The Watcher on the Walls
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. The three wildling clans in the Frostfangs consist of three wildling types: Regular, Climbers, and Giants. Once revealed, members of these clans gather and move southward through their camps to breach the Wall and raid the Gift.
The only way for you to defend your keeps and settlements is to hire guards. While the lords of Westeros may allow the Watch to recruit members from their prisons, you must buy the loyalty of these men in order to prove your worth as a leader. To buy a guard, you must exchange one of each brick, wool, and lumber resource. Once their loyalty is secured, these guards don the color specific to each player and patrol that player's section of the Wall.
When the wildlings attack, each player must use their guards to fend off the onslaught. If there are more guards than wildlings, the Wall stands. If there are not, the wildlings invade the Gift and pillage the settlements and keeps therein. Yet loyalty only goes so far—guards are useless defending the Wall from Climbers who slip past them, and if they encounter a Giant, at least one guard is bound to desert his post.
The Shield that Guards the Realms of Men
The wildling invasion marks the truest test of the Brothers of the Watch and your own competency as a commander. A failure at the Wall has a devastating impact on the Gift, even if it does not destroy the players. A Game of Thrones CATAN: Brotherhood of the Watch has two forms of victory, though one may feel hollower than the other.
Victory occurs when a player has both improved the infrastructure of the Gift and successfully kept it safe from invaders. This is shown when a player has achieved ten victory points by any combination of building keeps, roads, and settlements; hiring three or more guards to keep the Wall safe; and buying development cards to increase their prestige, all while safeguarding the Gift.
However, if the Wildlings breach the wall three times throughout the game, an alternate victory takes place. If this occurs, the game ends immediately as the Brotherhood of the Night's Watch can no longer delay their decision. The player commanding the most guards holding their posts on the Wall gains the title of Lord Commander and wins the game.