Lords of Waterdeep -- Undermountain and Skullport
Turn 1
The Red Sashes deploy an agent to the Builders' Hall and spend 3 gold to build Northgate, gaining 1VP.
The Knights of the Shield deply an agent to Waterdeep Harbor to play the Accelerate Plans Intrigue card, allowing them to redeploy the agent to Cliffwatch Inn, taking the Train Castle Guards Quest (the Build a Reputation in Skullport Quest is drawn to replace it) and drawing an Intrigue card. They then deploy an agent to Waterdeep Harbor, playing the Corrupting Influence Intrigue card and placing corruption on the Builders' Hall and the second space in Waterdeep Harbor.
The Harpers deploy an agent to Castle Waterdeep, becoming first player and drawing an Intrigue card.
The City Guard deploy an agent to Aurora's Realms Shop, gaining 4 gold.
The Red Sashes deploy an agent to the Field of Triumph, recruiting 2 fighters.
The Knights of the Shield deploy an agent to the Slavers' Market, recruiting 2 fighters and 2 rogues, and gaining 1 corruption.
The Harpers deploy an agent to Waterdeep Harbor, gaining 1 corruption, and play Lack of Faith, gaining 6VP.
The City Guards deploy an agent to Waterdeep Harbor, playing Free Drinks! and taking a fighter from the Red Sashes.
The Red Sashes deploy an agent to Northgate, recruiting a wizard and gaining 2 gold.
The Harpers deploy an agent to Cliffwatch Inn, taking the Quest Fence Goods for Duke of Darkness and gaining 2 gold.
The City Guard deploy an agent to the Hall of Mirrors, recruiting 1 fighter and 1 rogue.
The Knights of the Shield redeploy an agent from Waterdeep Harbor to Blackstaff Tower, recruiting a wizard, and then using 2 fighters, 1 wizard, and 5 gold to complete the Train Castle Guards quest, gaining 10VP.
The Harpers redeploy an agent from Waterdeep Harbor to The Grinning Lion Tavern, recruiting 2 rogues.
The City Guard
redeploy an agent from Waterdeep Harbor to The Plinth, recruiting a
cleric.
Turn 2
The Harpers deploy an agent to the Builders' Hall, gaining 1 corruption, and spend 4 gold to build The Stone House, gaining 2VP.
The City Guard deploy an agent to the Field of Triumph, recruiting 2 fighters and using 1 fighter, 1 rogue, 1 cleric, and 4 gold to complete the Aid to Harpers quest, gaining 15VP. The Red Sashes gain 4 gold.
The Red Sashes deploy an agent to Waterdeep Harbor and play Unlikely Assistance, giving a wizard to Knights of the Sheield and receiving 8VP.
The Knights of the Shield deploy an agent to Hall of the Voice, gaining the quest Bury the Bodies, an Intrigue card, 5 gold, and 1 corruption.
The Harpers deploy an agent to Cliffwatch Inn, taking the quest to Convert a Noble to Lathander and an Intrigue card.
The City Guard deploy an agent to Cliffwatch Inn, taking the quest Destroy a Temple of Selvetarm and gaining 2 gold.
The Red Sashes deploy an agent to the Hall of Mirrors, recruiting a fighter and a rogue.
The Knights of the Shield deploy an agent to Waterdeep Harbor and play a the Mandatory Quest Quell Riots on the City Guard.
The Harpers deploy an agent to the Grinning Lion Tavern and recruit 2 rogues.
The City Guards deploy an agent to Waterdeep Harbor, playing Open Lord, revealing Irusyl Eraneth as their lord and discarding the Quell Riots mandatory quest. For the remainder of the game, the City Guards are immune from attack cards and mandatory quests played by other factions.
The Red Sashes deploy an agent to The Entry Well, taking the Recruit for Blackstaff Academy quest and playing Recall Agent, returning the agent at The Entry Well to their tavern.
The Knights of the Shield deploy an agent to Northgate, recruiting a cleric and gaining 2 gold. The Red Sashes gain 2VP.
The Red Sashes deploy an agent to Blackstaff Tower and recruit a wizard.
