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Blackstaff Tower Take 1 Wizard (purple cube) from the supply and place
it in your Tavern.
Castle Waterdeep
Take the First Player marker, and draw 1 Intrigue card.
Field of Triumph Take 2 Fighters (orange cube) from the supply and
place them in your Tavern.
The Grinning Lion Tavern Take 2 Rogues (black cube) form the supply and place
them in your Tavern.
The Plinth Take 1 Cleric (white cube) from the supply and place it
in your Tavern.
Take 2 Fighters and 1 Wizard from the supply and place Take 1 Fighter or 1 Wizard and place it in
Fetlock Court 8 Gold
them in your Tavern. your Tavern.
When Purchased and at the Start
Take all the Gold from this space and place it in your Take 2 Gold from the supply and place it
The Golden Horn 4 Gold of Rounds Take 4 Gold from the
Tavern. in your Tavern.
supply and place it on this space.
Take 2 Rogues and 2 Gold from the supply and place them Take 1 Rogue from the supply and place
Helmstar Warehouse 3 Gold
in your Tavern. it in your Tavern.
Take 1 Fighter and one Adventurer of any type from the Take 1 Fighter from the supply and place
House of Good Spirits 3 Gold
supply and place them in your Tavern. it in your Tavern.
Take 1 Cleric and 2 Fighters from the supply and place Take 1 Fighter or 1 Cleric and place it in
House of Heroes 8 Gold
them in your Tavern. your Tavern.
Take 1 Cleric from the supply and place it in your Tavern, Take 2 Gold from the supply and place it
House of the Moon 3 Gold
and take 1 face up Quest card from the Cliffwatch Inn. in your Tavern.
If you assign the Ambassador to Waterdeep Harbor, you cannot reassign it at the end of the round. When you assign an
Agent to the Palace of Waterdeep, the Ambassador might already be assigned to an action space. If so, you take the
Ambassador from the assigned action space. This makes the action space originally occupied by the Ambassador available
Take the Ambassador piece and place it with your unused for assigning an Agent. If another player assigns an Agent to the Palace of Waterdeep after you have taken the Ambassador
The Palace of Waterdeep 4 Gold Agents. At the start of the next round, before any other Score 2 VP but before you have had a chance to assign it, he or she gains no benefit from the action. You assign the Ambassador before
player takes a turn, assign the Ambassador. any other player, even if you have the First Player marker. In that event, you assign the Ambassador and then immediately
assign another Agent. If the Palace of Waterdeep leaves play, the Ambassador also leaves play. (This can make an action
space available for assigning an Agent) Once placed, the Ambassador counts as an opponent's Agent for all players. You do
not gain the owner benefit for assigning the Ambassador to a Building you control.
Take 1 Fighter, 1 Rogue, and 2 Gold form the supply and Take 1 Fighter or 1 Rogue from the
The Skulkway 4 Gold
place them in your Tavern. supply and place them in your Tavern.
Take 1 Cleric and 2 Rogues from the supply and place Take 1 Cleric or 1 Rogue from the supply
The Tower of Luck 8 Gold
them in your Tavern. and place it in your Tavern.
When Purchased or at the Start of
Take all Wizards from this space and place them in your
Tower of Order 4 Gold Rounds Place 1 Wizard on this Draw 1 Intrigue card.
Tavern.
space.
Take 2 Adventurer of any type from the supply and place Take 1 Adventurer of any type from the
The Yawning Portal 4 Gold
them in your Tavern. supply and place it in your Tavern.