Catan. G number during the game. Bottom line: The more ... · Catan, please read this Game Overview...

8
A B B C D E e kingdoms let you recruit from their slums and prisons; but, otherwise, they have all but forgotten you. You still control the ancient territory called the “Gift.” e Gift is bounded by the Starks’ kingdom to the south and the seas to the east and west. To the north stands the Wall—the towering dam holding back the wildlings and the other horrors of the northern wastes. You must settle and expand your holding in the Gift. After all, starving and poorly armed men make poor guards. ere are 6 terrain types. Five of the terrain types produce a different type of resource. Each resource you receive is represented by a card. Here’s what each terrain produces: You only collect resources if you own a settlement or a keep bordering a terrain hex producing a resource. In the illustration, the red settlement [A] borders the “10” mountains hex. e blue and black settlements [B] border the “10” pasture. If a “10” is rolled, the red player receives 1 ore card; and the blue and black players each receive 1 wool card. Since the settlements and keeps usually border on 2-3 terrain types, they can “harvest” up to 3 different resources based on the dice roll. Here, the yellow settlement [C] borders on forest, mountains, and pasture. A settlement at [D] would only harvest the resources from 2 terrain hexes (pasture and forest). Finally, a settlement at [E] would only harvest the resource from 1 terrain hex (hills). However, [E] is also at an ore trade route. Since it’s impossible for you to have settlements adjacent to all terrain hexes and number tokens, you may receive certain resources only at rare intervals (or never). is is tough, because building requires specific resource combinations. For this reason, you can trade with the supply or trade with other players. Make them an offer! A successful trade might yield you a big build! You can only build a new settlement on an unoccupied intersection—provided that one of your own roads leads to that intersection and the nearest settlement is at least 2 intersections away. Carefully consider where you build settlements. ere are numbers of varying size and pips (dots) on each number token. e taller the number (and the more pips it has), the more likely you are to roll that number during the game. Bottom line: e more frequently a number is rolled, the more often the hexes with those numbers produce resources. You should consider settling on hexes that have good potential for production (e.g., 6 & 8 versus 2 or 12). However, these same hexes are often primary targets for Tormund the Robber. GAME OVERVIEW H Settlement Path IF YOU ARE NEW TO CATAN, PLAY THE BASE GAME RULES BEFORE YOU PLAY THE FULL GAME! If you are new to Catan, please read this Game Overview first (page 1). Next, read the Base Game Rules (pages 2-4) and start to play base Catan. If you already familiar with base Catan, read the rules and play the full Brotherhood of the Watch game! ese rules begin on page 5. If you have questions at any time during your games, you can look up keywords (marked ) in the Rules Reference (included as a separate booklet). You begin the game with 2 settlements and 2 roads. Each settlement is worth 1 victory point. You therefore start the game with 2 victory points! e first player to acquire 10 victory points on his/her turn wins the game. To gain more victory points, you must build new roads and settlements. You can also upgrade settlements to keeps. Each keep is worth 2 victory points. To build or upgrade, you need to acquire resources. How do you get resources? It's simple. Each turn, 2 dice are rolled to determine which terrain hexes produce resources. Each terrain hex is marked with a round number token. If, for example, a “10” is rolled, all terrain hexes with a “10” number token produce resources— in the illustration on this page, those terrain hexes are mountains (ore) and a pasture (wool). Road Intersections H H To make your first game as easy as possible, we use the award-winning "Catan" rules system. H Tormund the Robber 1 STANDARD SET-UP FOR BASE GAME Trade Route Forest produces lumber Hills produce brick Pasture produces wool Fields produce grain Mountains produce ore Ice Fields produces nothing

Transcript of Catan. G number during the game. Bottom line: The more ... · Catan, please read this Game Overview...

Page 1: Catan. G number during the game. Bottom line: The more ... · Catan, please read this Game Overview first (page 1). Next, read the Base Game Rules (pages 2-4) and start to play base

A

BB

CD

E

The k

ingd

oms l

et yo

u re

crui

t fro

m th

eir s

lum

s and

pris

ons

but

othe

rwise

the

y ha

ve al

l but

forg

otte

n yo

u Y

ou st

ill co

ntro

l the

ancie

nt te

rrito

ry ca

lled

the ldquo

Gift

rdquo Th

e Gift

is b

ound

ed b

y th

e Sta

rksrsquo

king

dom

to th

e sou

th an

d th

e se

as to

the e

ast a

nd w

est

To th

e nor

th st

ands

the W

allmdash

the

towe

ring

dam

hol

ding

bac

k th

e wild

lings

and

the o

ther

ho

rrors

of t

he n

orth

ern

waste

s Yo

u m

ust s

ettle

and

expa

nd yo

ur h

oldi

ng in

the G

ift A

fter a

ll st

arvi

ng

and

poor

ly ar

med

men

mak

e poo

r gua

rds

Ther

e are

6 te

rrain

type

s Fi

ve o

f the

terra

in

type

s pro

duce

a di

ffere

nt ty

pe o

f res

ourc

e E

ach

reso

urce

you

rece

ive i

s rep

rese

nted

by

a ca

rd H

erersquos

wha

t eac

h te

rrain

pro

duce

s

You

onl

y co

llect

reso

urce

s if y

ou o

wn a

settl

emen

t or a

kee

p bo

rder

ing

a ter

rain

hex

pr

oduc

ing

a res

ourc

e In

the i

llustr

atio

n th

e red

settl

emen

t [A

] bor

ders

the ldquo

10rdquo m

ount

ains

he

x Th

e blu

e and

blac

k se

ttlem

ents

[B] b

orde

r the

ldquo10rdquo

pas

ture

If a

ldquo10rdquo

is

rolle

d th

e red

play

er re

ceiv

es 1

ore

card

and

the b

lue a

nd b

lack

play

ers e

ach

rece

ive 1

woo

l car

d

Sin

ce th

e set

tlem

ents

and

keep

s usu

ally

bord

er o

n 2-

3 te

rrain

type

s th

ey ca

n ldquoh

arve

strdquo u

p to

3 d

iffer

ent

reso

urce

s bas

ed o

n th

e dice

roll

Her

e th

e yell

ow

settl

emen

t [C

] bor

ders

on

fore

st m

ount

ains

and

pa

sture

A se

ttlem

ent a

t [D

] wou

ld o

nly

harv

est t

he

reso

urce

s fro

m 2

terra

in h

exes

(pas

ture

and

fore

st)

Fina

lly a

settl

emen

t at [

E] w

ould

onl

y ha

rves

t the

re

sour

ce fr

om 1

terra

in h

ex (h

ills)

How

ever

[E

] is

also

at an

ore

trad

e rou

te

Sin

ce it

rsquos im

poss

ible

for y

ou to

hav

e set

tlem

ents

adjac

ent t

o all

terra

in h

exes

and

num

ber t

oken

s yo

u m

ay re

ceiv

e cer

tain

reso

urce

s onl

y at

rare

inte

rvals

(o

r nev

er)

This

is to

ugh

bec

ause

bui

ldin

g re

quire

s sp

ecifi

c res

ourc

e com

bina

tions

For

this

reas

on y

ou ca

n tra

de w

ith th

e sup

ply

or tr

ade w

ith o

ther

play

ers

Mak

e the

m an

offe

r A

su

cces

sful t

rade

mig

ht y

ield

you

a big

bui

ld

You

can

only

bui

ld a

new

settl

emen

t on

an

unoc

cupi

ed in

ters

ectio

nmdashpr

ovid

ed th

at o

ne o

f you

r ow

n ro

ads l

eads

to th

at in

ters

ectio

n an

d th

e nea

rest

settl

emen

t is a

t lea

st 2

inte

rsec

tions

away

C

aref

ully

cons

ider

whe

re yo

u bu

ild se

ttlem

ents

Ther

e are

nu

mbe

rs o

f var

ying

size

and

pips

(dot

s) on

each

num

ber t

oken

The

talle

r the

num

ber (

and

the m

ore p

ips i

t has

) th

e mor

e lik

ely

you

are t

o ro

ll th

at

num

ber d

urin

g th

e gam

e Bo

ttom

line

The m

ore f

requ

ently

a nu

mbe

r is r

olled

the

mor

e ofte

n th

e hex

es w

ith th

ose

num

bers

pro

duce

reso

urce

s Yo

u sh

ould

cons

ider

settl

ing

on h

exes

that

hav

e goo

d po

tent

ial

for p

rodu

ctio

n (e

g

6 amp

8 ve

rsus

2 o

r 12)

How

ever

the

se sa

me h

exes

are o

ften

prim

ary

targ

ets f

or T

orm

und

the R

obbe

r Ga

me O

ve

rv

iew

H

Sett

lem

ent

Path

if y

Ou

ar

e n

ew

tO

Ca

ta

n p

la

y t

he b

as

e G

am

e r

ul

es

be

fO

re y

Ou

pl

ay t

he f

ul

l G

am

e

If yo

u ar

e ne

w to

Cat

an p

leas

e re

ad th

is G

ame O

verv

iew

firs

t (pa

ge 1

) N

ext

read

the

Bas

e Gam

e Rul

es

(pag

es 2

-4) a

nd st

art t

o pl

ay b

ase

Cata

n

If yo

u al

read

y fa

mili

ar w

ith b

ase

Cata

n re

ad th

e ru

les a

nd p

lay th

e fu

ll Br

othe

rhoo

d of

the W

atch

g

ame

Thes

e ru

les b

egin

on

page

5

If yo

u ha

ve q

uesti

ons a

t any

tim

e du

ring

your

gam

es y

ou ca

n lo

ok u

p ke

ywor

ds (m

arke

d 991234

) in

the

Rul

es R

efer

ence

(i

nclu

ded

as a

sepa

rate

boo

klet

)

You

beg

in th

e gam

e with

2 se

ttlem

ents

and

2

road

s E

ach

settl

emen

t is w

orth

1 vi

ctor

y po

int

You

ther

efor

e sta

rt th

e gam

e with

2 vi

ctor

y po

ints

Th

e firs

t play

er to

acqu

ire 1

0 vi

ctor

y po

ints

on h

ishe

r tu

rn w

ins t

he g

ame

To

gain

mor

e vict

ory

poin

ts yo

u m

ust b

uild

new

road

s and

se

ttlem

ents

You

can

also

upgr

ade s

ettle

men

ts to

kee

ps E

ach

keep

is w

orth

2

vict

ory

poin

ts T

o bu

ild o

r upg

rade

you

nee

d to

acqu

ire re

sour

ces

How

do

you

get r

esou

rces

Its

sim

ple

Eac

h tu

rn 2

dice

are r

olled

to d

eter

min

e whi

ch

terra

in h

exes

pro

duce

reso

urce

s E

ach

terra

in h

ex is

mar

ked

with

a ro

und

num

ber t

oken

If

for e

xam

ple

a ldquo10

rdquo is r

olled

all

terra

in h

exes

with

a ldquo1

0rdquo n

umbe

r tok

en p

rodu

ce re

sour

cesmdash

in th

e illu

strat

ion

on th

is pa

ge t

hose

terra

in h

exes

are m

ount

ains

(ore

) and

a pa

sture

(woo

l)

Roa

d

Inte

rsec

tion

s

H

H

To m

ake

your

firs

t gam

e as

eas

y as

pos

sible

we

use

the

awar

d-w

inni

ng C

atan

rul

es sy

stem

H

Tor

mun

d th

e R

obbe

r

1

sta

nd

ar

d s

et-u

p

fO

r b

as

e G

am

e

Tra

de R

oute

Fores

t pr

oduc

es lum

ber

Hill

s pr

oduc

e bric

kPa

sture

prod

uces

woo

l

copy George RR Martin reg2017 FFG amp Catan GmbH

copy George RR Martin reg2017 FFG amp Catan GmbH

copy George RR Martin reg2017 FFG amp Catan GmbH

Field

s pr

oduc

e gra

inM

ount

ains

pr

oduc

e ore

copy George RR Martin reg2017 FFG amp Catan GmbH

copy George RR Martin reg2017 FFG amp Catan GmbH

Ice F

ields

pr

oduc

es no

thin

g

2

These rules contain all the important information that you need to play If you need more information during the game you can look up keywords in the Rules Reference Keywords are marked with a ldquo991234rdquo symbol

startinG set-up fOr beGinnersThe frame pieces hold the board together and prevent the terrain hexes from moving after the board is in place Referring to the illustration on page 1 set up the game board (if you play with 3 players use the same set-up without the red pieces)bull Assemble the frame pieces as shownbull Place the hexes face up inside the frame as shownbull Place 1 number token on each hex as shown

Note After your first game you can play the base game with a variable board See the Rules Reference for instructions

set-upbull Sort the resource cards into

5 stacks Put them face up next to the board to form the supply

bull Set the 11 hero cards and the 2 ldquoNew Recruitsrdquo cards aside You dont use them in the base game

bull Shuffle the development cards Place them face down by the board

bull Place the special cards ldquoLONGEST ROADrdquo and ldquoLARGEST PATROLrdquo beside the board 2 VP side up Place the two 6-sided dice beside the board

Setting Up the Playersbull Leave the 12 sided die gray figures wall and the guards in

the box You wont need them in the base gameThen each player does the followingbull Choose a player color Take all of the player pieces of that

color and a building cost card Place them in front of youbull Place 2 settlements and 2 roads of your color as indicated in

the illustration on page 1bull You receive 1 resource 991234 for each terrain hex adjacent to

your starting settlement (your settlement marked with a white star on page 1) Take the appropriate resource cards from their stacks Keep your resource cards hidden from your opponentsExample In the illustration on page 1 see the blue settlement on the right marked with a star Blue receives 1 brick 1 lumber and 1 ore for his settlement

Base Game Rules

turn OverviewOn your turn you perform the following steps in the

order listedbull Step 1 Roll the 6-sided dice for resource production 991234 first

(the result applies to all players) bull Step 2 You may trade 991234 resource cards with other players

andor trade with the supply 991234bull Step 3 You may build roads 991234 settlements 991234 andor keeps 991234 andor buy development cards 991234You may also play 1 development card at any time during

your turnAfter yoursquore done pass the dice to the player to your left who

then continues the game with step 1The oldest player goes first

the turn in detail

1 Resource Production 991234You begin your turn by rolling the two 6-sided dice The sum of the dice determines which terrain hex(es) produce resources

Each player who has a settlement on an intersection 991234 that borders a terrain hex marked with the number rolled receives 1 resource card of the hexrsquos type For an example see resource production 991234 If you have 2 or 3 settlements bordering that hex you receive 1 resource card for each settlement You receive 2 resource cards for each keep you own that borders that hex If there are not enough of a given resource in the supply to fulfill everyonersquos production look in the Rules Reference

