BOARD GAME EXPANSION

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TMBOARD GAME EXPANSIONRULEBOOKAGE 12

TABLEOFCONTENTSCREDITSIntroduction3Storage Diagram3New RulesExpansion Game BoardsPlacing Resources on Action SpacesAdventurer CaravansSix-Player GamesOptional Rule: Long GameOptional Rule: Using Two Modules445555UndermountainSetup66SkullportSetupThe Corruption TrackTaking CorruptionReturning CorruptionRemoving CorruptionEnding the Game7778888Appendix 1: New Buildings9Appendix 2: New Faction (Gray Hands)14Appendix 3: Clarifications14Rules ReferenceDesignRodney Thompson,Tom LaPille, Matt SernettDevelopmentPeter Lee, Chris Dupuis,Chris TulachEditingJennifer Clarke WilkesD&D Senior Group ManagerMike MearlsSenior Creative DirectorJon SchindehetteArt DirectorMari KolkowskyGraphic DesignEmi Tanji, Trish YochumCover IllustrationRalph HorsleyGame Board IllustrationMike SchleyCard IllustrationsScott Altmann, Alexey Aparin,Ralph Beisner, Noah Bradley,Zoltan Boros, Kai Carpenter,Milivoj Ceran, Stephen Crowe,Crut, Vincent Dutrait, EmptyRoom Studios, WayneEngland, Jason A. Engle,Gonzalo Flores, Tony Foti, PaulGuzenko, Ralph Horsley,Aaron Hubrich, Tyler Jacobson,Jason Juta, Goran Josic,Mathias Kollros, Jorge Lacera,Howard Lyon, ChristineMacTernan, Slawomir Maniak,Christopher Moeller, ScottMurphy, Jim Nelson, AdamPaquette, David Rapoza,Richard Sardinha, ChrisSeaman, Dan Scott, Craig JSpearling, John Stanko, SarahStone, Matias Tapia, PeterTikos, Brian Valenzuela,Eva Widermann, Mark Winters,Ben Wootten, Kieran YannerPrepress ManagerJefferson DunlapBack Cover 2 2013 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707 USA. Manufacturedby: Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by: Hasbro Europe,2 Roundwood Ave, Stockley Park, Uxbridge, Middlesex, UB11 1AZ UK. Please retain companydetails for future reference. DUNGEONS & DRAGONS, D&D, Wizards of the Coast, their respectivelogos, Lords of Waterdeep, Scoundrels of Skullport, and FORGOTTEN REALMS are trademarksof Wizards of the Coast LLC in the USA and other countries. All Wizards characters, characternames, and the distinctive likenesses thereof are property of Wizards of the Coast LLC.MADE IN CHINA.300A3579000001 END&D Brand TeamNathan Stewart, Liz Schuh,Laura Tommervik, ShellyMazzanoble, Chris Lindsay,Hilary Ross, John FeilImaging TechnicianCarmen CheungProduction ManagerGodot GutierrePlaytestingTommy Barnes, Paul Bazakas,Jennifer Clarke Wilkes,Chris Dupuis, Megan Dupuis,Michael Faciane, Dan Gelon,Genevieve Gorman, Joe Huber,Mark Jindra, Mons Johnson,Erika Last, Tom LaPille,Peter Lee, Chris Lindsay,Tony Mayer, Christy Nicol,Tanis O’Connor, Lan Opheim,Ben Petrisor, Ritehandodoom,Matt Sernett, Chris Sims,Jennifer Skahen, Rich Taylor,Rodney Thompson,Chris Tulach, James Wyatt

