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Wildlings
ere are 3 types of wildlings: climbers, giants, and regular
wildlings
󲀂
. When a wildling advances to a clearing:
A climber
󲀂
immediately jumps over the Wall and
blocks the rst hex not occupied by a wildling
directly south of the wall section. is does not
count as a wall breach
󲀂
(see below).
A giant
󲀂
removes itself and removes the
guard
󲀂
on the “1” space of the wall section defending that
clearing. Take back your guard, and return the giant to the
Frostfangs. If any guards remain on that
wall section, they each move to the next
lowest number on that wall section. If a
giant advances to a clearing and there is
no guard on that wall section, the giant
breaches the wall (see below).
A regular wildling
󲀂
stays in the clearing
if the number of regular wildlings in the
clearing is equal to or less than the number
of guards on the wall section defending that
clearing. If there are more wildlings than
guards, the wildlings breach the wall.
Wall Breaches
When a wall breach
󲀂
occurs, if there is a guard in the 1 space
of that wall section, remove it and return it to its owner. Any
other guards on that wall section (from lowest to highest) ll in
the lowest-numbered, unoccupied space(s).
en, one at a time, each of the wildlings on that clearing
jumps over the Wall. Each one blocks the rst hex not occupied
by a wildling directly south of the wall (as indicated by the red
arrows). A blocked terrain hex does not produce.
Example: ere are
2 regular wildlings in the “5, 6” clearing and 2 guards on the wall
section defending that clearing.
You roll a “5” on the wildling
die. ere is a regular wildling
at the camp beside the “5” trail.
at wildling advances down
the trail into the “5/6” clearing.
ere are now 3 wildlings in
the clearing and only 2 guards
defending. e wildlings breach
the wall. Return the guard
in the “1” space on the wall
to its owner. en move the 3
wildlings over the wall to block
the rst 3 hexes south. Finally,
move the remaining guard on
the wall from the “2” space to the “1” space.
After a wall breach, move the breach marker 1 space
down on the breach track. 3 wall breaches end the
game (see Ending the Game
󲀂
).
Wildling Rush!
When a fth wildling moves
to a clan area
󲀂
that already
has 4 wildlings, a wildling rush
occurs. e wildlings in the
two camps
󲀂
closest to the
trails immediately advance. e
wildling in the lowest camp
uses the lower numbered trail
(red arrow in example) and the
wildling in the next closest camp uses the higher numbered
trail (blue arrow).
en, the 3 remaining wildlings ll in the camps
󲀂
. Move
the wildling in the 3rd camp to the 1st camp, move the one in
the 4th camp to the 2nd camp, and move the one in the 5th
camp to the 3rd camp (black arrows).
2. Trade with The Supply
󲀂
(3:1)
Trading is handled the same as in the base game, with the
following exception: the standard rate for a trade with the
supply
󲀂
is 3:1 (instead of 4:1).
4. Build
󲀂
Building is the same as in the base game, with the following
additions:
You may build guards.
When you build a settlement, build a keep, or take a special
VP card, you reveal wildling tokens. e corresponding
wildling(s) must migrate to their clan area.
Longest Road and Largest Patrol are only worth 1 VP each.
Create New Wildlings with
Wildling Tokens
󲀂
1 wildling token starts under each of the settlements
on your build cost card. 2 start under each keep.
When you build a settlement, you must reveal the token and
migrate a wildling from the Frostfangs to a clan area. e
wildling token species the type of wildling that migrates (in
blue) and which clan area it migrates to (in red). Follow this
process twice for each keep. When you build a keep, place a
wildling token from the pool under the settlement you return
to your build cost card.
Each time you take the Longest Road
󲀂
or Largest Patrol
󲀂
special card, you must draw a random wildling token from the
pool beside the game board to migrate” a wildling.
Place any used wildling token(s) face up beside the game
board. If the face-down wildling token pool is ever depleted,
re-mix the face-up tokens to form a new pool.
Wildling
Types
Clan
Areas
Climber Giant Regular
Hornfoot ClanIce River Clan Cave People Clan
7


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