Example If a ldquo6rdquo is rolled Red receives 2 brick for his 2 settlements Blue receives 1 brick for his 1 settlement If a ldquo4rdquo is rolled Blue receives 1 grain If Blues settlement were a keep he would receive 2 grain instead

copy G

eorg

e R

R M

artin

reg20

17 F

FG

amp C

atan

Gm

bHcopy

Geo

rge

RR

Mar

tin reg

2017

FF

G amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG

amp C

atan

Gm

bHcopy

Geo

rge

RR

Mar

tin reg

2017

FF

G amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG

amp C

atan

Gm

bHcopy

Geo

rge

RR

Mar

tin reg

2017

FF

G amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG

amp C

atan

Gm

bHcopy

Geo

rge

RR

Mar

tin reg

2017

FF

G amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG

amp C

atan

Gm

bHcopy

Geo

rge

RR

Mar

tin reg

2017

FF

G amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG

amp C

atan

Gm

bHcopy

Geo

rge

RR

Mar

tin reg

2017

FF

G amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG

amp C

atan

Gm

bHcopy

Geo

rge

RR

Mar

tin reg

2017

FF

G amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG

amp C

atan

Gm

bHcopy

Geo

rge

RR

Mar

tin reg

2017

FF

G amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG

amp C

atan

Gm

bHcopy

Geo

rge

RR

Mar

tin reg

2017

FF

G amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG

amp C

atan

Gm

bHcopy

Geo

rge

RR

Mar

tin reg

2017

FF

G amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG

amp C

atan

Gm

bHcopy

Geo

rge

RR

Mar

tin reg

2017

FF

G amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG

amp C

atan

Gm

bHcopy

Geo

rge

RR

Mar

tin reg

2017

FF

G amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG

amp C

atan

Gm

bHcopy

Geo

rge

RR

Mar

tin reg

2017

FF

G amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG

amp C

atan

Gm

bHcopy

Geo

rge

RR

Mar

tin reg

2017

FF

G amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG

amp C

atan

Gm

bHcopy

Geo

rge

RR

Mar

tin reg

2017

FF

G amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

winter is coming

Take any 2 resources from the supply Add them to your hand They can be 2 of the same resource or

2 different resources

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

DragongLass

1Victory Point copy

Geo

rge

RR

Mar

tin reg

2017

FFG

amp C

atan

Gm

bH

watchtower

1Victory

Point

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

warhorse

1Victory Point copy

Geo

rge

RR

Mar

tin reg

2017

FFG

amp C

atan

Gm

bH

DirewoLf

1Victory Point

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH1

Victory Point

LongcLaw

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

Place 2 new roads as if

you had just built them

roaD BuiLDing

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

ranger PatroL

Before or after your own production roll choose 1Move Tormund as if you

had rolled a ldquo7rdquo ORTake 1 wildling in the Gift

and return it to the Frostfangs amp take 1 resource from the

hex the wildling left

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

Before or after your own production roll choose 1Move Tormund as if you

had rolled a ldquo7rdquo ORTake 1 wildling in the Gift

and return it to the Frostfangs amp take 1 resource from the

hex the wildling left

ranger PatroL

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

Add 1 of your guards to the Wall for free

new recruits

3

2 Trade 991234After the dice roll is resolved you may trade freely to gain

resource cards (using either or both types of trades below)

a) Trade with Players 991234On your turn you can trade resource cards with any of the other players You can announce which resources you need and what you are willing to trade for them The other players can also make their own proposals and counteroffers to you

Important Players may only trade with the player whose turn it is The other players may not trade among themselves

b) Trade with the Supply 991234You can also trade 991234 without the other players During your turn you can always trade at 41 by putting 4 identical resource cards back in the supply and taking any 1 resource card of your choice from it If you have a settlementkeep on a trade route 991234 you can trade with the supply at a more favorable rate 31 or 21 as indicated by the trade route

Important The 41 trade is always possible even if you do not have a settlement or keep on a trade route

3 Build 991234Now you can build Through building you can increase your victory points 991234 expand your road network improve your resource production andor buy useful development cards To build you must pay specific combinations of resource cards (see the Build Costs Card 991234) Take the appropriate number of roads settlements andor keeps you built from your supply Place them immediately on the board Return the resource cards you spent to their respective supply stacks

You cannot build more pieces than what is available in your poolmdasha maximum of 5 settlements 4 keeps and 15 roads

a) Road 991234 Requires Brick amp LumberA new road must always connect to one of your existing roads settlements or keeps Only 1 road can be built on any given path 991234

The first player to build a continuous road (not counting forks) of at least 5 road segments that is not interrupted by a foreign road or keep receives the special card ldquoLongest Road 991234rdquo If another player succeeds in building a longer road than the one created by the current owner of the ldquoLongest Roadrdquo card that player immediately takes the special card (and its 2 victory points) In this case there is a 4 victory point swing

Road Build Example Blue may build a road on the paths marked in green Blue cannot build on the path marked in red for yellows settlement blocks the way

Longest Road Example Red has a continuous connection of 6 roads (not counting the fork) therefore she has the ldquoLongest Roadrdquo Blues 7-road linkage is interrupted by one of Reds settlements So Blues longest road is 5

b) Settlement 991234 Requires 1 brick 1 wool 1 grain and 1 lumber

Take special note of the ldquoDistance Rulerdquo 991234 you may only build a settlement at an intersection if all 3 of the adjacent intersections are vacant (ie none are occupied by any settlements or keepsmdasheven yours)

Each of your settlements must connect to at least one of your own roads When a terrain hex produces you receive resources regardless of whose turn it is You receive 1 resource card for each settlement you have adjacent to that terrain hex

Each settlement is worth 1 victory pointSee the settlement example on the next page

Trade wsupply 41 without a trade route

Trade wsupply with a31 trade route

Trade wsupply with21 lumber trade route

copy G

eorg

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R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

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reg20

17 F

FG amp

Cat

an G

mbH

= =

=

Longest Road

+=

copy G

eorg

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reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

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reg20

17 F

FG amp

Cat

an G

mbH

+= + +

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

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17 F

FG amp

Cat

an G

mbH

Fork

4

Example Red may build a settlement on the intersection marked in green Red cannot build on the intersections marked in red because she has to observe the distance rule

c) Keep 991234 Requires 3 Ore amp 2 Grain

You may only establish a keep by upgrading 1 of your settlements

When you upgrade a settlement to a keep put that settlement piece back in your supply and replace it with a keep piece

A keep allows you to acquire 2 resource cards for an adjacent terrain hex that produces resources

Each keep is worth 2 victory points

d) Buying a Development Card 991234 Requires Ore Wool amp Grain

When you buy a development card draw the top card from the deck

There are 3 different kinds of development cards ranger patrol 991234 (purple banner) progress 991234 (green) and victory point 991234 (orange) Each has a different effect (see below)

Development cards never go back into the supply and you cannot buy development cards if the supply is empty

Keep your development cards hidden (in your hand) until you use them so your opponents canrsquot anticipate your play

4 Special Cases

a) Rolling a ldquo7rdquo and Activating Tormund 991234If you roll a ldquo7rdquo no one receives any resources

Instead each player who has more than 7 resource cards must select half (rounded down) of hisher resource cards and return them to the supply

Then you must move Tormund 991234 Proceed as follows(1) You must move Tormund 991234 immediately to a number

token on any other terrain hex

(2) Then you steal 1 (random) resource card from 1 opponent who has a settlement or keep adjacent to the target terrain hex The player who is robbed holds hisher resource card hand face down You then take 1 card at random If the target hex is adjacent to 2 or more playersrsquo settlements or keeps you choose which one you want to steal from

Important If the production number for the hex containing Tormund is rolled the owners of adjacent settlements and keeps do not receive resources Tormund prevents it

b) Playing Development Cards 991234At any time during your turn you may play 1 development card (put it face up on the table) That card however may not be a card you bought during the same turn (except for a victory point card as described below)

Ranger Patrols 991234In the base game when you play a ranger patrol card you can only use the option Move Tormund as if you had rolled a ldquo7rdquo You must immediately move him

Once played ranger patrol cards remain face up in front of you The first player to have 3 ranger patrol cards in front of himself receives the special card ldquoLargest Patrolrdquo which is worth 2 victory points If another player has more ranger patrol cards in front of him than the current holder of the Largest Patrol card he immediately takes the special card and its 2 victory points

Progress Cards 991234If you play a progress card follow its instructions Then remove the card from the game (ie toss it in the box)

Victory Point Cards 991234You must keep victory point cards hidden You may only reveal them during your turn and when you are sure that you have 10 victory pointsmdashthat is to win the game Of course you can reveal them after the end of the game if someone else wins You may play any number of victory point cards during your turn even during the turn you purchase them (if playing them gives you the win)

endinG the Game 991234If you havemdashor reachmdash10 victory points on your turn the game ends immediately and you win You can only win during your turn You cannot win during another players turn If somehow you find that you have 10+ victory points during another playerrsquos turn you must wait until your next turn

Largest Patrol

copy G

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17 F

FG amp

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an G

mbH

Place 2 new roads as if you had just built them

roaD BuiLDing

copy G

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reg20

17 F

FG amp

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an G

mbH

winter is coming

Take any 2 resources from the supply Add them to your hand They can be 2 of the same resource or

2 different resources

copy G

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FG amp

Cat

an G

mbH

DragongLass

1Victory Point

copy G

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FG amp

Cat

an G

mbH

watchtower

1Victory Point

copy G

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FG amp

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an G

mbH

warhorse

1Victory Point

copy G

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FG amp

Cat

an G

mbH

DirewoLf

1Victory Point

copy G

eorg

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FG amp

Cat

an G

mbH1

Victory Point

LongcLaw

copy G

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17 F

FG amp

Cat

an G

mbH

ranger PatroL

Before or after your own production roll choose 1Move Tormund as if you

had rolled a ldquo7rdquo ORTake 1 wildling in the Gift

and return it to the Frostfangs amp take 1 resource from the

hex the wildling left

copy G

eorg

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reg20

17 F

FG amp

Cat

an G

mbH

DragongLass

1Victory Point

copy G

eorg

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17 F

FG amp

Cat

an G

mbH

watchtower

1Victory

Point

copy G

eorg

e R

R M

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reg20

17 F

FG amp

Cat

an G

mbH

warhorse

1Victory Pointcopy

Geo

rge

RR

Mar

tin reg

2017

FFG

amp C

atan

Gm

bH

DirewoLf

1Victory Point

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH1

Victory Point

LongcLaw

copy G

eorg

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R M

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17 F

FG amp

Cat

an G

mbH

winter is coming

Take any 2 resources from the supply Add them to your hand They can be 2 of the same resource or

2 different resources

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

Place 2 new roads as if you had just built them

roaD BuiLDing

= +

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH+ +=

copy G

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17 F

FG amp

Cat

an G

mbH

ranger PatroL

Before or after your own production roll choose 1Move Tormund as if you

had rolled a ldquo7rdquo ORTake 1 wildling in the Gift

and return it to the Frostfangs amp take 1 resource from the

hex the wildling left

5

You serve as a shield against the darkness You form the rear guards for the thrones of the south You are the Nightrsquos Watch You do not play the Game of Thronesmdashyou are the only thing that holds back the wildlings trying to migrate to the warmer southern lands Because winter is cominghellip

You are recognized by your fellow brothers of the Nightrsquos Watch as a natural leader You oversee a small cadre in their day-to-day duties It is your duty to insure that the defenses of the Wall are properly manned by guards To accomplish this you need to secure a steady supply of resources that flow from the small settlements fortified keeps and roads in the Gift If you do your job well you will become the new Lord Commander

Important The rules for Brotherhood of the Watch use all of the base rules with the following changes

the wall the Gift amp the wildlinGsThe board represents the region of northern Westeros that contains the Wall and the Gift The Wall protects the kingdoms to the south and the gift of land that supports the guards on that Wall This board is made up of the terrain hexes of the Gift and the frame pieces that hold those hexes together The frame has spaces for the clan areas camps trails and clearings north of the Wall

The wildlings start the game in an area called the Frostfangs During play certain actions (like building a settlement) trigger wildling migration Wildlings migrate from the Frostfangs to the clan areas where they prepare themselves in camps Later the wildlings follow a trail from the camps to a clearing at the base of the Wall When there are more wildlings in a clearing than guards on the wall section defending against that clearing the wildlings breach the Wall to enter the Gift If the camps in a clan area get too crowded the wildlings rush the Wall

In the image of the game board below we identify all of the areas that are crucial to the movement of the wildlings Black arrows indicate specific areas Blue arrows indicate the general flow of wildling movement

Brotherhood of the Watch Rules

COnstruCtinG the bOardFor your first game of Brotherhood of the Watch we suggest that you use the ldquoStandard Set-up for Brotherhood of the Watchrdquo depicted on the back of this rule book

First assemble the frame Second create the Gift by placing the terrain hexes into the framemdashagain as shown Use all 21 terrain hexes in a 4-player game Use 16 hexes in a 3-player game Third place the number tokens on top of the designated terrain hexes as shown

Note It can be a lot of fun (and challenging) to play with a variable game board (with the terrain hexes arranged randomly) You can change the board each game This allows you to explore new strategies But always remember that while you randomize the terrain hexes you do not randomize the number tokens If you want to use the variable set up you can find the guidelines in the Rules Reference under Set-Up Variable 991234 Also look for useful tips under Set-Up Phase 991234

The Frostfangs

4 Clearings

3 Clan Areas

6 Trails numbered 1-8

Wall BreachTrack

Tormunds Camp

The Wall made of

4 Wall Sections

The Gift

5 Camps per Clan Area

5 Guard Spaces per Wall Section

6

set-upIf you are experienced players use the variable set-up guidelines (see Reference Rules under Set-Up Variable 991234 and Set-Up Phase 991234)

General Set-UpFollow the base game set-up instructions on page 2 with the following additionsbull Place the wildling die beside the

production dicebull Place the 4 wall sections on the board as shown in the

illustration on page 5bull Shuffle all of the development cards to form

the stackbull Place the Longest Road amp Largest Patrol cards

1 VP side upbull Place your build cost card face up

(wildling tokens 991234 depicted)bull Place the breach marker on the ldquo0rdquo space of the wall

breach trackbull Place the 8 VP tokens beside the boardbull Each player rolls the production dice

highest roll goes first

Set-Up the Wildlingsbull Place the wildling figures on the Frostfangs 991234 area

of the board Place all of the wildling tokens 991234 face down next to the board and mix them up so that nobody knows which is which

bull Place 1 wildling token face down on each settlement space on your build cost card Then place 1 of your settlements on top of each of these wildling tokens

bull Place 2 wildling tokens and 1 keep on each keep space on your build cost card

bull Leave any remaining tokens face down beside the board to form a wildling token pool

Prepare the Hero CardsPlace all of the hero cards 991234 next to the board ldquoA-siderdquo up to form a display Each player takes 1 Hero Card as followsbull In a 4-player game Player 1 takes

ldquoA4rdquo Yarwick player 2 takes ldquoA3rdquo Tarley player 3 takes ldquoA2rdquo Marsh and player 4 takes ldquoA1rdquo Mormont

bull In a 3-player game Player 1 takes ldquoA3rdquo Tarley player 2 takes ldquoA2rdquo Marsh and player 3 takes ldquoA1rdquo Mormont

Set-up Brotherhood of the WatchSet-up is the same as in the base game with the following additionsbull Take 7 guard pieces in your player colorbull The 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 amp 1 road) In round 3 place 1 guard on the wall (starting with player 1 and continuing clockwise)

turn OverviewA 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 The result of the wildling die determines which if any of the wildlings advancebull Step 1ndash Roll the 3 dice First resolve the two 6-sided

production 991234 dice (the result applies to all players) Next resolve any wildling advance 991234 indicated by the 12-sided wildling die

bull Step 2ndash You may trade 991234 resource cards with other players andor trade with the supply 991234

bull Step 3ndash You may build 991234 roads 991234 settlements 991234 andor keeps 991234 recruit guards 991234 andor buy development cards 991234After yoursquore done pass the dice to the player to your left who

then continues the game with step 1

the turn in detailBegin your turn by rolling all 3 dice The sum of the 2 production dice determines which terrain hex(es) produce(s) resources The result of the wildling die determines which wildling(s) advance(s) 991234 (if any)

1 Roll the 3 diceHandle resource production the same way as in the base

gameNote A terrain hex blocked by a wildling does not produce

Wildling Advance 991234A trail 991234 is a numbered connection between a camp991234 and an adjacent clearing 991234 The wildling die roll result (ie 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 The cave people clan area has 2 wildlings in it This area is connected to two trails (the ldquo4rdquo trail and the ldquo5rdquo trail) You roll a ldquo4rdquo on the wildling die So you must advance the wildling in the camp adjacent to the ldquo4rdquo trail to the clearing There is no guard on the wall section defending that clearing So there is a wall breach 991234 If you rolled a ldquo5rdquo the wildling would have advanced down the ldquo5rdquo trail to the clearing that is defended by a guard No breach would occur in that caseIf there are multiple wildlings in

that clan area the wildling in the camp closest to the numbered trails advances The other wildlings in that clan area each move 1 camp closer to the clearings to fill unoccupied camps

copy Ge

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2017

FFG

amp C

atan G

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After Use Flip this hero card over or exchange it

Bowen marshLord Steward

You exchange a single resource card with the

supply at a 11 rate

One

-tim

e Tra

de a

t 11

A 2

7

WildlingsThere are 3 types of wildlings climbers giants and regular wildlings 991234 When a wildling advances to a clearingbull A climber 991234 immediately jumps over the Wall and

blocks the first hex not occupied by a wildling directly south of the wall section This does not count as a wall breach 991234 (see below)

bull A giant 991234 removes itself and removes the guard 991234 on the ldquo1rdquo 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)

bull A regular wildling 991234 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 BreachesWhen a wall breach 991234 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) fill in the lowest-numbered unoccupied space(s)

Then one at a time each of the wildlings on that clearing jumps over the Wall Each one blocks the first 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 There are 2 regular wildlings in the ldquo5 6rdquo clearing and 2 guards on the wall section defending that clearing You roll a ldquo5rdquo on the wildling die There is a regular wildling at the camp beside the ldquo5rdquo trail That wildling advances down the trail into the ldquo56rdquo clearing There are now 3 wildlings in the clearing and only 2 guards defending The wildlings breach the wall Return the guard in the ldquo1rdquo space on the wall to its owner Then move the 3 wildlings over the wall to block the first 3 hexes south Finally move the remaining guard on the wall from the ldquo2rdquo space to the ldquo1rdquo spaceAfter a wall breach move the breach marker 1 space

down on the breach track 3 wall breaches end the game (see Ending the Game 991234)

Wildling RushWhen a fifth wildling moves to a clan area 991234 that already has 4 wildlings a wildling rush occurs The wildlings in the two camps 991234 closest to the trails immediately advance The 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)

Then the 3 remaining wildlings fill in the camps 991234 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 991234 (31)Trading is handled the same as in the base game with the following exception the standard rate for a trade with the supply 991234 is 31 (instead of 41)

4 Build 991234Building is the same as in the base game with the following additionsbull You may build guardsbull When you build a settlement build a keep or take a special

VP card you reveal wildling tokens The corresponding wildling(s) must migrate to their clan area

bull Longest Road and Largest Patrol are only worth 1 VP each

Create New Wildlings with Wildling Tokens 9912341 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 The wildling token specifies 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 991234 or Largest Patrol 991234 special card you must draw a random wildling token from the pool beside the game board to ldquomigraterdquo 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

8

Building a Guard 991234 Requires 1 Brick 1 Wool amp 1 Lumber

After you pay for a guard place it onto the lowest-numbered unoccupied space on a wall section of your choice

As long as you have 3 guards anywhere on the Wall you receive 1 VP token As long as you have 5+ guards anywhere on the Wall you receive 1 additional VP token (2 VPs total) If the number of your guards on the wall falls below either threshold return the VP token to the supply

herO Cards 991234Your hero card 991234 gives you a specific advantage as described on the card The first time you use your heros advantage you have 2 choices bull Return it to the hero card display Then

take 1 other hero card of your choice from the display Place this new hero ldquoA-siderdquo up in front of you

bull Turn your hero card over to its ldquoB-siderdquo This allows you to use the heros ability again on a subsequent turn After you use your hero card a second time you must return it to the hero card display (ldquoA-siderdquo up) Then take 1 other hero card of your choice from the displayThere is a summary of all of the heroes on the back cover of

the Rules ReferenceImportant You are not allowed to use a hero card during the same turn you take it You cannot trade give away or steal hero cards

endinG the Game 991234Brotherhood of the Watch can end in 3 ways 1 If the Wall has been breached 3 times the game ends

immediately If you have the most guards on the wall at this point you win If tied see below

2 If the number of wildlings in the Gift exceeds 7 (8 or more) the game ends immediately If you have the most guards on the wall at this point you win If tied see below

3 If you have 10 VPs at the END of your turn you win

Important Unlike most Catan games you only win at the END of your turn You must still advance the wildlings as usual throughout your entire turn This could cause the game to end immediately (see 1 or 2 above)

Resolving Ties for Most Guardsbull The tied player with the most VPs winsbull If still tied the tied player with the oldest guard on the wall

wins (guard on the lowest number in any wall section)bull If still tied the player with the guard in the most western

location wins (closest to the Frostfangs)

4 player Set-up 3 player Set-up

standard set-up fOr brOtherhOOd Of the watCh

+= +

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FG amp

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an G

mbH

copy G

eorg

e R

R M

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reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy Ge

orge

RR

Mar

tin reg

2017

FFG

amp C

atan G

mbH

After Use Flip this hero card over or exchange it

Bowen marshLord Steward

You exchange a single resource card with the

supply at a 11 rate

One

-tim

e Tra

de a

t 11

A 2

Page 2: Catan. G number during the game. Bottom line: The more ... · Catan, please read this Game Overview first (page 1). Next, read the Base Game Rules (pages 2-4) and start to play base

2

These rules contain all the important information that you need to play If you need more information during the game you can look up keywords in the Rules Reference Keywords are marked with a ldquo991234rdquo symbol

startinG set-up fOr beGinnersThe frame pieces hold the board together and prevent the terrain hexes from moving after the board is in place Referring to the illustration on page 1 set up the game board (if you play with 3 players use the same set-up without the red pieces)bull Assemble the frame pieces as shownbull Place the hexes face up inside the frame as shownbull Place 1 number token on each hex as shown

Note After your first game you can play the base game with a variable board See the Rules Reference for instructions

set-upbull Sort the resource cards into

5 stacks Put them face up next to the board to form the supply

bull Set the 11 hero cards and the 2 ldquoNew Recruitsrdquo cards aside You dont use them in the base game

bull Shuffle the development cards Place them face down by the board

bull Place the special cards ldquoLONGEST ROADrdquo and ldquoLARGEST PATROLrdquo beside the board 2 VP side up Place the two 6-sided dice beside the board

Setting Up the Playersbull Leave the 12 sided die gray figures wall and the guards in

the box You wont need them in the base gameThen each player does the followingbull Choose a player color Take all of the player pieces of that

color and a building cost card Place them in front of youbull Place 2 settlements and 2 roads of your color as indicated in

the illustration on page 1bull You receive 1 resource 991234 for each terrain hex adjacent to

your starting settlement (your settlement marked with a white star on page 1) Take the appropriate resource cards from their stacks Keep your resource cards hidden from your opponentsExample In the illustration on page 1 see the blue settlement on the right marked with a star Blue receives 1 brick 1 lumber and 1 ore for his settlement

Base Game Rules

turn OverviewOn your turn you perform the following steps in the

order listedbull Step 1 Roll the 6-sided dice for resource production 991234 first

(the result applies to all players) bull Step 2 You may trade 991234 resource cards with other players

andor trade with the supply 991234bull Step 3 You may build roads 991234 settlements 991234 andor keeps 991234 andor buy development cards 991234You may also play 1 development card at any time during

your turnAfter yoursquore done pass the dice to the player to your left who

then continues the game with step 1The oldest player goes first

the turn in detail

1 Resource Production 991234You begin your turn by rolling the two 6-sided dice The sum of the dice determines which terrain hex(es) produce resources

Each player who has a settlement on an intersection 991234 that borders a terrain hex marked with the number rolled receives 1 resource card of the hexrsquos type For an example see resource production 991234 If you have 2 or 3 settlements bordering that hex you receive 1 resource card for each settlement You receive 2 resource cards for each keep you own that borders that hex If there are not enough of a given resource in the supply to fulfill everyonersquos production look in the Rules Reference

Example If a ldquo6rdquo is rolled Red receives 2 brick for his 2 settlements Blue receives 1 brick for his 1 settlement If a ldquo4rdquo is rolled Blue receives 1 grain If Blues settlement were a keep he would receive 2 grain instead

copy G

eorg

e R

R M

artin

reg20

17 F

FG

amp C

atan

Gm

bHcopy

Geo

rge

RR

Mar

tin reg

2017

FF

G amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG

amp C

atan

Gm

bHcopy

Geo

rge

RR

Mar

tin reg

2017

FF

G amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG

amp C

atan

Gm

bHcopy

Geo

rge

RR

Mar

tin reg

2017

FF

G amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG

amp C

atan

Gm

bHcopy

Geo

rge

RR

Mar

tin reg

2017

FF

G amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG

amp C

atan

Gm

bHcopy

Geo

rge

RR

Mar

tin reg

2017

FF

G amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG

amp C

atan

Gm

bHcopy

Geo

rge

RR

Mar

tin reg

2017

FF

G amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG

amp C

atan

Gm

bHcopy

Geo

rge

RR

Mar

tin reg

2017

FF

G amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG

amp C

atan

Gm

bHcopy

Geo

rge

RR

Mar

tin reg

2017

FF

G amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG

amp C

atan

Gm

bHcopy

Geo

rge

RR

Mar

tin reg

2017

FF

G amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG

amp C

atan

Gm

bHcopy

Geo

rge

RR

Mar

tin reg

2017

FF

G amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG

amp C

atan

Gm

bHcopy

Geo

rge

RR

Mar

tin reg

2017

FF

G amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG

amp C

atan

Gm

bHcopy

Geo

rge

RR

Mar

tin reg

2017

FF

G amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG

amp C

atan

Gm

bHcopy

Geo

rge

RR

Mar

tin reg

2017

FF

G amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG

amp C

atan

Gm

bHcopy

Geo

rge

RR

Mar

tin reg

2017

FF

G amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG

amp C

atan

Gm

bHcopy

Geo

rge

RR

Mar

tin reg

2017

FF

G amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

winter is coming

Take any 2 resources from the supply Add them to your hand They can be 2 of the same resource or

2 different resources

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

DragongLass

1Victory Point copy

Geo

rge

RR

Mar

tin reg

2017

FFG

amp C

atan

Gm

bH

watchtower

1Victory

Point

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

warhorse

1Victory Point copy

Geo

rge

RR

Mar

tin reg

2017

FFG

amp C

atan

Gm

bH

DirewoLf

1Victory Point

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH1

Victory Point

LongcLaw

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

Place 2 new roads as if

you had just built them

roaD BuiLDing

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

ranger PatroL

Before or after your own production roll choose 1Move Tormund as if you

had rolled a ldquo7rdquo ORTake 1 wildling in the Gift

and return it to the Frostfangs amp take 1 resource from the

hex the wildling left

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

Before or after your own production roll choose 1Move Tormund as if you

had rolled a ldquo7rdquo ORTake 1 wildling in the Gift

and return it to the Frostfangs amp take 1 resource from the

hex the wildling left

ranger PatroL

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

Add 1 of your guards to the Wall for free

new recruits

3

2 Trade 991234After the dice roll is resolved you may trade freely to gain

resource cards (using either or both types of trades below)

a) Trade with Players 991234On your turn you can trade resource cards with any of the other players You can announce which resources you need and what you are willing to trade for them The other players can also make their own proposals and counteroffers to you

Important Players may only trade with the player whose turn it is The other players may not trade among themselves

b) Trade with the Supply 991234You can also trade 991234 without the other players During your turn you can always trade at 41 by putting 4 identical resource cards back in the supply and taking any 1 resource card of your choice from it If you have a settlementkeep on a trade route 991234 you can trade with the supply at a more favorable rate 31 or 21 as indicated by the trade route

Important The 41 trade is always possible even if you do not have a settlement or keep on a trade route

3 Build 991234Now you can build Through building you can increase your victory points 991234 expand your road network improve your resource production andor buy useful development cards To build you must pay specific combinations of resource cards (see the Build Costs Card 991234) Take the appropriate number of roads settlements andor keeps you built from your supply Place them immediately on the board Return the resource cards you spent to their respective supply stacks

You cannot build more pieces than what is available in your poolmdasha maximum of 5 settlements 4 keeps and 15 roads

a) Road 991234 Requires Brick amp LumberA new road must always connect to one of your existing roads settlements or keeps Only 1 road can be built on any given path 991234

The first player to build a continuous road (not counting forks) of at least 5 road segments that is not interrupted by a foreign road or keep receives the special card ldquoLongest Road 991234rdquo If another player succeeds in building a longer road than the one created by the current owner of the ldquoLongest Roadrdquo card that player immediately takes the special card (and its 2 victory points) In this case there is a 4 victory point swing

Road Build Example Blue may build a road on the paths marked in green Blue cannot build on the path marked in red for yellows settlement blocks the way

Longest Road Example Red has a continuous connection of 6 roads (not counting the fork) therefore she has the ldquoLongest Roadrdquo Blues 7-road linkage is interrupted by one of Reds settlements So Blues longest road is 5

b) Settlement 991234 Requires 1 brick 1 wool 1 grain and 1 lumber

Take special note of the ldquoDistance Rulerdquo 991234 you may only build a settlement at an intersection if all 3 of the adjacent intersections are vacant (ie none are occupied by any settlements or keepsmdasheven yours)

Each of your settlements must connect to at least one of your own roads When a terrain hex produces you receive resources regardless of whose turn it is You receive 1 resource card for each settlement you have adjacent to that terrain hex

Each settlement is worth 1 victory pointSee the settlement example on the next page

Trade wsupply 41 without a trade route

Trade wsupply with a31 trade route

Trade wsupply with21 lumber trade route

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

= =

=

Longest Road

+=

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

+= + +

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

Fork

4

Example Red may build a settlement on the intersection marked in green Red cannot build on the intersections marked in red because she has to observe the distance rule

c) Keep 991234 Requires 3 Ore amp 2 Grain

You may only establish a keep by upgrading 1 of your settlements

When you upgrade a settlement to a keep put that settlement piece back in your supply and replace it with a keep piece

