Dutch Shepherd

Lords of Waterdeep -- Undermountain and Skullport

Turn 1

The Harpers deploy an agent to Waterdeep Harbor and play Assassination.  As no players have rogues to lose, the Harpers gain 6 gold.

The City Guards deploy an agent to Waterdeep Harbor and play Call In a Favor, gaining 4 gold.

The Red Sashes deploy an agent to Waterdeep Harbor and play Bidding War.  Four Quests are drawn, and each player in turn, starting with the Red Sashes, can claim one.  The Red Sashes claim Impersonate Tax Collector.  The Knights of the Shield claim Save Kidnapped Nobles.  The Harpers claim Uncover Forbidden Lore.  The City Guard gain Give Honor to Mask.

The Knights of the Shield deploy an agent to Cliffwatch Inn, taking the Patrol Dock Ward quest and an Intrigue card.

The Harpers deploy an agent to the Builders' Hall and spend 8 gold for the Secret Shrine.

The City Guard deploy an agent to the Grinning Lion Tavern, recruiting 2 rogues.

The Red Sashes deploy an agent to the Grim Statue, gaining 2 intrigue cards.

The Knights of the Shield deploy an agent to Cliffwatch Inn, collecing 2 gold and taking the Place a Sleeper Agent in Skullport quest.

The Harpers deploy an agent to Aurora's Realms Shop, gaining 4 gold.

The City Guard deploy an agent to The Plinth, recruiting a cleric.

The Red Sashes deploy an agent to The Hall of the Voice, gaining an intrigue card, the Delivering and Ultimatum quest, 5 gold, and 1 corruption.

The Knights of the Shield deploy an agent to the Slavers' Market, gaining 2 fighters, 2 rogues, and 1 corruption.

The Harpers redeploy an agent from Waterdeep Harbor to The Entry Well, taking the Recruit for City Watch quest and playing the Arcane Mishap intrigue card, drawing 3 intrigue cards.

The City Guards redeploy an agent from Waterdeep Harbor to the Field of Triumph, recruiting 2 fighters.

The Red Sashes redeploy an agent from Waterdeep Harbor to Skull Island, gaining 2 wizards and 1 corruption.

Turn 2

The Harpers deploy an agent to the Builders' Hall and pay 5 gold for the Hall of Many Pillars and gains 1VP.

The City Guard deploy an agent to The Grim Statue and draw 2 intrigue cards.

The Red Sashes deploy an agent to Waterdeep Harbor and play Manipulate, moving the Harpers agent from the Builders' Hall to the Secret Shrine.  The Harpers recruit 1 cleric.  The Red Sashes then deploy an agent to the Builders' Hall and spend 8 gold for Frederick Court, gaining 1VP.

The Knights of the Shield deploy an agent to Waterdeep Harbor and play Crime Wave, gaining 2 rogues.  The Harpers gain 1 rogue.

The Harpers deploy an agent to Hall of the Voice, taking the Assassinate Rivals quest, drawing an intrigue card, and gaining 5 gold and 1 corruption.

The City Guard deploy an agent to Cliffwatch Inn, taking the Banish Evil Spirits quest and drawing an intrigue card.

The Red Sashes deploy an agent to the Slavers' Market, recruiting 2 fighters, 2 rogues, and gaining 1 corruption.

The Knights of the Shield deploy an agent to Frederick Court, recruiting 2 fighters and 1 wizard.  The Red Sashes recruit a wizard.  The Knights complete the Place a Sleeper Agent in Skullport quest with 4 rogues, 1 fighter, and 1 wizard.

The Harpers deploy an agent to Aurora's Realms Shop, gaining 4 gold.