The Red Sashes redeploy an agent from Waterdeep Harbor to The Grim Statue, drawing 2 Intrigue cards.
The Knights of the Shield redeploy an agent from Waterdeep Harbor to Castle Waterdeep, becoming first player and gaining 1 Intrigue card and recruiting 2 fighters.
The City Guards
redeploy an agent from Waterdeep Harbor to the Slavers' Market,
recruiting 2 fighters and 2 rogues and gaining 1 corruption, then
completing the Bolster Griffon Cavalry quest, spending 4 fighters and 4
gold and gaining 6VP.
Turn 3
The Knights of the Shield deploy an agent to the Builders' Hall and spend 7 gold to build Cryptic Facilitations, gaining 3VP.
The Harpers deploy an agent to Aurora's Realm Shop, gaining 4 gold.
The City Guard deploy an agent to Northgate, recruiting 2 fighters and gaining 2 gold. The Red Sashes gain 2VP.
The Red Sashes deploy an agent to Blackstaff Tower, recruiting 1 wizard, spending 1 fighter, 1 rogue, 2 wizards, and 4 gold to complete the Recruit for Blackstaff Academy quest, gaining 6VP and 3 wizards.
The Knights of the Shield deploy an agent to Waterdeep Harbor and play the mandatory quest Clear the Rust Monster Nest on the Harpers.
The Harpers deploy an agent to Waterdeep Harbor and play Honor Among Thieves, giving Red Sashes 2 rogues and gaining 8VP.
The City Guard deploy an agent to Cliffwatch Inn, taking the Thin the City Watch quest and an Intrigue card.
The Red Sashes deploy an agent to Waterdeep Harbor and play Conscription, gaining 2 fighters and providing a fighter to the Harpers.
The Knights of the Shield deploy an agent to the Field of Triumph, recruiting 2 fighters then using 1 cleric, 4 fighters, 2 rougues, and 1 wizard to complete the Confront the Xanathar quest, gaining 2 gold and 20VP.
The Harpers deploy an agent to Waterdeep Castle, becoming first player and gaining 1 Intrigue card and 1 fighter. The Knights of the Shield gain 1 fighter.
The City Guard deploy an agent to The Plinth, recruiting a cleric and then using 1 cleric, 1 fighter, 1 rogue, and 4 gold to complete the Thin the City Watch quest, gaining 4 rogues and 9VP.
The Red Sashes deploy an agent to the Hall of Mirrors, recruiting a cleric, and use 1 cleric, 2 fighters, and 3 wizards to complete the Survive a Meeting with Halaster quest, gaining 15VP and 3 Intrigue cards.
The Knights of the Shield redeploy an agent from Waterdeep Harbor to The Grim Statue, drawing 2 Intrigue cards.
The Harpers redeploy an agent from Waterdeep Harbor to the Grinning Lion Tavern, recruiting 2 rogues.
The Red Sashes
redeploy an agent from Waterdeep Harbor to The Entry Well, take the
quest to Build a Reputation in Skullport, and play the Crime Wave
Intrigue card, gaining 2 rogues and providing a rogue to the Harpers.
Turn 4
The Harpers deploy an agent to the Builders' Hall and spend 8 gold to build House of Heros, gaining 3VP.
The City Guard deploy an agent to Cryptic Facilitations, recruiting 3 rogues and gaining 5 gold and 1 corruption. The Knights of the Shield gain 3 gold.
The Red Sashes deploy an agent to Aurora's Realms Shop, gains 4 gold, and uses 4 gold, 1 fighter, and 3 rogues to complete the Build a Reputation in Skullport quest, gaining 10VP and an Intrigue card.
The Knights of the Shield deploy an agent to Cliffwatch Inn, gaining the quest Give Honor to Mask and an Intrigue card.
The Harpers deploy an agent to the Stone House, gaining 4 gold.
The City Guard deploy an agent to House of Heroes, recruiting 1 cleric and 3 fighters. The Harpers gain a cleric.