A keep allows you to acquire 2 resource cards for an adjacent terrain hex that produces resources

Each keep is worth 2 victory points

d) Buying a Development Card 991234 Requires Ore Wool amp Grain

When you buy a development card draw the top card from the deck

There are 3 different kinds of development cards ranger patrol 991234 (purple banner) progress 991234 (green) and victory point 991234 (orange) Each has a different effect (see below)

Development cards never go back into the supply and you cannot buy development cards if the supply is empty

Keep your development cards hidden (in your hand) until you use them so your opponents canrsquot anticipate your play

4 Special Cases

a) Rolling a ldquo7rdquo and Activating Tormund 991234If you roll a ldquo7rdquo no one receives any resources

Instead each player who has more than 7 resource cards must select half (rounded down) of hisher resource cards and return them to the supply

Then you must move Tormund 991234 Proceed as follows(1) You must move Tormund 991234 immediately to a number

token on any other terrain hex

(2) Then you steal 1 (random) resource card from 1 opponent who has a settlement or keep adjacent to the target terrain hex The player who is robbed holds hisher resource card hand face down You then take 1 card at random If the target hex is adjacent to 2 or more playersrsquo settlements or keeps you choose which one you want to steal from

Important If the production number for the hex containing Tormund is rolled the owners of adjacent settlements and keeps do not receive resources Tormund prevents it

b) Playing Development Cards 991234At any time during your turn you may play 1 development card (put it face up on the table) That card however may not be a card you bought during the same turn (except for a victory point card as described below)

Ranger Patrols 991234In the base game when you play a ranger patrol card you can only use the option Move Tormund as if you had rolled a ldquo7rdquo You must immediately move him

Once played ranger patrol cards remain face up in front of you The first player to have 3 ranger patrol cards in front of himself receives the special card ldquoLargest Patrolrdquo which is worth 2 victory points If another player has more ranger patrol cards in front of him than the current holder of the Largest Patrol card he immediately takes the special card and its 2 victory points

Progress Cards 991234If you play a progress card follow its instructions Then remove the card from the game (ie toss it in the box)

Victory Point Cards 991234You must keep victory point cards hidden You may only reveal them during your turn and when you are sure that you have 10 victory pointsmdashthat is to win the game Of course you can reveal them after the end of the game if someone else wins You may play any number of victory point cards during your turn even during the turn you purchase them (if playing them gives you the win)

endinG the Game 991234If you havemdashor reachmdash10 victory points on your turn the game ends immediately and you win You can only win during your turn You cannot win during another players turn If somehow you find that you have 10+ victory points during another playerrsquos turn you must wait until your next turn

Largest Patrol

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

Place 2 new roads as if you had just built them

roaD BuiLDing

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

winter is coming

Take any 2 resources from the supply Add them to your hand They can be 2 of the same resource or

2 different resources

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

DragongLass

1Victory Point

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

watchtower

1Victory Point

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

warhorse

1Victory Point

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

DirewoLf

1Victory Point

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH1

Victory Point

LongcLaw

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

ranger PatroL

Before or after your own production roll choose 1Move Tormund as if you

had rolled a ldquo7rdquo ORTake 1 wildling in the Gift

and return it to the Frostfangs amp take 1 resource from the

hex the wildling left

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

DragongLass

1Victory Point

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

watchtower

1Victory

Point

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

warhorse

1Victory Pointcopy

Geo

rge

RR

Mar

tin reg

2017

FFG

amp C

atan

Gm

bH

DirewoLf

1Victory Point

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH1

Victory Point

LongcLaw

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

winter is coming

Take any 2 resources from the supply Add them to your hand They can be 2 of the same resource or

2 different resources

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

Place 2 new roads as if you had just built them

roaD BuiLDing

= +

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH+ +=

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

ranger PatroL

Before or after your own production roll choose 1Move Tormund as if you

had rolled a ldquo7rdquo ORTake 1 wildling in the Gift

and return it to the Frostfangs amp take 1 resource from the

hex the wildling left

5

You serve as a shield against the darkness You form the rear guards for the thrones of the south You are the Nightrsquos Watch You do not play the Game of Thronesmdashyou are the only thing that holds back the wildlings trying to migrate to the warmer southern lands Because winter is cominghellip

You are recognized by your fellow brothers of the Nightrsquos Watch as a natural leader You oversee a small cadre in their day-to-day duties It is your duty to insure that the defenses of the Wall are properly manned by guards To accomplish this you need to secure a steady supply of resources that flow from the small settlements fortified keeps and roads in the Gift If you do your job well you will become the new Lord Commander

Important The rules for Brotherhood of the Watch use all of the base rules with the following changes

the wall the Gift amp the wildlinGsThe board represents the region of northern Westeros that contains the Wall and the Gift The Wall protects the kingdoms to the south and the gift of land that supports the guards on that Wall This board is made up of the terrain hexes of the Gift and the frame pieces that hold those hexes together The frame has spaces for the clan areas camps trails and clearings north of the Wall

The wildlings start the game in an area called the Frostfangs During play certain actions (like building a settlement) trigger wildling migration Wildlings migrate from the Frostfangs to the clan areas where they prepare themselves in camps Later the wildlings follow a trail from the camps to a clearing at the base of the Wall When there are more wildlings in a clearing than guards on the wall section defending against that clearing the wildlings breach the Wall to enter the Gift If the camps in a clan area get too crowded the wildlings rush the Wall

In the image of the game board below we identify all of the areas that are crucial to the movement of the wildlings Black arrows indicate specific areas Blue arrows indicate the general flow of wildling movement

Brotherhood of the Watch Rules

COnstruCtinG the bOardFor your first game of Brotherhood of the Watch we suggest that you use the ldquoStandard Set-up for Brotherhood of the Watchrdquo depicted on the back of this rule book

First assemble the frame Second create the Gift by placing the terrain hexes into the framemdashagain as shown Use all 21 terrain hexes in a 4-player game Use 16 hexes in a 3-player game Third place the number tokens on top of the designated terrain hexes as shown

Note It can be a lot of fun (and challenging) to play with a variable game board (with the terrain hexes arranged randomly) You can change the board each game This allows you to explore new strategies But always remember that while you randomize the terrain hexes you do not randomize the number tokens If you want to use the variable set up you can find the guidelines in the Rules Reference under Set-Up Variable 991234 Also look for useful tips under Set-Up Phase 991234

The Frostfangs

4 Clearings

3 Clan Areas

6 Trails numbered 1-8

Wall BreachTrack

Tormunds Camp

The Wall made of

4 Wall Sections

The Gift

5 Camps per Clan Area

5 Guard Spaces per Wall Section

6

set-upIf you are experienced players use the variable set-up guidelines (see Reference Rules under Set-Up Variable 991234 and Set-Up Phase 991234)

General Set-UpFollow the base game set-up instructions on page 2 with the following additionsbull Place the wildling die beside the

production dicebull Place the 4 wall sections on the board as shown in the

illustration on page 5bull Shuffle all of the development cards to form

the stackbull Place the Longest Road amp Largest Patrol cards

1 VP side upbull Place your build cost card face up

(wildling tokens 991234 depicted)bull Place the breach marker on the ldquo0rdquo space of the wall

breach trackbull Place the 8 VP tokens beside the boardbull Each player rolls the production dice

highest roll goes first

Set-Up the Wildlingsbull Place the wildling figures on the Frostfangs 991234 area

of the board Place all of the wildling tokens 991234 face down next to the board and mix them up so that nobody knows which is which

bull Place 1 wildling token face down on each settlement space on your build cost card Then place 1 of your settlements on top of each of these wildling tokens

bull Place 2 wildling tokens and 1 keep on each keep space on your build cost card

bull Leave any remaining tokens face down beside the board to form a wildling token pool

Prepare the Hero CardsPlace all of the hero cards 991234 next to the board ldquoA-siderdquo up to form a display Each player takes 1 Hero Card as followsbull In a 4-player game Player 1 takes

ldquoA4rdquo Yarwick player 2 takes ldquoA3rdquo Tarley player 3 takes ldquoA2rdquo Marsh and player 4 takes ldquoA1rdquo Mormont

bull In a 3-player game Player 1 takes ldquoA3rdquo Tarley player 2 takes ldquoA2rdquo Marsh and player 3 takes ldquoA1rdquo Mormont

Set-up Brotherhood of the WatchSet-up is the same as in the base game with the following additionsbull Take 7 guard pieces in your player colorbull The 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 amp 1 road) In round 3 place 1 guard on the wall (starting with player 1 and continuing clockwise)

turn OverviewA 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 The result of the wildling die determines which if any of the wildlings advancebull Step 1ndash Roll the 3 dice First resolve the two 6-sided

production 991234 dice (the result applies to all players) Next resolve any wildling advance 991234 indicated by the 12-sided wildling die

bull Step 2ndash You may trade 991234 resource cards with other players andor trade with the supply 991234

bull Step 3ndash You may build 991234 roads 991234 settlements 991234 andor keeps 991234 recruit guards 991234 andor buy development cards 991234After yoursquore done pass the dice to the player to your left who

then continues the game with step 1

the turn in detailBegin your turn by rolling all 3 dice The sum of the 2 production dice determines which terrain hex(es) produce(s) resources The result of the wildling die determines which wildling(s) advance(s) 991234 (if any)

1 Roll the 3 diceHandle resource production the same way as in the base

gameNote A terrain hex blocked by a wildling does not produce

Wildling Advance 991234A trail 991234 is a numbered connection between a camp991234 and an adjacent clearing 991234 The wildling die roll result (ie 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 The cave people clan area has 2 wildlings in it This area is connected to two trails (the ldquo4rdquo trail and the ldquo5rdquo trail) You roll a ldquo4rdquo on the wildling die So you must advance the wildling in the camp adjacent to the ldquo4rdquo trail to the clearing There is no guard on the wall section defending that clearing So there is a wall breach 991234 If you rolled a ldquo5rdquo the wildling would have advanced down the ldquo5rdquo trail to the clearing that is defended by a guard No breach would occur in that caseIf there are multiple wildlings in

that clan area the wildling in the camp closest to the numbered trails advances The other wildlings in that clan area each move 1 camp closer to the clearings to fill unoccupied camps

copy Ge

orge

RR

Mar

tin reg

2017

FFG

amp C

atan G

mbH

After Use Flip this hero card over or exchange it

Bowen marshLord Steward

You exchange a single resource card with the

supply at a 11 rate

One

-tim

e Tra

de a

t 11

A 2

7

WildlingsThere are 3 types of wildlings climbers giants and regular wildlings 991234 When a wildling advances to a clearingbull A climber 991234 immediately jumps over the Wall and

blocks the first hex not occupied by a wildling directly south of the wall section This does not count as a wall breach 991234 (see below)

bull A giant 991234 removes itself and removes the guard 991234 on the ldquo1rdquo 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)

bull A regular wildling 991234 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 BreachesWhen a wall breach 991234 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) fill in the lowest-numbered unoccupied space(s)

Then one at a time each of the wildlings on that clearing jumps over the Wall Each one blocks the first 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 There are 2 regular wildlings in the ldquo5 6rdquo clearing and 2 guards on the wall section defending that clearing You roll a ldquo5rdquo on the wildling die There is a regular wildling at the camp beside the ldquo5rdquo trail That wildling advances down the trail into the ldquo56rdquo clearing There are now 3 wildlings in the clearing and only 2 guards defending The wildlings breach the wall Return the guard in the ldquo1rdquo space on the wall to its owner Then move the 3 wildlings over the wall to block the first 3 hexes south Finally move the remaining guard on the wall from the ldquo2rdquo space to the ldquo1rdquo spaceAfter a wall breach move the breach marker 1 space

down on the breach track 3 wall breaches end the game (see Ending the Game 991234)

Wildling RushWhen a fifth wildling moves to a clan area 991234 that already has 4 wildlings a wildling rush occurs The wildlings in the two camps 991234 closest to the trails immediately advance The 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)

Then the 3 remaining wildlings fill in the camps 991234 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 991234 (31)Trading is handled the same as in the base game with the following exception the standard rate for a trade with the supply 991234 is 31 (instead of 41)

4 Build 991234Building is the same as in the base game with the following additionsbull You may build guardsbull When you build a settlement build a keep or take a special

VP card you reveal wildling tokens The corresponding wildling(s) must migrate to their clan area

bull Longest Road and Largest Patrol are only worth 1 VP each

Create New Wildlings with Wildling Tokens 9912341 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 The wildling token specifies 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 991234 or Largest Patrol 991234 special card you must draw a random wildling token from the pool beside the game board to ldquomigraterdquo 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

8

Building a Guard 991234 Requires 1 Brick 1 Wool amp 1 Lumber

After you pay for a guard place it onto the lowest-numbered unoccupied space on a wall section of your choice

As long as you have 3 guards anywhere on the Wall you receive 1 VP token As long as you have 5+ guards anywhere on the Wall you receive 1 additional VP token (2 VPs total) If the number of your guards on the wall falls below either threshold return the VP token to the supply

herO Cards 991234Your hero card 991234 gives you a specific advantage as described on the card The first time you use your heros advantage you have 2 choices bull Return it to the hero card display Then

take 1 other hero card of your choice from the display Place this new hero ldquoA-siderdquo up in front of you

bull Turn your hero card over to its ldquoB-siderdquo This allows you to use the heros ability again on a subsequent turn After you use your hero card a second time you must return it to the hero card display (ldquoA-siderdquo up) Then take 1 other hero card of your choice from the displayThere is a summary of all of the heroes on the back cover of

the Rules ReferenceImportant You are not allowed to use a hero card during the same turn you take it You cannot trade give away or steal hero cards

endinG the Game 991234Brotherhood of the Watch can end in 3 ways 1 If the Wall has been breached 3 times the game ends

immediately If you have the most guards on the wall at this point you win If tied see below

2 If the number of wildlings in the Gift exceeds 7 (8 or more) the game ends immediately If you have the most guards on the wall at this point you win If tied see below

3 If you have 10 VPs at the END of your turn you win

Important Unlike most Catan games you only win at the END of your turn You must still advance the wildlings as usual throughout your entire turn This could cause the game to end immediately (see 1 or 2 above)

Resolving Ties for Most Guardsbull The tied player with the most VPs winsbull If still tied the tied player with the oldest guard on the wall

wins (guard on the lowest number in any wall section)bull If still tied the player with the guard in the most western

location wins (closest to the Frostfangs)

4 player Set-up 3 player Set-up

standard set-up fOr brOtherhOOd Of the watCh

+= +

copy G

eorg

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17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy Ge

orge

RR

Mar

tin reg

2017

FFG

amp C

atan G

mbH

After Use Flip this hero card over or exchange it

Bowen marshLord Steward

You exchange a single resource card with the

supply at a 11 rate

One

-tim

e Tra

de a

t 11

A 2

Page 3: Catan. G number during the game. Bottom line: The more ... · Catan, please read this Game Overview first (page 1). Next, read the Base Game Rules (pages 2-4) and start to play base