The City Guard deploy an agent to the Hall of Many Pillars.  The Harpers draw an intrigue card.  The City Guard play Sponsor Apprentices, gaining 1 wizard and placing a wizard on Skull Island, Recruit Spies, gaining 2 rogues.  The Red Sashes and Harpers each give the City Guard a rogue and gain 3VP.  The City Guard then play Change of Plans, discarding the Ally with House Thann quest for 6VP.  The Red Sashes discard Fund Alchemical Research for 3VP.  The Harpers discard Renew Guards and Wards for 3VP.  The City Guard finally spend 1 rogue, 1 cleric, and 2 gold to complete the Give Honor to Mask quest, gaining 8VP.

The Knights of the Shield deploy an agent to Waterdeep Harbor and play Unexpected Success, gaining 2VP and drawing 2 intrigue cards, holding the first and playing Tax Revolt, gaining 5 gold and 2VP and placing 2 gold each on the Slaveres' Market and the reset space on Cliffwatch Inn.

The Red Sashes redeploy an agent from Waterdeep Harbor to the Grinning Lion Tavern, recruiting 2 rogues.

The Knights of the Shield redeploy an agent from Waterdeep Harbor to Waterdeep Castle, becoming first player and drawing an intrigue card.

The Knights of the Shield redeploy an agent from Waterdeep Harbor to the Entry Well, taking the Send Aid to Harpers quest and playing Black Market Money, gaining 2VP, 8 gold and 1 corruption.  The Harpers and City Guard each take 4 gold and 1 corruption.

Turn 3

The Knights of the Shield deploy an agent to the Builders' Hall and pay 7 gold for the High Duke's Tomb and gains 2VP.

The Harpers deploy an agent to the Secret Shrine, recruiting a cleric and returning a corruption to the Corruption Track.

The City Guard deploy an agent to Skull Island, recruiting 2 clerics, 1 wizard, and taking 1 corruption and spending 2 clerics, 2 fighters, and 1 wizard to complete the Banish Evil Spirits quest, gaining 1 cleric, 5VP, and returning 2 corruption to the corruption track.

The Red Sashes deploy an agent to the Field of Triumph, recruiting 2 fighters and spending 4 fighters, 1 rogue, and 1 wizard to complete the Deliver an Ultimatum quest, gaining 11VP and 4 gold.

The Knights of the Shield deploy an agent to Wateredeep Harbor, playing Research Agreement, gaining 1 wizard and 2VP.  The City Guard give a wizard to the Knights of the Shield and receive 5VP.

The Harpers deploy an agent to Cliffwatch Inn, taking 2 gold and the Produce a Miracle for the Masses quest.

The City Guard deploy an agent to the Hall of the Voice, taking the Recruit Lieutennant quest, an intrigue card, 5 gold, and 1 corruption.

The Red Sashes deploy an agent to the Slavers' Market, gaining 2 fighters, 2 rogues, 2 gold, and 1 corruption, then spends 1 fighter, 4 rogues, 1 wizard, and 5 gold to complete the Impersonate Tax Collector quest, gaining 9VP.

The Knights of the Shield deploy an agent to the Grinning Lion Tavern and recruit 2 rogues.

The Harpers deploy an agent to Blackstaff Tower, recruiting a wizard, then use 1 wizard, 1 cleric, and 10 gold to complete the Recruit for City Watch, gaining 3 fighters, 3 rogues, and 8VP.

The City Guard deploy an agent to Fetlock Court, recruiting 2 fighters and 1 wizard.  The Red Sashes gain 1 wizard.

The Red Sashes deploy an agent to Waterdeep Harbor and plays Special Assignment, looking for a Warfare quest.  Quests drawn are:  Thin the City Watch (Commerce), Recruit Academny Castoffs (Arcana), Ransack Whitehelm's Tomb (Commerce), Recover the Magister's Orb (Arcana), Defame Rival Business (Commerce), Protect Converts to Eilistraee (Piety), Survive a Meeting with Halaster (Arcana), Protect the House of Wonder (Piety), Fence Goods for the Duke of Darkness (Skulduggery), Seal Gate to Cyric's Realm (Piety), and Waking the Six Sleepers (Warfare).