INTRODUCTIONWelcome back to Waterdeep,the City of Splendors!Scoundrels of Skullport is the firstexpansion set for the Lords ofWaterdeep board game. Thisexpansion contains two newgame modules, Undermountainand Skullport, each of whichcan be added to the basegame to expand and alter theexperience.Each module includes newLord, Quest, and Intrigue cards,as well as new Buildings, relatedto the location represented bythe module. Additionally, whenusing at least one module, youcan play with up to six players ata time!UNDERMOUNTAINUndermountain is a vast and multileveleddungeon beneath Mount Waterdeep thatonce served the crazed wizard Halaster asa site for magical experiments. Now it isa labyrinthine maze with few refuges forweary adventurers.GAME COMPONENTS3 game boardsRulebookStorage tray1 player mat (Gray Hands)37 wooden pieces:The Undermountain module focuseson new quests with great demands andgreater rewards.SKULLPORTSkullport—also known as the Port ofShadow—is nestled in the heart ofUndermountain, deep below the streetsof Waterdeep. It is a haven for nefariouscrimes, underhanded deals, and back-alleymurders. Those who visit Skullport do so attheir own peril, for around every corner arenew ways to make people disappear.1 score marker (gray)11 Agents (6 gray, 1 of eachother player color)25 Corruption tokens116 cards:6 Lord of Waterdeep cards50 Intrigue cards60 Quest cards50 die-cut pieces:24 Building tiles9 Building control markers(gray)The Skullport module focuses on anew resource, Corruption, and therisks associated with being corrupt.16 Adventurer Caravan tokens1 100 VP Token (gray)STORAGE DIAGRAMPlace rulebook on topof game boardsPlace advanced Building tileson top of Lord cardsSkullport CardsStack game boardson top of componentsPlayer mat goes on top of allfaction components UndermountainCards3

USINGTHISEXPANSIONScoundrels of Skullport includes two game modules (Undermountainand Skullport) that you can add to Lords of Waterdeep for a newexperience. These modules represent additional locations for yourstruggles to become the greatest Lord of Waterdeep.Each of the Lord cards, Quest cards, Intrigue cards, and Buildingtiles related to a module has that module’s icon printed on its face.PLACING RESOURCESACTION SPACESONSome cards and Buildings instruct players to place resources,such as Adventurers or Gold, on action spaces.You can place resources on action spaces that already haveAgents assigned to them. You cannot place them on buildings inBuilder’s Hall.The Undermountain module takes Agents ofthe Lords into the dangerous caverns belowMount Waterdeep. The rumored wealth ofUndermountain entices adventurers to bravethe mysteries and monsters beneath the Cityof Splendors. Both the risks and the returnsare greater for undertaking Quests that requiremore Gold and Adventurers.The Skullport module includes a new resource:Corruption. Unlike Adventurers and Gold,having Corruption in your Tavern penalizes youat the end of the game. However, the Buildings,Quests, and Intrigue cards that produceCorruption also offer more plentiful rewards.Thus you must strike a balance between yourgreed and the potential harm of Corruption atthe end of the game.NEW RULESThe Undermountain and Skullport modules both introduce newrules, as explained here. The Skullport module also introducesthe new Corruption mechanic, which is described on page 7.Except where otherwise noted, playing Lords of Waterdeep witheither module follows the same rules as playing the base game.EXPANSION GAME BOARDS4Both Scoundrels of Skullport modules includenew game boards. Two of these boards (one forUndermountain and one for Skullport) containnew action spaces. These boards work just likethose found on the main Lords of Waterdeepgame board; on yourturn, you can assignan Agent to the actionspace of a Building on amodule’s game board andgain the benefits of thataction.The Skullport module alsoincludes a second gameboard, the Corruptiontrack. This board isexplained in more detailin “The Corruption Track,”on page 7.Mari places 1 Wizard next to the action space numbered “3” onWaterdeep Harbor.When you assign an Agent to an action space containing placedresources, you take those resources and place them in yourTavern as the first part of that action. Thus, you can use thenewly collected resources in the same action (for example, usingcollected Gold to purchase a Building).

OPTIONAL RULE: LONG GAMEThis optional rule for games with five or fewer players allowsfor more actions on each turn by adding extra Agents. You mustinclude at least one expansion module to play a long game.A six-player game always counts as a long game.Jennifer assigns an Agent to Builder’s Hall, which has 2 Gold onits action space. She first collects the 2 Gold, then continues theBuilder’s Hall action.ADVENTURER CARAVANSThis set includes sixteen Adventurer Caravan tokens, four ofeach kind, which can be used with either module. Each tokenrepresents 5 Adventurers of the same type. If the supply runslow, you can exchange these tokens for excess Adventurers inplayers’ Taverns.LONG GAMENumber Of Players23456Agents per Player54332This set includes an additional Agent for each faction, for use inthe two-player long game.OPTIONAL RULE:USING TWO MODULESIt’s possible to play with two expansion modules in a game. Ifyou choose to do so, you must use the long game optional ruledescribed above.Additionally, before setting up the game, randomly remove25 Intrigue cards, 30 Quest cards, and 12 Building tiles fromthose included with the Lords of Waterdeep base game. Thenshuffle the remaining cards with the corresponding types fromboth modules, and shuffle the remaining Buildings with thosefrom both modules.5 Wizards5 Rogues5 Fighters5 ClericsPlace all the game boards associated with those modules nearthe board within easy reach of all players. Then proceed withsetup as normal.Adventurer Caravan tokensSIX-PLAYER GAMESThis expansion includes a new faction, the Gray Hands, increasingthe maximum number of players to six. However, to play with sixplayers, you must include at least one expansion module.In a six-player game, each player starts with 2 Agents.Score MarkerAgentBuilding Control Marker100 Victory Points Back5