3

2 Trade 991234After the dice roll is resolved you may trade freely to gain

resource cards (using either or both types of trades below)

a) Trade with Players 991234On your turn you can trade resource cards with any of the other players You can announce which resources you need and what you are willing to trade for them The other players can also make their own proposals and counteroffers to you

Important Players may only trade with the player whose turn it is The other players may not trade among themselves

b) Trade with the Supply 991234You can also trade 991234 without the other players During your turn you can always trade at 41 by putting 4 identical resource cards back in the supply and taking any 1 resource card of your choice from it If you have a settlementkeep on a trade route 991234 you can trade with the supply at a more favorable rate 31 or 21 as indicated by the trade route

Important The 41 trade is always possible even if you do not have a settlement or keep on a trade route

3 Build 991234Now you can build Through building you can increase your victory points 991234 expand your road network improve your resource production andor buy useful development cards To build you must pay specific combinations of resource cards (see the Build Costs Card 991234) Take the appropriate number of roads settlements andor keeps you built from your supply Place them immediately on the board Return the resource cards you spent to their respective supply stacks

You cannot build more pieces than what is available in your poolmdasha maximum of 5 settlements 4 keeps and 15 roads

a) Road 991234 Requires Brick amp LumberA new road must always connect to one of your existing roads settlements or keeps Only 1 road can be built on any given path 991234

The first player to build a continuous road (not counting forks) of at least 5 road segments that is not interrupted by a foreign road or keep receives the special card ldquoLongest Road 991234rdquo If another player succeeds in building a longer road than the one created by the current owner of the ldquoLongest Roadrdquo card that player immediately takes the special card (and its 2 victory points) In this case there is a 4 victory point swing

Road Build Example Blue may build a road on the paths marked in green Blue cannot build on the path marked in red for yellows settlement blocks the way

Longest Road Example Red has a continuous connection of 6 roads (not counting the fork) therefore she has the ldquoLongest Roadrdquo Blues 7-road linkage is interrupted by one of Reds settlements So Blues longest road is 5

b) Settlement 991234 Requires 1 brick 1 wool 1 grain and 1 lumber

Take special note of the ldquoDistance Rulerdquo 991234 you may only build a settlement at an intersection if all 3 of the adjacent intersections are vacant (ie none are occupied by any settlements or keepsmdasheven yours)

Each of your settlements must connect to at least one of your own roads When a terrain hex produces you receive resources regardless of whose turn it is You receive 1 resource card for each settlement you have adjacent to that terrain hex

Each settlement is worth 1 victory pointSee the settlement example on the next page

Trade wsupply 41 without a trade route

Trade wsupply with a31 trade route

Trade wsupply with21 lumber trade route

copy G

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FG amp

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an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

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17 F

FG amp

Cat

an G

mbH

= =

=

Longest Road

+=

copy G

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FG amp

Cat

an G

mbH

copy G

eorg

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R M

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reg20

17 F

FG amp

Cat

an G

mbH

+= + +

copy G

eorg

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R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

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FG amp

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an G

mbH

Fork

4

Example Red may build a settlement on the intersection marked in green Red cannot build on the intersections marked in red because she has to observe the distance rule

c) Keep 991234 Requires 3 Ore amp 2 Grain

You may only establish a keep by upgrading 1 of your settlements

When you upgrade a settlement to a keep put that settlement piece back in your supply and replace it with a keep piece

A keep allows you to acquire 2 resource cards for an adjacent terrain hex that produces resources

Each keep is worth 2 victory points

d) Buying a Development Card 991234 Requires Ore Wool amp Grain

When you buy a development card draw the top card from the deck

There are 3 different kinds of development cards ranger patrol 991234 (purple banner) progress 991234 (green) and victory point 991234 (orange) Each has a different effect (see below)

Development cards never go back into the supply and you cannot buy development cards if the supply is empty

Keep your development cards hidden (in your hand) until you use them so your opponents canrsquot anticipate your play

4 Special Cases

a) Rolling a ldquo7rdquo and Activating Tormund 991234If you roll a ldquo7rdquo no one receives any resources

Instead each player who has more than 7 resource cards must select half (rounded down) of hisher resource cards and return them to the supply

Then you must move Tormund 991234 Proceed as follows(1) You must move Tormund 991234 immediately to a number

token on any other terrain hex

(2) Then you steal 1 (random) resource card from 1 opponent who has a settlement or keep adjacent to the target terrain hex The player who is robbed holds hisher resource card hand face down You then take 1 card at random If the target hex is adjacent to 2 or more playersrsquo settlements or keeps you choose which one you want to steal from

Important If the production number for the hex containing Tormund is rolled the owners of adjacent settlements and keeps do not receive resources Tormund prevents it

b) Playing Development Cards 991234At any time during your turn you may play 1 development card (put it face up on the table) That card however may not be a card you bought during the same turn (except for a victory point card as described below)

Ranger Patrols 991234In the base game when you play a ranger patrol card you can only use the option Move Tormund as if you had rolled a ldquo7rdquo You must immediately move him

Once played ranger patrol cards remain face up in front of you The first player to have 3 ranger patrol cards in front of himself receives the special card ldquoLargest Patrolrdquo which is worth 2 victory points If another player has more ranger patrol cards in front of him than the current holder of the Largest Patrol card he immediately takes the special card and its 2 victory points

Progress Cards 991234If you play a progress card follow its instructions Then remove the card from the game (ie toss it in the box)

Victory Point Cards 991234You must keep victory point cards hidden You may only reveal them during your turn and when you are sure that you have 10 victory pointsmdashthat is to win the game Of course you can reveal them after the end of the game if someone else wins You may play any number of victory point cards during your turn even during the turn you purchase them (if playing them gives you the win)

endinG the Game 991234If you havemdashor reachmdash10 victory points on your turn the game ends immediately and you win You can only win during your turn You cannot win during another players turn If somehow you find that you have 10+ victory points during another playerrsquos turn you must wait until your next turn

Largest Patrol

copy G

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an G

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Place 2 new roads as if you had just built them

roaD BuiLDing

copy G

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FG amp

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an G

mbH

winter is coming

Take any 2 resources from the supply Add them to your hand They can be 2 of the same resource or

2 different resources

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an G

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DragongLass

1Victory Point

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watchtower

1Victory Point

copy G

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an G

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warhorse

1Victory Point

copy G

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an G

mbH

DirewoLf

1Victory Point

copy G

eorg

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FG amp

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an G

mbH1

Victory Point

LongcLaw

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Cat

an G

mbH

ranger PatroL

Before or after your own production roll choose 1Move Tormund as if you

had rolled a ldquo7rdquo ORTake 1 wildling in the Gift

and return it to the Frostfangs amp take 1 resource from the

hex the wildling left

copy G

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an G

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DragongLass

1Victory Point

copy G

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an G

mbH

watchtower

1Victory

Point

copy G

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FG amp

Cat

an G

mbH

warhorse

1Victory Pointcopy

Geo

rge

RR

Mar

tin reg

2017

FFG

amp C

atan

Gm

bH

DirewoLf

1Victory Point

copy G

eorg

e R

R M

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FG amp

Cat

an G

mbH1

Victory Point

LongcLaw

copy G

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FG amp

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an G

mbH

winter is coming

Take any 2 resources from the supply Add them to your hand They can be 2 of the same resource or

2 different resources

copy G

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17 F

FG amp

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an G

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Place 2 new roads as if you had just built them

roaD BuiLDing

= +

copy G

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17 F

FG amp

Cat

an G

mbH

copy G

eorg

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17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

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17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

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reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

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17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

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reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

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17 F

FG amp

Cat

an G

mbH

copy G

eorg

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R M

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17 F

FG amp

Cat

an G

mbH+ +=

copy G

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FG amp

Cat

an G

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ranger PatroL

Before or after your own production roll choose 1Move Tormund as if you

had rolled a ldquo7rdquo ORTake 1 wildling in the Gift

and return it to the Frostfangs amp take 1 resource from the

hex the wildling left

5

You serve as a shield against the darkness You form the rear guards for the thrones of the south You are the Nightrsquos Watch You do not play the Game of Thronesmdashyou are the only thing that holds back the wildlings trying to migrate to the warmer southern lands Because winter is cominghellip

You are recognized by your fellow brothers of the Nightrsquos Watch as a natural leader You oversee a small cadre in their day-to-day duties It is your duty to insure that the defenses of the Wall are properly manned by guards To accomplish this you need to secure a steady supply of resources that flow from the small settlements fortified keeps and roads in the Gift If you do your job well you will become the new Lord Commander

Important The rules for Brotherhood of the Watch use all of the base rules with the following changes

the wall the Gift amp the wildlinGsThe board represents the region of northern Westeros that contains the Wall and the Gift The Wall protects the kingdoms to the south and the gift of land that supports the guards on that Wall This board is made up of the terrain hexes of the Gift and the frame pieces that hold those hexes together The frame has spaces for the clan areas camps trails and clearings north of the Wall

The wildlings start the game in an area called the Frostfangs During play certain actions (like building a settlement) trigger wildling migration Wildlings migrate from the Frostfangs to the clan areas where they prepare themselves in camps Later the wildlings follow a trail from the camps to a clearing at the base of the Wall When there are more wildlings in a clearing than guards on the wall section defending against that clearing the wildlings breach the Wall to enter the Gift If the camps in a clan area get too crowded the wildlings rush the Wall

In the image of the game board below we identify all of the areas that are crucial to the movement of the wildlings Black arrows indicate specific areas Blue arrows indicate the general flow of wildling movement

Brotherhood of the Watch Rules

COnstruCtinG the bOardFor your first game of Brotherhood of the Watch we suggest that you use the ldquoStandard Set-up for Brotherhood of the Watchrdquo depicted on the back of this rule book

First assemble the frame Second create the Gift by placing the terrain hexes into the framemdashagain as shown Use all 21 terrain hexes in a 4-player game Use 16 hexes in a 3-player game Third place the number tokens on top of the designated terrain hexes as shown

Note It can be a lot of fun (and challenging) to play with a variable game board (with the terrain hexes arranged randomly) You can change the board each game This allows you to explore new strategies But always remember that while you randomize the terrain hexes you do not randomize the number tokens If you want to use the variable set up you can find the guidelines in the Rules Reference under Set-Up Variable 991234 Also look for useful tips under Set-Up Phase 991234

The Frostfangs

4 Clearings

3 Clan Areas

6 Trails numbered 1-8

Wall BreachTrack

Tormunds Camp

The Wall made of

4 Wall Sections

The Gift

5 Camps per Clan Area

5 Guard Spaces per Wall Section

6

set-upIf you are experienced players use the variable set-up guidelines (see Reference Rules under Set-Up Variable 991234 and Set-Up Phase 991234)

General Set-UpFollow the base game set-up instructions on page 2 with the following additionsbull Place the wildling die beside the

production dicebull Place the 4 wall sections on the board as shown in the

illustration on page 5bull Shuffle all of the development cards to form

the stackbull Place the Longest Road amp Largest Patrol cards

1 VP side upbull Place your build cost card face up

(wildling tokens 991234 depicted)bull Place the breach marker on the ldquo0rdquo space of the wall

breach trackbull Place the 8 VP tokens beside the boardbull Each player rolls the production dice

highest roll goes first

Set-Up the Wildlingsbull Place the wildling figures on the Frostfangs 991234 area

of the board Place all of the wildling tokens 991234 face down next to the board and mix them up so that nobody knows which is which

bull Place 1 wildling token face down on each settlement space on your build cost card Then place 1 of your settlements on top of each of these wildling tokens

bull Place 2 wildling tokens and 1 keep on each keep space on your build cost card

bull Leave any remaining tokens face down beside the board to form a wildling token pool

Prepare the Hero CardsPlace all of the hero cards 991234 next to the board ldquoA-siderdquo up to form a display Each player takes 1 Hero Card as followsbull In a 4-player game Player 1 takes

ldquoA4rdquo Yarwick player 2 takes ldquoA3rdquo Tarley player 3 takes ldquoA2rdquo Marsh and player 4 takes ldquoA1rdquo Mormont

bull In a 3-player game Player 1 takes ldquoA3rdquo Tarley player 2 takes ldquoA2rdquo Marsh and player 3 takes ldquoA1rdquo Mormont

Set-up Brotherhood of the WatchSet-up is the same as in the base game with the following additionsbull Take 7 guard pieces in your player colorbull The 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 amp 1 road) In round 3 place 1 guard on the wall (starting with player 1 and continuing clockwise)

turn OverviewA 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 The result of the wildling die determines which if any of the wildlings advancebull Step 1ndash Roll the 3 dice First resolve the two 6-sided

production 991234 dice (the result applies to all players) Next resolve any wildling advance 991234 indicated by the 12-sided wildling die

bull Step 2ndash You may trade 991234 resource cards with other players andor trade with the supply 991234

bull Step 3ndash You may build 991234 roads 991234 settlements 991234 andor keeps 991234 recruit guards 991234 andor buy development cards 991234After yoursquore done pass the dice to the player to your left who

then continues the game with step 1

the turn in detailBegin your turn by rolling all 3 dice The sum of the 2 production dice determines which terrain hex(es) produce(s) resources The result of the wildling die determines which wildling(s) advance(s) 991234 (if any)

1 Roll the 3 diceHandle resource production the same way as in the base

gameNote A terrain hex blocked by a wildling does not produce

Wildling Advance 991234A trail 991234 is a numbered connection between a camp991234 and an adjacent clearing 991234 The wildling die roll result (ie 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 The cave people clan area has 2 wildlings in it This area is connected to two trails (the ldquo4rdquo trail and the ldquo5rdquo trail) You roll a ldquo4rdquo on the wildling die So you must advance the wildling in the camp adjacent to the ldquo4rdquo trail to the clearing There is no guard on the wall section defending that clearing So there is a wall breach 991234 If you rolled a ldquo5rdquo the wildling would have advanced down the ldquo5rdquo trail to the clearing that is defended by a guard No breach would occur in that caseIf there are multiple wildlings in

that clan area the wildling in the camp closest to the numbered trails advances The other wildlings in that clan area each move 1 camp closer to the clearings to fill unoccupied camps

copy Ge

orge

RR

Mar

tin reg

2017

FFG

amp C

atan G

mbH

After Use Flip this hero card over or exchange it

Bowen marshLord Steward

You exchange a single resource card with the

supply at a 11 rate

One

-tim

e Tra

de a

t 11

A 2

7

WildlingsThere are 3 types of wildlings climbers giants and regular wildlings 991234 When a wildling advances to a clearingbull A climber 991234 immediately jumps over the Wall and

blocks the first hex not occupied by a wildling directly south of the wall section This does not count as a wall breach 991234 (see below)

bull A giant 991234 removes itself and removes the guard 991234 on the ldquo1rdquo 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)

bull A regular wildling 991234 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 BreachesWhen a wall breach 991234 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) fill in the lowest-numbered unoccupied space(s)

