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Cube Color Reference

Basic Buildings Action


Aurora's Realms Shop Take 4 gold from the supply and place it in your
Tavern.

Blackstaff Tower Take 1 Wizard (purple cube) from the supply and place
it in your Tavern.

Choose 1 Building, pay its cost in Gold, and put it into


Builder's Hall
play under your control. Score any VP for the newly
purchased Building. Then draw a new Building tile and
place it face up in the empty space.

Castle Waterdeep
Take the First Player marker, and draw 1 Intrigue card.

1) Take 1 face up Quest card from Cliffwatch Inn. As


well, take 2 gold from the supply and place it in your
Tavern. 2) Take 1
Cliffwatch Inn face up Quest card from the Cliffwatch Inn, and draw
1 Intrigue card.
3) Discard all the face up Quest cards from the
Cliffwatch Inn. Draw new Quests from the deck, and
place them face up in the open spaces. Take 1 face up
Quest card from the Cliffwatch Inn.

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.

Play 1 Intrigue card from your hand. Also, after all


Waterdeep Harbor Agents have been assigned in the round, each player
with an Agent in Waterdeep Harbor reassigns that
Agent to another action space. Start with the Agen in
the action space numbered 1 and proceed in order.
(cannot re-place in Waterdeep Harbor)
Owner's
Advanced Buildings Cost Special Action Benefit Clarifications
When Purchased and at the Start
Take all Fighters from this space and place them in your Take 1 Fighter from the supply and place
Caravan Court 4 Gold of Rounds Place 2 Fighters on this
Tavern. it in your Tavern.
space.
Take 1 Wizard from the supply and place it in your Tavern,
Dragon Tower 3 Gold Draw 1 Intrigue card.
and draw 1 Intrigue card

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 face up Quest card from the Cliffwatch Inn. You


may immediately complete that Quest. If you do, you
Heroes' Garden 4 Gold Score 2 VP You cannot complete the Quest drawn at this Building if you have an uncompleted Mandatory Quest.
score 4 bonus VP in addition to the Quest reward. (No
bonus is granted if completed later on)

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.

Spend 2 Gold, and then take 2 Adventurers from the


Take 2 Gold from the supply and place it
House of Wonder 4 Gold supply and place them in your Tavern. These Adventurers
in your Tavern.
can be only Clerics or Wizards.

When Purchased and at the Start


Take all the Rogues from this space and place them in your Take 1 Rogue from the supply and place
Jester's Court 4 Gold of Rounds Place 2 Rogues on this
Tavern. it in your Tavern.
space.
Take 2 Rogues and 1 Wizard from the supply and place Take 1 Rogue or 1 Wizard from the
New Olamn 8 Gold
them in your Tavern. supply and place it in your Tavern.

Take 1 Adventure of any type and 2 Gold from the supply


Northgate 3 Gold Score 2 VP
and place them 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.

Spend 2 Gold, and then take 4 Adventurers from the


Take 2 Gold from the supply and place it
Smuggler's Dock 4 Gold supply and place them in your Tavern. These Adventurers
in your Tavern.
can be only Fighters or Rogues.

When Purchased or at the Start of


Take all the Clerics from this space and place them in your
Spires of the Morning 4 Gold Rounds Place 1 Cleric on this Score 2 VP
Tavern.
space.
Take 2 Gold from the supply and place it
The Stone House 4 Gold Take 1 Gold from the supply for each Building tile in play.
in your Tavern.

Return 2 of your Adventurers of any type to the supply.


Take 2 Gold from the supply and place it
The Three Pearls 4 Gold Then take 3 Adventurers of any type from the supply and
in your Tavern.
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.

When Purchased or at the Start of


Remove all VP from this space and score that many VP,
The Waymoot 4 Gold Rounds place 3 VP tokens on this Score 2 VP
and take 1 face up Quest card from the Cliffwatch Inn.
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.

Choose a space containing an opponent's Agent. You use


When you assign an Agent to an occupied action space in Waterdeep Harbor, you reassign your Agent immediately after the
The Zoarstar 8 Gold that space's action as though you had assigned an Agent Score 2 VP
opponent's Agent in the shared space is reassigned.
to it.

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