The Knights of the Shield redeploy an agent from Waterdeep Harbor to the Hall of Mirrors, recruiting a cleric, then use 1 cleric, 3 fighters, 2 rogues, and 2 gold to complete the Patrol Dock Ward quest, gaining 4 rogues and 9VP.

The Red Sashes redeploy an agent from Waterdeep Harbor to Aurora's Realms Shop, gaining 4 gold.

Turn 4

The Knights of the Shield deploy an agent to the Builders' Hall and pay 8 gold for the Tower of Luck and gains 2VP.

The Harpers deploy an agent to the Secret Shrine, recruiting a cleric and returning a corruption to the Corruption Track.

The City Guard deploy an agent to Waterdeep Harbor and play Iron Ring Slaves, gaining 4 fighters and 1 corruption.  The Harpers and Knights of the Shield each take 2 fighters and 1 corruption.

The Red Sashes deploy an agent to Cliffwatch Inn and take the Institute Reforms quest and 2 gold.

The Knights of the Shield deploy an agent to the Tower of Luck, recruiting 2 rogues and 1 cleric, then use 6 rogues, 2 wizards, and 5 gold to complete the Save Kidnapped Nobles quest, gaining 9VP and 4 fighters, and returning 3 corruption to the Corruption Track.

The Harpers deploy an agent to Waterdeep Harbor and play Expose Corruption.  The City Guard and Red Sashes gain 1 corruption each.  The Harpers then use 1 fighter, 1 cleric, 1 rogue, and 2 gold to complete the quest Lure Artisans to Mirabar, gaining 4VP, and placing The Poisoned Quill in play under their control at no cost, gaining 1VP, then using 4 fighters and 1 rogue to complete the Assassinate Rivals quest, gaining 16VP and 2 corruption.  The City Guard lose 1 rogue.  The Red Sashes lose 1 fighter.  The Knights of the Shield lose 1 fighter.

The City Guard deploy an agent to Skull Island, gaining 1 cleric, 1 wizard, and 1 corruption, then uses 2 clerics, 1 wizard, and 10 gold to complete the Donate to the City Quest, gaining 13VP and returning 3 corruption to the Corruption Track.

The Red Sashes deploy an agent to Frederick Court, gaining 2 fightes and 2 wizards.

The Knights of the Shield deploy an agent to Cliffwatch Inn, gaining the Break into Blackstaff Tower quest and an intrigue card.

The Harpers deploy an agent to the Poisoned Quill, return 1 corruption to the Corruption Track and play Information Broker, drawing 3 intrigue cards.  Each other player draws 1 intrigue card.

The City Guard deploy an agent to the High Duke's Tomb, gaining 8 gold and placing 2 gold each on Castle Waterdeep and The Plinth.  The Knights of the Shield gain 4 gold.

The Red Sashes deploy an agent to Waterdeep Harbor and play Good Faith, gaining 2 clerics.  The Knights of the Shield gain 1 cleric.

The City Guard redeploy an agent from Waterdeep Harbor to Castle Waterdeep, becomeing first player, and gaining and intrigue card and 2 gold.

The Harpers redeploy an agent from Waterdeep Harbor to the Hall of Many Pillars, playing Dark Dagger Assassins, gaining 4 rogues and 1 corruption.  The Red Sashes take 2 rogues and 1 corruption.  The Knights of the Shield take 2 rogues and 1 corruption.  The Harpers then play Honor Among Thieves, giving the City Guard 2 rogues and gaining 8VP, then play Scapegoats, returning 1 rogue to supply and 2 corruption to the Corruption Track.

The Red Sashes redeploy an agent from Waterdeep Harbor to the Grinning Lion Tavern, gaining 2 rogues, then using 2 fighters, 3 rogues, 4 wizards, and 6 gold to complete the Explore Trobriand's Graveyard quest, gaining 40VP.