Then one at a time each of the wildlings on that clearing jumps over the Wall Each one blocks the first 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 There are 2 regular wildlings in the ldquo5 6rdquo clearing and 2 guards on the wall section defending that clearing You roll a ldquo5rdquo on the wildling die There is a regular wildling at the camp beside the ldquo5rdquo trail That wildling advances down the trail into the ldquo56rdquo clearing There are now 3 wildlings in the clearing and only 2 guards defending The wildlings breach the wall Return the guard in the ldquo1rdquo space on the wall to its owner Then move the 3 wildlings over the wall to block the first 3 hexes south Finally move the remaining guard on the wall from the ldquo2rdquo space to the ldquo1rdquo spaceAfter a wall breach move the breach marker 1 space

down on the breach track 3 wall breaches end the game (see Ending the Game 991234)

Wildling RushWhen a fifth wildling moves to a clan area 991234 that already has 4 wildlings a wildling rush occurs The wildlings in the two camps 991234 closest to the trails immediately advance The 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)

Then the 3 remaining wildlings fill in the camps 991234 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 991234 (31)Trading is handled the same as in the base game with the following exception the standard rate for a trade with the supply 991234 is 31 (instead of 41)

4 Build 991234Building is the same as in the base game with the following additionsbull You may build guardsbull When you build a settlement build a keep or take a special

VP card you reveal wildling tokens The corresponding wildling(s) must migrate to their clan area

bull Longest Road and Largest Patrol are only worth 1 VP each

Create New Wildlings with Wildling Tokens 9912341 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 The wildling token specifies 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 991234 or Largest Patrol 991234 special card you must draw a random wildling token from the pool beside the game board to ldquomigraterdquo 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

8

Building a Guard 991234 Requires 1 Brick 1 Wool amp 1 Lumber

After you pay for a guard place it onto the lowest-numbered unoccupied space on a wall section of your choice

As long as you have 3 guards anywhere on the Wall you receive 1 VP token As long as you have 5+ guards anywhere on the Wall you receive 1 additional VP token (2 VPs total) If the number of your guards on the wall falls below either threshold return the VP token to the supply

herO Cards 991234Your hero card 991234 gives you a specific advantage as described on the card The first time you use your heros advantage you have 2 choices bull Return it to the hero card display Then

take 1 other hero card of your choice from the display Place this new hero ldquoA-siderdquo up in front of you

bull Turn your hero card over to its ldquoB-siderdquo This allows you to use the heros ability again on a subsequent turn After you use your hero card a second time you must return it to the hero card display (ldquoA-siderdquo up) Then take 1 other hero card of your choice from the displayThere is a summary of all of the heroes on the back cover of

the Rules ReferenceImportant You are not allowed to use a hero card during the same turn you take it You cannot trade give away or steal hero cards

endinG the Game 991234Brotherhood of the Watch can end in 3 ways 1 If the Wall has been breached 3 times the game ends

immediately If you have the most guards on the wall at this point you win If tied see below

2 If the number of wildlings in the Gift exceeds 7 (8 or more) the game ends immediately If you have the most guards on the wall at this point you win If tied see below

3 If you have 10 VPs at the END of your turn you win

Important Unlike most Catan games you only win at the END of your turn You must still advance the wildlings as usual throughout your entire turn This could cause the game to end immediately (see 1 or 2 above)

Resolving Ties for Most Guardsbull The tied player with the most VPs winsbull If still tied the tied player with the oldest guard on the wall

wins (guard on the lowest number in any wall section)bull If still tied the player with the guard in the most western

location wins (closest to the Frostfangs)

4 player Set-up 3 player Set-up

standard set-up fOr brOtherhOOd Of the watCh

+= +

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FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy Ge

orge

RR

Mar

tin reg

2017

FFG

amp C

atan G

mbH

After Use Flip this hero card over or exchange it

Bowen marshLord Steward

You exchange a single resource card with the

supply at a 11 rate

One

-tim

e Tra

de a

t 11

A 2

Page 4: Catan. G number during the game. Bottom line: The more ... · Catan, please read this Game Overview first (page 1). Next, read the Base Game Rules (pages 2-4) and start to play base

4

Example Red may build a settlement on the intersection marked in green Red cannot build on the intersections marked in red because she has to observe the distance rule

c) Keep 991234 Requires 3 Ore amp 2 Grain

You may only establish a keep by upgrading 1 of your settlements

When you upgrade a settlement to a keep put that settlement piece back in your supply and replace it with a keep piece

A keep allows you to acquire 2 resource cards for an adjacent terrain hex that produces resources

Each keep is worth 2 victory points

d) Buying a Development Card 991234 Requires Ore Wool amp Grain

When you buy a development card draw the top card from the deck

There are 3 different kinds of development cards ranger patrol 991234 (purple banner) progress 991234 (green) and victory point 991234 (orange) Each has a different effect (see below)

Development cards never go back into the supply and you cannot buy development cards if the supply is empty

Keep your development cards hidden (in your hand) until you use them so your opponents canrsquot anticipate your play

4 Special Cases

a) Rolling a ldquo7rdquo and Activating Tormund 991234If you roll a ldquo7rdquo no one receives any resources

Instead each player who has more than 7 resource cards must select half (rounded down) of hisher resource cards and return them to the supply

Then you must move Tormund 991234 Proceed as follows(1) You must move Tormund 991234 immediately to a number

token on any other terrain hex

(2) Then you steal 1 (random) resource card from 1 opponent who has a settlement or keep adjacent to the target terrain hex The player who is robbed holds hisher resource card hand face down You then take 1 card at random If the target hex is adjacent to 2 or more playersrsquo settlements or keeps you choose which one you want to steal from

Important If the production number for the hex containing Tormund is rolled the owners of adjacent settlements and keeps do not receive resources Tormund prevents it

b) Playing Development Cards 991234At any time during your turn you may play 1 development card (put it face up on the table) That card however may not be a card you bought during the same turn (except for a victory point card as described below)

Ranger Patrols 991234In the base game when you play a ranger patrol card you can only use the option Move Tormund as if you had rolled a ldquo7rdquo You must immediately move him

Once played ranger patrol cards remain face up in front of you The first player to have 3 ranger patrol cards in front of himself receives the special card ldquoLargest Patrolrdquo which is worth 2 victory points If another player has more ranger patrol cards in front of him than the current holder of the Largest Patrol card he immediately takes the special card and its 2 victory points

Progress Cards 991234If you play a progress card follow its instructions Then remove the card from the game (ie toss it in the box)

Victory Point Cards 991234You must keep victory point cards hidden You may only reveal them during your turn and when you are sure that you have 10 victory pointsmdashthat is to win the game Of course you can reveal them after the end of the game if someone else wins You may play any number of victory point cards during your turn even during the turn you purchase them (if playing them gives you the win)

endinG the Game 991234If you havemdashor reachmdash10 victory points on your turn the game ends immediately and you win You can only win during your turn You cannot win during another players turn If somehow you find that you have 10+ victory points during another playerrsquos turn you must wait until your next turn

Largest Patrol

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

Place 2 new roads as if you had just built them

roaD BuiLDing

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

winter is coming

Take any 2 resources from the supply Add them to your hand They can be 2 of the same resource or

2 different resources

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

DragongLass

1Victory Point

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

watchtower

1Victory Point

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

warhorse

1Victory Point

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

DirewoLf

1Victory Point

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH1

Victory Point

LongcLaw

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

ranger PatroL

Before or after your own production roll choose 1Move Tormund as if you

had rolled a ldquo7rdquo ORTake 1 wildling in the Gift

and return it to the Frostfangs amp take 1 resource from the

hex the wildling left

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

DragongLass

1Victory Point

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

watchtower

1Victory

Point

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

warhorse

1Victory Pointcopy

Geo

rge

RR

Mar

tin reg

2017

FFG

amp C

atan

Gm

bH

DirewoLf

1Victory Point

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH1

Victory Point

LongcLaw

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

winter is coming

Take any 2 resources from the supply Add them to your hand They can be 2 of the same resource or

2 different resources

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

Place 2 new roads as if you had just built them

roaD BuiLDing

= +

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH+ +=

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

ranger PatroL

Before or after your own production roll choose 1Move Tormund as if you

had rolled a ldquo7rdquo ORTake 1 wildling in the Gift

and return it to the Frostfangs amp take 1 resource from the

hex the wildling left

5

You serve as a shield against the darkness You form the rear guards for the thrones of the south You are the Nightrsquos Watch You do not play the Game of Thronesmdashyou are the only thing that holds back the wildlings trying to migrate to the warmer southern lands Because winter is cominghellip

You are recognized by your fellow brothers of the Nightrsquos Watch as a natural leader You oversee a small cadre in their day-to-day duties It is your duty to insure that the defenses of the Wall are properly manned by guards To accomplish this you need to secure a steady supply of resources that flow from the small settlements fortified keeps and roads in the Gift If you do your job well you will become the new Lord Commander

Important The rules for Brotherhood of the Watch use all of the base rules with the following changes

the wall the Gift amp the wildlinGsThe board represents the region of northern Westeros that contains the Wall and the Gift The Wall protects the kingdoms to the south and the gift of land that supports the guards on that Wall This board is made up of the terrain hexes of the Gift and the frame pieces that hold those hexes together The frame has spaces for the clan areas camps trails and clearings north of the Wall

The wildlings start the game in an area called the Frostfangs During play certain actions (like building a settlement) trigger wildling migration Wildlings migrate from the Frostfangs to the clan areas where they prepare themselves in camps Later the wildlings follow a trail from the camps to a clearing at the base of the Wall When there are more wildlings in a clearing than guards on the wall section defending against that clearing the wildlings breach the Wall to enter the Gift If the camps in a clan area get too crowded the wildlings rush the Wall

In the image of the game board below we identify all of the areas that are crucial to the movement of the wildlings Black arrows indicate specific areas Blue arrows indicate the general flow of wildling movement

Brotherhood of the Watch Rules

COnstruCtinG the bOardFor your first game of Brotherhood of the Watch we suggest that you use the ldquoStandard Set-up for Brotherhood of the Watchrdquo depicted on the back of this rule book

First assemble the frame Second create the Gift by placing the terrain hexes into the framemdashagain as shown Use all 21 terrain hexes in a 4-player game Use 16 hexes in a 3-player game Third place the number tokens on top of the designated terrain hexes as shown

Note It can be a lot of fun (and challenging) to play with a variable game board (with the terrain hexes arranged randomly) You can change the board each game This allows you to explore new strategies But always remember that while you randomize the terrain hexes you do not randomize the number tokens If you want to use the variable set up you can find the guidelines in the Rules Reference under Set-Up Variable 991234 Also look for useful tips under Set-Up Phase 991234

The Frostfangs

4 Clearings

3 Clan Areas

6 Trails numbered 1-8

Wall BreachTrack

Tormunds Camp

The Wall made of

4 Wall Sections

The Gift

5 Camps per Clan Area

5 Guard Spaces per Wall Section

6

set-upIf you are experienced players use the variable set-up guidelines (see Reference Rules under Set-Up Variable 991234 and Set-Up Phase 991234)

General Set-UpFollow the base game set-up instructions on page 2 with the following additionsbull Place the wildling die beside the

production dicebull Place the 4 wall sections on the board as shown in the

illustration on page 5bull Shuffle all of the development cards to form

the stackbull Place the Longest Road amp Largest Patrol cards

1 VP side upbull Place your build cost card face up

(wildling tokens 991234 depicted)bull Place the breach marker on the ldquo0rdquo space of the wall

breach trackbull Place the 8 VP tokens beside the boardbull Each player rolls the production dice

highest roll goes first

Set-Up the Wildlingsbull Place the wildling figures on the Frostfangs 991234 area

of the board Place all of the wildling tokens 991234 face down next to the board and mix them up so that nobody knows which is which

bull Place 1 wildling token face down on each settlement space on your build cost card Then place 1 of your settlements on top of each of these wildling tokens

bull Place 2 wildling tokens and 1 keep on each keep space on your build cost card

bull Leave any remaining tokens face down beside the board to form a wildling token pool

Prepare the Hero CardsPlace all of the hero cards 991234 next to the board ldquoA-siderdquo up to form a display Each player takes 1 Hero Card as followsbull In a 4-player game Player 1 takes

ldquoA4rdquo Yarwick player 2 takes ldquoA3rdquo Tarley player 3 takes ldquoA2rdquo Marsh and player 4 takes ldquoA1rdquo Mormont

bull In a 3-player game Player 1 takes ldquoA3rdquo Tarley player 2 takes ldquoA2rdquo Marsh and player 3 takes ldquoA1rdquo Mormont

Set-up Brotherhood of the WatchSet-up is the same as in the base game with the following additionsbull Take 7 guard pieces in your player colorbull The 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 amp 1 road) In round 3 place 1 guard on the wall (starting with player 1 and continuing clockwise)

turn OverviewA 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 The result of the wildling die determines which if any of the wildlings advancebull Step 1ndash Roll the 3 dice First resolve the two 6-sided

production 991234 dice (the result applies to all players) Next resolve any wildling advance 991234 indicated by the 12-sided wildling die

bull Step 2ndash You may trade 991234 resource cards with other players andor trade with the supply 991234

bull Step 3ndash You may build 991234 roads 991234 settlements 991234 andor keeps 991234 recruit guards 991234 andor buy development cards 991234After yoursquore done pass the dice to the player to your left who

then continues the game with step 1

the turn in detailBegin your turn by rolling all 3 dice The sum of the 2 production dice determines which terrain hex(es) produce(s) resources The result of the wildling die determines which wildling(s) advance(s) 991234 (if any)

1 Roll the 3 diceHandle resource production the same way as in the base

gameNote A terrain hex blocked by a wildling does not produce

Wildling Advance 991234A trail 991234 is a numbered connection between a camp991234 and an adjacent clearing 991234 The wildling die roll result (ie 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 The cave people clan area has 2 wildlings in it This area is connected to two trails (the ldquo4rdquo trail and the ldquo5rdquo trail) You roll a ldquo4rdquo on the wildling die So you must advance the wildling in the camp adjacent to the ldquo4rdquo trail to the clearing There is no guard on the wall section defending that clearing So there is a wall breach 991234 If you rolled a ldquo5rdquo the wildling would have advanced down the ldquo5rdquo trail to the clearing that is defended by a guard No breach would occur in that caseIf there are multiple wildlings in

that clan area the wildling in the camp closest to the numbered trails advances The other wildlings in that clan area each move 1 camp closer to the clearings to fill unoccupied camps

copy Ge

orge

RR

Mar

tin reg

2017

FFG

amp C

atan G

mbH

After Use Flip this hero card over or exchange it

Bowen marshLord Steward

You exchange a single resource card with the

supply at a 11 rate

One

-tim

e Tra

de a

t 11

A 2

7

WildlingsThere are 3 types of wildlings climbers giants and regular wildlings 991234 When a wildling advances to a clearingbull A climber 991234 immediately jumps over the Wall and

blocks the first hex not occupied by a wildling directly south of the wall section This does not count as a wall breach 991234 (see below)

bull A giant 991234 removes itself and removes the guard 991234 on the ldquo1rdquo 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)

bull A regular wildling 991234 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 BreachesWhen a wall breach 991234 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) fill in the lowest-numbered unoccupied space(s)

