![]() ![]() The most important duty of the Night’s Watch is to defend the people of Westeros from the feral Wildlings that dwell beyond the Wall. Any time a player builds a settlement or keep, they reveal a number of facedown Wilding tokens in the Frostfangs, and further their inevitable advance toward the Wall. However, developing the Giftl has consequences, as those comfortable settlements and keeps attract the notice of the Wildlings. Once the harvest has been reaped and the Wildlings have advanced, players may trade their resources with each other.Īfter resources have been gathered and traded, a player may build roads, settlements, or keeps recruit guards or buy Development Cards. Players should factor the heroes' abilities into their strategy to quickly earn victory points and gain renown within the Watch.Īt the start of their turn, a player rolls three dice: two to indicate which resources will be harvested from the Gift and one to determine which, if any, Wildlings advance toward the Wall. Once a hero's ability has been used, players have a choice to keep that hero or choose another of the eleven heroes to aide them. Each hero offers a unique ability to each player which they can use up to twice during the game. The first player first will utilize the talents of the Lord Commander himself, Jeor Mormont,while the second player will enjoy the company of Samwell Tarly, the third will work with Bowen Marsh, and forth will employ the services of Master Builder Othell Yarwyck. Each player may recruit up to seven brothers from the prisons of Westeros to don their specific color and man their section of the Wall.Įach player also has a hero to aide in their toil, based on the order of play. ![]() In addition to building within the Gift, players must strategically balance their resources to defend the Realm from Wildling raiders. ![]() While Tormund runs amok south of the Wall, Wildling forces gather in the Frostfangs, awaiting an opportune moment of weakness to breach the Watch’s defenses and spread throughout the fruitful lands of Westeros. One of their ranks, Tormund Giantsbane, does not respect the Watch’s claim to the land as he moves throughout the Gift, robbing resources from the Brothers sent to provide for their Order. Wildings from north of the Wall have crossed over, and follow their own rules of honor which often conflict with the laws of Westeros. The objective will be familiar to players of the original CATAN-the first player to achieve ten victory points wins the game and becomes the new Lord Commander of the Night’s Watch.īut this is not as easy as it sounds the area surrounding the Gift can be treacherous. Each of these acts bring players increased power and recognition through the awarding of victory points. Players take on the role of Brothers of the Night’s Watch and use these resources to strengthen their hold on the north by building roads, settlements, and keeps recruiting guards for their patrol or buying Development Cards. The barren Ice Fields, however, produce nothing. In game, each of these areas supplies one of five resources: lumber, brick, wool, grain, and ore. By right, this area belongs to the Watch to supply provisions to the stalwart brothers who guard Westeros from the north. House Stark bestowed the Gift to the Night’s Watch when the Order was first founded thousands of years ago. ![]()
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