Turn 5

The City Guard deploy an agent to the Builders' Hall and spend 8 gold to build the Zoarstar, gaining 1VP.

The Red Sashes deploy an agent to the Tower of Luck, gaining 2 rogues and 1 cleric.  The Knights of the Shield gain a cleric.

The Knights of the Shield deploy an agent to Waterdeep Harbor and play Bidding War, gaining 2VP and taking the Survive Arcturia's Transformation quest.  The Harpers take the Trade Bladesingers quest.  The City Guard take the Seal an Entrance to Skullport quest.  The Red Sashes get the Improve Prison Security quest.

The Harpers deploy an agent to Frederick Court, gaining 2 fighters and 1 wizard.  The Red Sashes gain a wizard.

The City Guard deploy an agent to Waterdeep Harbor and play Proslytize, gaining a cleric and placing a cleric on the Slavers' Market, then uses 1 cleric, 5 fighters, 1 rogue, and 1 wizard to complete the Recruit Lieutenant quest, gaining the Lieutenant agent.

The Red Sashes deploy an agent to Waterdeep Harbor and play Release the Hounds, removing 3 corruption from the Corruption Track and discarding it from the game.

The Knights of the Shield deploy an agent to the Slavers' Market, gaining 2 fighters, 2 rogues, 1 cleric, and 1 corruption, and using 1 fighter, 1 rogue, 1 cleric, and 4 gold to complete the Send Aid to Harpers quest, gaining 15VP and giving 4 gold to the City Guard.

The Harpers deploy an agent to The Secret Shrine, gaining 1 cleric and returning 1 corruption to the Corruption Track.

The City Guard deploy an agent to The Zoarstar, and use Frederick Court, gaining 2 fighters and 1 wizard.  The Red Sashes gain 1 fighter.

The Red Sashes deploy an agent to The Plinth, gaining 1 cleric and 2 gold, then uses 4 clerics, 1 fighter, 1 rogue, and 2 gold to complete the Institute Reforms quest, gaining 13VP and returning 3 corruption to the Corruption Track.

The Knights of the Shield deploy an agent to the High Duke's Tomb, gaining 8 gold and placing 2 gold each on The Tower of Luck and Skull Island, then using 5 gold and 6 fighters to complete the Survive Arcturia's Transformation quest, gaining 6VP and 6 rogues.

The Harpers deploy an agent to the Field of Triumph, gaining 2 fighters, and use 2 clerics and 4 gold to complete the Produce Miracle for the Masses quest, gaining 5VP.

The City Guard deploy an agent to Skull Island, gaining 1 cleric, 1 wizard, 1 corruption, and 2 gold, then use 2 fighters, 2 rogues, 2 wizards, and 1 cleric to complete the Seal Entrance to Skullport quest, gaining 10VP and returning 2 corruption to the Corruption Track.

The Red Sashes deploy an agnet to Cliffwatch Inn, discarding the current face-up quests, gaining 2 gold, drawing 4 new ones, and taking the Battle in Muiral's Gauntlet quest.

The Knights of the Shield deploy an agent to The Hall of the Voice, taking the Bury the Bodies quest, an intrigue card, 5 gold, and 1 corruption.

The Harpers deploy an agent to Cliffwatch Inn and take the Ambush Aror Morlin quest and an intrigue card.

The City Guard deploy an agent to Cliffwatch Inn and take the Establish Cult Cell quest and 2 gold.

The Knights of the Shield redeploy an agent from Waterdeep Harbor to The Poisoned Quill, returning 1 corruption to the Corruption Track and playing Bribe Agent, gaining 2VP and spending 2 gold and using Frederick Court to gain 2 fighters and 1 wizard.  The Harpers gain 1 intrigue card.  The Red Sashes gain 1 fighter.  The Knights of the Shield use 2 fighters, 3 rogues, and 2 gold to complete the Bury the Bodies quest, gaining 20VP and 2 corruption.

