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Lords of Waterdeep (LWD) Links Email GM Last updated May 24, 2018
Class B: Beginning Players Welcome You may play if you have read the rules, played previously, or participated in a scheduled demo. Be on time for the scheduled demonstration. The GM will remain for only 15 minutes if no one is present.
Schedule GM: Robert St. Pierre (4th Year)
Round Day Start Time Duration Location
Demo 1 Tu 17 1 Exhibit Annex Table 5
Heat 1/3 Tu 22 2 Foggy Goggle Front
Heat 2/3 We 18 2 Seasons
Heat 3/3 Th 17 2 Seasons
Semifinal Fr 20 2 Wintergreen
Final Fr 22 2 Laurel
2018 Tournament Format  HMWG

Lords of Waterdeep is a worker placement game for 2-5 players by Rodney Thompson and Peter Lee, and is published by Wizards of the Coast. In the game, each player (acting as one of the city’s rulers) deploys agents to recruit adventurers (for completing quests), build buildings, sabotage rival plans, etc. in an effort to become the greatest Lord of Waterdeep.

Tournament Structure

There will be three heats, a semi-final, and a final.

Heats:

During the three heats, 3 and 4 player games will be played with 4-player games preferred. There will be no 2 or 5 player games played.

After the three heats, the players will be ranked using the following tiebreakers:
1. Most Wins
2. Best Finish
3. 2nd Best Finish
4. Among those who won a game, largest margin of victory over 2nd place in percentage terms. Among those who didn't win a game, narrowest margin of loss in percentage terms
5. Average finish in all heats entered
6. Random

Semifinals:

The top 16 players will qualify for the semi-final. Alternates will be taken in ranked order to fill the 16 semi-final slots in case of no-shows. Players who didn’t win a game during the heats will be evenly distributed among the tables during the semi-final.

The number of qualifiers and alternates who show up for the semi-final will determine the number of games:

  • 2 to 5 Players - The semifinals will be skipped and the final will begin immediately
  • 6 to 10 Players - Two games, with the players distributed as evenly as possible
  • 11 Players - One 3-player and two 4-player games will be played
  • 12 to 16 Players - Four games, with the players distributed as evenly as possible

After the semi-final games, the semifinalists will be ranked by:
1. Finish in the semi-final
2. The order of the winners doesn’t matter, so among those who didn't win a game, narrowest margin of loss in percentage terms
3. Ranking from the heat results

The top four semifinalists advance to the final. The semi-final ranking also determines the 5th and 6th place finisher.

Note: Per convention rules, if a player qualifies to advance and chooses not to, they forfeit any prizes/laurels they may have been entitled to

Rule Modifications & Clarifications:

Game Setup

  • The normal game setup rules should be followed, with the exception that players will randomly determine the initial player order.
  • Note that only the base Lords of Waterdeep game will be played.
  • If all players agree, then Larissa Neathal (the builder lord) can be removed from the game before dealing out the Lord cards.
  • If all players agree, then two lords can be dealt to each player, from which players will choose one to be the lord they use for the game.
  • Note: the lord choice is to occur right after setup is otherwise complete (i.e. Builder’s Hall is filled, quests are dealt and revealed, etc.).

Single Game Tiebreakers

  • Most Gold (which is the only tiebreaker provided in the rules)
  • Most completed quests (Note Mandatory Quests don’t count)
  • Most buildings owned
  • Player order in first round, with the player later in the order winning the tie.

Closed Information

  • The discard decks are not open information. Only the top card should be visible.

Open Information

  • A player can ask for the total number of your completed quests and/or number of intrigue cards in hand.

Player Responsibilities

  • It is the responsibility of all players to verify before playing that the game setup is correct and that there are no missing or extra components. If during the course of the game it is found that the game is not complete, then the players will finish the game as is.
  • It is the responsibility of all players to verify the completeness and accuracy of the scoresheet before it is turned into the GM, who will accept it as is. Please double check your math!
  • The game winner is to return the following to the GM at the end of the game: 1) The completed scoresheet and 2) Any table numbers, playing cards, etc. used to assign players to tables.

Adjudication Rules

Note that up to 15 minutes of the 2 hour time slot maybe used to kick-off the heat / semi-final. It is expected that games will complete within 90 minutes, which leaves at least 15 minutes of grace time before the GM is required by tournament rules to halt play at the 2 hour mark.

Setting aside the Lieutenant and other affects that gain players more turns, and assuming 1 minute per turn, then a 4-player game would finish within 1 hour and 44 minutes.

Therefore the following Adjudication Rules will be used:

  • Time reminders will be given 1 hour, 1 hour 30 minutes, and 1 hour 45 minutes into the time slot.
  • At 1 hour 45 minutes any games currently in progress are adjudicated, which means your current round is your last. On a game by game basis, the GM reserves the right to allow a game to continue to the next round if it is felt the players can finish the next round in time.
  • As necessary a time limit of 1 minute per player turn will be imposed.

FAQ (from http://wizards.custhelp.com/app/answers/detail/a_id/2298/=2)

Q. For the intrigue card "Sample Wares", what does "unused agent" mean? Does this mean an agent in your agent pool (on your card) or do you re-assign the agent you just played?
A. It refers to one of your unused agents from your Agent Pool.

Q. What do you do if you run out of places to play (an agent to)? Must you pass?
A. The round ends in the case that no one can legally assign an agent. If only one person cannot legally assign an agent, they must pass.

Q. What if an agent is placed in Builders Hall and the player doesn't have money to buy a building (or doesn't want to buy a building)? Can the agent be placed there or is the space banned from being played on if the cost can't be paid? What if it is the last place left to play an agent to?
A. You must be able to perform all parts of an action to take that action. That means paying the cost of a building, or returning two adventurers for the Three Pearls, etc. So, no, you can't just block the Builder's Hall.

Q. Can you assign an Agent to a space if you cannot take the action (for example, assigning an Agent to Waterdeep Harbor to block it, even though you have no Intrigue cards)?
A. No. You must be able to complete all instructions for the space you are choosing in order to take that action.

Prize Support

While supplies last, each time a player wins a game, they will get to pick one Warrior, Cleric, Rogue, or Wizard DnDeeple.

Can you collect all four?

Note: (Especially if you replaced your little wooden cube adventurers for a set of DnDeeples) The supply of adventurers is limited to 25 of each adventurer type during game play.

Links:

Map: