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Dungeons & Dragons: Lords of Waterdeep
When Klaus Teuber introduced Settlers of Catan in 1995, the hobby gaming world was captivated by what is now known as the "Euro-game." Many games using resource management and worker placement mechanics followed. These games were expertly crafted to be well-oiled game machines and often light in theme. On the other end of the gaming spectrum is the world of Dungeons & Dragons – specifically the Forgotten Realms. Originally created by Ed Greenwood and introduced in 1987, this fantasy "universe" offers a rich and vibrant world theme and immersion for role-players. What happens when one game form meets the other? Chemistry!
You are one of several Lords of Waterdeep with a secret objective, and you are vying against other influential lords for control of the city. To gain control you will send your agents out into locations in the city to recruit fighters, clerics, rogues and wizards to complete dangerous quests at your whim. Completed quests give you victory points and gold. Each Lord also has his or her own secret objectives as well. The Lord with the most victory points after 8 rounds of play is victorious.
Each turn, players assign "Agents" (D&Deeples as they have been named) to locations in the city of Waterdeep in order to seek out the adventurers needed to complete quests. If the player has the adventurers and or gold needed to complete that quest stored in their tavern on their play-mat, the quest is completed and victory points and gold are scored. After all the Lords in turn have placed their agents, gained their resources, and completed whatever quests they can, the round ends. Essentially, that's all there is to a game round.
As in most "worker placement" games however, the interaction and competitive nature of the game reveals itself as each Lord seeks the same resources from the same locations to complete their quests. Only one Lord's agent may occupy a building during a round – with some exceptions. So one important building an agent can visit is the Castle of Waterdeep – which give that agent's Lord the First Player Marker. Being the first Lord to place an agent each round is a big deal.
Lords can also purchase buildings (chosen randomly from a stack) that can provide resources, as well as other game effects for Agents that visit them. Purchased buildings provide not only an additional location for Agents to visit and resources but also grant a resource bonus to the Lord that owns them.
Lastly, Lords can gain Intrigue cards, and by having their Agents visit Waterdeep Harbor can play them on other Lords; often times with negative effects. Intrigue cards add those powerful and unexpected effects and add another level of interaction between the Lords of Waterdeep.
The components of The Lords of Waterdeep are as vibrant ad they are useful. Every aspect of the game is expertly crafted and provides a perfect synergy between game play and each component's functional use. The cards are easy to read and well illustrated with Dungeons & Dragons themed art from a host of staff illustrators. One of the standout aspects of the game is the box insert. Every component has its place, and the insert even has small indentations that allow easy access to cards and tokens with a simple push. It is among best storage inserts to date. (with Airlines Europe) What a pleasure!
Learning Curve
Lords of Waterdeep has a low learning curve. The game can easily be taught in minutes, with an hour playing time – even for new players. Worker placement games traditionally have simple game phases. But the game's complexity manifests itself in the form of play options or limitations as play progresses. In this game, the choices remain varied but they are manageable and steer the player toward a singular goal.
Who would enjoy this game?
Final Thoughts
Whether we like to admit it, there can be a deep separation between those folks that like to kick back with a good German board game and those gamers that play games to immerse themselves in the deep thematic plots the Forgotten Realms universe can offer. In fact, they are usually found in separate rooms at most gaming conventions. Was the idea to create a game that attempts to appeal to both of these groups? Does Lords of Waterdeep satisfy both these gamers' itches?
In a word: no. Lords of Waterdeep can only be classified as a Euro-game. It is a derivative of worker-placement, resource gaining, and victory point tracking mechanics from many euro-games that have come before. This is not a D&D board game on the level of Wrath of Ashardalon. And any desire to roleplay, or imagine the small wooden cubes as small questing adventurers will fall a bit flat.
However, contrary to some opinions, the Forgotten Realms theme is not just "pasted on" but tightly woven into the mechanics to provide a fresh thematic journey for control of Waterdeep. So, what kind of game is this?
This is a game for anyone. No, it won't turn a role-player into a euro-gamer or vice versa. But it strength lies in it's accessibility. Perhaps the theme could have been anything, but its not. The vivid images and well conceived mix of variable player objectives, random Intrigue card draws and rich Forgotten Realms theme provides a perfect experience for those that have always wanted to try a euro, but found them too dry or technical.
Rarely has there been a game that combines so many enjoyable aspects from several sources, and still keep the game logical, compelling and accessible. Rodney Thompson and Peter Lee have created a gem: not for any one gamer type, but accessible to all. The Lords of Waterdeep is simply great fun.
I could write a glowing and accurate review of Lords of Waterdeep in just one sentence: it is a gateway game that's so good it doesn't feel like a gateway game at all. But as helpful as that sentence seems to me, I'm guessing most of you won't agree. So let's burn some wordage:
Observed Set-Up and Play Time
Waterdeep takes a good five to ten minutes to set up each play, but the good news is that it comes ready-to-go (only requiring you to remove parts from wrappers), so your first play takes no longer than the others. The instruction manual is well written and helpful, and can be navigated in around 30 minutes. But the first game does take some time, and you'll check back in with that rulebook repeatedly. My first game was 3-player, and it took around 1:45… but by game #2 we were within the publisher's advertised time of one hour.
My Learning Curve and Teach Time
I feel like I improved at Waterdeep through my first five games, but after that it's been status quo. The game is pretty marginal on luck, and involves ample strategy… but an astute gamer should be able to piece it all together in a handful of games. I have taught this game to as many people as I have any other game, and it's quite simple. It takes no longer than 10 minutes to give them the tools they need to play, and the game is balanced such that they probably won't suffer a discouraging blow-out loss. Games that are designed like this – both elegant and simple – can be played so much more often than games you dread trying to explain to a first-timer.
Group Sizes and Dynamics
The base game plays up to 5 (the expansion can get this to 6), but I haven't loved my couple of 5-player games. I think Waterdeep hits its comfort zone in the 2- to 4-player range, and shines at 3. My non-gamer friends have loved it – I think they feel like they're accomplishing something by playing a difficult "non-mainstream" game and fully understanding it. And people who like board games will find loads to love here. The one lukewarm response I've gotten was from a "theme-means-everything" friend who enjoyed the game but would rather be playing anything with zombies, monsters or superheroes.
Objectionable Material
I struggle to categorize anything in Lords of Waterdeep as objectionable, but it is a "mature" game. It's propelled by a story of coercion and underhanded political dealings. People who should be governing together plot against one another and sneakily try to "better" their peers. I wouldn't want to explain these things to a child, even though they could grab the mechanics by 10 or so. It should be a fun theme to throw at a teenager taking their first class on government, though!
Comparable Titles
As much as it may be doing Lords of Waterdeep a disservice, the group of games I pocket it against are Settlers of Catan, Ticket to Ride, Carcassonne… the classic gateway games. And it smokes 'em all. Easier to teach, more fun to play… what more could you want? It also shares the basics of worker-placement with games like Le Havre and Agricola… but those games are more challenging to get into than Lords of Waterdeep, and you'll have a restricted group you can play them with.
I'm at a point where I begrudgingly play most gateway games, but Lords of Waterdeep consistently remains a game I get excited to play. That has everything to do with the fact that I don't feel like I'm playing a "simple" game at all… I feel like it's weighty, that my decisions matter and that my experience should give me an edge over my opponents. At the same time, I don't recoil at the thought of running a new player through the basics because I know I won't be fielding a hundred questions on points of the game that I feel should be common sense. It's just great all-around.
First of all although the Dungeons and Dragons logo is prominent on the outer box of this game, you need not be a fan of the franchise to play this game. There are no mechanics that lend to the D&D dungeon crawl, the association is purely thematic.
This is a worker placement Euro game. You start off by selecting a secret Lord of Waterdeep card which gives you a secret quest to do througout the game. During the game you may place agents on different areas of the city and recruit adventurers, set up quests, carry out intrigue or build buildings. Resources allow you to finish quests and score points, with some quests having long running effects or bonuses, such as an extra agent to play on your turn.
– This is a beautifully laid out game. The insert is of very high quality and well thought through. You may think it's a bit surreal for a review to go on about the box insert but the way it is laid out, with specific push areas to lift cards and round trays to organise adventurers makes the setting up and clean up after the game a breeze.
– The rules are simple. First time players are usually well in grasp of the game by round two. In my group last week, the newbie won the game!
– The game is quick and clever. You can have an easy game where everyone just goes for it trying to accumulate points or you can apply more subterfuge to the game by trying to trip up your opponents.
– The randomness of the Lord of Waterdeep card adds a certain element of uncertainty as you try to figure out what your opponents' strategy is.
– Adventurers; the are just coloured wooden blocks. This doesn't matter to me, but based on the D&D marketing some gamers may be expecting painting figurines. Be warned.
– The D&D theme is very thin, this could be a bonus it really depends on the player
Who would enjoy this
– Family Gamers
– Avid Gamers
– Casual Gamers
– Strategy Gamers
Enjoy the Game!
In this gently competitive worker placement game, 2-5 players take on the roles of Masked Lords of Waterdeep – powerful nobles who scheme and manipulate adventurers to achieve their goals. The setting is imported from the Dungeons&Dragons setting of Forgotten Realms and is littered heavily with references to canon.
The beautiful game board contains several active spaces where players can assign their agents to recruit a certain number of "adventurers" – wooden tokens of different colour. Obtaining correct combination of these tokens allows players to complete quests, scoring victory points. As the game goes on, new buildings become available, expanding the options for deploying your agents. Whoever has most points at the end of 8 rounds of play wins.