The City Guard redeploy an agent from Waterdeep Harbor to Blackstaff Tower, gaining 1 wizard.

The Red Sashes redeploy an agent from Waterdeep Harbor to the Hall of Mirrors, gaining 1 cleric.

Turn 6

The City Guard deploy an agent to the Builders' Hall and spend 4 gold to build the House of Wonders, gaining 2VP.

The Red Sashes deploy an agent to Skull Island, gaining 2 clerics and 1 corruption.

The Knights of the Shield deploy an agent to Frederick Court, gaining 2 fighters and 1 wizard.  The Red Sashes gain a wizard.  The Knights of the Shield then use 1 fighter, 1 wizard, 2 clerics, and 2 rogues to complete the Root Out Loviatar's Faithful quest, gaining 19VP.

The Harpers depoly an agent to the Hall of Mirrors, gaining 1 cleric and exchanging a rogue for a cleric, then using 1 cleric, 3 fighters, and 1 rogue to complete the Ambush Artor Morlin quest, gaining 8VP and 4 gold.

The City Guard deploy an agent to Blackstaff Tower, gaining 1 wizard, then using 2 wizards, 2 rogues, and 3 gold to complete the Establish Cult Cell quest, gaining 2 fighters, 1 wizard, 1 intrigue card, 3 corruption, and 18VP.

The Red Sashes deploy an agent to the Grinning Lion Tavern, gaining 2 rogues then use 3 clerics and 3 rogues to complete the Wake the Six Sleepers quest, gaining 6 fighters and 8VP.

The Knights of the Shield deploy an agent to The Tower of Luck, gaining 2 rogues, 1 cleric, and 2 gold.

The Harpers deploy an agent to the Field of Triumph, gaining 2 fighters.

The City Guard deploy an agent to Cliffwatch Inn and gain the Placate Walking Statue quest and 2 gold.

The Red Sashes deploy an agent to the Secret Shrine, gaining 1 cleric and returning 1 corruption to the Corruption Track.  The Harpers gain 1 cleric.

The Knights of the Shield deploy an agent to the Slavers' Market, gaining 2 fighters, 2 rogues, and 1 corruption.

The Harpers use 3 fighters and 1 wizard to complete the Train Bladesingers quest, gaining 1 fighter, 1 wizard, and 4VP, then deploys an agent to the Hall of the Voice, taking the Bribe the Shipwrights quest, and gaining an intrigue card, 5 gold, and 1 corruption.

The City Guard deploys an agent to the Zoarstar, re-using the Slavers' Market to gain 2 fighters, 2 rogues, and 1 corruption.

The Red Sashes deploy an agent to The Plinth, gaining 1 cleric and using 2 clerics, 7 fighters, 2 wizards, and 2 gold to complete the Battle in Muiral's Gauntlet quest, gaining 40VP.

The Knights of the Shield deploy an agent to Waterdeep Harbor and play Mercenary Contract, giving the Harpers 2 fighters and gaining 10VP.

The Harpers deploy an agent to Cliffwatch Inn, gaining the Steal Spellbook from Silverhand quest and 1 intrigue card.

The City Guard deploy an agent to the House of Wonder, spend 2 gold for 2 clerics, use 2 rogues, 2 clerics, and 4 gold to complete the Placate Walking Statue quest, and gain the New Olamn building.

The Knights of the Shield redeploy an agent from Waterdeep Harbor to New Olamn, gaining 2 rogues and 1 wizard.  The City Guard gain 1 wizard.  The Knights of the Shield use 1 cleric, 7 rogues, 2 wizards, and 6 gold to complete the Break into Blackstaff Tower quest, gaining 40VP.

Turn 7

The City Guard deploy an agent to the Cliffwatch Inn and take the Retrieve Ancient Artifacts quest and an intrigue card, then use 2 fighters, 1 rogue, and 2 wizards to complete the Retrieve Ancient Artifacts quest, gaining 11VP and 4 gold.

