
Watch “Game of Thrones Catan: Brotherhood of the Watch, Full Rules and Wildlings Explained,” a how-to-play guide on BoardGameVideo.
Description provided by Board Game Braden on YouTube:
Video tutorial for 5-6 player Expansion: https://youtu.be/LTKZiM5NFkw I'm a Catan fanatic. If you want to learn how to play this game, please use this video as a guide. I discuss the rules of the Brotherhood of the Watch as if you already understand the base game of Settlers. One thing I recognize I misspoke about in this video: the Hero Bowen Marsh can only be used on a SINGLE resource one time on a turn - you can't just exchange 4 wheat for 4 of whatever you want (or something similar) - you can only do ONE resource for ONE other ONE time. 1. Differences in the base game: -You have the wall and the Wildlings -You have heroes to give you abilities on your turn -Development cards are a bit more powerful than base game -Victory points (3/5 for guards, 1 for road, 1 for largest patrol) -Trade 3 to 1 with the bank resource supply -Tormund is now the robber, but functions the same -City is now called a Keep, but functions the same 2. Set up the Game - Why the game recommends it's setup - Yes, you can opt to do a variable set up with resource hexes, numbers, and trade routes. - the rule books suggest to keep the trade routes (harbors) the same location - place guards for round 3 of set-up phase - take resources connected to your SECOND settlement placed - obtain the appropriate starting hero 3. Ending the game - Getting 10 victory points (longest road, largest patrol, settlements, and keeps, number of guards, development cards) - 3 breaches (person with most guards win) - Number of wildlings is 8 or more (most guards win) - See rule book for tie breaker rules when a tragic victory occurs 4. Using your hero - Just do what your hero card says, can only use one hero once per turn - Flip it to use it again later (on another turn), or, exchange it - only Samwell Tarley can be played out of turn (obtains a resource when you get no production) - You can't exchange it without playing it... Just be careful not to get stuck with Mance Rayder if you are winning 5. The guards - Where to place them (lowest number available on wall choice) - How to rotate them if one gets removed (move down on wall) - How the victory points work for number of guards 6. The Wildlings - Where they enter - The clan area, camps and clearings (ice River, cave people, Hornfoot) - Migrate starting at the hottest fire - Move from the camps and clan areas into the clearings based on gray dice - You have to resolve the threat of a WIldling only when they enter a clearing 7. Wildlings - Create new Widlings (Migration) - 1 per settlement, 2 per keep, 1 per longest road, 1 per largest patrol - Wildling tokens: clan area and wildling type - Place on hottest fire when migrating 8. Wildlings - Rush when Overfilled - 4 occupied camps, bring first two forward (lower number first for clearing), and move everyone else up by two 9. Wildlings - Advance to a Clearing - Gray dice determine how they advance into a clearing 10. Regular Wildling in Clearing - Need same amount of guards to regular Wildlings - Causes Wall Breach if there are more regular wildlings than guards - Wall breaches block hex numbers and increase allowed Wall Breaches be fore end of game 11. Climber Wildling in Clearing - Climbers jump the wall automatically, don't remove a guard - No Wall breach occurs - Good to remove them from the North when possible 12. Giant Wildling in Clearing - Removes a guard on the wall (remove Giant as well) - Causes a Wall Breach if no guards are there to stop a Giant - Can remove enough guards to stop Regular Wildlings 13. Unique Situations - 5 Guards with 6 Wildlings - move it down to 4 Guards against 4 Wildlings - Overlap covered hexes when necessary - Place Wildlings on first available hex Time Stamps: 0:00 Introduction 0:20 Differences from the base game 3:32 Why I like the game 4:56 Game set-up 8:43 Ending the game 9:53 Using your Hero 13:11 The Guards 14:44 Wildlings - Where they Enter 17:48 Wildlings - How they are Created (Migration) 20:37 Wildlings - Rush when Overfilled 22:12 Wildlings - Advance to a Clearing 23:50 Wildlings - REGULAR WILDLING and Wall Breaches 26:30 Wildlings - CLIMBERS 27:51 Wildlings - GIANTS 30:12 Wildlings - Unique Situations 32:38 Conclusion

2017·Klaus Teuber, Benjamin Teuber
About A Game of Thrones: Catan – Brotherhood of the Watch, from BoardGameGeek:
The Brothers of the Night's Watch seek a new leader from among their ranks. Jeor Mormont wishes to promote one who can improve the infrastructure of the Gift, the bountiful and undeveloped area south of the Wall bestowed to the Watch by the Starks thousands of years ago. Drawing sustenance from the unforgiving landscape of the north offers enough challenges, but whomever takes up this task must also man and defend the Wall against the onslaught of Wildlings fighting their way into Westeros. Many brothers now compete to build, defend, and do what they can to protect Westeros, but only one shall rise above their brothers to become the new Lord Commander. But be wary - the north holds many dangers, and winter is coming. A Game of Thrones Catan: Brotherhood of the Watch is based on the classic Settlers of Catan base game. In this game, each area in the Gift supplies one of five resources: lumber, brick, wool, grain, and ore. The barren Ice Fields, however, produce nothing. Players take on the role of Brothers of the Night's Watch and use these resources to strengthen their hold on the north by building roads, settlements, and keeps; recruiting guards for their patrol; or buying development cards. Each of these acts bring players increased power and recognition through the awarding of victory points. The objective will be familiar to players of the original Catan; the first player to achieve ten victory points wins the game and becomes the new Lord Commander of the Night's Watch. But this is not as easy as it sounds as the area surrounding the Gift can be treacherous. Wildings from north of the Wall have crossed over and follow their own rules of honor, which often conflict with the laws of Westeros. One of their ranks, Tormund Giantsbane, does not respect the Watch's claim to the land as he moves throughout the Gift, robbing resources from the Brothers sent to provide for their Order. While Tormund runs amok south of the Wall, Wildling forces gather in the Frostfangs, awaiting an opportune moment of weakness to breach the Watch's defenses and spread throughout the fruitful lands of Westeros. In addition to building within the Gift, players must strategically balance their resources to defend the Realm from Wildling raiders. Each player may recruit up to seven brothers from the prisons of Westeros to don their specific color and man their section of the Wall. When the Wildings attack, each player must use their guards to fend off the onslaught. If there are more guards than Wildings, the Wall stands. If there are not, the Wildings invade the Gift and pillage the settlements and keeps therein. Yet loyalty only goes so far - guards are useless defending the Wall from Climbers who slip past them, and if they encounter a Giant, at least one guard is bound to desert his post. Each player also has a hero to aide in their toil, based on the order of play. The first player will utilize the talents of the Lord Commander himself, Jeor Mormont, while the second player will enjoy the company of Samwell Tarly, the third will work with Bowen Marsh, and the fourth will employ the services of Master Builder Othell Yarwyck. Each hero offers a unique ability to each player which they can use up to twice during the game. Once a hero's ability has been used, players have a choice to keep that hero or choose another of the eleven heroes to aide them. Players should factor the heroes' abilities into their strategy to quickly earn victory points and gain renown within the Watch. The Wildling invasion marks the truest test of the Brothers of the Watch and your own competency as a commander. A failure at the Wall has a devastating impact on the Gift, even if it does not destroy the players. A Game of Throne Catan: Brotherhood of the Watch has two forms of victory, though one may feel hollower than the other. Victory occurs when a player has both improved the infrastructure of the Gift and successfully kept it safe from invaders. This is shown when a player has achieved ten victory points by any combination of building keeps, roads, and settlements; hiring three or more guards to keep the Wall safe; and buying development cards to increase their prestige, all while safeguarding the Gift. However, if the Wildlings breach the wall three times throughout the game, an alternate victory takes place. If this occurs, the game ends immediately as the Brotherhood of the Night's Watch can no longer delay their decision. The player commanding the most guards holding their posts on the Wall gains the title of Lord Commander and wins the game. -description from the publisher
Designers
Klaus Teuber, Benjamin Teuber
Artists
Volkan Baga, Jared Blando
Publisher
999 Games
Categories
Mechanics