The rumored wealth ofUndermountain enticesadventurers to brave themysteries and monstersbeneath the City ofSplendors. The risks andthe rewards are greater for undertakingQuests that require more Gold andAdventurers.SETUPShuffle each type of card from theUndermountain module with those fromthe base Lords of Waterdeep game,and shuffle the Buildings from theUndermountain module with those fromthe base game.Place the Undermountain game boardnear the main Lords of Waterdeepgame board, within easy reach of allplayers. Then proceed with setup asnormal.Undermountain Game Setup Example (6 players)6

The Skullport moduleincludes a new resource:Corruption. UnlikeAdventurers and Gold,having Corruption in yourtavern penalizes you atthe end of the game. CorruptionSymbol Corruption is representedby theicon oncards and Buildings,and by skull-shapedwooden tokens on theCorruption track.Each Corruption token in your Tavern atthe end of the game is worth negativeVictory Points. The exact negative valuedepends on how much Corruption hasbeen collected throughout the game; themore corrupt you and your fellow Lordsare, the more Corruption hurts your score.SETUPShuffle each type of card from the Skullportmodule with those from the base Lordsof Waterdeep game, and shuffle theBuildings from the Skullport module withthose from the base game.Place the two Skullport game boards nearthe main Lords of Waterdeep gameboard, within easy reach of all players.Prepare the Corruption track as describedbelow, the proceed with setup as normal.THE CORRUPTION TRACKIn addition to the expansion game boardrepresenting the city of Skullport, thismodule also includes a second game board:the Corruption track.Skullport Game Setup Example (6 players)Before you can begin play with thismodule, you need to prepare theCorruption track. Place 3 Corruptiontokens on each of the spaces labeled “–2”through “–9,” and place a single Corruptiontoken on the space labeled “–1.“7Corruption Track Setup Example

TAKING CORRUPTION TOKENSREMOVING CORRUPTION TOKENSWhenever an effect requires you to gain or take Corruption,take a Corruption token from the space closest to “–1” on theCorruption Track that still has tokens on it.When a card or Building instructs you to remove Corruptionfrom the game, you do not return it to the Corruption track.Instead, you place the Corruption token back in the game box; itis out of play for the rest of the game.Peter gains 1 Corruption. The “–6” space is the closest to “–1” thatstill contains Corruption tokens, so Peter takes 1 token from thatspace and places it in his Tavern.If you are ever required to take a Corruption token and place itin your Tavern when there are no tokens left on the Corruptiontrack, you immediately lose 10 VP for each token you could nottake from the track.RETURNING CORRUPTION TOKENSWhenever an effect instructs you to return Corruption to theCorruption track, you take the required number of Corruptiontokens from your Tavern and place them on the track, startingwith the space farthest from “–1” that does not contain 3Corruption tokens. No space on the Corruption track can everhave more than 3 Corruption tokens on it.Chris removes 1 Corruption token from the game, returning it tothe box.ENDINGTHEGAMEAs part of final scoring, all players must account for Corruption.Each player reduces his or her Victory Point total by an amountdetermined by the total Corruption in his or her Tavern.The value of each Corruption token is equal to the number onthe empty space of the Corruption track that is farthest from “–1.”Each Corruption token in a player’s Tavern reduces his or herVictory Points by that value.In other words, Corruption is returned to the track in the reverseorder that it is taken from the track.8At the end of the game, the empty space farthest from the “–1”space has a value of –5. Each player reduces his or her VP total by5 for each Corruption in his or her Tavern.Rodney returns 1 Corruption token from his Tavern to theCorruption track, placing it on the “–6” space since it is the spacefarthest from “–1” that has room for tokens.