The Red Sashes deploy an agent to the Slavers' Market, gaining 2 fighters, 2 rogues, and 1 corruption.

The Knights of the Shield deploy an agent to Cliffwatch Inn and take the Deal with the Black Viper quest and gain 2 gold.

The Harpers deploy an agent to the Poisoned Quill, return 1 corruption to the corruption track, and play Assassination.  The Red Sashes and Knights of the Shield each lose 1 rogue, and the Harpers gain 2 gold.

The City Guard deploy an agent to the Secret Shrine, gaining 1 cleric and returns 1 corruption to the Corruption Track.  The Harpers gain 1 cleric.

The Red Sashes deploy an agent to the Field of Triumph, gaining 2 fighters.

The Knights of the Shield deploy an agent to the House of Wonder, spending 2 gold and gaining 2 wizards.  The City Guard gain 2 gold.

The Harpers deploy an agent to the Builders' Hall and spend 4 gold to build Jester's Court, gaining 6VP.

The City Guard deploy an agent to the Hall of Many Pillars and play Graduation Day, gaining 2 wizards.  The Red Sashes gain 1 wizard.  The City Guard then play Expose Corruption.  The Red Sashes and Knights of the Shield each gain 1 corruption.  The City Guard then play the mandatory quest Quell Riots on the Harpers.  The Harpers gain an intrigue card.

The Red Sashes deploy an agent to Aurora's Realms Shop, gaining 4 gold.

The Knights of the Shield deploy an agent to the High Duke's Tomb, gaining 8 gold and placing 2 gold each on Castle Waterdeep and the Tower of Luck.

The Hapers deploy an agent to the Tower of Luck, gaining 2 rogues, 1 cleric, and 2 gold.  The Knights of the Shield gain a rogue.  The Harpers use 2 clerics and a fighter to complete the Quell Riots mandatory quest, gaining 4VP.

The City Guard deploy an agent to the Zoarstar and use the House of Wonder, paying 2 gold for 2 clerics.

The Red Sashes deploy an agent to the Hall of Mirrors and gain a cleric, then use 1 cleric, 4 fighters, 2 rogues, and 4 gold to complete the Improve Prison Security quest, gaining 8VP and returning 3 corruption to the Corruption Track.

The Knights of the Shield deploy an agent to Waterdeep Harbor and play Open Lord, gaining 2VP and revealing their Lord as Caladorn Cassalanter.

The Harpers deploy an agent to The Grinning Lion Tavern, gaining 2 rogues.

The City Guard deploy an agent to the Entry Well, take the Diplomatic Mission to Suzail quest, play Preferential Treatment, gaining 2 gold and keeping the First Player token, then use 3 fighers, 3 clerics, and 3 gold to complete the Diplomatic Mission to Suzail quest, gaining 10VP.

The Knights of the Shield redeploy their agent from Waterdeep Harbor to New Olamn, gaining 2 rogues and 1 wizard.  The City Guard gain a rogue.  The Knights of the Shield then use 1 fightrer, 4 rogues, 2 wizards, and 5 gold to complete the Deal with the Black Viper Quest.  The first intrigue card drawn is played and is Call for Assistance.  The Knights of the Shield gain 1 fighter and 1 rogue from the Harpers and 2VP.  The second intrigue card drawn is played and is the Mandatory Quest Subdue the Illithid Menace, which is given to the Red Sashes.  The Knights of the Shield gain 2VP.  The third card drawn is played and is Information Broker.  The Knights of the Shield draw 3 intrigue cards and gain 2VP, all other players draw 1 intrigue card.  The fourth card drawn is not played.


Turn 8

The City Guard deploy an agent to the High Duke's Tomb, gain 8 gold, place 2 gold each on the Zoarstar and House of Wonder.  The Knights of the Shield gain 4 gold.