The Red Sashes deploy an agent to the Entry Well, taking the Protect House of Wonder quest and playing the Bidding War Intrigue card, drawing 4 quests and picking the Perform the Penance of Duty quest, with the remaining quests being passed to the Knights of the Shield. The Knights of the Shield pick the Sanctify Temple to Oghma quest and pass the remaining quests to the Harpers. The Harpers pick the Defent the Tower of Luck quest, leaving Expose Cult Corruption to the City Guard.
The Knights of the Shield deploy an agent to Waterdeep Harbor and play Lack of Faith. The Harpers lose 1 cleric from their tavern, and the Knights of the Shield gain 2VP.
The Harpers deploy an agent to Northgate, recruiting a wizard and gaining 2 gold then using 1 wizard, 1 fighter, and 2 gold to complete the Clear the Rust Monster mandatory quest, gaining 2VP. The Red Sashes gain 2VP.
The City Guard deploy an agent to the Field of Triumph, recruiting 3 fighters, then uses 1 cleric, 2 fighters, and 2 gold to complete the Destroy a Temple of Selvetarm quest for 10VP, returning an additional 4 fighters for another 10VP.
The Red Sashes deploy an agent to Skull Island, recruiting 2 clerics and gaining 1 corruption.
The Knights of the Shield deploy an agent to the Grinning Lion Tavern, recruiting 2 rogues.
The Knights of the
Shield redeploy an agent from Waterdeep Harbor to Castle
Waterdeep, becoming first player and gaining 2 fighters and an Intrigue
card.
Turn 5
Each player gains an additional agent.
The Knights of the Shield deploy an agent to the Builders' Hall and spend 3 gold to build Helmstar Warehouse.
The Harpers deploy an agent to Waterdeep Harbor and play Good Faith, gaining 2 clerics. Red Sashes gain 1 cleric. The Harpers then use 1 fighter, 3 rogues, and 4 gold to complete the Fence Goods for Duke of Darkness quest, gaining 6VP.
The City Guard deploy an agent to Cliffwatch Inn and take the Establish Shadow Thieves Guild quest and 2 gold.
The Red Sashes deploy an agent to the House of Heroes, gaining 1 cleric and 2 fighters. The Harpers gain a cleric. The Red Sashes use 2 clerics, 1 fighter, and 2 gold to complete the Protect the House of Wonders quest, gaining 10VP.
The Knights of the Shield deploy an agent to the Entry Well, taking the quest Improve Prison Security and playing the Tax Collection Intrigue card, gaining 4 gold.
The Harpers deploy an agent to the Field of Triumph, recruiting 2 fighters.
The City Guard deploy an agent to Northgate. The Red Sashes gain 2VP. The City Guard gain 1 wizard and 2 gold and use 1 fighter, 8 rogues, and 1 wizard to complete the Establish Shadow Thieves' Guild quest for 25VP.
The Red Sashes deploy an agent to Aurora's Realms Shop, gaining 4 gold.
The Knights of the Shield deploy an agent to Cryptic Facilitations, gaining 3 rogues, 5 gold, and 1 corruption, then use 2 fighters, 3 rogues, and 2 gold to complete the Bury the Bodies quest, gaining 20VP and 2 corruption.
The Harpers deploy an agent to Helmstar Warehouse, gaining 2 rogues and 2 gold. The Knights of the Shield gain 1 rogue.
The City Guard deploy an agent to Waterdeep Castle, becoming first player, gaining an Intrigue card and a fighter. The Knights of the Shield gain a fighter.
The Red Sashes deploy an agent to the Hall of Mirrors, gaining a fighter and a rogue, and using 2 clerics, 2 fighters, and 4 gold to complete the Perform the Penance of Duty quest, gaining 14VP, 1 cleric, and 1 fighter.
The Knights of the Shield deploy an agent to Waterdeep Harbor and play Summon the Faithful, gaining 1 cleric. The Harpers give a cleric to Knights of the Shield and gain 5VP.
The Harpers deploy an agent to Blackstaff Tower, recruiting a wizard.
The City Guard deploy an agent to the Grim Statue, gaining 2 Intrigue cards.
The Red Sashes deploy an agent to Cliffwatch Inn, discard the four face up quests, draw four new quests and take the Deliver Weapons to Selūne's Temple quest.
