The 24 Building tiles represent advanced Buildings that players can purchase. Up to 3 Building tiles are face-up and available for purchase at Builder's Hall at any time.

Each Building description includes some background information, including the city Ward in which it is traditionally located. This location does not restrict where you can place the Building tile on the game board.

Owner: When a player other than the owner assigns an Agent to this Building, the owner immediately gains the benefit stated on the "Owner" line. Place any Adventurers or Gold gained in this way in the owner's Tavern.


Caravan Court

Caravans arrive frequently at this open-air plaza, and with them able-bodied warriors looking for work.

Location: South Ward

Cost: 4 Gold

When Purchased and at Start of Round: Place 2 Fighters ( ) on this space.

Action: Take all Fighters ( ) from this space and place them in your Tavern.

Owner: Take 1 Fighter ( ) from the supply and place it in your Tavern.


Dragon Tower

The secretive wizard Maaril lives in this sinister tower.

Location: Sea Ward

Cost: 3 Gold

Action: Take 1 Wizard ( ) from the supply and place it in your Tavern, and draw 1 Intrigue card.

Owner: Draw 1 Intrigue card.


Fetlock Court

Just north of Castle Waterdeep, this courtyard is a staging area for the City Guard's mounted patrols as well as an impromptu concert hall for practicing bards.

Location: Castle Ward

Cost: 8 Gold

Action: Take 2 Fighters ( ) and 1 Wizard ( ) from the supply and place them in your Tavern.

Owner: Take 1 Fighter ( ) or 1 Wizard ( ) from the supply and place it in your Tavern.


The Golden Horn

In this gambling hall, the grand prize is a golden horn filled with mysterious riches.

Location: Trades Ward

Cost: 4 Gold

When Purchased and at Start of Round: Take 4 Gold ( ) from the supply and place it on this space.

Action: Take all Gold ( ) from this space and place it in your Tavern.

Owner: Take 2 Gold ( ) from the supply and place it in your Tavern.


Helmstar Warehouse

This seemingly legitimate business is home to one of the most successful fences in Waterdeep, Chuldan Helmstar.

Location: Dock Ward

Cost: 3 Gold

Action: Take 2 Rogues ( ) and 2 Gold ( ) from the supply and place them in your Tavern.

Owner: Take 1 Rogue ( ) from the supply and place it in your Tavern.


Heroes' Garden

You can always find adventurers in this public park, retelling the stories of their exploits.

Location: Sea Ward

Cost: 4 Gold

Action: Take 1 face-up Quest card from Cliffwatch Inn. You may immediately complete that Quest. If you do, you score 4 bonus VP in addition to the Quest reward. (You do not score the bonus VP if you complete the Quest later on).

Owner: Score 2 VP.


House of Good Spirits

The rumors of a hidden dragon's hoard draws adventurers to this inn, but they stay for the drinks.

Location: South Ward

Cost: 3 Gold

Action: Take 1 Fighter ( ) and one Adventurer of any type ( ? ) from the supply and place them in your Tavern.

Owner: Take 1 Fighter ( ) from the supply and place it in your Tavern.


House of Heroes

The largest shrine in Waterdeep is dedicated to Tempus, the Lord of Battle.

Location: Sea Ward

Cost: 8 Gold

Action: Take 1 Cleric ( ) and 2 Fighters ( ) from the supply and place them in your Tavern.

Owner: Take 1 Cleric ( ) or 1 Fighter ( ) from the supply and place it in your Tavern.


House of the Moon

This gilded temple attracts pilgrims in search of Selûne's grace and power.

Location: Sea Ward

Cost: 3 Gold

Action: Take 1 Cleric ( ) from the supply and place it in your Tavern, and take 1 faceup Quest card from Cliffwatch Inn.

Owner: Take 2 Gold ( ) from the supply and place it in your Tavern.


House of Wonder

This ornate tower is dedicated to Mystra, the goddess of magic.

Location: Sea Ward

Cost: 4 Gold

Action: Spend 2 Gold ( ), and then take 2 Adventurers from the supply and place them in your Tavern. These Adventurers can be only Clerics ( ) or Wizards ( ).

Owner: Take 2 Gold ( ) from the supply and place it in your Tavern.


Jesters' Court

Once a place where jugglers and comics performed, this alley between the Street of Silks and the Street of Silver has taken a more dangerous turn.

Location: Castle Ward

Cost: 4 Gold

When Purchased and at Start of Round: Place 2 Rogues ( ) on this space.

Action: Take all Rogues ( ) from this space and place them in your Tavern.

Owner: Take 1 Rogue ( ) from the supply and place it in your Tavern.