The Red Sashes deploy an agent to the Secret Shrine, gaining 1 cleric and returning 1 corruption to the Corruption Track.  The Harpers gain 1 cleric.

The Knights of the Shield deploy an agent to the Poisoned Quill, return a corruption to the Corruption Track, and play Ambush!  The Harpers lose 1 fighter and the Knights of the Shield gain 2 fighters and 2VP.

The Harpers deploy an agent to the Grinning Lion Tavern, gain 2 rogues, then use 4 rogues, 1 wizard, and 4 gold to complete the Bribe the Shipwrights quest, gaining 10VP.

The City Guard deploy an agent to the Field of Triumph, gaining 2 fighters and using 1 fighter, 2 wizards, and 2 gold to complete the Explore Ahgharion's Tower quest, gaining 6VP.

The Red Sashes deploy an agent to Frederick Court, gaining 3 fighters and 1 wizard, then use 1 cleric and 2 fighters to complete the Subdue Illithid Menace mandatory quest, gaining 1 intrigue card.

The Knights of the Shield deploy an agent to the Zoarstar, gaining 2 gold and using the Secret Shrine, gaining 1 cleric and returning 1 corruption to the Corruption Track.  The City Guard gain 2VP and the Harpers gain 1 cleric.

The Harpers deploy an agent to Cliffwatch Inn and take 2 gold and the Create a Shrine to Oghma quest.

The City Guard deploy an agent to Jester's Court, gaining 4 rogues.  The Harpers gain 1 rogue.

The Red Sashes deploy an agent to Cliffwatch Inn, discarding the face-up quests, drawing 4 new ones and taking the Investigate Aberrant Infestation quest.

The Knights of the Shield deploy an agent to Waterdeep Harbor and play Free Drinks, gaining 2VP and taking a fighter from the Red Sashes, then using 1 cleric, 4 fighters, 2 rogues, and 1 wizard to complete the Confront the Xanathar quest, gaining 2 gold and 20VP.

The Harpers deploy an agent to The Plinth and use 5 clerics and 2 gold to complete the Create a Shrine to Oghma quest, gaining 25VP.

The City Guard deploy an agent to Waterdeep Harbor and play Free Drinks, taking a wizard from the Red Sashes and using 1 fighter, 2 rogues, and 2 gold to complete the Expand Guild Activities quest, gaining 8VP.

The Red Sashes deploy an agent to Waterdeep Harbor and play Corrupting Influence, placing a corruption from the Corruption Track on The Tower of Luck and the House of Wonder.

The Knights of the Shield deploy an agent to the Builder's Hall and spend 3 gold to build The Eye's Lair, gaining 3VP.

The Harpers deploy an agent to the Grim Statue and play Lack of Faith, gaining 6VP, and Corrupting Influence, placing 1 corruption each from the Corruption Track on Aurora's Realms Shop and the Field of Triumph.

The City Guard deploy an agent to the Hall of Mirrors, gaining 1 fighter and 1 rogue, then use 1 fighter, 2 rogues, 1 wizard, and 6 gold to complete the Take Over Rival Organization quest, gaining 4 rogues and 10VP.

The Knights of the Shield redeploy an agent from Waterdeep Harbor to The Eye's Lair, gaining a wizard and playing Friendly Loan, giving 4 gold to the Harpers and gaining 10VP.

The City Guard redeploy an agent from Wateredeep Harbor to Castle Waterdeep, gaining 2 gold, 1 intrigue card, and remaining first player.

The Red Sashes redeploy an agent from Waterdeep Harbor to New Olamn, gaining 2 rogues and 1 wizard.  The City Guard gain 1 wizard.

Final Scoring

Leader Bonuses

The Harpers reveal that their leader is Durnan the Wanderer, who gains 4VP per Commerce or Warfare quest completed.  They have completed 3 Commerce and 3 Warfare quests, for 24VP.