The Harpers redeploy an agent from Waterdeep Harbor to Cliffwatch Inn, taking the Protect the Converts to Eilistraee quest and an Intrigue card.
The Knights of the
Shield redeploy an agent from Waterdeep Harbor to Hall of the
Voice, taking the Extort Aurora quest, an Intrigue card, 5 gold, and 1
corruption, then uses 2 rogues and 4 gold to complete the Extort Aurora
quest, gaining 8VP.
Turn 6
The City Guard deploy an agent to the Builders' Hall and spend 7 gold for Shadowdusk Hold, gaining 3VP.
The Red Sashes deploy an agent to Aurora's Realms Shop, gaining 4 gold.
The Knights of the Shield deploy an agent to The Stone House, gaining 6 gold. The Harpers gain 4 gold. The Knights of the Shield then use 1 cleric, 1 rogue, and 2 gold to complete the Give Honor to Mask quest, gaining 8VP.
The Harpers deploy an agent to Waterdeep Harbor and play Assassination. The Red Sashes lose 1 rogue and the Harpers gain 2 gold, then use 2 clerics, 1 fighter, 1 rogue, and 1 wizard to complete the Defend the Tower of Luck quest, gaining one wizard.
The City Guard deploy an agent to Cliffwatch Inn, taking the Ambush Artor Morlin quest and an Intrigue card.
The Red Sashes deploy an agent to the Field of Triumph, gaining 2 fighters.
The Knights of the Shield deploy an agent to the Entry Well, taking the Assassinate Rivals quest and playing Good Faith, gaining 2 clerics. The Harpers gain 1 cleric.
The Harpers deploy an agent to the House of Heros, gaining 1 cleric and 2 fighters, then use 2 clerics and 1 fighter to complete the Convert a Noble to Lathander quest, gaining 8VP and the Research Chronomancy quest.
The City Guard deploy an agent to Shadowdustk Hold, gaining 4 rogues and placing 1 rogue each on The Plinth and Skull Island.
The Red Sashes deploy an agent to Blackstaff Tower, gaining 1 wizard.
The Knights of the Shield deploy an agent to Waterdeep Harbor, playing Call in a Favor to gain 1 wizard.
The Harpers deploy an agent to the Plinth, gaining 1 cleric, 1 rogue, and 2 gold.
The City Guard deploy an agent to Skull Island, gaining 1 rogue, 2 fighters, 1 cleric, and 1 corruption, and using 1 cleric, 3 fighters, and 1 rogue to complete the Ambush Artor Morlin quest, gaining 8VP and 4 gold.
The Red Sashes deploy an agent to Northgate, gaining 1 fighter and 2 gold, use 4 fighters, 1 rogue, 1 wizard, and 2 gold to complete the Deliver Weapons to Selūne's Temple, gaining 9VP and 2 clerics.
The Knights of the
Shield deploy an agent to Waterdeep Castle, becoming
first player and gaining 2 fighters and an Intrigue card, then use 2
clerics, 1 wizard, and 5 gold to complete the Sanctify Temple to Oghma
quest, gaining 18VP.
The Harpers deploy an agent to the Hall of Mirrors, gaining a cleric.
The Harpers redeploy an agent from Waterdeep Harbor to Cliffwatch Inn, discard the 4 face up quests, draw 4 new ones and selects the Defend the Yawning Portal quest.
The Knights of the
Shield redeploy an agent from Waterdeep Harbor to Helmstar
Warehouse, gaining 2 rogues and 2 gold, then using 1 cleric, 4
fighters, 2 rogues, and 4 gold to complete the Improve Prison Security
quest, gaining 8VP and removing 3 corruption from the game.
Turn 7
The Harpers
gain a fighter from the Defend the Tower of Luck plot quest.
The Knights of the Shield deploy an agent to the Plinth and gain 2 clerics and 1 corruption.
The Harpers deploy an agent to Helmstar Warehouse, gaining 2 rogues and 2 gold. The Knights of the Shield gain 1 rogue.
