coundrels of Skullport is the first expansion set for the Lords of Waterdeep board game. This expansion contains two new game modules, Undermountain and Skullport, each of which can be added to the base game to expand and alter the experience.
Each module includes new Lord, Quest, and Intrigue cards, as well as new Buildings, related to the location represented by the module. Additionally, when using at least one module, you can play with up to six players at a time!
In today's excerpt, we look at materials from the module: Skullport!
Skullport—also known as the Port of Shadow—is nestled in the heart of Undermountain, deep below the streets of Waterdeep. It is a haven for nefarious crimes, underhanded deals, and back-alley murders. Those who visit Skullport do so at their own peril, for around every corner are new ways to make people disappear.
The Skullport module focuses on a new resource, Corruption, and the risks associated with being corrupt.
Skullport includes a new resource: Corruption. Unlike Adventurers and Gold, having Corruption in your Tavern penalizes you at the end of the game. However, the Buildings, Quests, and Intrigue cards that produce Corruption also offer more plentiful rewards. Thus you must strike a balance between your greed and the potential harm of Corruption at the end of the game.
Each Corruption token in your Tavern at the end of the game is worth negative Victory Points. The exact negative value depends on how much Corruption has been collected throughout the game; the more corrupt you and your fellow Lords are, the more Corruption hurts your score.
Shuffle each type of card from the Skullport module with those from the base Lords of Waterdeep game, and shuffle the Buildings from the Skullport module with those from the base game.
Place the two Skullport game boards near the main Lords of Waterdeep game board, within easy reach of all players. Prepare the Corruption track as described below, then proceed with setup as normal.
The Corruption Track
In addition to the expansion game board representing the city of Skullport, this module also includes a second game board: the Corruption track.
Before you can begin play with this module, you need to prepare the Corruption track. Place 3 Corruption tokens on each of the spaces labeled "–2" through "–9," and place a single Corruption token on the space labeled "–1."
Taking Corruption Tokens
Whenever an effect requires you to gain or take Corruption, take a Corruption token from the space closest to “–1” on the Corruption Track that still has tokens on it.
If you are ever required to take a Corruption token and place it in your Tavern when there are no tokens left on the Corruption track, you immediately lose 10 VP for each token you could not take from the track.
Returning Corruption Tokens
Whenever an effect instructs you to return Corruption to the Corruption track, you take the required number of Corruption tokens from your Tavern and place them on the track, starting with the space farthest from “–1” that does not contain 3 Corruption tokens. No space on the Corruption track can ever have more than 3 Corruption tokens on it.
In other words, Corruption is returned to the track in the reverse order that it is taken from the track.
Removing Corruption Tokens
When a card or Building instructs you to remove Corruption from the game, you do not return it to the Corruption track. Instead, you place the Corruption token back in the game box; it is out of play for the rest of the game.
Ending the Game
As part of final scoring, all players must account for Corruption. Each player reduces his or her Victory Point total by an amount determined by the total Corruption in his or her Tavern.
The value of each Corruption token is equal to the number on the empty space of the Corruption track that is farthest from "–1." Each Corruption token in a player’s Tavern reduces his or her Victory Points by that value.
From Dungeon #206:
The name “Xanathar” has been whispered in the shadows of Waterdeep for over a century. Although the identity of the infamous leader of the Xanathar’s Guild has never been discovered, rogues, thieves, cutpurses, and smugglers operating in the city know better than to dismiss stories of his existence.
The Xanathar is quite real, and one of the best-kept secrets in Waterdeep is that the head of the Xanathar’s Guild is a beholder. Many beholders have taken up the mantle of Xanathar during the guild’s long history; the current holder of the title has been operating in the city for the past thirteen years.
New Intrigue Cards