APPENDIX 1: NEW BUILDINGSHALLThis section lists the various Buildings that players can assigntheir Agents to. Each module’s game board has three basicBuildings. The set symbol listed beside the name of each Buildingbelow indicates to which module the Building belongs.Skullport’s “law” is swift and brutal. Theonly hope of escaping punishment comesfrom the orators of the Hall, and hopedoesn’t come cheap.OF THEVOICELocation: Lower Trade LanesBASIC BUILDINGSThese buildings are always available to assign Agents to (as long asthey have unoccupied action spaces).ENTRY WELLAction: Draw 1 Intrigue card, and take1 face-up Quest card from CliffwatchInn. Also take 5 Gold ( ) from thesupply and 1 Corruption ( ) from theCorruption track, and place them inyour Tavern.Located in the common room of the YawningPortal, this is the most-used physical link toUndermountain.Location: Yawning PortalAction: Take 1 face-up Quest cardfrom Cliffwatch Inn, and then play1 Intrigue card from your hand.SLAVERS’ MARKETHere one can purchase stout dwarves to protectone’s home, handsome slaves for pleasure, oreven oddities such as svirfneblin gemcutters.Location: Lower PortHALLOF Action: Take 2 Fighters () and 2Rogues () from the supply and 1Corruption ( ) from the Corruptiontrack, and place them in your Tavern. MIRRORSThis corridor is flanked by large, heavy ovalglass mirrors, eight on each side. Sometimesreflections are not what they seem.Location: Dungeon LevelAction: Take 1 Adventurer of any type( ? ) OR 1 Fighter and 1 Rogue ()from the supply, and place them inyour Tavern. SKULL ISLANDThis menacing island on the River Sargauthis Skullport’s first line of defense as well asa prison for slaves before they head to theSlavers’ Market to be sold.Location: Sargauth LevelTHE GRIM STATUEThis high-ceilinged room houses a huge,dark stone statue. Many of the fingers andthe statue’s head have been broken off.Location: Dungeon LevelAction: Draw 2 Intrigue cards.Action: Take 2 Adventurers of anytype ( ? ? ) from the supply and1 Corruption ( ) from the Corruptiontrack, and place them in your Tavern. 9

ADVANCED BUILDINGSThese 24 tiles represent additional advanced Buildings thatplayers can purchase. Up to 3 Building tiles are face up andavailable for purchase at Builder’s Hall at any time.BELKRAM’S TOMBThe tomb of the Melairkyn dwarf king is not aplace to tread lightly.Concealed pits, flaming oil jets, andself-arming spring-loaded blades areexamples of merchandise at this business.Location: Central Trade LanesLocation: Sargauth LevelCost: 6 GoldCost: 5 GoldAction: Take 1 Corruption ( ) fromyour Tavern and place that Corruption (on any action space.Action: Take 5 Gold ( ) from thesupply and place it in your Tavern, thenplay 1 Intrigue card from your hand.Owner: Take 2 Gold ( ) from thesupply and place it in your Tavern.CITADEL OF THEBLOODY HANDThis defensive stronghold is full of traps thatcan be set as you fall back within.Location: Upper Dungeon LevelCost: 7 GoldAction: Take 4 Fighters ( )from the supply and place them in yourTavern. Then place 1 Fighter ( ) fromthe supply on each of two differentaction spaces.Owner: Take 2 Fighters ( ) from thesupply and place them in your Tavern.CRYPTKEY FACILITATIONSThey stock the finest bodies available forreanimation by robbing crypts and gravesfrom the City of the Dead in Waterdeep.Location: Lower Trade LanesCost: 7 GoldAction: Take 3 Rogues ( ) and5 Gold ( ) from the supply, and1 Corruption ( ) from the Corruptiontrack, and place them in your Tavern.10DELVER’S FOLLYOwner: Take 3 Gold ( ) from thesupply and place it in your Tavern.THE DEEPFIRESQuiet and safety come at a high price at thisinn, as do any number of deadly poisons.Location: Lower HeartCost: 6 GoldAction: Take 5 Gold ( ) and 1Adventurer of any type ( ? ) from thesupply, and 1 Corruption ( ) from theCorruption track, and place them in yourTavern. Then take 1 face-up Quest cardfrom Cliffwatch Inn.Owner: Score 3VP.)Owner: Score 2 VP.THE EYE’S LAIROne of two fortified bases maintained by thebeholder crime lord known as the Xanathar.Location: Sargauth LevelCost: 3 Gold Action: Take 1 Adventurer of any type ( ? )from the supply and place it in your Tavern,then play 1 Intrigue card from your hand.Owner: Score 2 VP.THE FRONTAL LOBEUninvited guests not escorted by an illithid aretelepathically and politely encouraged to leave, asthe management cannot guarantee their safety.Location: Upper HeartCost: 4 GoldAction: Return 1 Adventurer of any type( ? ) from your Tavern to the supply. Thentake 3 Wizards ( ) from the supplyand 1 Corruption ( ) from the Corruptiontrack, and place them in your Tavern. Owner: Take the Adventurer ( ? ) returnedby the player who took the Building’s actionand place it in your Tavern.HALLOFMANY PILLARSThis lair of a vampire is filled with stone columnsstretching from floor to ceiling. The floor iscovered with a swirling, cloaking mist.Location: Dungeon LevelCost: 5 GoldAction: Play 3 Intrigue cards, 1 at a time,from your hand.Owner: Draw 1 Intrigue card.

