Compare/Head to head

Champions of Midgard vs Lords of Waterdeep: Which Should You Buy?

If you've been shopping for a worker placement game, these two keep landing on the same lists, and I get why. Both have you dropping little workers on a board to grab resources, both wrap it in a fantasy theme, both land in that friendly hour-or-so zone, and both are the kind of games people actually keep on the shelf instead of trading away after three plays.

But here's the thing that actually decides it. Lords of Waterdeep is the calm, welcoming teacher of the pair, the game you hand to someone who's never placed a worker in their life. Champions of Midgard is the rowdier cousin that bolts press-your-luck dice combat onto the same skeleton. One is about smooth, tidy decisions. The other is about rolling a fistful of warrior dice at a troll and holding your breath.

Worker Placement with Dice Combat2015
Champions of Midgard box art

Champions of Midgard

2015 · Ole Steiness

3.73.7 out of 5

A genuinely fun middleweight that bolts press-your-luck combat onto tidy worker placement, as long as you can make peace with the dice and the repetition.

Check Champions of Midgard on Amazon

Affiliate link — we may earn a commission at no extra cost to you.

Read full review
Worker Placement2012
Lords of Waterdeep box art

Lords of Waterdeep

2012 · Peter Lee and Rodney Thompson

3.83.8 out of 5

A clean, friendly, slightly mean little engine that teaches worker placement in one round and still holds up after dozens of plays. The D&D theme is wallpaper, but the game underneath is genuinely good.

Check Lords of Waterdeep on Amazon

Affiliate link — we may earn a commission at no extra cost to you.

Read full review
Head to head
Champions of Midgard
Lords of Waterdeep
Rating
3.7/5
3.8/5
Players
2-4
2-5
Play time
60-90 min
60-120 min
Complexity
Medium
Light-Medium
Category
Worker Placement with Dice Combat
Worker Placement
Best for
Worker placement fans who want chaos and a monster brawl
New players who want strategy without an hour of rules
Strengths and trade-offs

Champions of Midgard

  • Combat with the warrior dice is tense and actually exciting, which most worker placement games can't claim
  • Multiple scoring paths (trolls, draugr, distant monsters) keep early turns interesting and the blocking is real
  • Clean, well-labeled board and a fast placement round that doesn't bog down
  • Dice luck can swing a game, and you often feel like you dodged a punishment rather than earned a win
  • Merchant and journey cards repeat every game, so replayability fades faster than you'd like

Lords of Waterdeep

  • Teaches in five minutes, plays with real decisions for two hours
  • Steady rhythm, almost no downtime, and it ramps up as the end nears
  • Intrigue cards and building owners create interaction without table-flipping fights
  • The D&D theme is a thin coat of paint over generic worker placement
  • Component quality (cards, box lid, warping board) draws real complaints

How they actually play

In Champions of Midgard, you're a Viking jarl placing workers to gather wood, food, and coins, then recruiting warriors who show up as actual dice in three flavors: swordsmen, spearmen, axemen. Then comes the fun part. You march those dice at trolls in the village, hunt draugr for cash, or load up a longboat, feed everyone, and sail off to fight distant monsters for the big glory. The combat is the spark most worker placement games are missing, and it's genuinely tense. You're never just collecting cubes here. You're building an army and picking a fight.

Lords of Waterdeep is quieter, and that's the point. You're a secret ruler of a fantasy city, placing agents on action spots to hire adventurers (little colored cubes, let's be honest) and cashing them in to complete quests for points. That's the whole loop, and it hums. There's no dice roll waiting to wreck your plans, just a tight resource grab that stays interesting from the first round to the last. You can pinch a rival with an Intrigue card or hog a building they wanted, but nobody gets wrecked. It's competitive in a polite, smiling sort of way.

Complexity and learning curve

This is where they really split. Lords of Waterdeep teaches in about five minutes, and new players are making real decisions by round two. That's not marketing fluff, it's the game's actual reputation. It earns its spot as the gateway pick for worker placement, and the steady rhythm means almost nobody sits around confused waiting for their turn. If your table includes newer gamers, this is the safer buy by a mile.

Champions of Midgard sits a solid step up. It's not a monster to learn, but it's not your gateway game either. There are multiple scoring paths (trolls, draugr, distant monsters), a feeding requirement before you sail, and dice odds to weigh, so a first game has more moving parts to hold in your head. Setup is a bit fiddly too. It's a great second-step game for people who already like placing workers and want a jolt of chaos on top.

Replayability and table presence

Here's my honest read on staying power. Lords of Waterdeep holds up after dozens of plays. The theme is admittedly a thin coat of paint (you're recruiting cubes, not adventuring), but the game underneath keeps working, and the tug-of-war for the right spaces stays fun for veterans long after the teach. It also stretches to five players, which matters if your group runs big. The main gripes are physical: bendy cards, a box lid that won't stay shut, the occasional warped board.

Champions of Midgard is more exciting in the moment but fades a little faster. The merchant and journey cards repeat every game, so the variety thins after a handful of plays, and dice luck can swing a game in a way that leaves you feeling relieved rather than rewarded. That said, when it's on the table it's the flashier experience. The monster fights give people something to cheer about, it plays well at two, and it gets deliciously mean at four, where blocking a spot someone needed actually stings.

The verdict

Both of these earn their shelf space, so this comes down to your table. Buy Lords of Waterdeep if you're teaching newer players, playing with five, or you just want a smooth, friendly game you can bring out with almost anyone and still enjoy on play thirty. Buy Champions of Midgard if your group already knows worker placement and craves some drama, because the dice combat delivers a tension Waterdeep simply doesn't have. If you can only pick one and your group is mixed, Waterdeep is the safer, longer-lasting buy. If your group is experienced and a little bloodthirsty, Midgard is the more memorable night.

Waterdeep is the game everyone can play; Midgard is the game your gamer friends will talk about after.