Lords of Waterdeep is the newest offering from WotC as far as D&D board games go. This game, unlike it’s predecessors is not about dungeon crawls, heroics, or world domination. Lords of Waterdeep puts you in the drivers seat of one of the powerful lords that secretly control the city of splendors through trade, espionage, the clergy, magic, and all out warfare.
I know, I’m a sellout. I’ve talked plenty of Drizzt crap in my day, and though he may be silly elf with a pet kitten, his board game kicks ass. Yeah, so what if he has at-will powers called “Twinkle” and “Icingdeath” (sounds tasty)? This D&D board game rises above its predecessors in some major ways…
I’ll admit, my first impression of Mordankainen’s Magnificent Emporium was less than great. I excitedly opened its pages and thumbed through to only stumble over the few items I’d already seen from within DDI play test articles and a magical items that seemed pretty lackluster (flaming swords, wand of frost, gauntlets of ogre power etc), making me wonder why anyone would pay $40 for a book full of stuff they’d already seen?
Conquest of Nerath is the latest board game from Wizards of the Coast – but it’s not your typical D&D dungeon crawling fare as it compares to games like RISK or Axis & Allies. I wasn’t interested in the game at all when I’d first heard about it, yet after mounting curiosity and an ever-widening strategic wargame hole in my soul, that changed. I’m very pleased with the outcome because it’s fun game with simple rules yet provides a good strategy experience and in a short amount of time too.