The components and the art are of high quality, adding to the experience of the game. The game does a great job of conveying most information about effects on the game board without the use of text. This makes the game very approachable to new players – there is an immediate connection between actions and consequences as you start to build up your teams of adventurers to complete quests.
The game flows quickly yet offers opportunities for strategical thinking – do you take what you need or block a building that your friend will want? There is also limited player interaction as you can play "intrigue cards" that allow you to affect other players either giving someone resources or taking these away.
The theme works great – it's rich enough to please the fans yet the game works great if someone doesn't really want to focus on the fact that they're domesticating owlbears.
This game is great in that it offers a very universally appealing experience – good for gaming newbs/hardened veterans, good for fantasy nerds and for those who have no idea what a Beholder is. It is light, engaging, replayable and makes you think without giving you analysis paralysis.
The lack of player interaction prevents the game from being truly great – it does feel that you are all doing your own thing. Makes it a "gentle" co-op though – not many feelings are likely to be hurt over this one. The lack of tension in the scoring is also a bit of a drawback – I think attaching victory to achieving a certain score would provide for more exciting end-games.
Don't let those minor criticisms take away from the overall quality though – LoW is a great and approachable game – it scales well for the number of players advertised and serves equally well as both a gateway into the hobby and a main event of a game night.
At the end of my first game of Lords of Waterdeep I knew it was an insta-buy for me. From the components to the gameplay I am very impressed by the quality of LoW.
Lords of Waterdeep is a 2-5 player worker placement board game set in the city of Waterdeep, which is located the world of Dungeons & Dragons, specifically from the Forgotten Realms settings. You take on the role of one of 11 different Lords. Your goal is to send out your agents to recruit adventurers to your tavern and then send those adventurers out to complete quests in return for riches and glory (victory points). The game is played over 8 rounds, the player with the most VP at the end of the eighth round wins!
What's In the Box?
LoW has some fantastic components. The rulebook is a good starting place. It is 23 pages long, but about half of that is glossary, quick reference, and specific component information. The game is simple to learn and the rules are very clear. Plus the rulebook has plenty of images and illustrations. The board itself is beautifully illustrated to resemble a map of the city. All of the spaces and symbols are clear to understand. You will also find a multitude of different components; gold, cards, building tiles, wooden adventurer, agent pieces, etc. All of the pieces fit neatly into the plastic container within the box, no need for making a mess on your table when playing. The artwork on all of the quest and intrigue cards also looks great. There's nothing incredibly bright, flashy, or overly spectacular within the art, which is good. The art is some good flavor to the game but it does not distract from the important information on the cards, all of which is laid out neatly with clear symbols. Finally, the building tiles are incredibly sturdy and clear to read and understand. There's no artwork on the buildings but once again the important information is easy to understand. Also, each building tile has a little notch in the corner where you will place your control marker on once you purchase that building (one of my favorite parts in the design). Enough ogling over the components, let's move on.
How to play:
Before you begin Lords of Waterdeep each player is given a Lord Card that will be kept secret from everyone else. These Lord Cards will help determine your overall strategy because at the end of the game you will reveal your Lord and receive VP depending on how you played throughout the course of the game.
LoW is played over 8 rounds. In each round the players will go around the table placing one agent at a time on a building in order to collect adventurers, gold, quest cards, or intrigue cards. Once everyone has placed their agents the round ends, everyone collects their agents, and you begin anew! The goal is to score Victory Points (which is counted through the use of a score tracker around the board). You score VP predominantly by accomplishing quest cards that you have. You complete quest cards by turning in adventurer cubes and gold. Rewards from quests may vary, from flat victory points, to getting some adventurer cubes or gold back, or the quest may give you a continuous effect for the remainder of the game.
Players may also buy buildings with their agents. This is an important part of LoW; buildings open up new locations for everyone to place their agents, and the owner of the building get's a little payment for people using them.
Another important aspect of LoW is Intrigue Cards. These are basically action cards that either give you a couple bonus adventurers, or may hurt your opponents by forcing them to pay a price.
At the end of eight rounds, play ends, and each player reveals their lord cards and the winner will be determined.
When explaining LoW to people I sometimes compare it to Ticket to Ride in terms of gameplay. The way you need to collect specific colored adventurers (train cars) in order to complete quests (routes) is similar between the two games. Because so many more people have played TtR I use this tactic to perk their initial interest. Obviously the themes are quite different between LoW and TtR.
Being set in the Dungeons and Dragons universe many people may first be cautious of LoW. There is certainly a fantasy theme within the game, but it's relatively mild. There be no dragons or trolls here, and there isn't any actual combat in LoW. Does that mean there is no strong theme in LoW? Not necessarily. Yes, the theme may not be oozing out of the box compared to other D&D games. I feel that this is strongly due to some of the abstractions within the game. All of the adventurers are represented by colored cubes, and if it's not explicitly stated what each are (Purple=Wizard, White=Cleric, Orange=Fighter, Black=Rogue) it is hard to grasp that these are people you're collecting and not just some colored resources.
So, for casual gamers who are just looking for an easy game to pick-up then LoW can work. The theme is not in your face, but it's still not absent.
When you start to look at the quest cards and imagine sending out your agents to different buildings there is some good thematic work. Each quest is categorized into 1 of 5 different types of quests. This not only has an affect on the gameplay but it also influences the theme. You begin to realize that "Skullduggery" quests require quite a lot of rogues in your tavern to complete them, and the title of the quest/artwork always fits the theme of stealing or spying.
For example the quest "Raid on Undermountain" requires you to gather a large band of different adventurers, each with their unique skillset that will aid your little group in their journey into the dangerous Undermountain. You may not know what Undermountain is when you're playing, but the idea of a large scale raid is easy to picture and you begin to understand why you need so many adventurers. And the rewards are great at the end of the quest, with 20 VP and some looted gold. Each card also has flavor text on it to further immerse the player.
Even the buildings match the theme. You can imagine sending your agents to the "House of Heroes" to recruit some noble fighters and clerics for your cause. If you dive into the rulebook once again you will find flavor text for each building, each of the agent factions, and each of the Lords you will be playing. You begin to get a feel for character motivations and history.
So on the surface there may not be a lot of theme going on within LoW, which is okay. It allows players who aren't a fan of the fantasy genre to enjoy the game. However if you want a little more immersion then there are plenty of opportunities for that within LoW.
Final Impressions:
So should you play Lords of Waterdeep? Absolutely YES! It appeals to a large range of players. There is strategy involved in term of when and where to place your agents or what quests to focus on first. There are plenty of opportunities to mess with your opponents plans as well. All active quests are visible so you can see what your opponent needs and you can either jump on it first, or you can play some fun Intrigue cards to mess with their plans.
Lords of Waterdeep is easy to learn and people will quickly understand the overall strategies and goals. It is a great worker placement game but it has the potential to be much more through the use of it's established theme and minor story telling. I was lucky to have read some Forgotten Realms novels before I played, and while many of the specific names were foreign to me I was still able to appreciate many of the ideas and activities that occur within Waterdeep.
Overall I'm a big fan of Lords of Waterdeep.
Wizards of the Coast's Lords of Waterdeep came as a complete shock to me when I first heard about it. A Euro-style game from my favorite hack-and-slash enablers? I wasn't really sure they could pull it off. Then again, with the decades of focus they have had creating a variety of mechanics in both Magic and D&D, I shouldn't have been surprised by how they were able to synthesize the pureness of the Euro gamestyle in a simplistic way that lets you dive right into the fun and entertainment side of things.
I freaking love it.
"What's there to love?" you may ask. Plenty.
1. Variance. In each game, you play a different Lord of Waterdeep, with a different focus. Some are concerned with matters of Piety and Combat, and others focus on Skullduggery and the Arcane. These distinctions automatically give people different overall goals in the game and limit the possibility that players will be competing for every single quest and placement. Various quest types need different adventurers (what do Fighters know about Piety, anyway?), so players are forced to spread out around the gameboard. There are very few buildings that are of greatest benefit to every player at the same time each round.
In a game like Puerto Rico, if every player decides on a shipping strategy at the beginning, it can be tough for anyone to ship efficiently. In this game, your options are pre-defined. Of course, how you choose to meet your goals is still up to you…
2. Competitiveness. As victory points are given every turn a quest is completed, a player's score will increase in spurts throughout the game. Which means that "first place" switches hands many times throughout the game. While some players may lag behind, I have yet to see a game where I knew who would win before the end of the final round. Every single time, it takes revealing the Lords of Waterdeep at the end of the game to determine the winner. As long as players are invested in playing the game strategically and efficiently, every game can be a close one.
3. Accessibility. Every single time I teach this game to new players, they play a single round and then hardly ever ask for help again. The actions and goals are so easily defined that people learn this game fast, and are making solid strategic decisions on their own within ten minutes. Last time I played, the newest player won, and I had to fight to take second against some other relatively new players.
4. Fun. The pieces are bright, shiny, and well-designed. Finishing the quests gives you that surge-of-victory feeling multiple times within a single game. Late game, there's that tension that comes when you silently beg everyone not to put their meeple in the specific spot you want… I could go on and on. This game never ceases to entertain me. There aren't any times I wish I was off playing something different. I just love it.
Play this game. That's my end recommendation. Play this game, and then make other people play this game. Especially for those who aren't familiar with the worker placement genre of games, this is too much fun to miss.