The City Guard deploy an agent to Waterdeep Harbor, playing Donations for Cyric, gaining 2 clerics and 1 corruption and allowing all other factions to take 1 cleric and 1 corruption. The Red Sahses and Knights of the Shield decline. The Harpers accept. The City Guard use 1 cleric and 4 rogues to complete the Expose Cult Corruption quest, gaining 4VP and 2 clerics.
The Red Sashes deploy an agent to Cliffwatch Inn, take the Establish New Merchant Guild quest and an Intrigue card, then use 2 clerics and 4 gold to complete the Establish a Miracle for the Masses quest, gaining 7VP.
The Knight of the Shield deploy an agent to Waterdeep Harbor and play Call for Adventurers, gaining 2 fighters. Each other faction may select an adventurer of their choice. The Harpers gain a cleric. The City Guard and Red Sashes each gain a wizard.
The Harpers deploy an agent to the Field of Triumph, gaining 2 fighters and then using 3 clerics, 2 fighters, and 1 wizard to complete the Protect Converts to Eilistraee quest, gaining 10VP.
The City Guard deploy an agent to the Hall of Mirrors, gaining 2 fighters and 1 rogue.
The Red Sashes deploy an agent to Waterdeep Harbor, playing Sample Wares, deploying a second agent to The Thrown Gauntlet, gaining 3 fighters, 3 rogues, and 1 corruption.
The Knights of the Shield deploy an agent to The Stone House, gaining 6 gold. The Harpers gain 2 gold. The Knights of the Shield then use 2 clerics, 1 fighter, and 1 rogue to complete the Discover Hidden Temple of Lolth quest, gaining 10VP and the Patrol Dock Ward quest.
The Harpers deploy an agent to Blackstaff Tower, gaining a wizard, then spend 2 fighters, 4 rogues, and 1 wizard to complete the Rescue a Victim from the Skulls quest, gaining 9VP, a something, and returning 2 corruption to the corruption track.
The City Guard deploy an agent to Cliffwatch Inn, taking the Raid on Undermountain quest and gaining 2 gold.
The Red Sashes deploy an agent to Aurora's Realms Shop, gaining 4 gold, then using 1 cleric, 2 fighters, and 4 gold to complete the Establish New Merchant Guild quest, gaining 10VP.
The Knights of the Shield deploy an agent to the Builders' Hall and spend 8 gold for The Thrown Gauntlet, gaining 1VP.
The Harpers deploy an agent to Northgate, gaining 1 cleric and 2 gold. The Red Sashes gain 2VP.
The City Guards deploy an agent to Shadowdusk Hall, gaining 4 rogues, assigning 1 rogue each to the Stone House and Hall of the Voice, then using 1 cleric, 2 fighters, 4 rogues, and 1 wizard to complete the Raid on Undermountain quest, gaining 20VP and 2 gold.
The City Guards redeploy an agent from Waterdeep Harbor to Slavers' Market, gaining 3 fighters, 2 rogues, and 1 corruption.
The Knights of the Shield redeploy an agent from Waterdeep Harbor to Waterdeep Castle, becoming first player, gaining 1 Intrigue card and 2 fighters.
The Red Sashes
redeploy an agent from Waterdeep Harbor to the Entry Well, taking the
Defeat Uprising from Undermountain quest and playing Doppelganger,
using The Plinth to gain a cleric and Perform a Miracle for the Masses
plot quest to exchange a rogue for another cleric.
Turn 8
The Harpers gain a cleric from the Defend the Tower of Luck plot quest.
The Knights of the Shield deploy an agent to the Stone House, gaining 7 gold and 1 rogue. The Harpers gain 2 gold.
The Harpers deploy an agent to the Entry Well, taking the Heal Fallen Gray Hand Soldiers quest and playing Share the Wealth, gaining 4 gold. The City Guard gain 2 gold. The Harpers then use 2 clerics, 1 wizard, and 4 gold to complete the Heal Fallen Gray Hand Soldiers, gaining 6VP and 6 fighters.
The City Guard deploy an agent to Cliffwatch Inn, taking the Diplomatic Mission to Suzail quest and an Intrigue card.
The Red Sashes deploy an agent to the Field of Triumph, gaining 2 fighters.
The Knights of the Shield deploy an agent to the Builder's Hall, spending 6 gold for Seradin's Excellent Zombies and gaining 1VP.