HALLOFSLEEPING KINGSThis purple-glowing chamber has two rows oftwenty-six tall stone thrones facing each other. Askeleton sits on each glowing golden throne.Location: Dungeon LevelCost: 4 Gold Action: Take 1 Fighter () and 1 Rogue( ) from the supply, and place them inyour Tavern. Then play 1 Intrigue card fromyour hand. Owner: Take 1 Fighter () or1 Rogue ( ) from the supply and placeit in your Tavern. HALLOFTHREE LORDSOn east-facing plinths, each with a sixteenfoot-tall stone statue, the names “Elyndraun,”“Ruathyndar,” and “Onthalass” are carved.Location: Dungeon LevelCost: 6 GoldAction: Remove 3 Adventurers of any type( ? ? ? ) from your Tavern and place 1of those ? on each of 3 different actionspaces. Then score 10 VP. Owner: Score 2 VP.THE HELL HOUND’SMUZZLEThis squalid shack has little to offer visitorsbesides extremely potent drink and a variety ofblack-hearted assassins looking for a reason todraw blood.Location: Lower HeartCost: 8 GoldAction: Take 1 Cleric ( ), 1 Fighter ( ),1 Rogue ( ), and 1 Wizard ( ) from thesupply, and 1 Corruption ( ) from theCorruption track, and place them inyour Tavern. Owner: Take 1 Adventurer of any type ( ? )from the supply and place it in your Tavern.HIGH DUKE’S TOMBThe inscription on the footstone reads: “HereLies High King Arthangh/Son of Meirra/Lord ofEmberden/He Should Not Have Fallen.”Location: Dungeon LevelCost: 7 Gold Action: Take 8 Gold ( ) from the supply and place it in your Tavern. Thenplace 2 Gold () from the supply oneach of 2 different action spaces. Owner: Take 4 Gold () fromthe supply and place it in your Tavern.11