Lords of Waterdeep Details:
No. of players: 2-5
Time to play: 45-60 min
Set-up: 5 minutes
Lords of Waterdeep Description:
Lords of Waterdeep is a worker placement game set in the Dungeons and Dragons Forgotten Realms. You are one of the rulers of the town Waterdeep and score victory points by accumulating adventurers to complete quests.
Lords of Waterdeep has a game board with buildings that allow you to add adventurers to your tavern, build more buildings, gather quests and play intrigue cards. On your turn you place on agent on an unoccupied building space and then you may complete a quest. You start the game with two to four agents based on the number of players, two quests and two intrigue cards.
Each quest card earns a reward and requires a certain number and type of adventurers to complete. There are four types of adventurers: clerics, fighters, rogues and wizards. Rewards usually consist of victory points and gold, but sometimes include intrigue cards or adventurers. Some quests are plot quests that grant you a bonus for the remainder of the game.
You also begin the game as a specific lord of Waterdeep. This card is kept secret and each lord grants you a bonus for completing specific quest types.
The game consist of eight rounds and the player with the most victory points wins.
Review of Lords of Waterdeep:
Lords of Waterdeep brings many classic worker placement mechanics together to create a great medium weight game. This game is very streamlined and plays quickly. Most games will take between 45 to 75 minutes regardless of the number of players.
Lords of Waterdeep looks fantastic and the components are of excellent quality. The box is unique and the interior tray is amazing. The tray has a place for organizing everything and all the components fit perfectly in the tray.
I really enjoy worker placement games and Lords of Waterdeep is one of the best I've played. It is not as complicated or deep as Agricola, but it is still a lot of fun. The unique scoring abilities of the lords keep things interesting. And trying to chain quests together, getting adventurers for your next quest by completing a different one, is great when you can pull it off.
The rules are well written and teaching the game is easy. The simplicity, depth and play time of Lords of Waterdeep guarantees it will hit your table often. Players new to gaming and non-gamers alike will enjoy Lords of Waterdeep. This is one of my new favorites.
Lords of Waterdeep is a worker placement game that doesn't necessarily do anything really new. Players take turns placing their Agents on various buildings in the City of Waterdeep to acquire resources (adventurers, gold, or intrigue cards) or to get Quests. They then use those resources to complete the Quests they have acquired.
While some say the theme is "pasted on" (and in many ways it is), if you use your imagination it can feel like you are recruiting and sending out adventurers to do your bidding. Most of the Quests make sense thematically, but you have to look for it. For example, the "Heal Fallen Gray Hands Soldiers" Quest requires 2 clerics, 1 mage, and 4 gold. The reward is 6 Victory Points and 6 Fighters. If you think about it, it makes sense that you send healers in and spend some resources, and you are rewarded with volunteers to help your cause. (The Victory Points reward are always abstract but seem to be fairly balanced based on the resources required to complete them).
But the beauty of this game is that it can appeal to those that like a heavy theme (even if it is "pasted on"–like myself) and those who don't (like my wife). It drives me a little batty when she says, "I'll take a purple please"… Doesn't she know that's a WIZARD!
But she actually enjoys playing the game, and that's what counts. The game is extremely easy to teach, and plays very quickly. It plays well with 2 and 3 players (and probably with 4 or 5 as well–I haven't had a chance to try it yet). The random buildings, quest, and intrigue cards provides a lot of replayability.
The components are fantastic, though the cards will probably show some wear and tear from shuffling (they have black borders). If you sleeve your cards they will not fit in the well designed interior of the box.
If you are a hardcore gamer, this game may not feel "deep enough" for you. But if you like to take a little break from games that cause "brain burn", this game may fit the bill. It plays smoothly and quickly and can appeal to casual gamers as well. With its short playing time, I expect this game to hit my table very often.
An epic adventure packed into a worker placement game? Lords of Waterdeep seems too good to be true. Does it match up to the hype? After reading lots of mixed opinions I can honestly say I don't really get the debate. Lords of Waterdeep is easily one of the best worker placement games out there and worker placement games are abstract, sorry your box didn't include D&D Minis.
Objective: To be the player with the most points at the end of the 8th round.
Gameplay: The basic gameplay goes like this, players take turns placing an 'agent' onto any unoccupied space. When all players have placed their last man, Agents from the 'Waterdeep Tavern' are reassigned and then the 'round' ends. When 8 rounds have been completed the game is over.
Once a white agent symbol has been filled, no one else may place an agent in that building/location this round.
Scoring Points: The goal of the game is to get the most points, so lets talk about how you score these points.
Quests: Completing Quest Cards is the main and most effective way to score points. I tend to think of this as the only way to score points, and all the others are just "bonus points" Each quest card clearly states its requirements and then its rewards, your quest cards are not hidden so it is fairly easy to see what a player is trying to complete. It will become important with more plays and towards the end of the game; you may only complete 1 quest each time you place an agent.
The quest type is located above the quest art, these are important for scoring points with your Lord Card. The red sideways diamond is the amount of victory points the quest is worth.
There are 3 main ways to gain quest cards, you can only complete a quest card if you own it, you either get 2 gold or 1 intrigue card with your quest or you can discard the available quests, flip over 4 new ones and choose one of them.
Lord Cards: This creates a bit of strategy for picking quests, however I have always scored higher ignoring these and just choosing quests that rewards will help to complete other quests. Most Lord Card will have 2 types of quests listed, each completed quest will grant you 4 points at the end of the game.
The Builder's Hall: Once per round a player may place an agent here, this allows you to place a building on the board with one of your faction's markers on it. If another player places an agent onto a building you constructed (owner) you will get a bonus reward, sometimes this can be victory points other times it is gold or blocks. The victory points mainly come in because each turn 1VP is added to each building that is available for purchase, and when you construct a building you score points equal to the number of accumulated victory points.
The 3 gems that will be placed every turn are placed underneath the Builder's Hall and represent the current turn, on turn 5 ALL players receive and additional Agent to keep up with the growing placement options
Intrigue Cards: What would a worker placement game be without good cards that can alter game mechanics. Intrigue cards do that, but put you in an interesting and unique position. In order to play your intrigue card you must place an agent in the Waterdeep Harbor, luckily at the end of the round players will get to replace any agents that went to the Harbor. This is a rather brilliant mechanic since the Intrigue cards are not super game changing and only offer a small advantage. The Waterdeep Harbor concept is an awesome replacement for super powerful cards that cost an entire action to gain.
When you replace your agents from the Waterdeep Harbor you place them in the order that you placed them on the Harbor, this is what the number represents.
Components: This is where the majority of the debate comes in, a LOT of people feel that the coloured cubes take away from the Waterdeep theme. While I will admit that yes, fighters rogues, wizard and cleric minis would improve the game a ton, the extra 10-20$ would not. As far as components go everything is awesome quality, tiles are nice and thick, the board itself is not over the top but wont break or wear down easily. Your meeples are sort of custom, and you get a first player marker which can be useful as you add beer. Personally I feel better Lord Cards would do more for the theme than custom meeples in place of the coloured cubes, they need some cooler artwork and definitely need better back story for those not familiar with Forgotten Realms.
I am not sure where I stand on the gold, it was really annoying to punch out since you had to punch the little whole out of every single one. I also do not understand why these holes exist in the first place.
Lords of Waterdeep has sure sold me, but who else would enjoy playing?
Family Gamers: Lords of Waterdeep is really really easy to teach, there are not a ton of rules and turns fly by. Surprisingly there really isn't much violent theme, your goal is to gather adventurers and complete quests, adventuring doesn't always have to be violent. I would recommend this game to family gamers over monopoly any day.
Casual Gamers: Worker placement games seem to do great with most casual gamers. Lords of Waterdeep fits this description better than any worker placement game I know, it plays faster and with more interaction than most worker placements and adds an awesome way to screw over your buddy with mandatory quest cards. The apparent 'lack of theme' actually does great here, since you are still pretending your pieces are something else (like in every worker placement game) why not pretend to have a crew of wizards and fighters over primary and secondary colours, over 'resources' such as wood and certainly more exciting than pretending to be farmers. If you are going to pretend, why not pretend to be something exciting, Lords of Waterdeep will do best with casual gamers.
Gamer Gamers: For heavy gamers this light worker placement game is not just another worker placement game that 'lacks theme'. In fact, Lords of Waterdeep leaves you with more choices than most games out there, and does so in a way that isn't confusing, long winded or boring. Although there are multiple ways to win and multiple options to place your meeples at, some choices are clearly better than others. This is usually something that would make hardcore gamers shy away and something that would make a game not friendly to new players, BUT Lords of Waterdeep has mechanics that work to combat this. Adding new places to send your 'agents', and the genius behind the Waterdeep Harbor area do a great job minimizing the poor choices while your Lord Card serves as another way to score points.
This game is old enough that I don't feel that I should explain the basics- yes, the gameplay is solid; yes, the theme is a bit stapled-on; yes, the insert is sexy but the box-top is wonky. That's all been said before.
I came into this game knowing I would love it. I'm a huge Forgotten Realms fan, and I have yet to play a Eurogame that I can't at least enjoy, however thin the theme. No, the real question was whether my wife would appreciate the game. She enjoys gaming but can be put off by too much complexity, especially at first. I was really hoping that Lords of Waterdeep wouldn't be too scary.