The City Guard reveal that their leader is Sangalor, who gains 4VP per non-mandatory Skullport quest and for each Skullport building owned.  They have completed 6 Skullport quests and have no Skullport buildings, gaining 24VP.

The Red Sashesreveal their leader as Piergeiron the Paladinson, who gains 4VP for Piety or Warfare quest completed.  They have completed 4 Warfare and 1 Piety quests for 20VP.

The Knights of the Shield have already revealed that their leader is Caladorn Cassalander, who gains 4VP for every Skullduggery or Warfare quest completed.  They have completed 5 Skullduggery and 2 Warfare quests for 28VP.

Tavern

Each player gains 1VP per adventurer in their tavern, 1VP for every 2 gold, and -5VP per corruption.

Final Score


Harpers
City Guard
Red Sashes
Knights of the Shield
VPs
112
125
136
199
Lord Bonus
24
24
20
28
Adventurers
2
7
3
1
Gold
4
4
1
2
Corruption
0
-15
-5
-20
Total
142
145
155
210
Congratulations to Chris on his desicive victory!

End of Game Statements

Chris Geggus (Knights of the Shield):  I really enjoy this game and strangely enough I played it a couple of weeks ago at the re-opening of my local club and managed a similar score in that one. I feel it is paramount to get plot cards out early and always have enough quests available to be able to change tack during turns when required. Surprised City Guard did not have any buildings matching their lord. They even let me take a building with a late action when they should have taken it for 8 VPs well before me. Those lords are very powerful as most players will be limited to about 8 quests max, but to be able to pick up an extra 2 or even 4 buildings on top really racks up the points. I love drawing one of those. Things seemed to fall in place for me during the game as I always had options, albeit I did make one blunder by not revealing my lord earlier and protecting myself from two attacks that I should have blocked. I was trying to be too clever when I should have realised I was going to be prime target once I hit the front. Thanks to all for making it a good game.

Let's have another one asap please. Thanks Chris for running as efficiently as ever.

Bill Scharf (Red Sashes):  This was an enjoyable game. The expansions, particularly the corruption, means you get more stuff…but at a cost. Unlike the first game we played of this, there were a number of ways to remove it, fortunately. Congrats to Chris on his win, and thanks Chris, for running it.

Christopher Hunt (Harpers):  Congratulations to Chris on his decisive win.  Thanks to Chris H for running the game so helpfully.  I still do not 'understand' how to win at this game as is shown by by abysmal results but i'm am getting better.  Very enjoyable. Looking forward to the next.

Kevin Wilson (City Guard):  Congrats to Chris on an impressive win thanks to a particularly impressive turn 6 with almost 70VP collected. 

I need to take better notes on why I do or don’t do things in games because my memory sucks.  I do recall passing once on a shot at a build with the Skullport logo thinking I had a better play and would still have a shot.  Perhaps it wasn’t wise to pass but I was watching for quests and buildings that would allow some Sangalor bonuses.  I grabbed a few quests as such but the buildings, oh well.  Like I said, while I do recall passing once I don’t recall any thoughts on other opportunities so it is likely I missed them.  Given the strength of the win, wouldn’t have mattered anyway as the 8VP missed opportunities wouldn’t close the gap.

And, as always, thanks to Chris for running the game.  Not that heavy on bookkeeping but lots of moving parts.

The Players

Player Name

Faction

Fighters

Rogues

Clerics

Wizards

Gold

Corruption

Intrigue Cards
VP
Christopher Hunt
Harpers

2


9
0
6
112
Kevin Wilson
City Guard

6

1
8
3
1
125
Bill Scharf Red Sashes

2

1
2
1
3
136
Chris Geggus
Knights of the Shield



1
4
4
2
199

Player in bold is the first player.


Available Quests Closeup

Dutch Shepherd Main Board


Undermountain Board

Skullport Board

Corruption Track

Harpers

City Guard

Red Sashes


Knights of the Shield