grasp, actually playing the game in even a vaguely effective manner requires players to simultaneously digest and remember a fairly large amount of inter-related information regarding their quests, other player’s quests, available quests, a hand of intrigue cards and the available buildings. It’s a breeze for anyone who’s used to playing modern European-style games, but it’s a world away from mass market titles, and non-gamers are likely to still struggle for several sessions before they get the hang of it.

Lords of Waterdeep battered at my inbuilt prejudices regarding the genre and eventually won a hard-fought victory. It helps that addressing common complains about the mechanic seems to have been a guiding principle behind the design and that, for the most part, the solutions employed have been successful in producing a relatively thematic game that allows enough player interaction and variety to continually keep things fresh and interesting while still retaining most of the balance and strategic depth that are the hallmark of worker placement games. It’s still worker placement at heart, of course, and occasionally things drag a little, but on the whole it’s a solid and enjoyable design that should offer something to gamers of pretty much every stripe. Someone asked me recently what my three favourite worker placement games were: in point of fact I could only think of three that I would bother playing, but when he asked the question, Lords of Waterdeep was the very first name that came to my lips.