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Dungeons & Dragons: Builders of Baldur’s Gate First Impressions

It’s a D&D city builder where you place buildings, fight off invasions, and curry favour with factions.

So basically just a Tuesday in Baldur’s Gate.

A city-builder of profitable ventures, faction loyalty, and defending against monsters!

Dungeons & Dragons: Builders of Baldur’s Gate Game Overview

Quick Rules Summary

Players are rival family heads competing to become the most powerful name in Baldur’s Gate. On your turn, you take one of three actions: place a building card from your hand onto an available plot on the board, use a worker placement spot, or collect income from your buildings and starting HQ.

Buildings cost gold and supplies to play and are placed on plot markers drawn randomly from a bag. When you build somewhere, you place a coloured cube on that plot to show ownership. Neighbouring buildings then trigger adjacency bonuses for whoever owns them.

As buildings fill districts across the nine areas of the city, monster attacks are triggered, and players must temporarily cooperate to defend or choose not to, and deal with the consequences.

How do you win?

When the last building plot token is drawn from the bag, the game ends.

At the end of the game, players score for their connected building network, district presence, faction track positions, and their secret agenda cards.

Most prestige points wins.

Main Mechanisms

City building, worker placement, and route building bonuses.

The faction tracks add a points-race element alongside the physical city development. The monster attack system is the semi-cooperative wrinkle where everyone loses points if a district falls, so there’s a shared interest in defence.

USP

Watching a flat board become a miniature 3D city as the game progresses. Keeps, gates, and watchtowers are actual plastic miniatures with slots for your influence cubes.

By the end of the game, it genuinely looks like something.

Theme

Baldur’s Gate is well-represented geographically, and the board uses real districts and locations from the city. The factions are the right ones, and there are nods to famous landmarks.

But it stops there. The enemies attacking your walls are nameless mobs. The building cards are functional rather than flavourful. There’s a reference to a Minsc and Boo statue that the game doesn’t bother showing you. (I only know them from the Magic: The Gathering card)

Setup

Setup is more involved than it looks. There are miniatures to place, plot markers to arrange, tracks to set up and cards to shuffle across multiple decks.

You’re looking at 20 minutes for your first setup.

I heard the rulebook is awful.

Components & Artwork

The miniatures are the highlight, and they’re genuinely good. The cubes, tokens and tiles are all solid.

The building cards are functional but plain, with basic fonts and no individual artwork.

For a game wearing the D&D brand, the card presentation is underwhelming.

Ease of Teaching

The core turn structure is simple enough, with three options: pick one. The complexity creeps in with the adjacency rules, the faction track interactions, what counts for agenda scoring, and the monster defence resolution.

It’s teachable, but you’ll need to cover a lot of ground before the first turn, and expect questions partway through.

Similar Games

Lords of Waterdeep has you building in a D&D land.

Builders of Baldur’s Gate Review

Positives

The table presence is genuinely good. That 3D city effect as the miniatures go up across the board is satisfying in a way that flat tile placement rarely achieves.

The placement puzzle is the best part of the game. You’re juggling what’s currently available to build on, what your hand of building cards can support, what your agenda cards want, which districts you need presence in, and which faction tracks you’re prioritising.

Negatives

Luck of the draw is a consistent problem at multiple points. The plot markers that determine where you can build come out of a bag randomly, so the district you need might not open up when you need it. The building cards available from the market may not match what you can afford or what your agenda needs. And the agenda cards themselves can accidentally align in ways that feel unearned, or fail to connect in ways that feel unfair.

Connecting lines between buildings becomes very hard to read as the board fills up.

The income action often takes a while, and it brings the table to a stop while it happens.

Summary

A good-looking game with an interesting placement puzzle that keeps getting in its own way. The randomness undercuts the strategy too often, and the production leans harder on the plastic miniatures than the cards deserve. Worth a play if the theme appeals.

Jesta ThaRogue

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Dungeons & Dragons: Builders of Baldur's Gate First Impressions
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Dungeons & Dragons: Builders of Baldur's Gate Review
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