New Olamn

This college is one of the best places to learn the bardic arts and is famous throughout the Sword Coast.

Location: Castle Ward

Cost: 8 Gold

Action: Take 2 Rogues ( ) and 1 Wizard ( ) from the supply and place them in your Tavern.

Owner: Take 1 Rogue ( ) or 1 Wizard ( ) from the supply and place it in your Tavern.


Northgate

All trade between Waterdeep and the mining town of Mirabar inevitably flows through the Northgate.

Location: North Ward

Cost: 3 Gold

Action: Take 1 Adventurer of any type ( ? ) and 2 Gold ( ) from the supply and place them in your Tavern.

Owner: Score 2 VP.


The Palace of Waterdeep

This white marble palace stands as a shining symbol of the Lords' Rule and is home to many embassies.

Location: Castle Ward

Cost: 4 Gold

Action: Take the Ambassador piece and place it with your unused Agents. At the start of the next round, before any other player takes a turn, assign the Ambassador.

Owner: Score 2 VP.


The Skulkway

Smugglers used this short alleyway to move goods under the noses of the City Guard.

Location: Sea Ward

Cost: 4 Gold

Action: Take 1 Fighter ( ), 1 Rogue ( ), and 2 Gold ( ) from the supply and place them in your Tavern.

Owner: Take 1 Fighter ( ) or 1 Rogue ( ) from the supply and place it in your Tavern.


Smuggler's Dock

This is the private dock of the suspected Lord of Waterdeep, Mirt the Moneylender.

Location: Castle Ward

Cost: 4 Gold

Action: Spend 2 Gold ( ), and then take 4 Adventurers from the supply and place them in your Tavern. These Adventurers can be only Fighters ( ) or Rogues ( ).

Owner: Take 2 Gold ( ) from the supply and place it in your Tavern.


Spires of the Morning

Eight golden spires adorn this walled garden temple dedicated to the god of the dawn.

Location: Castle Ward

Cost: 4 Gold

When Purchased and at Start of Round: Place 1 Cleric ( ) on this space.

Action: Take all Clerics ( ) from this space and place them in your Tavern.

Owner: Score 2 VP.


The Stone House

The home of the Carpenters', Roofers', and Plaisterers' Guild, which has grown extremely rich from nobles' efforts to upstage their neighbors' villas.

Location: South Ward

Cost: 4 Gold

Action: Take 1 Gold ( ) from the supply for each Building tile in play.

Owner: Take 2 Gold ( ) from the supply and place it in your Tavern.


The Three Pearls

This expensive nightclub is named for its original purchase price: three black pearls torn from a dancer's outfit.

Location: Dock Ward

Cost: 4 Gold

Action: Return 2 of your Adventurers of any type ( ? ? ) to the supply. Then take 3 Adventurers of any type ( ? ? ? ) from the supply and place them in your Tavern.

Owner: Take 2 Gold ( ) from the supply and place it in your Tavern.


The Tower of Luck

Donations to Tymora from those who survived the depths of Undermountain quickly paid for the construction of this temple.

Location: Sea Ward

Cost: 8 Gold

Action: Take 1 Cleric ( ) and 2 Rogues ( ) from the supply and place them in your Tavern.

Owner: Take 1 Cleric ( ) or 1 Rogue ( ) from the supply and place it in your Tavern.


Tower of the Order

This impressive structure is the headquarters of the Watchful Order of Magists & Protectors.

Location: Castle Ward

Cost: 4 Gold

When Purchased and at Start of Round: Place 1 Wizard ( ) on this space.

Action: Take all Wizards ( ) from this space and place them in your Tavern.

Owner: Draw 1 Intriguecard.


The Waymoot

Simply speak your destination to this sign and the way will be shown to you.

Location: South Ward

Cost: 4 Gold

When Purchased and at Start of Round: Place 3 VP tokens on this space.

Action: Remove all VP tokens from this space and score that many VP, and take 1 face-up Quest card from Cliffwatch Inn.

Owner: Score 2 VP.


The Yawning Portal

This famous inn, featuring the only known public entry to Undermountain, attracts adventurers of every sort.

Location: Castle Ward

Cost: 4 Gold

Action: Take 2 Adventurers of any type ( ? ? ) from the supply and place them in your Tavern.

Owner: Take 1 Adventurer of any type ( ? ) from the supply and place it in your Tavern.


The Zoarstar

The Zoarstar houses the Scriveners', Scribes', and Clerks' Guild, and is a destination for anyone needing contracts or other documents.

Location: Trades Ward

Cost: 8 Gold

Action: Choose a space containing an opponent's Agent. You use that space's action as though you had assigned an Agent to it.

Owner: Score 2 VP.


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