The first few turns were a bit rough. Like most games, once you get the rhythm down, the turns make sense, but at first, it can be difficult to pick a goal and work toward it. Eventually, though, we caught on and the game played at a pretty quick clip. I was always surprised by how quick each round went by. By the end, the only reason we needed any time to think about our placements was if the other player had just blocked a crucial space. The final tallies, while fun, didn't really reveal anything we hadn't been able to guess at/track already.
After the two player game, I tried a couple of 3-player sessions. The difference with even one more player is remarkable- I imagine that 4 or 5 players is almost a different game entirely. While the 2-player game had seen maybe three intrigue cards played, they seemed much stronger with 3 players- I'd guess that 4 players is the sweet spot for them, but at 5, you'd possibly be throwing away a vital move (again, rank speculation- I haven't got 4 others together yet). This game went much slower, but still pretty quick. Here, I thought my hidden points from my Lord would rocket me into the lead, but one of my opponents astounded me with the number of tiny quests that gained her points- a total upset, and completely unlike game one. So…
Fun, pretty fast gameplay. Plays differently for different numbers of players. The hidden points at the end can be just enough to keep it interesting until the very end. Between blocking, buildings, and intrigue cards, there is just enough player interaction for me.
It looks more complex than it really is- Most Euros would probably be abstract and simple enough to make it look easy to learn, but Lords of Waterdeep has just enough theme to distract from the core gameplay.
Overall, I dig it. Getting different numbers of players should keep it fresh for a while- I can't wait to try with a full 5!
So the game is beautiful, but how does it actually play?
The game is actually surprisingly simple, and, with two players, lasts about an hour. Now, when I say simple, I don't mean that there isn't a wealth of opportunity for strategy and plotting. The game actively encourages underhanded and back-stabby playing. Simple means that I was able to sit down with two others who hadn't played, on my first game, and from setup to completion, we had all become quite good at it. I look forward to playing again and seeing how well we all improve.
I'm getting far ahead of myself, though.
You play the Lords of Waterdeep, mysterious figures who control the organizations within the city from behind the scenes. You begin the game with a number of agents (based on the number of players) and begin placing them throughout the city at the different buildings. If an agent is at that location, you cannot place another agent there, except in the case of the Waterdeep Harbor and the Cliffwatch Inn, which have multiple spots.
You attempt to gather heroes (represented by colored cubes) into your personal tavern to send them on quests for you, which you gather from the board's Cliffwatch Inn. Quest range from bolstering the city guard to stamping out cults. You gather these heroes from specific locations on the board.
This is where the strategy kicks in: You are able to see other players' taverns, as well as the heroes they've gathered so far. As such, you can send your agents to locations you know the other player needs to gather adventurers from.
There are Intrigue cards you are able to collect as well, which you can use against the other players, or in your own efforts. These can add to your heroes, remove other player's heroes, force other players to perform mandatory quests, and lots of other nasty little surprises.
In addition, you can build buildings of your own at Builder's Hall. These give you new buildings with interesting new mechanics, and which give the owner a little something when another player places an agent there. There are some quests which give you Victory Points for building buildings, and one of the Lords of Waterdeep grants you VP for this as well.
And that's what it comes down to: Victory Points. As the game progresses, you'll gain Victory Points for completing quests, building buildings, and a few other things. However, no one really knows who's going to win until the very, very end, as the Lords of Waterdeep are revealed. Each player took a Lord at the beginning of the game, and kept them hidden from the other players. When they're revealed, they have a brief rule on the bottom of their card, granting VP at the end of the game for completing specific types of quests. While you may have been completing quests throughout the game, more than any other player, if you weren't doing the quests your particular Lord of Waterdeep granted VP for, the person with fewer completed quests than you may very well surge ahead and win it.
This game is incredibly simple to play right off the bat, but has a ton of options in-game, allowing players to play to their liking. In my first game, one player spent most of their time sending Agents to the Harbor, playing Intrigue cards, while another built a massive army of Fighters and completed Warfare after Warfare quest. Most of my tavern was full of Rogues as I completed lots of Skullduggery quests.
It's a fantastic game, and I can't wait to play with a full complement of five players.
The Lords of Waterdeep by Wizards of the Coast is a traditional worker-placement Euro style game set in the famed Forgotten Realms city of Waterdeep that is more than worthy of being added to your collection.
With Wizards of the Coast not known for Euros and Euros not known for adopting D&D/Fantasy themes, wariness was naturally called for when considering this game. Put your worries aside though as this game delivers fun in spades (and of course wizards, fighters, thieves, and clerics).
At the beginning of the game, you are secretly dealt a Lord of Waterdeep identity that will help direct your focus in Quest selection. Played through eight rounds, you assign agents (the number depends on the number of players) to recruit adventurers, secure gold, purchase buildings, and engage in intrigue among other tasks all to gain you power (read: victory points) in Waterdeep. Claiming quests (by securing a Quest card) and completing them (by fulfilling the requirements of the quest card – usually with a set number of adventurers that you have recruited) is the primary way you win the game. At the end of the eight rounds, you will add points to your score based on your wealth, remaining adventurers, and secret rewards based off of your completed quests and your Lord. These points are significant so winning the Lords of Waterdeep is always something determined at the very end of the game rather than the beginning or middle.
Two particularly nice options for your agent assignments deserve specific explanation. One, is to purchase buildings that immediately create a new place for agents to go. The rewards at these sites are typically very attractive but grant benefits to the owner of the building in a mild way as well. Consequently, purchasing these tiles is an attractive option as it either provides you a great place to go or generates resources for you when your opponent does (see my game tip entitled "Locations, Locations, Locations!"). Second, players can also send their agents to a locale that allows them to play Intrigue cards which do a variety of things to help you win the game (sometimes they help you directly while others thwart your opponent). This location is particularly nice because it allows the agent to be reassigned at the end of the round effectively providing a "two-for-one" move option. These sites both speak to another great facet of the game – you are always picking between places you WANT to go rather than picking between worthless choices. Sure, you are not always going to get to go exactly where you were hoping but the game remains constant fun rather than frustrating because you never feel like your turn has been simply wasted.
Reasonably priced, it is certainly worth noting that this game's components are gorgeous. The board is striking in appearance and very functional in design. Admittedly, one might quibble with the colored cubes that stand in for wizards, fighters, thieves, and clerics but otherwise all of the parts are top notch and really add to the flavor of the game. Both the Quest and Intrigue cards include dramatic artwork that if examined can draw you into the story. The building tiles are nice and come with corner markers so ownership of the real estate is never in question. Instructions on the cards, tiles, and manual are all very clear and intuitive. Not so incidentally, the insert in the box is quite simply the best that I have ever seen – there is a place for everything and everything fits neatly and securely in its place. Everything is designed to pop up when pressure is applied so there is never frustration with getting out the sizeable number of pieces required to play. I am anticipating expansions for the game and if these come they will not fit in the original box, but otherwise if there is an award for best insert, 2012's winner has been found.
This game offers tremendous replayablity through the nice collection of Quest and Intrigue cards, the differing emphases provided by the host of different Lords, and a fun mechanic that means choices are always going to be different depending on the opponent (s). Nevertheless, I will say that a Lords of Waterdeep expansion also seems a natural. Additional Quest and Intrigue cards would be an inexpensive and welcome way to expand replayability.
Some have and will complain that the theme is "pasted on." However, I frankly think of this as a positive not a negative. The "pasted on" nature of the theme allows the many folks who don't care for the fantasy theme still to fully enjoy this easy to understand strategy Euro. For those, who do love the fantasy theme, the names of the quests and components, the tremendous artwork, and the beautiful board etc. should provide more than enough grist for imagination mills (something fantasy and D&D enthusiasts should have well developed already). In other words, this game is tremendous for it is possible to either ignore the fantasy theme or embrace it depending on your preference.
The game serves two to five players and appears to scale well with all groups. I have played primarily in a two-person format and have found it very enjoyable. With only two players, many, many quests will be completed but players still have to thoughtfully prioritize their moves. The game allows and encourages player interaction but at the same time, you primarily concentrate on your own efforts so the environment is a fun competitive one rather than hostile. The game moves along quickly and time even faster with the game.
Don't just stick your toe in, dive right in to The Lords of Waterdeep!
Lords of Waterdeep is one of the best new games I've played in a long time. While worker placement games are nothing new, Wizards has taken a popular genre and put a fresh of coat DnD paint on it. While at its core, quests are the best way to accumulate victory points. But by playing intrigue cards and owning buildings, you can affect others resource collections which in turn can hinder their ability to collect victory points.
There isn't a lot of luck to the game except the quest cards that are revealed at Watchcliff Inn. Sometimes you'll miss the opportunity to claim a high reward quest. But if that happens, you can hinder that person that claimed that quest by trying to starve them of adventurers or playing mandatory quests on them.
Lords of Waterdeep is one of those games where your strategy may have to change as the game is played. So it's be important to be able to adopt a new gameplan mid-game.
The components in this game are top notch. All the buildings and tokens are made of heavy stock cardboard and the cards have a textured surface to them which gives them a high quality feel. In addition, Wizards has provided a well designed storage tray to hold all the pieces once the game is done.
Gamer Geeks – This game was immediately liked by my gamer geek friends.There's enough depth and strategy to keep a player interested. And due to the many intrigue, quest and building cards, there is a good replay value to it.
Parent Geeks – After just one game played with the family, they all were anxious to try it again. My wife, the casual gamer, had no problem understanding the rules and developing a strategy over the course of the game and even won our first game. As such, this is good game for the casual gamer and a great introduction to the worker placement genre.