Then one at a time each of the wildlings on that clearing jumps over the Wall Each one blocks the first 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 There are 2 regular wildlings in the ldquo5 6rdquo clearing and 2 guards on the wall section defending that clearing You roll a ldquo5rdquo on the wildling die There is a regular wildling at the camp beside the ldquo5rdquo trail That wildling advances down the trail into the ldquo56rdquo clearing There are now 3 wildlings in the clearing and only 2 guards defending The wildlings breach the wall Return the guard in the ldquo1rdquo space on the wall to its owner Then move the 3 wildlings over the wall to block the first 3 hexes south Finally move the remaining guard on the wall from the ldquo2rdquo space to the ldquo1rdquo spaceAfter a wall breach move the breach marker 1 space

down on the breach track 3 wall breaches end the game (see Ending the Game 991234)

Wildling RushWhen a fifth wildling moves to a clan area 991234 that already has 4 wildlings a wildling rush occurs The wildlings in the two camps 991234 closest to the trails immediately advance The 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)

Then the 3 remaining wildlings fill in the camps 991234 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 991234 (31)Trading is handled the same as in the base game with the following exception the standard rate for a trade with the supply 991234 is 31 (instead of 41)

4 Build 991234Building is the same as in the base game with the following additionsbull You may build guardsbull When you build a settlement build a keep or take a special

VP card you reveal wildling tokens The corresponding wildling(s) must migrate to their clan area

bull Longest Road and Largest Patrol are only worth 1 VP each

Create New Wildlings with Wildling Tokens 9912341 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 The wildling token specifies 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 991234 or Largest Patrol 991234 special card you must draw a random wildling token from the pool beside the game board to ldquomigraterdquo 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

8

Building a Guard 991234 Requires 1 Brick 1 Wool amp 1 Lumber

After you pay for a guard place it onto the lowest-numbered unoccupied space on a wall section of your choice

As long as you have 3 guards anywhere on the Wall you receive 1 VP token As long as you have 5+ guards anywhere on the Wall you receive 1 additional VP token (2 VPs total) If the number of your guards on the wall falls below either threshold return the VP token to the supply

herO Cards 991234Your hero card 991234 gives you a specific advantage as described on the card The first time you use your heros advantage you have 2 choices bull Return it to the hero card display Then

take 1 other hero card of your choice from the display Place this new hero ldquoA-siderdquo up in front of you

bull Turn your hero card over to its ldquoB-siderdquo This allows you to use the heros ability again on a subsequent turn After you use your hero card a second time you must return it to the hero card display (ldquoA-siderdquo up) Then take 1 other hero card of your choice from the displayThere is a summary of all of the heroes on the back cover of

the Rules ReferenceImportant You are not allowed to use a hero card during the same turn you take it You cannot trade give away or steal hero cards

endinG the Game 991234Brotherhood of the Watch can end in 3 ways 1 If the Wall has been breached 3 times the game ends

immediately If you have the most guards on the wall at this point you win If tied see below

2 If the number of wildlings in the Gift exceeds 7 (8 or more) the game ends immediately If you have the most guards on the wall at this point you win If tied see below

3 If you have 10 VPs at the END of your turn you win

Important Unlike most Catan games you only win at the END of your turn You must still advance the wildlings as usual throughout your entire turn This could cause the game to end immediately (see 1 or 2 above)

Resolving Ties for Most Guardsbull The tied player with the most VPs winsbull If still tied the tied player with the oldest guard on the wall

wins (guard on the lowest number in any wall section)bull If still tied the player with the guard in the most western

location wins (closest to the Frostfangs)

4 player Set-up 3 player Set-up

standard set-up fOr brOtherhOOd Of the watCh

+= +

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy Ge

orge

RR

Mar

tin reg

2017

FFG

amp C

atan G

mbH

After Use Flip this hero card over or exchange it

Bowen marshLord Steward

You exchange a single resource card with the

supply at a 11 rate

One

-tim

e Tra

de a

t 11

A 2

Page 5: Catan. G number during the game. Bottom line: The more ... · Catan, please read this Game Overview first (page 1). Next, read the Base Game Rules (pages 2-4) and start to play base

5

You serve as a shield against the darkness You form the rear guards for the thrones of the south You are the Nightrsquos Watch You do not play the Game of Thronesmdashyou are the only thing that holds back the wildlings trying to migrate to the warmer southern lands Because winter is cominghellip

You are recognized by your fellow brothers of the Nightrsquos Watch as a natural leader You oversee a small cadre in their day-to-day duties It is your duty to insure that the defenses of the Wall are properly manned by guards To accomplish this you need to secure a steady supply of resources that flow from the small settlements fortified keeps and roads in the Gift If you do your job well you will become the new Lord Commander

Important The rules for Brotherhood of the Watch use all of the base rules with the following changes

the wall the Gift amp the wildlinGsThe board represents the region of northern Westeros that contains the Wall and the Gift The Wall protects the kingdoms to the south and the gift of land that supports the guards on that Wall This board is made up of the terrain hexes of the Gift and the frame pieces that hold those hexes together The frame has spaces for the clan areas camps trails and clearings north of the Wall

The wildlings start the game in an area called the Frostfangs During play certain actions (like building a settlement) trigger wildling migration Wildlings migrate from the Frostfangs to the clan areas where they prepare themselves in camps Later the wildlings follow a trail from the camps to a clearing at the base of the Wall When there are more wildlings in a clearing than guards on the wall section defending against that clearing the wildlings breach the Wall to enter the Gift If the camps in a clan area get too crowded the wildlings rush the Wall

In the image of the game board below we identify all of the areas that are crucial to the movement of the wildlings Black arrows indicate specific areas Blue arrows indicate the general flow of wildling movement

Brotherhood of the Watch Rules

COnstruCtinG the bOardFor your first game of Brotherhood of the Watch we suggest that you use the ldquoStandard Set-up for Brotherhood of the Watchrdquo depicted on the back of this rule book

First assemble the frame Second create the Gift by placing the terrain hexes into the framemdashagain as shown Use all 21 terrain hexes in a 4-player game Use 16 hexes in a 3-player game Third place the number tokens on top of the designated terrain hexes as shown

Note It can be a lot of fun (and challenging) to play with a variable game board (with the terrain hexes arranged randomly) You can change the board each game This allows you to explore new strategies But always remember that while you randomize the terrain hexes you do not randomize the number tokens If you want to use the variable set up you can find the guidelines in the Rules Reference under Set-Up Variable 991234 Also look for useful tips under Set-Up Phase 991234

The Frostfangs

4 Clearings

3 Clan Areas

6 Trails numbered 1-8

Wall BreachTrack

Tormunds Camp

The Wall made of

4 Wall Sections

The Gift

5 Camps per Clan Area

5 Guard Spaces per Wall Section

6

set-upIf you are experienced players use the variable set-up guidelines (see Reference Rules under Set-Up Variable 991234 and Set-Up Phase 991234)

General Set-UpFollow the base game set-up instructions on page 2 with the following additionsbull Place the wildling die beside the

production dicebull Place the 4 wall sections on the board as shown in the

illustration on page 5bull Shuffle all of the development cards to form

the stackbull Place the Longest Road amp Largest Patrol cards

1 VP side upbull Place your build cost card face up

(wildling tokens 991234 depicted)bull Place the breach marker on the ldquo0rdquo space of the wall

breach trackbull Place the 8 VP tokens beside the boardbull Each player rolls the production dice

highest roll goes first

Set-Up the Wildlingsbull Place the wildling figures on the Frostfangs 991234 area

of the board Place all of the wildling tokens 991234 face down next to the board and mix them up so that nobody knows which is which

bull Place 1 wildling token face down on each settlement space on your build cost card Then place 1 of your settlements on top of each of these wildling tokens

bull Place 2 wildling tokens and 1 keep on each keep space on your build cost card

bull Leave any remaining tokens face down beside the board to form a wildling token pool

Prepare the Hero CardsPlace all of the hero cards 991234 next to the board ldquoA-siderdquo up to form a display Each player takes 1 Hero Card as followsbull In a 4-player game Player 1 takes

ldquoA4rdquo Yarwick player 2 takes ldquoA3rdquo Tarley player 3 takes ldquoA2rdquo Marsh and player 4 takes ldquoA1rdquo Mormont

bull In a 3-player game Player 1 takes ldquoA3rdquo Tarley player 2 takes ldquoA2rdquo Marsh and player 3 takes ldquoA1rdquo Mormont

Set-up Brotherhood of the WatchSet-up is the same as in the base game with the following additionsbull Take 7 guard pieces in your player colorbull The 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 amp 1 road) In round 3 place 1 guard on the wall (starting with player 1 and continuing clockwise)

turn OverviewA 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 The result of the wildling die determines which if any of the wildlings advancebull Step 1ndash Roll the 3 dice First resolve the two 6-sided

production 991234 dice (the result applies to all players) Next resolve any wildling advance 991234 indicated by the 12-sided wildling die

bull Step 2ndash You may trade 991234 resource cards with other players andor trade with the supply 991234

bull Step 3ndash You may build 991234 roads 991234 settlements 991234 andor keeps 991234 recruit guards 991234 andor buy development cards 991234After yoursquore done pass the dice to the player to your left who

then continues the game with step 1

the turn in detailBegin your turn by rolling all 3 dice The sum of the 2 production dice determines which terrain hex(es) produce(s) resources The result of the wildling die determines which wildling(s) advance(s) 991234 (if any)

1 Roll the 3 diceHandle resource production the same way as in the base

gameNote A terrain hex blocked by a wildling does not produce

Wildling Advance 991234A trail 991234 is a numbered connection between a camp991234 and an adjacent clearing 991234 The wildling die roll result (ie 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 The cave people clan area has 2 wildlings in it This area is connected to two trails (the ldquo4rdquo trail and the ldquo5rdquo trail) You roll a ldquo4rdquo on the wildling die So you must advance the wildling in the camp adjacent to the ldquo4rdquo trail to the clearing There is no guard on the wall section defending that clearing So there is a wall breach 991234 If you rolled a ldquo5rdquo the wildling would have advanced down the ldquo5rdquo trail to the clearing that is defended by a guard No breach would occur in that caseIf there are multiple wildlings in

that clan area the wildling in the camp closest to the numbered trails advances The other wildlings in that clan area each move 1 camp closer to the clearings to fill unoccupied camps

copy Ge

orge

RR

Mar

tin reg

2017

FFG

amp C

atan G

mbH

After Use Flip this hero card over or exchange it

Bowen marshLord Steward

You exchange a single resource card with the

supply at a 11 rate

One

-tim

e Tra

de a

t 11

A 2

7

WildlingsThere are 3 types of wildlings climbers giants and regular wildlings 991234 When a wildling advances to a clearingbull A climber 991234 immediately jumps over the Wall and

blocks the first hex not occupied by a wildling directly south of the wall section This does not count as a wall breach 991234 (see below)

bull A giant 991234 removes itself and removes the guard 991234 on the ldquo1rdquo 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)

bull A regular wildling 991234 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 BreachesWhen a wall breach 991234 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) fill in the lowest-numbered unoccupied space(s)

Then one at a time each of the wildlings on that clearing jumps over the Wall Each one blocks the first 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 There are 2 regular wildlings in the ldquo5 6rdquo clearing and 2 guards on the wall section defending that clearing You roll a ldquo5rdquo on the wildling die There is a regular wildling at the camp beside the ldquo5rdquo trail That wildling advances down the trail into the ldquo56rdquo clearing There are now 3 wildlings in the clearing and only 2 guards defending The wildlings breach the wall Return the guard in the ldquo1rdquo space on the wall to its owner Then move the 3 wildlings over the wall to block the first 3 hexes south Finally move the remaining guard on the wall from the ldquo2rdquo space to the ldquo1rdquo spaceAfter a wall breach move the breach marker 1 space

down on the breach track 3 wall breaches end the game (see Ending the Game 991234)

Wildling RushWhen a fifth wildling moves to a clan area 991234 that already has 4 wildlings a wildling rush occurs The wildlings in the two camps 991234 closest to the trails immediately advance The 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)

Then the 3 remaining wildlings fill in the camps 991234 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 991234 (31)Trading is handled the same as in the base game with the following exception the standard rate for a trade with the supply 991234 is 31 (instead of 41)

4 Build 991234Building is the same as in the base game with the following additionsbull You may build guardsbull When you build a settlement build a keep or take a special

VP card you reveal wildling tokens The corresponding wildling(s) must migrate to their clan area

bull Longest Road and Largest Patrol are only worth 1 VP each

Create New Wildlings with Wildling Tokens 9912341 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 The wildling token specifies 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 991234 or Largest Patrol 991234 special card you must draw a random wildling token from the pool beside the game board to ldquomigraterdquo 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

8

Building a Guard 991234 Requires 1 Brick 1 Wool amp 1 Lumber

After you pay for a guard place it onto the lowest-numbered unoccupied space on a wall section of your choice

As long as you have 3 guards anywhere on the Wall you receive 1 VP token As long as you have 5+ guards anywhere on the Wall you receive 1 additional VP token (2 VPs total) If the number of your guards on the wall falls below either threshold return the VP token to the supply

herO Cards 991234Your hero card 991234 gives you a specific advantage as described on the card The first time you use your heros advantage you have 2 choices bull Return it to the hero card display Then

take 1 other hero card of your choice from the display Place this new hero ldquoA-siderdquo up in front of you

bull Turn your hero card over to its ldquoB-siderdquo This allows you to use the heros ability again on a subsequent turn After you use your hero card a second time you must return it to the hero card display (ldquoA-siderdquo up) Then take 1 other hero card of your choice from the displayThere is a summary of all of the heroes on the back cover of

the Rules ReferenceImportant You are not allowed to use a hero card during the same turn you take it You cannot trade give away or steal hero cards

endinG the Game 991234Brotherhood of the Watch can end in 3 ways 1 If the Wall has been breached 3 times the game ends

immediately If you have the most guards on the wall at this point you win If tied see below

2 If the number of wildlings in the Gift exceeds 7 (8 or more) the game ends immediately If you have the most guards on the wall at this point you win If tied see below

3 If you have 10 VPs at the END of your turn you win

Important Unlike most Catan games you only win at the END of your turn You must still advance the wildlings as usual throughout your entire turn This could cause the game to end immediately (see 1 or 2 above)

Resolving Ties for Most Guardsbull The tied player with the most VPs winsbull If still tied the tied player with the oldest guard on the wall

wins (guard on the lowest number in any wall section)bull If still tied the player with the guard in the most western

location wins (closest to the Frostfangs)

4 player Set-up 3 player Set-up

standard set-up fOr brOtherhOOd Of the watCh

+= +

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy Ge

orge

RR

Mar

tin reg

2017

FFG

amp C

atan G

mbH

After Use Flip this hero card over or exchange it

Bowen marshLord Steward

You exchange a single resource card with the

supply at a 11 rate

One

-tim

e Tra

de a

t 11

A 2

Page 6: Catan. G number during the game. Bottom line: The more ... · Catan, please read this Game Overview first (page 1). Next, read the Base Game Rules (pages 2-4) and start to play base

6

set-upIf you are experienced players use the variable set-up guidelines (see Reference Rules under Set-Up Variable 991234 and Set-Up Phase 991234)