The Harpers deploy an agent to Blackstaff Tower, gaining 1 wizard.
The City Guard deploy an agent to the House of Heroes, gaining 1 cleric and 3 fighters. The Harpers gain a cleric. The City Guard use 3 clerics, 3 fighters, and 3 gold to complete the Diplomatic Mission to Suzail quest, gaining 10VP.
The Red Sashes deploy an agent to Aurora's Realms Shop, gaining 4 gold, and uses 1 cleric, 3 fighters, 1 rogue, and 2 gold to complete the Defeat Uprising from Undermountain quest, gaining 11VP and 2 fighters.
The Knights of the Shield deploy an agent to The Plinth, gaining a cleric.
The Harpers deploy an agent to the Hall of Mirrors, gaining a wizard, then use 2 wizards and 4 gold to complete the Research Chronomancy quest, gaining 4VP, 1 wizard, and recalling the agent at Blackstaff Tower back to the agent pool.
The City Guard deploy an agent to Northgate, gaining 1 cleric and 2 gold. The Red Sashes gain 2VP. The City Guard use Diplomatic Mission to Suzail, 1 cleric, 4 fighters, 3 rogues, and 6 gold to complete the Sponsor Bounty Hunters quest, gaining 12VP.
The Red Sashes deploy an agent to Cliffwatch Inn and take the Spy on the House of Light quest and 2 gold.
The Knights of the Shield deploy an agent to Shadowdusk Hold, gaining 4 rogues and placing one rogue each at Helmstar Warehouse and Waterdeep Harbor. The City Guard gain 2 rogues. The Knights of the Shield then use 1 cleric, 3 fighters, 2 rogues, and 2 gold to complete the Patrol Dock Ward quest, gaining 9VP and 4 rogues.
The Harpers deploy an agent to Siruda's Excellent Zombies, gaining 1 cleric, 3 fighters, and 1 corruption. The Knights of the Shield gain 3 gold. The Harpers then use 3 clerics, 6 fighters, 1 rogue, and 1 wizard to complete the Defend the Yawning Portal quest, gaining 15VP, 2 wizards, and recalling the three deployed agents back to their agent pool.
The City Guards deploy an agent to Waterdeep Harbor, gaining 1 rogue, and play Call In a Favor, gaining 2 fighters.
The Red Sashes deploy an agent to Waterdeep Harbor and play Allied Faiths, giving a cleric to the Knights of the Shield and gaining 8VP.
The Harpers deploy an agent to the Entry Well and gain an Intrigue card and the Explore Ahghairon's Tower quest, then use 1 fighter, 2 wizards, and 2 gold to complete that quest, gaining 6VP.
The Harpers deploy an agent to Cliffwatch Inn, discarding the 4 face up quests, drawing 4 new ones, and taking the Renew Guards and Wards quest.
The Harpers deploy an agent to Blackstaff Tower, gaining 1 wizard.
The Harpers deploy an agent to Skull Island, gaining 2 wizards and 1 corruption, then using 1 cleric, 1 fighter, 2 wizards, and 2 gold to complete the Renew Guards and Wards quest, gaining 9VP and returning 3 corruption to the corruption track.
The City Guard redeploy an agent from Waterdeep Harbor to the Hall of Mirrors and gain a cleric, then use Diplomatic Mission to Suzail, 1 cleric, 2 fighters, 3 rogues, and 5 gold to complete the Swindle the Builders' Guilds quest, gaining 13VP, 3 corruption, and placing the Hall of Three Lords and The Lost Cavern buildings in play, gaining 9VP.
The Red Sashes
redeploy an agent from Waterdeep Harbor to The Thrown Gauntlet, gaining
3 fighters, 3 rogues, and 1 corruption. The Knights of the Shield
gain 1 fighter and 1 rogue. The Red Sashes use 3 fighters, 2
rogues, and 2 gold to complete the Spy on the House of Light quest,
gaining 8VP and 6 gold.
Final Scoring
Leader Bonuses
The Red Sashes reveal their leader as Danilo Thann, who gains 3VP for every non-mandatory quest completed. They have completed 10 such quests for 30VP.