Child Geeks – My three sons, ages 9, 12, and 15, had no problems grasping the rules and after one round the rulebook wasn't referenced again. While my 9 year old understood the rules, he had a little trouble developing a decent strategy. I think that will develop over time. But child geeks below 8 may lose interest in the game over time. In addition, good reading comprehension is needed to understand the quests and intrigue cards.
My biggest knock on the game is that once we got several rounds in the game, the theme of the game started to be lost. Over time we stopped calling the adventurers rogues, wizards, fighters and clerics and instead called them black, purple, orange and white cubes. We also started to gloss over the quest flavor text and just started looking at the quest requirements and rewards.
But aside from that, I'm very pleased with this game. In the multiple games I've played, long after we finished we continued to talk about the game, the strategy, what to do in the future and when we were going to play again. For my family and gaming group, this game is going to have some staying power. Waterdeep, City of Splendors, is a city well worth visiting again and again.
Original Review @ Ooo, Shiny! & BGG
Where do I start?
I'll start with the simplest of simple three words I could say:
This game, unlike some of our other favourite games, is not co-operative and instead of competitive. Our household really does prefer not delving into competitive games since some of us (not naming myself >.>) are sore losers. This game though, is one of our few that we have no problem whatsoever about playing and easily recommend it to others who may be afraid of playing a competitive game!
We have only played the game most of the time with a minimum of three players and a single match of five players. The three player game was my wife, our 13 year old son and myself while the five player game was those players plus the parents. The three of us love it, the parents got the hang of it and liked it more than other games we have because of how easy it was to learn.
My wife and myself LOVE board gaming yet prefer to play games that aren't too confusing or at least the rules are easy to grasp to lower the need to worry about rulebook the whole game. When it comes to Lords of Waterdeep, the game's rules are almost the most simple we've ever experienced where instead of holding onto the rulebook, you look at the cards and they explain it all to you. It almost has the simplicity of Fluxx (we own Monty Python Fluxx) in that regard.
We are also Dungeons and Dragons fans for the pen and paper tabletop gaming and hence we bought previously the game Wrath of Ashardalon and haven't really gone back to it since (more because of it's rules vs what we'd expect from 4th Edition D&D) but Lords of Waterdeep was a breath of fresh air with the emphasis on worker placement rather than another roleplay board game.
Instead of going to a dungeon, Lords of Waterdeep is about vying for power within the City of Splendors, Waterdeep. Each lord or Lady has their own agenda that is kept secret from the other players while you try to amass whatever your current Lord/Lady needs to win the game.
As previously mentioned, Lords of Waterdeep is a worker placement game where you are trying to place your meeples in the city where you gain the best benefit of more people on your side (cleric, fighter, rogue & wizard) to help complete quests or perhaps to get more gold to help purchase more real estate in the city.
The game itself doesn't feel like you are doing nothing at any time and doesn't feel like it goes on for too long or short. Each game will be approximately 30 to 60 minutes in length and all actions occur nice and quick in a simultaneous manner. There are pause moments but the game flows smoothly enough that even our 13 year old was eager to play and his attention span is well.. He's a 13 year old with ADHD, you do the math on how many can sit and play a board game for up to an hour or more!
A side note for those who, like myself, have fun working out how to store a game (re: Arkham Horror) when not using the box: Whoever came up with the final idea for Lords of Waterdeep's box design was a genius! There is just enough room for everything, every wooden cube, every meeple, every card, all has it's designated place as instructed in the back of the rulebook!
The only downside I can think of with the whole game and this is me fishing for this is the variety of what the Lords/Ladies have to do to do to win the game are not as varied as I would have liked. They are mostly similar in what they have to do except for one or two that are different to the rest.
That is literally the only negative I can think of and I believe my wife will agree with me, heck even the son too. It is by no means a turn off for us since we still really, really enjoy it. This one negative I believe will be easy to fix, perhaps, with expansions. One such expansion is on it's way (Scoundrels of Skullport) which we are very much looking forward to!
I never really do a score for my games but in our newly joined board game group, we were asked the open question of "What is your favourite five" or something similar to that and both of us immediately said "Lords of Waterdeep'.
Highly recommended!
I finally got a chance to sit down with my new copy of 'Lords of Waterdeep' last night! Lets take a look at the game in some detail:
Lords of Waterdeep has EXCELLENT components.Evrything from the box itself to the bits you play with is very well made. One of my favorite things to do when I get a new game (and don't get a chance to play it for awhile) is to sit down and organize the bits. Whether it is bagging them or seperating them into Plano boxes, I enjoy organizing them. Lords of Waterdeep has such a thoughtful/useful insert that I didn't get the chance to do anything with the componenets but put them into their respective and completely useful places in the insert tray, and leave them there. Sigh. Everything fits well, is super easy to get back OUT of the tray, and is very well organized. Though if you sleeve your cards they won't fit quite right. The cards aren't handled a great deal during the game so I don't have any problem with this personally.
The components themselves are very nice wood and cardboard bits, a sturdy game board with excellent art and some very nice(if a *bit thin) linen textured cards. The agent tokens and counters are smooth and feel nice to touch, and the cardboard is thick and durable. This game will last for many, many games.
Overall I would give the components a 10.
Lords of Waterdeep is an easy to learn, but surprisingly strategic game. My wife always taunts me when I say a game is 'easy to learn'. Since she doesn't play a ton of boardgames, some of the concepts that we gamers understand quickly are lost on her. In this case, when I say the game is easy to learn, I actually mean it! Here is the quick rundown:
1. Everyone has an oversized player card in front of them that is broken into 3 areas- Agent Pool, Tavern, Completed Quests. At the start of the game every player gets a specific number of Agents that they will send out into the city. The number of agents varies based on the number of players. These Agents will sit at the top of your player card in the "Agent Pool" area.
2. The players are all assigned a starting bit of gold, with the starting player getting the least amount, and each subsequent plyer getting one more gold than the person he is following. Everyone also gets a Lord card that has a secret goal listed on it. This is kept secret from other players, and if the goal is achieved will give you get bonus victory points at the end of the game. This hidden victory point mechanic keeps the end game scoring pretty tense. Two Quest cards and two Intrigue cards are also given to each player. Quest cards give you in game goals to complete for rewards, and Intrigue cards are ued to gain extra resources and occasionaly do bad things to your fellow Lords.
3. In turn order, everyone places one of their Agents on a different area of the city. Most areas are allowed only one agent per round, but there are a few that will hold multiple Agents at a time. Some of these city areas give you resources (different colored cubes that represent the different class types in D&D. I.E. Purple cubes= Wizards, Orange= Warriors, White= Clerics and Black= Rogues.) These cubes are used to fulfill the requirements listed on the Quest cards. The collected…people cubes…are placed into the tavern area on your player card, and collected until you spend them to complete quests. It's that easy. Some areas allow you to build new buildings, which then become new spaces for players to place agents on, but the owner of the building (the person that paid to build it) gets a reward whenever another player uses that building. This is a very fun mechanic.
The last few city spaces allow you to either get new quests, play your Intrigue cards, and even steal the first player token.
4. When all Agents are placed, the round is over and the Agents go home and await the start of the next round. Rinse and repeat. You play for eight rounds, and then the game is over.
The winner is the person that scores the most victory points by the end of the game. There is a pretty cool scoring track that borders the city and lets everyone get a quick glance at where scores stand at the moment. With the exception of the hidden VPs that will be applied at the very end of the game.
Lords of Waterdeep plays very elegantly and smoothly and the rules are very wll presented and easily understood. As our first game, I think I consulted the instruction manual two or three times during the game, and that was it. We all figured out the flow and some of the strategy of the game by the second round and were off to the races after that.
I would give the gameplay a 10. It is complex without being complicated, easy to learn, and the playtime is surprisingly quick. (We played with 3 people, first game ever, and were done in about an hour and twenty minutes.)
This is where a lot of people take issue with Lords Of Waterdeep. I would say that on the surface, the theme is pretty thin. Using blocks to represent people, and spending those people like currency to complete quests does not let you form much of a connection with your subjects. We had many jokes during the game about suicide missions and the like. Killing your tavern customers off is not very good for repeat business! BUT, the theme really didn't bother me at all personally. A bit of imagination goes a long way in this game and the three of us that played were able to give some personality to our suicidal little cube adventurers.
The look of the game, and the theming on the board, tokens, coins and cards is solid though. The coins are shaped like squares and half-moons and are just fun to hold. The card art and quest titles help to build some sort of story, and the building names help immerse you as well. Not everyone will see these things as immersive, but the good thing is that there is a solid game underneath it all regardless.
I would give the theme an 8.
After reading all of that I am sure you can see that I really liked this game. It plays fast, is easy to learn, has great components and sets up quickly. There is a lot of strategy and choice, but not enough to cause analysis paralysis. I am going to play this with my kids next weekend (ages 11 and 13) to see what they think, but I am pretty sure they will grasp the concepts and gameplay pretty quickly. I would say it is a good gateway game with enough meat to keep serious gamers coming back for more. Give it a try and let me know what you think!
Thanks for reading and have fun playing!
This is a game that is quickly climbing my charts becoming one of my favorite games in my collection. I am very happy I took a risk and made the purchase without ever playing the game myself. Let's dive in and see what we are getting into.
Lords of Waterdeep is a worker placement game that is set in a town from the Dungeon and Dragon theme, but that doesn't really matter because outside of the names and flavor text this game has nothing to do with D&D.
