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A
AdvAnce
If the wildling die roll result (i.e., 1 to 12) matches the number
on a trail
󲀂
that connects to a clan area
󲀂
containing at least
one wildling, the wildling in the camp
󲀂
with the hottest re
pit advances to the Wall. Place that wildling in the clearing
󲀂
connected to that trail just north of the wall
󲀂
.
If there are multiple wildlings in that clan area
󲀂
, the
wildling at the camp
󲀂
with the hottest re pit advances. Any
other wildlings in that clan area (from hottest to coldest) ll in
the unoccupied camp(s).
See Wildlings Advance
󲀂
for examples and more details.
B
Build (Building)
You may build (buy, recruit) on your turn after you roll for
resource production and nish trading. To build, you must turn
in the specied combinations of resource cards (see Building
Costs Cards
󲀂
). Return these cards to the supply.
You can build as many items, recruit as many guards, and buy
as many cards as you desire—if you have the resources to pay
for them and they are still available. (See Settlements
󲀂
, Keeps
󲀂
, Roads
󲀂
, Guards
󲀂
, and Development Cards
󲀂
.)
Each player has a supply of 15 roads, 5 settlements, and 4
keeps in the base game. In the Brotherhood of the Watch game
each player has 7 guards as well. If you build a keep, return the
settlement to your build cost card and place a random wildling
token underneath it. Once built, roads and keeps remain on the
board until the end of the game.
Your turn is over after “building.” Pass the dice to the player
to your left. He/she continues the game.
Building costs cARds
e building costs cards show what can be built and which
resources are required. When you pay building costs, you
must return the necessary resources to the supply. You can
build settlements
󲀂
and roads
󲀂
, recruit guards
󲀂
, upgrade
settlements to keeps
󲀂
, and buy development cards
󲀂
. ese
cards also have spaces for you to put your wildling tokens,
settlements, and keeps.
wNote: If you are playing the Brotherhood of the Watch rules,
when you place a settlement or keep onto your building cost card,
remember to put the indicated wildling tokens(s) on the board
(face down, under the playing piece).
BoRdeRlAnds
When a terrain hex borders on
the edge of the Gift (i.e., next to a
frame piece), that edge is called a
borderland.” You can build a road
along a borderland. You can build
settlements and upgrade settlements
to keeps on borderland intersections.
Since a site on the borderland borders only 1 or 2 hexes,
borderland settlements generate smaller resource yields.
However, the borderland sites on the southern edge of the Gift
usually provide access to trade routes. ese trade routes allow
you to trade with the supply
󲀂
at more favorable rates.
C
cAmps
Camps are the 5 spaces (indicated by re pits) in
a clan area
󲀂
that hold wildlings that migrated
from the Frostfangs
󲀂
. Wildlings stay in the
camps until they advance to the Wall due to a
wildling roll
󲀂
.
When you reveal a wildling token
󲀂
, a wildling migrates
󲀂
from the Frostfangs
󲀂
to the clan area specied on the token.
Place the wildling gure in the unoccupied camp with the
hottest re (i.e., camp depicted by the largest ames).
A wildling leaves a camp when it advances
󲀂
from its clan
area to the Wall. If there are multiple wildlings in that clan
area, the wildling at the camp with the hottest re pit advances.
Any other wildlings in that clan area (from hottest to coldest)
ll in the unoccupied camps.
See Wildlings Advance
󲀂
for detailed examples.
Rules RefeRence
is rules reference contains detailed, alphabetical entries and examples for A Game of rones Catan™. ese are not the “Game
Rules!” You do not have to read this material prior to your rst game. Instead, use the Base Game Rules and the Brotherhood of the
Watch Rules. en read this to enjoy the complete experience.
is rules reference includes advanced rules and clarications. You can refer to it if any questions arise during a game.
Brotherhood
of the Watch
Building
Cost Card
Base Game
Building
Cost Card
2


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