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( You save: $6.73)
Number of Players | 2-6 |
Playtime | 60 Min |
Suggested Ages | 12+ |
Designer(s) | Chris Dupuis, Peter Lee, Rodney Thompson |
Publisher | Wizards of the Coast |
Base Game | Lords of Waterdeep |
Scoundrels of Skullport introduces new content for Lords of Waterdeep. It’s not just one, but two, complete expansions: the sprawling dungeon of Undermountain and the criminal haven of Skullport.
Both thrilling locations have unique characteristics and offer new play options, including new Lords, Buildings, Intrigue, and Quest cards.
Owners of Lords of Waterdeep may use one or both of these new subterranean locations to add depth to their game experience. There’s also a new faction, the Gray Hands, so a sixth player can join in the fun!
The Undermountain Module
Undermountain is a vast multileveled dungeon beneath Mount Waterdeep that once served the crazed wizard Halaster as a site for magical experiments. Now it is a labyrinthine maze with few refuges for tired adventurers.
The rumored wealth of the Undermountain entices adventurers to brave the mysteries and monsters beneath the City of Splendors. Both the risks and the rewards are greater for undertaking Quests that require more Gold and Adventurers.
The Skullport Module
Skullport—also referred to as the Port of Shadow—is nestled in the heart of Undermountain, deep below the streets of Waterdeep. It is a haven for underhanded deals, nefarious crimes and back-alley murders. Those who visit Skullport do so at their own risk, for around every corner are new ways to make people disappear.
The Skullport module comes with a new resource: Corruption. Unlike Adventurers and Gold, having Corruption in your tavern counts as a penalty at the end of the game.
Every 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 obtained throughout the game; the more corrupt you and your fellow Lords are, the more Corruption hurts your score.
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