Game Play:
In the game you are completing quest to score victory points and win the game. But to complete these quest you need a number of recruits and resources. In the game you are sending your agents to gather these recruits and resources by playing them in different parts of the city. For instance, you can send an agent to the arena to recruit two fighters, aka orange cubes, to your cause. When you gain the requirements necessary to complete a quest you do so on your turn resulting in a reward usually of victory points or some other benefits such as additional resources.
There are a few other aspects of the game that I think are very intriguing. My favorite are the buildings. You can build different building that provide the players with more places to send their agents. The great thing about this is when someone else sends an agent to your building there is a reward that you get every time as the owner.
The other mechanic is in intrigue cards. These cards allow you to interact with the other players some. Sometimes you are attacking them, sometimes helping them. The great thing about this is to play a card you have to send an agent to the harbor. At the end of the round, eight rounds in total, you get to take your agent from the harbor and send him to another location. Very beneficial!
This is one aspect that I feel the game has generated a good amount of buzz about. And they are pretty great pieces and top quality, but nothing is really mind blowing. What I have heard a lot about is the box and holder for the pieces. Honestly, it can be frustrating. All the pieces have their own place which is great, but some of the spaces are a little tight and I have more than once shot gold tokens all over trying to get them into a slim space. Over all though good to great.
Two to Five Players:
I've played this game with different numbers of people; maybe not three, but the game scales great. I really appreciate when a game plays well with just myself and my girlfriend, but also with the guys. I also like that it plays more than four, I think it adds a lot more chances to get to the table and get your money's worth out of a game when you can play it with more people.
Ease to Learn:
One of the things that really drew me into this game was how easy it was to learn. The first time I saw it in person I was late to a game night and game in at the middle of the game. I sat at the table and just starting watching. Pretty quickly I was able to figure out the game play just based on the action players were taking and the icons on the board. I didn't have to ask too many questions to be ready to play, everything just kind of lines up.
Blemishes, Not Flaws:
Some of the negative things I would say about the game is that it may not be very deep. I'm not sure if there are more than one or two routes to victory. It would also be nice if some of the lord cards you get that influence play were a bit more varied in what they did. They are all the same minus one. I also think this could make the game a bit deeper. One idea I had was a lord who earned bonus points for completing quest over 20 vp. Another would be extra points for when you end the game with left over money, maybe the most or recruits.
As I've stated this game is quickly climbing up my charts and I don't have any real flaws with the game after a multiple play through, only ideas to improve. It can easily fill multiple rolls with a good amount of strategy, play length being about an hour, ease of learning and number of players. This is a game that I'm very happy to own and would suggest to many.
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Great Gospel - Songs and Hymns (379 Songs and Hymns). Arranged by Various. For SATB choir. Non-Seasonal. Benson Hymnals. Hymns. Difficulty: medium. Hymnal. Vocal score / shape note notation and lyrics. Published by Brentwood-Benson Music Publishing (BN.2598648307). With vocal score / shape note notation and lyrics. Hymns. 6x8.5 inches. Songs include: It Keeps Gettin' Better - 'Tis So Sweet To Trust In Jesus - A Beautiful Life - A Better Life - A Child Of The King - A Hill Called Mount Calvary - Abide With Me - Above Every Name - After - After The Sunrise - All God's Children - All Hail The Power - Alleluia - Almost Persuaded - Am I A Soldier Of The Cross? - Amazing Grace - Amazing Grace, How Can It Be? - America - America The Beautiful - Are You Washed In The Blood? - At Calvary - At The Cross - Away In A Manger - Battle Hymn Of The Republic - Beautiful Star OF Bethlehem - Because He Lives - Blessed Assurance - Blessed Be The Name - Blessed Jesus - Blessed Jesus Loves You Too - Blest Be The Tie - Born To Be Crucified - Brighten The Corner Where You Are - Bring Them In - Bringing In The Sheaves - Burdens Are Lifted At Calvary - Calm Assurance - Christ Arose - Christ Receiveth Sinful Man - Close To Thee - Close To Thee - Come And Dine - Come On Home - Come Unto Me - Come, Holy Spirit - Come, Holy Spirit - Come, Thou Fount - Coming Again - Contented - Count Your Blessings - Did You Think To Pray - Do You Know My Jesus? - Does Jesus Care? - Don't Turn Around To The Things You Left Behind - Each Step Of The Way - Ev'rybody Will Be Happy Over There - Even So, Lord Jesus, Come - Faith Is Victory - Faith Of Our Fathers - Far Above The Starry Sky - Farther Along - Five Rows Back - Follow, I Will Follow Thee - Footsteps Of Jesus - For God So Loved The World - Forever With Jesus - Gentle Shepherd - Get All Excited - Getting Use To The Family Of God - Give Me A Double Portion - Give Me Oil In My Lamp - Glory To His Name - Go To Jesus - God Be With You - God Leads Us Along - God Of Our Fathers - God Will Take Care Of You - God's Choir - God's Final Call - Going Home - Got Any Rivers? - Great Is Thy Faithfulness - Hallelujah For The Cross - Hallelujah, What A Savior - Hand In Hand With Jesus - Happiness - Happiness Is The Lord - Happy Day - Hark, The Herald Angels Sing - Have Thine Own Way, Lord - He Hideth My Soul - He Is Coming Soon! - He Is Mine And I Am His - He Keeps Me Singing - He Lives - He Ransomed Me - He Set Me Free - He Touched Me - He Whispers Sweet Peace To Me - He'll Break Through The Blue - He'll Understand And Say "Well Done" - He's Still The King Of Kings - He's The One! - He's The Savior Of My Soul - Hear Our Prayer, O Lord - Heav.
Instruments: Choir, Vocal
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Above All by Michael W. Smith and Paul Baloche. By Lenny Leblanc and Paul Baloche. Arranged by Mark A. Brymer. CHOIRTRAX CD. Daybreak Choral Series. Sacred. CD only. Published by Daybreak Music (HL.8745586). Michael W. Smith's powerful praise anthem is now available in a stirring choral arrangement by Mark Brymer. The optional narrative makes this anthem usable for Easter or any other Sunday of the church year. Instrumental ePak includes score and parts for Flute 1, 2, Oboe, Bb Clarinet 1, 2, Bass Clarinet, F Horn 1, 2, 3, Bb Trumpet 1, 2, 3, Trombone 1, 2, Bass Trombone, Timpani, Percussion, Violin 1, 2, Viola, Cello, String Bass, Guitar, Bass and Drums. ChoirTrax CD also available. Performance Time: Approx. 5:05.
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Instantly downloadable sheet music by Edwin R. Hawkins for choir and piano (SATB) of MEDIUM skill level.
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(22 Heartwarming and Toe-Tapping Songs for Adult Choir). By Thomas Fettke. For choir. Choral. Sacred. Moderate. Book. 140 pages. Published by Lillenas Publishing Company
Pages: 140
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Amazing Grace (My Chains Are Gone) arranged by Thomas Fettke. SATB. PraiseSong Choral. Sacred. 8 pages. Published by PraiseSong (HL.8747391). Already a popular worship chorus, this Chris Tomlin and Louis Gigglio song will be embraced by choir and congregation alike. The words proclaim My chains are gone, I've been set free, my God, my Savior ransomed me. May be used any time of the church year.Available separately: SATB, SAB, Instrumental ePak and ChoirTrax CD. Duration: ca. 4:50.
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Instantly downloadable sheet music by Chris Eaton for voice, piano and guitar of MEDIUM skill level.
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Genres: Christian, Christmas, Pop, Religious, Miscellaneous
By Amy Grant and Michael W. Smith. Arranged by Jack Schrader. For SATB choir. Hymntune. Sacred, Confidence, Encouragement, Guidance, Praise & Worship, Promise, Hymntune. Choral octavo. Published by Hope Publishing Company
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Genres: Adult Contemporary, Christian, Contemporary Christian, Miscellaneous, Religious
Instantly downloadable sheet music by Charlotte Church for voice, piano and guitar of MEDIUM skill level.
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Genres: Christian, Religious
Instantly downloadable sheet music by Anonymous for choir and piano (SATB) of MEDIUM skill level.
Instruments: Choir, Vocal
Genres: Easter, Sacred, Traditional, Celebrations, Religious, Miscellaneous
Instantly downloadable sheet music by Bill Withers for choir and piano (SATB) of MEDIUM skill level.
Instruments: Choir, Vocal
Genres: Gospel, Graduation, Rock, Pop, Film & TV, Inspirational, Oldies, R & B, Christian, Religious, Celebrations, Miscellaneous, Urban

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Chandrasekhar/Daniel/Gainey/Paxton ~ Club Dread
It's a pretty cool movie but the lack of interesting unrated content is disappointing. Recommended if you enjoy a good laugh.Published on June 18 2013 by Andrew Zhou
This movie is the perfect blend of spoof horror and comedy. One of my favorites! Very funny, surprising, and entertaining.Published on Jan. 9 2010 by Cassie
This is my all-time favourite movie. broken lizards second movie is better than thier first one, super troopers. its also bill paxtons best roles. see it immediatlyPublished on Aug. 8 2004 by Sean
i wish you could give out less them 1 star..the people who made this movie and super troopers should be shot on the spot.. Read morePublished on July 26 2004
Super Troopers did a lot for me and it wasn't a classic but it was funny as hell. Zoom foward to Club Dread which in the complete end of it has stirred away from it's own pot. Read morePublished on July 19 2004 by Michael Bolts
This movie is just hilarious at times but then there's also some scary scenes as well. Its mixed perfectly and Broken Lizard did a fabulous job on the movie. Read morePublished on July 19 2004 by bond007
The only two good things about this movie are: It has an end, and the girls who appear in it. The rest it's just a extremely boring film with more horror than comedy. Read morePublished on July 18 2004
I liked this movie. It helps if you have a clue who Jimmy Buffett is or some of the jokes aren't that funny. The characters are great also - like the security guard! Read morePublished on July 11 2004 by jon wesley
Well, I saw this movie completely based on the fact that Broken Lizard made it. Super Troopers was one of the funniest movies I have ever seen. But they lost it with this movie. Read morePublished on July 11 2004 by Bryan


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Re: Black Ops serversWAYNEIACK Feb 16, 2013 6:09 AM (in response to BLACKDOG)
same here..my son and I played earlier..but now cant log on..