THE LIBRARIUMHalaster’s legendary Librarium is a wardeddeathtrap. For those foolish enough to enter, thebookshelves hide more dangers than the deadlysecrets written in their books.Location: Dungeon LevelCost: 7 GoldAction: Take 2 Wizards ( ) from thesupply and place them in your Tavern.Then place 1 Wizard ( ) from thesupply on any action space.Owner: Take 1 Wizard ( ) from thesupply and place it in your Tavern.PROMENADE OFDARK MAIDENTHESeparated from Skullport centuries ago, thissecluded temple complex was constructed by thechosen of Eilistraee. It encompasses an isolatedquarter of the original Sargauth Enclave.Location: Northeast of SkullportCost: 9 GoldAction: Take up to 2 Corruption ()from your Tavern and remove them fromthe game.Owner: Score 3 VP.THE LOST CAVERNThis magical room has a continual darknessspell cast within it. Many unwary adventurershave become lost here while looking for the oneway gate out of Undermountain.Location: Sargauth LevelCost: 6 GoldOFWISDOMThe Wyllowwood grows in the depths ofUndermountain, and in that strange forest initiates to the faith of Malar study beasts inthe Room of Wisdom.Location: Farm LevelCost: 7 GoldAction: Discard 1 uncompleted nonMandatory Quest. Then take 1 Fighter ( ),1 Rogue ( ), and 1 Adventurer of anytype ( ? ) from the supply and place themin your Tavern.Action: Take 2 Clerics ( ) from thesupply and place them in your Tavern. Thenplace 1 Cleric ( ) from the supply on anyaction space.Owner: Take 1 Adventurer of any type( ? ) and place it in your Tavern.Owner: Take 1 Cleric ( ) from the supplyand place it in your Tavern.MONSTERS MADE TO ORDERSECRET SHRINECreating hybridized monsters and creaturesof all sizes, Monsters Made to Order is bestknown for the russet owlmonster, a hybrid ofthe dreaded owlbear and the rust monster.There are few places where the faithful can safelygather in Skullport. When a shrine is established,its entrance is protected with powerful magic,alerting leaders if its gates are breached.Location: Central HeartLocation: It’s a secret—we’re not telling!Cost: 3 GoldCost: 8 GoldWhen Purchased and at Start of Round:Take 1 Corruption ( ) from the Corruptiontrack and place it on this space.Action: Return 1 Corruption ( ) from yourTavern to the Corruption track. Then take 1Cleric ( ) from the supply and place it inyour Tavern. 12ROOMAction: Take all Corruption ( ) from thisspace and place them in your Tavern. Foreach ( ) you took with this action, youcan return 1 of your assigned Agents toyour pool.Owner: Score 2 VP.THE POISONED QUILLWith an impressive array of wax pressingsof government seals from throughout Faerûn,some of the best forgeries in Skullport arecreated here.Location: Central Trade LanesCost: 5 GoldAction: Return 1 Corruption ( ) fromyour Tavern to the Corruption track. Thenplay 1 Intrigue card from your hand.Owner: Draw 1 Intrigue card. Owner: Take 1 Cleric ( ) from the supplyand place it in your Tavern.SHADOWDUSK HOLDWhen the Shadow Thieves fled the city, partof their organization carved out a home inUndermountain. There they remain, thoughfew of them are human any longer.Location: Terminus LevelCost: 7 GoldAction: Take 4 Rogues ( ) fromthe supply and place them in your Tavern.Then place 1 Rogue ( ) from the supply oneach of two different action spaces.Owner: Take 2 Rogues ( ) from thesupply and place them in your Tavern.

SHRADIN’S EXCELLENTZOMBIESRenting a claw of zombies was an easy thingfor a time. Now this business is quiet, unless youknow who to ask.Location: Lower HeartCost: 6 Gold Action: Take 3 Fighters () and1 Cleric ( ) from the supply, and 1Corruption ( ) from the Corruption track,and place them in your Tavern. Owner: Take 3 Gold () from thesupply and place them in your Tavern.THIMBLEWINE’S PAWNSHOPAnything lost in Skullport eventually makes its wayinto this cluttered shop. Patrons arriving with theirmost prized artifacts often leave with just a pittanceto show for them, though they are none the wiser.Location: Lower PortCost: 4 GoldAction: Return 1 Corruption ( ) from yourTavern to the Corruption track. Then take1 Gold () from the supply and place itin your Tavern. Owner: Take 2 Gold () from thesupply and place it in your Tavern.THE THROWN GAUNTLETFamed as the dirtiest and most despicable ofSkullport’s pit-fighting establishments, theThrown Gauntlet offers shockingly violentspectacles of combat at least once a tenday.Location: Lower HeartCost: 8 Gold Action: Take 3 Fighters () and3 Rogues () from the supply, and1 Corruption ( ) from the Corruptiontrack, and place them in your Tavern. Owner: Take 1 Fighter ( ) and 1 Rogue( ) from the supply, and place them inyour Tavern. TROBRIAND’S GRAVEYARDWhat was once a Melairkyn mithral minebecame a testing ground for Trobriand’sconstructs. They battle each other and anyunwary traveler attempting to pilfer theremains of the mine.Location: Farm LevelCost: 3 Gold Action: Take 4 Gold () fromthe supply and place it in your Tavern. Draw2 Intrigue cards, then discard 2 Intrigue cards.Owner: Draw 1 Intrigue card.13

