You guys made a couple of errors. The Longest Road creates a Wildling, you removed one from the Gift. The Climber doesn't kill a guard, he just jumps over the wall.
Thanks for the comment. The climber did kill a guard at the start but we fixed that rule a little later and the longest road only says migrate a wildlings. Doesn't say where. On the card it should say where it goes sadly. As migrate is an open term. We just assumed it would mean from the gift as a reward for getting the longest road but I guess we were wrong. Ah well.
@@TabletopKnights according to the tule book, migrate means moving a wildling from the Frostfangs to the camps, which is done by selecting a wildling chip at random and placing the wildling accordingly
Watched the entire thing waiting for the wildlings to advance, the breach of wildlings, etc. which is the reason why we watch specifically this version. Otherwise, we would have just searched for the regular Catan gameplay. Thanks though for the set up! 👌
@@TabletopKnights That said, can I ask your question on the thematic nature of the game. Everyone is part of the Nights Watch and should thus defend the wall, nevertheless the game needs you to win the game by being superior to the others. Do you think that this mechanic of having to win the game on an individual level despite having to cooperate in order to withstand the wildings is detrimental for the game or does it add a lot? I feel like it is a nice way of having to create somewhat flimsy alliances but I have to admit that it is extremely weird that you are all part of a faction and you have to "win" by beating your fellow Nights watch members. Cheers anyway!
@@junker154 Well I think that's why they made the two different levels of winning. You win by either being the best at being a night's watch captain and keeping the wildlings out, but if things go to shit then you can bail and everyone for themselves! In Game of Thrones lore the story might not make complete sense but as a board game they really knocked it out of the park!
hey guys, cool video, playing for the first time and looking forward to it. However i noticed one thing and wanted to ask. When you select a wilding from frostfangs i believe they should go to the camp marked with associated symbol. Then each die roll the wilding moves down the path toward the wall. You all placed them immediately right before the clearing. I think that is incorrect. You could play that way to speed the game up though!
Thanks for tuning in. Id definitely head to the comments of this video because people point out more rule errors. To this day we are still not 100% sure where they spawn. Spawning in the camp makes sense and its been a long time since we played, but I swear they spawn closer as we did it. Not sure! I'll look it up when I get some time.
They always migrate at the HOTTEST fire... Usually right by the clearing. You did this properly at the beginning. It's weird at first because it's like they migrate backwards but yea, that's where they go
Actually, the rule book specifically says to add it to the camp with the ‘hottest’ fire which is technically the camp closest to the ‘clearing’. So, they played it correctly according to the rule book.
@@ccpelaez12 Okay that makes sense. I wanted to make the game a little longer before wildings started coming so my friends and I start them in the camp and then build the line. Either way works but if you want to go by the rule book then yes they did it correctly.
You collect your first resources on your second placement, not the first. If you think about it, this is more fair. Also, when you place a Keep, you need to turn over two wildling chips and migrate them to the hottest camp. Good video guys
I didn't even know the exsistence of this game! I've watched it with the a Game of Throne's Soundtrack in background...it was terrific! If the price get lower, I would absolutely buy it. Thanks :)
Each player gets VPs for the guards. The game has 8 vp tokens and the tokens are only used for the guard VPs. Meaning all 4 players can get the 2 VPs each if they all have 5 alive guards. You DO NOT use the VP tokens for longest road or largest patrol like they did in the video, those boards already has the printed VP Token. The only time you lose your VP tokens for guards is if you went below the threshold because your guards died. For example you have 5 guards and 2 VPs but a giant killed your guard so youre down to 4 guards and 1 VP tokens. Same for 3 guards and 1 VP and a giant killed your 1 guard so you will be down to 2 guards with 0 VP tokens. You get the VP tokens back once you have the 3 guards ALIVE for 1 VP and 5 guards ALIVE for 2 vp.