Re: Black Ops serversllewellyn237__ Feb 16, 2013 6:33 AM (in response to BLACKDOG)
Just someting else to add to the list of BS.
Re: Black Ops serversRicky-RB- Feb 16, 2013 6:40 AM (in response to llewellyn237__)
same here, they better give us a statement, what a load of BS..
Re: Black Ops serversMinimepad Feb 16, 2013 6:57 AM (in response to Ricky-RB-)
servers down here in MI also. I only play on the weekends and they pull this crap. Just shows how much they like us
Re: Black Ops serversChestSplittah Feb 16, 2013 7:00 AM (in response to BLACKDOG)
Typical crap network performance provided by Treyarch and ATVI.
Re: Black Ops serversjarek23 Feb 16, 2013 7:03 AM (in response to BLACKDOG)
Same problem here in Canada.
Re: Black Ops serversGALACT1C0s117 Feb 16, 2013 7:10 AM (in response to BLACKDOG)
I thought it was something on my side but I guess is not on me. Servers out in Iowa
Re: Black Ops serversbruno_s26 Feb 16, 2013 7:11 AM (in response to GALACT1C0s117)
Also here in Brazil is difficult to play
Re: Black Ops serversRichterRavage Feb 16, 2013 7:14 AM (in response to BLACKDOG)
Feedback from Italy: servers down
Re: Black Ops serversxNic3OnE Feb 16, 2013 7:15 AM (in response to RichterRavage)
Same thing in Germany...
Re: Black Ops serversjccheung1234 Apr 13, 2013 5:05 AM (in response to Itzz_Xepos)
Same problem in Hong Kong D: it's been two months! wth
Re: Black Ops serversjccheung1234 Apr 13, 2013 5:42 AM (in response to Itzz_Xepos)
Same problem in Hong Kong D: it's been two months! wth
Re: Black Ops serversIm_A_Drag85 Feb 16, 2013 7:25 AM (in response to BLACKDOG)
With the laundry list of issues already, it's in their best interests to get these issues sorted out before they lose a lot of money from PS3 customers who dont buy any DLC content on the 28th
Re: Black Ops serversRaketti Feb 16, 2013 7:26 AM (in response to BLACKDOG)
It took a while to connect to the server in the MP main menu, i was able to play but finally stopped after 3hrs. I couldn't find a single lobby the whole time where i wasn't 1s behind everyone while on a 4bar, didn't matter if i was host or not.
The menus are acting up too, lobby leaderboards do not load and it takes for ever to access combat records etc. Typical BS you can expect, on top of the nonstop lag.
Re: Black Ops serversMani-nder Feb 16, 2013 7:33 AM (in response to BLACKDOG)
some of my friends r playing
Re: Black Ops serversspeedyv20 Feb 16, 2013 7:37 AM (in response to BLACKDOG)
i cant even play to there is a text says: cannot connect to black ops 2 try again later or visit callofduty.com/blackops2/ status but i have looked and there was nothing ;( i can't play now ;(
Re: Black Ops serversTigerfan55 Feb 16, 2013 7:44 AM (in response to texas123)
Getting the same thing now. Thought it was my PS3. So I reset it. Now I'm getting the server is not available message. Before it was connecting but I couldn't join a game.
Re: Black Ops serversGamerUrsio Feb 16, 2013 7:43 AM (in response to BLACKDOG)
estou no lobby mas não acho sala nenhuma
Re: Black Ops serversRENEGADE33 Feb 16, 2013 7:49 AM (in response to BLACKDOG)
Same here in Minneapolis. This game has been nothing but issues since it started. Nice that they got everything up and running right before they released it. Almost ready to quit playing. I will got to Battlefield.
Re: Black Ops serversbuliverd Feb 16, 2013 7:50 AM (in response to RENEGADE33)
Anyone got your stats reseted?? I was in prestige 6 and now i'm back to none prestige lvl 1 O___O
Re: Black Ops serversJjcodex Feb 16, 2013 7:55 AM (in response to buliverd)
Got set back about 10 levels - not back to start, but I am buggered if I am logging on again till they have it properly fixed!
Re: Black Ops serversscarfo7 Feb 16, 2013 7:55 AM (in response to buliverd)
Yeah I got reset, sent in a support form. https://support.activision.com/articles/en_US/FAQ/Rank-Has-Been-Reset-or-Rolled- Back
Re: Black Ops serversStealthdeviant Feb 16, 2013 7:50 AM (in response to BLACKDOG)
Same in London Uk, it seems to be on its ass a bit!!
Re: Black Ops serversFuge_cymru Feb 16, 2013 7:53 AM (in response to Stealthdeviant)
Servers are up and running for me, did take a while to get into a party tho!!!
Re: Black Ops serversStealthdeviant Feb 16, 2013 7:59 AM (in response to Fuge_cymru)
just got a game..seemed to run ok
Re: Black Ops serversBLACKDOG Feb 16, 2013 9:46 AM (in response to Stealthdeviant)
still no statements from treyarch about servers then
Re: Black Ops serversJamesTheRock87 Apr 13, 2013 8:46 AM (in response to BLACKDOG)
Yep Same in Australia CANT Play any black ops Game !!!!!!!!
Re: Black Ops serversth3wh1tesn1p3r May 18, 2013 3:44 PM (in response to BLACKDOG)
Same here in Oregon. (Bs) Im done!
Re: Black Ops serversShockHitashi May 18, 2013 5:39 PM (in response to BLACKDOG)
I can get in, but I get randomly disconnected and it tells me "You have been disconnected from the Black Ops 2 Server". Didn't start doing this until the week before Uprising was released for the PS3. Used to play perfectly fine with the usual lag or the random 1 bar whenever I'm near an objective. Now I can rarely play because of this bs from being disconnected from the games server. Loved Black Ops 1, Got Black Ops 2 because I love Trayarch's work. Can't stand IW CoD games except for the old ones before MW2. But the point is, this problem needs to get fixed ASAP. Whenever I do get into a game, sometimes I will be able to play it perfectly fine, but then randomly at maybe a minute or less into the next one. Blah Blah "from Black Ops 2 Server"
Re: Black Ops serversKiLlErCaT May 25, 2013 3:17 PM (in response to ShockHitashi)
i dont get this for bo2 its only for black opps 1 for me
Re: Black Ops serversChestSplittah May 25, 2013 3:20 PM (in response to KiLlErCaT)
Who cares. This is about Black Ops2.
Re: Black Ops serversKiLlErCaT May 25, 2013 3:27 PM (in response to ChestSplittah)
thats workin fine 4 me
Re: Black Ops serversChestSplittah May 25, 2013 3:37 PM (in response to KiLlErCaT)
That is the point. This forum isn't for Black Ops.
Re: Black Ops serversOl_Duffer May 25, 2013 3:44 PM (in response to ChestSplittah)
C'mon guys, this thread was started in February!


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Preparatory Division to Perform
ALLIANCE, Ohio – The University of Mount Union will host a series of Preparatory Division Musicale concerts at 6 and 7:30 p.m. on Thursday, December 4 in Presser Recital Hall.Read More
Major: Public Health
Hometown:Green, OH
At Mount Union I am not just receiving a degree; I'm becoming a well-rounded person. I am learning different skills that will set me apart from my peers when applying for jobs or grad school.
Click here for the UMU campus news RSS feed.
ALLIANCE, Ohio – The University of Mount Union will host a series of Preparatory Division Musicale concerts at 6 and 7:30 p.m. on Thursday, December 4 in Presser Recital Hall.Read More
ALLIANCE, Ohio – TUBACHRISTMAS will be performed at 7 p.m. on Friday, December 4 in the Brush Performance Hall of the Giese Center for the Performing Arts at the University of Mount Union.Read More
Network Services will be performing maintenance on Mount Union's campus firewall from 5 to 6 a.m. on Sunday, November 29, resulting in the campus internet pipe being down. During this time, access to internet resources from on campus will be unavailable. Also during this time, access to campus resources from off campus will be unavailable, including the main website, authentication (logging in) to Office 365 (student email services), Brightspace/D2L, iRaider, Self-Service and file space through VPN.Read More
ALLIANCE, Ohio –Dr. Roy M. Sullivan, a materials research engineer at NASA, shared his experiences with future engineers at the University of Mount Union recently.Read More
No. 1 ranked University of Mount Union plays No. 18 ranked Albright (Pa.) in the second round of the 2015 NCAA Division III Football Playoffs Saturday, Nov. 28 at 12 pm at Mount Union Stadium in Alliance, Ohio.
