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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