APPENDIX 2: NEW FACTION(GRAY HANDS)Scoundrels of Skullport introduces a new faction: the Gray Hands,represented by gray Agent tokens. This allows up to six players toplay the Lords of Waterdeep game.APPENDIX 3: CLARIFICATIONSThis following clarifications address frequently asked questionsand unusual cases that come up in a game. They include additionalclarifications for the Lords of Waterdeep base game, as well asthose that apply only to the Scoundrels of Skullport expansion.GENERAL RULESActions that Provide Resources: Certain Plot Quests trigger benefitswhen the player who completed the Quest gains resources from takingan action. You are considered to gain resources from taking an action onlywhen you assign an Agent to and carry out the instructions of an actionspace that gives you a particular resource (such as Adventurers or Gold).For example, when you play an Intrigue card for assigning an Agent toWaterdeep Harbor and gain resources from that card, you are considered togain resources from that action.Gaining resources as a result of another player playing an Intrigue card doesnot trigger Plot Quest benefits that that require taking an action. Likewise,gaining resources from completing a Quest, or from the benefits of a PlotQuest, never count as gaining resources from an action.Active Quests: Active Quests must always be kept face-up adjacent to yourplayer mat, so that other players can see them.Assigning Agents: If a player cannot assign an Agent because no actionspace is available, that player must pass, and play proceeds to the nextplayer. If no player can legally assign an Agent, the round ends.Choice Order: Some actions and card effects require one or more players tomake choices. Because the value of Corruption can vary with each player’schoice in such cases, each player should choose in turn. Start with the playerwho is taking the action or causing the choice effect, or the first player.Completing Actions: You must be able to follow all of the instructions onan action space in order to take that action. This includes paying the cost ofbuying a Building, returning 2 Adventurers at the Three Pearls, playing anIntrigue card at Waterdeep Harbor, and so forth.Corruption: Corruption is a unique resource; it never counts as anAdventurer or Gold, and it cannot be chosen as ( ? ). Discarding Buildings: If a Building with resources on it is removedfrom play, any Adventurer and Gold tokens return to the supply, and anyCorruption tokens return to the Corruption track.Gaining Agents: In certain situations, you might add an Agent to yourpool during reassignment from Waterdeep Harbor (for example, onreassigning an Agent, you complete the Recruit the Lieutenant or ResearchChronomancy Quest). In that event, you assign that Agent immediately,before the next Agent is reassigned from Waterdeep Harbor.Limit on Buildings Controlled: You can never control more Buildingsthan you have Building control markers (9).Moving Resources: If not otherwise specified, effects always transferAdventurers, Gold, and Corruption tokens between your Tavern andeither the supply or the Corruption track, as applicable. Resources on theboard are never affected unless otherwise specified.14THE GRAY HANDSAlthough Waterdeep is ably defended by theCity Guard and City Watch, some threats requiremore extreme solutions. The Gray Hands arean elite force of high-powered adventurers whoanswer directly to the Lords of Waterdeep.Number of Buildings in Play: You are not limited to the ten emptyspaces on the game board for Building tiles when putting Buildings intoplay. Simply place any additional Buildings in a convenient place on ornear the board.Playing Intrigue Cards: All Intrigue cards include the text “Play atWaterdeep Harbor” as a reminder for newer players. You can also playIntrigue cards when directed to by a Building’s instructions or as part of aQuest reward.Purchasing Buildings: To purchase a building, you must assign an Agent toBuilder’s Hall and pay the Gold cost of the Building. Putting a Building intoplay by any other means (such as by completing a Quest) does not countas purchasing the Building. (However, see the Architectural InnovationIntrigue card clarification.)

Putting Buildings into Play: If you put a Building from Builder’s Hall intoplay under your control and that Building has any Victory Point tokens on it,you gain those Victory Points regardless of how the Building entered play.Unused Agents: Any time an effect refers to your unassigned Agents (suchas the Sample Wares Intrigue card), it refers to Agents still in your pool.Seize Citadel of the Bloody Hand: You always return just1 Adventurer used to complete a Quest to your Tavern.Study in the Librarium: You complete the action that instructed youto play an Intrigue card fully before drawing (and potentially playing) anIntrigue card as a result of this Plot Quest.BASIC BUILDINGSSwindle the Builders’ Guilds: Refill the vacant position in Builder’s Hallbefore choosing your second Building.Waterdeep Harbor: When you u

37 wooden pieces: 1 score marker (gray) 11 Agents (6 gray, 1 of each other player color) 25 Corruption tokens 116 cards: 6 Lord of Waterdeep cards 50 Intrigue cards 60 Quest cards 50 die-cut pieces: 24 Building tiles 9 Building control markers (gray) 16 Adventurer Caravan tokens 1 10

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