The Purple Raiders are 11-0 overall and one of 25 conference champions to claim an automatic bid as Mount Union won its 24th straight and 27th overall Ohio Athletic Conference title with a 9-0 record.
Mount Union is ranked No. 1 in both the AFCA (American Football Coaches Association) and D3Football.com Top 25 polls while being No. 1 in the NCAA Division III North Region poll which is used for seeding and at-large selections for the championship.
Mount Union defeated St. Lawrence (N.Y.) 55-23 in the first round and has an 87-15 record in NCAA Playoff games. The Raiders have advanced to the Stagg Bowl 18 times since 1993 with a record 11 National Championships.
Albright is 10-1 overall and the Lions are in the tournament as the champions of the Middle Atlantic Conferences.
Albright is making its fifth ever NCAA Playoff appearance (1975, 1976, 1996, 2009) and is 3-4 in playoff games. The Lions beat Norwich (Vt.) 49-0 in the first round in their first-ever playoff home game.
The teams have met one other time and it was in the playoffs as Albright came to Alliance in a second round matchup in 2009 with the Raiders winning 55-3.
The game will be broadcast LIVE on the radio on 1310AM WDPN and WRMU 91.1 FM. There will be a video stream of the game.
The winner of this game will take on the winner of a matchup between No. 8 Johns Hopkins (Md.) and No. 11 Wesley in the national quarterfinals Saturday, December 5 at noon at a location to be announced.Read More
ALLIANCE, Ohio – The University of Mount Union has been named a "Tuition Hero" by Tuition Heroes, an organization that recognizes colleges and universities that have worked successfully to control tuition increases.Read More
ALLIANCE, Ohio – Students were awarded for their outstanding business ideas and projects at the annual Raider Tank competition held at the University of Mount Union recently.Read More
ALLIANCE, Ohio – Dr. Lonnie Lowery, assistant professor of human performance and sport business and a licensed nutritionist, is set to give a LINC presentation on Tuesday, November 24 in the East Room of the Hoover Price Campus Center. He will present "Coffee and Health: A Heated and Strong Debate."Read More
ALLIANCE, Ohio – On Friday, November 13, Paris, France, was targeted with several terrorist attacks that killed at least 120 people and injured at least 352 more. The world has been in mourning ever since the tragic events took place.Read More
No. 1 ranked University of Mount Union plays St. Lawrence (N.Y.) University in the first round of the 2015 NCAA Division III Football Playoffs Saturday, Nov. 21 at 12 pm at Mount Union Stadium in Alliance, Ohio.Read More


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Here at Mastermind Toys we carry all of your favourite CD's, DVD's and software titles that combine the perfect blend of fun and education. Find your favourite characters like Thomas the Tank Engine, Magic School Bus, Madeline, Bob the Builder, Dora the Explorer, and The Wiggles. Or wind-up or down with our selection of children's music that will entertain, educate, and enthrall - both kids and grownups!.
Want to stimulate baby's musicality? Play along with the Baby Einstein Sing and Play CD! This fun mix is sure to keep baby dancing and get him acquainted with classics like Head, Shoulders, Knees and Toes and Old Macdonald!
CD includes 21 classic songs babies love:
Gearing up for school and finding just the right backpack
and all the coolest stuff to fill your pencil case, makes this such a fun time
of year! Let's get ready for a whole school year's worth of possibilities.
Check out our favourite finds to help bring FUN back to school! …
read more...
We're now hiring staff for our brand new location in Winnipeg. Send
resumes to email@example.com
Mastermind Toys in the Terra Losa Shopping Centre is now open.
Details Here


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Clinical Trials Regulation: a step in the right direction?
By Thomas Hendicott
On 2 April 2014, the European Parliament voted in favour of the implementation of a new Clinical Trials Regulation ('Regulation'). This will revoke the current Clinical Trials Directive 2001/20/EC ('Directive') and will have a significant impact for companies engaged in clinical trial activities in the EU. It is anticipated that the Regulation will provide a welcome boost for European research and development, resulting in tangible health benefits and economic growth, including a predicted saving of €800m (£660m) per year in regulatory costs. However, it is essential that it is interpreted and applied in a way that respects both patient privacy and commercially confidential information. This article presents a brief synopsis of the major changes and the impact of these changes for pharmaceutical companies running clinical trials in the EU.
The most notable changes to be introduced under the Regulation can be summarised as follows:
The introduction of a Regulation, as opposed to a Directive, means that its provisions will be directly effective in all member states. The Regulation will be binding in its entirety and automatically incorporated into the national laws for all EU member states…
Click on the link below to read the rest of the Bristows briefing.
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Stay of proceedings granted under Insolvency Act 1986 may have extra-territorial effect
The High Court has held that in certain circumstances the European Insolvency Regulations 1346/2000/EC may effectively extend the jurisdictional reach of the English courts.
Potential expansion for establishing jurisdiction against would-be defendants in Europe
A recent decision may result in a potentially more expansive basis for establishing jurisdiction over defendants in Europe.
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A wave of change in data laws
Upcoming EU data protection regulations are just part of a wider legal reform process.


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Authority Figures: His Secretary's SecretFavorites [+]
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Running Time: 33 minutes
Released: 10/2012
Studio Name: Hot Candy Films
Series: Authority Figures
Director: Nica Noelle
Categories: Blondes Small Tits Teen All Sex High Definition
Description: Powerful businessman Marcus London has no time for relationships, so he pays for a quick afternoon tryst with teenage blonde escort Chastity. But when Chastity decides to get a "real job" she never expects to run into her well-hung client on her first temp assignment. Can they keep things on a professional level, or will Marcus assert his authority to get what he needs?
1 Scenes from Authority Figures: His Secretary's Secret
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- Filed Under
Entering the new year, we should wonder at the growing disparity between the rich and poor. Christians' Holy Bible quotes Jesus as preaching "Again I tell you, it is easier for a camel to go through the eye of a needle than for a rich man to enter the Kingdom of God."
The human race has advanced many-fold since biblical days, taking advantage of plentiful resources of our friendly planet to improve livelihoods, comforts and wealth. When will enough be truly enough?
World resources are not infinite, and human populations zoom. Serious thinkers suggest that humans are making our planet ...


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Bureau and Extended Bureau
In order to function effectively, the Commission needs to organize and prepare its work carefully and in advance. Such tasks are carried out by the Bureau and the Extended Bureau of the Commission, which play an active role in the preparation of the regular and the inter-sessional meetings with the assistance of the Secretariat.
The Bureau of the Commission is composed of the Chairperson, three Vice-Chairpersons and one Rapporteur. At the end of its reconvened session, the Commission elects its Bureau for the next session. The Extended Bureau also includes the Chairpersons of the five regional groups, the European Union and the Group of 77 and China.
In view of the practice of rotation of offices based on regional distribution, the officers at the twenty-fourth session of the Commission are from the following regional groups: Chairperson from the Latin America and the Caribbean Group (GRULAC); the three Vice-Chairpersons from the Western European and Other States (WEOG), Asia-Pacific Group, African Group, and the rapporteur from the Eastern European Group.
Ambassador Luis Alfonso de Alba is the Chair of the 24 th session of the Commission on Crime Prevention and Criminal Justice.
Ambassador de Alba is a career diplomat since 1983 and is currently Mexico's Ambassador to Austria, Slovenia and Slovakia and Permanent Representative to the International Organizations in Vienna. He has previously served in various capacities, including the following:
Permanent Representative of Mexico to the United Nations in New York (2011-2013); Permanent Representative of Mexico to the United Nations and other International Organizations in Geneva (2004-2009); Alternate Permanent Representative of Mexico to the UN in New York (2002-2004); and, Alternate Permanent Representative of Mexico to the Organization of American States (1994-1998). In addition, at the Ministry of Foreign Affairs of Mexico he served as Special Representative for Climate Change (2009-2011), Director-General for the United Nations System (1998-2001) and Director for Social and Humanitarian Affairs of the UN (1991-1993). Lastly, he has been Vicepresident of the Economic and Social Council of the UN (2012) as well as the first President of the Human Rights Council in Geneva (2006-2007).
Ambassador de Alba has several publications and has received different awards during his diplomatic career. He has a degree in International Relations from the Institut des hautes études internationales, in Paris.


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Here are a few links from the Lucky Style Collective that have us clicking around today:
Rachel proves that "peplums are so effing whimsical" with one crazy-cool look. [Pizza Rulez]
Julia also tries out the trend, and she looks quite Kate Middleton-esque in her soft pink peplum dress. [Gal Meets Glam]
Who better than the designer of the always-fashionable Stephanie Johnson cosmetic and travel bags to tell us how to travel in style? [SJ's Style Compass]
Lynzy combines a scalloped top, ikat-printed shorts, leopard loafers and a seriously sparkly necklace to stylish results. [Sparkling Footsteps]
A cute and casual outfit, like the one Tieka is wearing, is the perfect way to kick off the summer and stay chic. [Selective Potential]
Photo via Gal Meets Glam
More from Luckymag.com:
- Young Guns: Fashion Kids on the Rise
- 50 Travel Essentials Under $50
- BaubleBar and Soludos Have Your Summer Packing Covered
- Give Your Nails a Gingham Mani
- Our 20 Favorite Lauren Conrad Outfits to Date, In Honor of Laguna Beach and The Hills' Summer Return
Keep up with the Lucky team on Twitter: Follow @LuckyMagazine