General Set-UpFollow the base game set-up instructions on page 2 with the following additionsbull Place the wildling die beside the

production dicebull Place the 4 wall sections on the board as shown in the

illustration on page 5bull Shuffle all of the development cards to form

the stackbull Place the Longest Road amp Largest Patrol cards

1 VP side upbull Place your build cost card face up

(wildling tokens 991234 depicted)bull Place the breach marker on the ldquo0rdquo space of the wall

breach trackbull Place the 8 VP tokens beside the boardbull Each player rolls the production dice

highest roll goes first

Set-Up the Wildlingsbull Place the wildling figures on the Frostfangs 991234 area

of the board Place all of the wildling tokens 991234 face down next to the board and mix them up so that nobody knows which is which

bull Place 1 wildling token face down on each settlement space on your build cost card Then place 1 of your settlements on top of each of these wildling tokens

bull Place 2 wildling tokens and 1 keep on each keep space on your build cost card

bull Leave any remaining tokens face down beside the board to form a wildling token pool

Prepare the Hero CardsPlace all of the hero cards 991234 next to the board ldquoA-siderdquo up to form a display Each player takes 1 Hero Card as followsbull In a 4-player game Player 1 takes

ldquoA4rdquo Yarwick player 2 takes ldquoA3rdquo Tarley player 3 takes ldquoA2rdquo Marsh and player 4 takes ldquoA1rdquo Mormont

bull In a 3-player game Player 1 takes ldquoA3rdquo Tarley player 2 takes ldquoA2rdquo Marsh and player 3 takes ldquoA1rdquo Mormont

Set-up Brotherhood of the WatchSet-up is the same as in the base game with the following additionsbull Take 7 guard pieces in your player colorbull The 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 amp 1 road) In round 3 place 1 guard on the wall (starting with player 1 and continuing clockwise)

turn OverviewA 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 The result of the wildling die determines which if any of the wildlings advancebull Step 1ndash Roll the 3 dice First resolve the two 6-sided

production 991234 dice (the result applies to all players) Next resolve any wildling advance 991234 indicated by the 12-sided wildling die

bull Step 2ndash You may trade 991234 resource cards with other players andor trade with the supply 991234

bull Step 3ndash You may build 991234 roads 991234 settlements 991234 andor keeps 991234 recruit guards 991234 andor buy development cards 991234After yoursquore done pass the dice to the player to your left who

then continues the game with step 1

the turn in detailBegin your turn by rolling all 3 dice The sum of the 2 production dice determines which terrain hex(es) produce(s) resources The result of the wildling die determines which wildling(s) advance(s) 991234 (if any)

1 Roll the 3 diceHandle resource production the same way as in the base

gameNote A terrain hex blocked by a wildling does not produce

Wildling Advance 991234A trail 991234 is a numbered connection between a camp991234 and an adjacent clearing 991234 The wildling die roll result (ie 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 The cave people clan area has 2 wildlings in it This area is connected to two trails (the ldquo4rdquo trail and the ldquo5rdquo trail) You roll a ldquo4rdquo on the wildling die So you must advance the wildling in the camp adjacent to the ldquo4rdquo trail to the clearing There is no guard on the wall section defending that clearing So there is a wall breach 991234 If you rolled a ldquo5rdquo the wildling would have advanced down the ldquo5rdquo trail to the clearing that is defended by a guard No breach would occur in that caseIf there are multiple wildlings in

that clan area the wildling in the camp closest to the numbered trails advances The other wildlings in that clan area each move 1 camp closer to the clearings to fill unoccupied camps

copy Ge

orge

RR

Mar

tin reg

2017

FFG

amp C

atan G

mbH

After Use Flip this hero card over or exchange it

Bowen marshLord Steward

You exchange a single resource card with the

supply at a 11 rate

One

-tim

e Tra

de a

t 11

A 2

7

WildlingsThere are 3 types of wildlings climbers giants and regular wildlings 991234 When a wildling advances to a clearingbull A climber 991234 immediately jumps over the Wall and

blocks the first hex not occupied by a wildling directly south of the wall section This does not count as a wall breach 991234 (see below)

bull A giant 991234 removes itself and removes the guard 991234 on the ldquo1rdquo 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)

bull A regular wildling 991234 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 BreachesWhen a wall breach 991234 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) fill in the lowest-numbered unoccupied space(s)

Then one at a time each of the wildlings on that clearing jumps over the Wall Each one blocks the first 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 There are 2 regular wildlings in the ldquo5 6rdquo clearing and 2 guards on the wall section defending that clearing You roll a ldquo5rdquo on the wildling die There is a regular wildling at the camp beside the ldquo5rdquo trail That wildling advances down the trail into the ldquo56rdquo clearing There are now 3 wildlings in the clearing and only 2 guards defending The wildlings breach the wall Return the guard in the ldquo1rdquo space on the wall to its owner Then move the 3 wildlings over the wall to block the first 3 hexes south Finally move the remaining guard on the wall from the ldquo2rdquo space to the ldquo1rdquo spaceAfter a wall breach move the breach marker 1 space

down on the breach track 3 wall breaches end the game (see Ending the Game 991234)

Wildling RushWhen a fifth wildling moves to a clan area 991234 that already has 4 wildlings a wildling rush occurs The wildlings in the two camps 991234 closest to the trails immediately advance The 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)

Then the 3 remaining wildlings fill in the camps 991234 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 991234 (31)Trading is handled the same as in the base game with the following exception the standard rate for a trade with the supply 991234 is 31 (instead of 41)

4 Build 991234Building is the same as in the base game with the following additionsbull You may build guardsbull When you build a settlement build a keep or take a special

VP card you reveal wildling tokens The corresponding wildling(s) must migrate to their clan area

bull Longest Road and Largest Patrol are only worth 1 VP each

Create New Wildlings with Wildling Tokens 9912341 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 The wildling token specifies 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 991234 or Largest Patrol 991234 special card you must draw a random wildling token from the pool beside the game board to ldquomigraterdquo 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

8

Building a Guard 991234 Requires 1 Brick 1 Wool amp 1 Lumber

After you pay for a guard place it onto the lowest-numbered unoccupied space on a wall section of your choice

As long as you have 3 guards anywhere on the Wall you receive 1 VP token As long as you have 5+ guards anywhere on the Wall you receive 1 additional VP token (2 VPs total) If the number of your guards on the wall falls below either threshold return the VP token to the supply

herO Cards 991234Your hero card 991234 gives you a specific advantage as described on the card The first time you use your heros advantage you have 2 choices bull Return it to the hero card display Then

take 1 other hero card of your choice from the display Place this new hero ldquoA-siderdquo up in front of you

bull Turn your hero card over to its ldquoB-siderdquo This allows you to use the heros ability again on a subsequent turn After you use your hero card a second time you must return it to the hero card display (ldquoA-siderdquo up) Then take 1 other hero card of your choice from the displayThere is a summary of all of the heroes on the back cover of

the Rules ReferenceImportant You are not allowed to use a hero card during the same turn you take it You cannot trade give away or steal hero cards

endinG the Game 991234Brotherhood of the Watch can end in 3 ways 1 If the Wall has been breached 3 times the game ends

immediately If you have the most guards on the wall at this point you win If tied see below

2 If the number of wildlings in the Gift exceeds 7 (8 or more) the game ends immediately If you have the most guards on the wall at this point you win If tied see below

3 If you have 10 VPs at the END of your turn you win

Important Unlike most Catan games you only win at the END of your turn You must still advance the wildlings as usual throughout your entire turn This could cause the game to end immediately (see 1 or 2 above)

Resolving Ties for Most Guardsbull The tied player with the most VPs winsbull If still tied the tied player with the oldest guard on the wall

wins (guard on the lowest number in any wall section)bull If still tied the player with the guard in the most western

location wins (closest to the Frostfangs)

4 player Set-up 3 player Set-up

standard set-up fOr brOtherhOOd Of the watCh

+= +

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy Ge

orge

RR

Mar

tin reg

2017

FFG

amp C

atan G

mbH

After Use Flip this hero card over or exchange it

Bowen marshLord Steward

You exchange a single resource card with the

supply at a 11 rate

One

-tim

e Tra

de a

t 11

A 2

Page 7: Catan. G number during the game. Bottom line: The more ... · Catan, please read this Game Overview first (page 1). Next, read the Base Game Rules (pages 2-4) and start to play base

7

WildlingsThere are 3 types of wildlings climbers giants and regular wildlings 991234 When a wildling advances to a clearingbull A climber 991234 immediately jumps over the Wall and

blocks the first hex not occupied by a wildling directly south of the wall section This does not count as a wall breach 991234 (see below)

bull A giant 991234 removes itself and removes the guard 991234 on the ldquo1rdquo 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)

bull A regular wildling 991234 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 BreachesWhen a wall breach 991234 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) fill in the lowest-numbered unoccupied space(s)

Then one at a time each of the wildlings on that clearing jumps over the Wall Each one blocks the first 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 There are 2 regular wildlings in the ldquo5 6rdquo clearing and 2 guards on the wall section defending that clearing You roll a ldquo5rdquo on the wildling die There is a regular wildling at the camp beside the ldquo5rdquo trail That wildling advances down the trail into the ldquo56rdquo clearing There are now 3 wildlings in the clearing and only 2 guards defending The wildlings breach the wall Return the guard in the ldquo1rdquo space on the wall to its owner Then move the 3 wildlings over the wall to block the first 3 hexes south Finally move the remaining guard on the wall from the ldquo2rdquo space to the ldquo1rdquo spaceAfter a wall breach move the breach marker 1 space

down on the breach track 3 wall breaches end the game (see Ending the Game 991234)

Wildling RushWhen a fifth wildling moves to a clan area 991234 that already has 4 wildlings a wildling rush occurs The wildlings in the two camps 991234 closest to the trails immediately advance The 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)

Then the 3 remaining wildlings fill in the camps 991234 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 991234 (31)Trading is handled the same as in the base game with the following exception the standard rate for a trade with the supply 991234 is 31 (instead of 41)

4 Build 991234Building is the same as in the base game with the following additionsbull You may build guardsbull When you build a settlement build a keep or take a special

VP card you reveal wildling tokens The corresponding wildling(s) must migrate to their clan area

bull Longest Road and Largest Patrol are only worth 1 VP each

Create New Wildlings with Wildling Tokens 9912341 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 The wildling token specifies 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 991234 or Largest Patrol 991234 special card you must draw a random wildling token from the pool beside the game board to ldquomigraterdquo 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

8

Building a Guard 991234 Requires 1 Brick 1 Wool amp 1 Lumber

After you pay for a guard place it onto the lowest-numbered unoccupied space on a wall section of your choice

As long as you have 3 guards anywhere on the Wall you receive 1 VP token As long as you have 5+ guards anywhere on the Wall you receive 1 additional VP token (2 VPs total) If the number of your guards on the wall falls below either threshold return the VP token to the supply

herO Cards 991234Your hero card 991234 gives you a specific advantage as described on the card The first time you use your heros advantage you have 2 choices bull Return it to the hero card display Then

take 1 other hero card of your choice from the display Place this new hero ldquoA-siderdquo up in front of you

bull Turn your hero card over to its ldquoB-siderdquo This allows you to use the heros ability again on a subsequent turn After you use your hero card a second time you must return it to the hero card display (ldquoA-siderdquo up) Then take 1 other hero card of your choice from the displayThere is a summary of all of the heroes on the back cover of

the Rules ReferenceImportant You are not allowed to use a hero card during the same turn you take it You cannot trade give away or steal hero cards

endinG the Game 991234Brotherhood of the Watch can end in 3 ways 1 If the Wall has been breached 3 times the game ends

immediately If you have the most guards on the wall at this point you win If tied see below

2 If the number of wildlings in the Gift exceeds 7 (8 or more) the game ends immediately If you have the most guards on the wall at this point you win If tied see below

3 If you have 10 VPs at the END of your turn you win

Important Unlike most Catan games you only win at the END of your turn You must still advance the wildlings as usual throughout your entire turn This could cause the game to end immediately (see 1 or 2 above)

Resolving Ties for Most Guardsbull The tied player with the most VPs winsbull If still tied the tied player with the oldest guard on the wall

wins (guard on the lowest number in any wall section)bull If still tied the player with the guard in the most western

location wins (closest to the Frostfangs)

4 player Set-up 3 player Set-up

standard set-up fOr brOtherhOOd Of the watCh

+= +

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy Ge

orge

RR

Mar

tin reg

2017

FFG

amp C

atan G

mbH

After Use Flip this hero card over or exchange it

Bowen marshLord Steward

You exchange a single resource card with the

supply at a 11 rate

One

-tim

e Tra

de a

t 11

A 2

Page 8: Catan. G number during the game. Bottom line: The more ... · Catan, please read this Game Overview first (page 1). Next, read the Base Game Rules (pages 2-4) and start to play base

8

Building a Guard 991234 Requires 1 Brick 1 Wool amp 1 Lumber

After you pay for a guard place it onto the lowest-numbered unoccupied space on a wall section of your choice

As long as you have 3 guards anywhere on the Wall you receive 1 VP token As long as you have 5+ guards anywhere on the Wall you receive 1 additional VP token (2 VPs total) If the number of your guards on the wall falls below either threshold return the VP token to the supply

herO Cards 991234Your hero card 991234 gives you a specific advantage as described on the card The first time you use your heros advantage you have 2 choices bull Return it to the hero card display Then

take 1 other hero card of your choice from the display Place this new hero ldquoA-siderdquo up in front of you

bull Turn your hero card over to its ldquoB-siderdquo This allows you to use the heros ability again on a subsequent turn After you use your hero card a second time you must return it to the hero card display (ldquoA-siderdquo up) Then take 1 other hero card of your choice from the displayThere is a summary of all of the heroes on the back cover of

the Rules ReferenceImportant You are not allowed to use a hero card during the same turn you take it You cannot trade give away or steal hero cards

endinG the Game 991234Brotherhood of the Watch can end in 3 ways 1 If the Wall has been breached 3 times the game ends

immediately If you have the most guards on the wall at this point you win If tied see below

2 If the number of wildlings in the Gift exceeds 7 (8 or more) the game ends immediately If you have the most guards on the wall at this point you win If tied see below

3 If you have 10 VPs at the END of your turn you win

Important Unlike most Catan games you only win at the END of your turn You must still advance the wildlings as usual throughout your entire turn This could cause the game to end immediately (see 1 or 2 above)

Resolving Ties for Most Guardsbull The tied player with the most VPs winsbull If still tied the tied player with the oldest guard on the wall

wins (guard on the lowest number in any wall section)bull If still tied the player with the guard in the most western

location wins (closest to the Frostfangs)

4 player Set-up 3 player Set-up

standard set-up fOr brOtherhOOd Of the watCh

+= +

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy G

eorg

e R

R M

artin

reg20

17 F

FG amp

Cat

an G

mbH

copy Ge

orge

RR

Mar

tin reg

2017

FFG

amp C

atan G

mbH

After Use Flip this hero card over or exchange it

Bowen marshLord Steward

You exchange a single resource card with the

supply at a 11 rate

One

-tim

e Tra

de a

t 11

A 2