The Knights of the Shield reveal that their leader is Sangalor, who gains 4VP for every non-mandatory Skullport quest completed or building owned. They have completed 7 such quests and own 3 such buildings for 40VP.
The Harpers reveal that their leader is Kyriani Agrivar, who gains 4VP per Arcana or Piety quest completed. They have completed 3 Arcana and 4 Piety quests, for 28VP.
The City Guard have already revealed that their leader is Irusyl Eraneth, who gains 6VP per quest completed of a chosen type. They have completed 4 Skulduggery, 3 Commerce, 3 Warfare, and 1 Piety quests, gaining 24VP.
Tavern
Each player gains 1VP per adventurer in their tavern, 1VP for every 2 gold, and -6VP per corruption.
Final Score
Red Sashes |
Knights of the Shield |
Harpers |
City Guard |
|
VPs |
129 |
119 |
99 |
154 |
Lord Bonus |
30 |
40 |
28 |
24 |
Adventurers |
5 |
10 |
5 |
0 |
Gold |
4 |
3 |
4 |
0 |
Corruption |
-18 |
-24 |
0 |
-48 |
Total |
150 |
148 |
135 |
130 |
Congratulations to Bill on his very close victory!
The Players
Player Name |
Faction |
Fighters |
Rogues |
Clerics |
Wizards |
Gold |
Corruption |
Intrigue
Cards |
VP |
Bill Scharf | Red Sashes |
2 |
2 |
1 |
9 |
3 |
2 |
129 |
|
Chris Geggus |
Knights of the Shield |
1 |
8 |
1 |
7 |
4 |
2 |
119 | |
Christopher
Hunt |
Harpers |
2 |
1 |
1 |
8 |
0 |
2 |
99 |
|
Kevin Wilson |
City Guard |
1 |
8 |
4 |
154 |
Player in bold is the first player.
End of Game Statements
Kevin
Wilson (City Guard): Well, I kind of hoped that last quest and
grabbing the VP on the 2 buildings might offset the extra corruption
but alas not enough. Once I revealed my leader I wanted to focus
on warfare quests but they just didn’t come enough so I switched to
Skullduggery but again, not enough to do enough good.
Still, as my first play I enjoyed the game. Again, it took me a
while to settle in to build the engine but by then it was too late
despite the public lead I built. I could less corruption and 1
more quest and things could have gone better. But that’s for next
time.
Congrats to Bill on a tight win, thank you to Chris for running and to
the rest for playing.
Having not played before I don’t have comps on thoughts on including
the SoS expansion. Didn’t seem to add that much on the
boards. The corruption did come into play and some of the quests
were interesting but on the whole, seems like it would have been fun
with our without.
Chris Geggus (Knights of the Shield): Well done Bill. I thought I had it, but it was that last quest that got you over the line. I didn't have a worthwhile intrigue card on the last turn which was frustrating as the extra turn would have done me nicely, but good play by Bill to tie it up. Enjoyed it as ever, but agree with Kevin that the Skullport expansion makes it a little more chaotic to not much benefit. Thanks to Chris for running it.
Christopher
Hunt (Harpers): Congratuatlions to Bill on his narrow
win. Many thanks to Chris for running the game. I am sorry you
had to, pit out so many illegal actions. Greatly enjoyed the
game.
Had a lucky last turn.This is as far was I can recall the the first
time I have not come last.
Bill
Scharf (Red Sashes): I’m as surprised as anyone. I was
pretty sure I wasn’t last but it depended on the quests and leaders
people had. Kudos to everybody, a difference of twenty points between
first and fourth is impressive for all.
I like the undermountain part of the skull port expansion. Those extra
three spaces help the field feel a lot less crowded with agents. As for
skullport, corruption can easily get out of hand. That minus one you
pick up at the beginning of the game grows and grows and later on it
was a minus six; was it worth the bite of a bigger apple, maybe not. I
like to wait until others have several more corruption than myself.
Then it becomes an opportunity where the next level is another minus
one for me, but it’s minus three or four for someone else....hey you
chose the dark side, lol, I’m just helping you along it. Looking
forward to the next game.
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