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set-up
If you are experienced players, use the variable set-up guidelines
(see Reference Rules under Set-Up, Variable
󲀂
and Set-Up
Phase
󲀂
).
General Set-Up
Follow the base game set-up instructions on page 2, with the
following additions:
Place the wildling die beside the
production dice.
Place the 4 wall sections on the board as shown in the
illustration on page 5.
Shue all of the development cards to form
the stack.
Place the Longest Road & Largest Patrol cards
1 VP side up.
Place your build cost card face up
(wildling tokens
󲀂
depicted).
Place the breach marker on the “0” space of the wall
breach track.
Place the 8 VP tokens beside the board.
Each player rolls the production dice,
highest roll goes rst.
Set-Up the Wildlings
Place the wildling gures on the Frostfangs
󲀂
area
of the board. Place all of the wildling tokens
󲀂
face down
next to the board and mix them up so that
nobody knows which is which.
Place 1 wildling token face down on each
settlement space on your build cost card. en
place 1 of your settlements on top of each of these wildling
tokens.
Place 2 wildling tokens and 1 keep on each keep space on
your build cost card.
Leave any remaining tokens face down beside the board to
form a wildling token pool.
Prepare the Hero Cards
Place all of the hero cards
󲀂
next to the board,
A-side” up, to form a display. Each player takes
1Hero Card as follows:
In a 4-player game: Player 1 takes
A4” Yarwick, player 2 takes A3” Tarley, player 3 takes
A2”Marsh, and player 4 takes “A1” Mormont.
In a 3-player game: Player 1 takes A3” Tarley, player 2 takes
A2” Marsh, and player 3 takes A1” Mormont.
Set-up,
Brotherhood of the Watch
Set-up is the same as in the base game, with the following
additions:
Take 7 guard pieces in your player color.
e Brotherhood of the Watch set-up has 3 rounds
instead of 2. Rounds 1 and 2 are just like in the base game
(place 1 settlement & 1 road). In round 3, place 1 guard on
the wall (starting with player 1 and continuing clockwise).
turn Overview
A turn in Brotherhood of the Watch is the same as in the base
game, except that you roll 3 dice. You must now roll the
12-sided wildling die in addition to the production dice. e
result of the wildling die determines which, if any, of the
wildlings advance.
Step 1– Roll the 3 dice. First resolve the two 6-sided
production
󲀂
dice (the result applies to all players). Next
resolve any wildling advance
󲀂
indicated by the 12-sided
wildling die.
Step 2– You may trade
󲀂
resource cards with other players
and/or trade with the supply
󲀂
.
Step 3– You may build
󲀂
roads
󲀂
, settlements
󲀂
, and/or
keeps
󲀂
, recruit guards
󲀂
, and/or buy development cards
󲀂
.
After you’re done, pass the dice to the player to your left, who
then continues the game with step 1.
the turn in detail
Begin your turn by rolling all 3 dice. e sum of the
2 production dice determines which terrain hex(es) produce(s)
resources. e result of the wildling die determines which
wildling(s) advance(s)
󲀂
(if any).
1. Roll the 3 dice
Handle resource production the same way as in the base
game.
Note: A terrain hex blocked by a wildling does not produce.
Wildling Advance
󲀂
A trail
󲀂
is a numbered connection between a camp
󲀂
and an
adjacent clearing
󲀂
. e wildling die roll result (i.e., 1 to 12)
can match a number on one of the trails. If there is a wildling
in the camp connected to this trail number, that wildling
advances down the trail to the clearing.
Example: e cave people clan area has 2 wildlings in it. is
area is connected to two trails (the “4” trail and the “5” trail). You
roll a “4” on the wildling die. So you must advance the wildling
in the camp adjacent to the “4” trail to the clearing. ere is no
guard on the wall section defending
that clearing. So there is a wall breach
󲀂
. If you rolled a “5”, the wildling
would have advanced down the “5”
trail to the clearing that is defended
by a guard. No breach would occur in
that case.
If there are multiple wildlings in
that clan area, the wildling in the
camp closest to the numbered trails
advances. e other wildlings in that
clan area each move 1 camp closer to
the clearings to ll unoccupied camps.
© George R.R. Martin ®2017 FFG & Catan GmbH
After Use: Flip this hero card over or exchange it.
B
owen
m
arsh
Lord St eward
You exchange a single
resource card with the
supply at a 1:1 rate.
One-time Trade at 1:1
A 2
6


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