INTRODUCTION Objective 3 Versions
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® fireside games ® Number of players: 1 to 6 RS ULE Ages: 10 and up INTRODUCTION 3 Versions • 6 Walls with plastic stands: Walls keep Monsters out The forest is filled with all sorts of Monsters. There are three different ways to play Castle of the Castle Goblins, Orcs, and even mighty Trolls lurk Panic: Standard, Co-op, and Overlord. The and can be in the shadows. They watched and waited Standard game is described in the rules that rebuilt if they as you built your Castle and trained your follow. For more information on Co-op and are destroyed. soldiers, but now they’ve gathered their Overlord versions, see the Game Variations (The first time Castle Panic is played, the army and are marching out of the woods. section on pages 10–11. plastic stands will need to be put on the Can you work with your friends to defend Walls and Towers.) your Castle against the horde, or will the Monsters tear down your Walls and destroy Components the precious Castle Towers? You will all win • 1 Board • 6 Towers with plastic stands: or lose together, but in the end only one Towers are the heart of the player will be declared the Master Slayer! Castle. If the Monsters destroy • 49 Castle cards: Players use cards to all of the Towers, the players attack the lose the game. Monsters OBJectiVE and defend Castle Panic is a cooperative game with a the Castle. • 1 Tar token: This token is used twist. The players work together as a group All of the when the Tar card is played. rather than competing against each other. components Players use cards to hit and slay Monsters are described • 2 Fortify tokens: as the Monsters advance from the Forest in detail on These tokens are used toward the Castle. Players trade cards pages 7–10. when the Fortify Wall and plan strategies together to stop the card is played. Monsters from smashing the Castle Towers. • 49 Monster tokens: These are the They either win or lose together, but only Monsters • 1 six-sided die the player with the most victory points is and Special declared the Master Slayer. To win, players Effects that • 6 Order of Play cards: must play through all 49 Monster tokens, the players These cards aren’t used slaying all the Monsters that are revealed. must survive. in the game. They are Players lose if the Monsters destroy all the just helpful reminders of Castle Towers. what to do on a turn. The Board Players choose which Monster goes into The board has a series of rings with the which arc, but there should only be 1 Castle at the center. The rings are labeled Monster in each arc. Place each Monster and split into red, green, and blue arcs that so that the corner with the highest are numbered 1 through 6. number is pointing toward the Castle, as shown here. • The outermost ring is the Forest. This ring has the arc numbers on it. The numbers are where the Monsters will start on the board. • The next ring is the Archer ring. The Knight ring is further inward. And the Swordsman ring is closest to the Castle. • The center of the board is the Castle ring. This is where the Towers of the Castle are placed. • The line between the Swordsman ring and the Castle ring is where the Walls of the Castle are placed and built. • The order of play and summaries of some of the more challenging Monster tokens are printed at the corners of the board for easy reference during play. GMEA Setup No matter which version of Castle Panic is played, the game is always set up the same way. 1. Put one Tower in each of the light- colored spaces in the Castle ring. Any Tower can go in any space. 2. Put 1 Wall on each of the lines between the Castle ring and the Swordsman ring. 3. Draw 3 Goblin, 2 Orc, and 1 Troll from the Monster tokens. Place one Monster in each arc of the ring labeled Archer. (NOTE: During the rest of the game, Monsters will start in the Forest ring. Monsters are placed in the Archer ring during setup only, which allows the first player to hit or slay Monsters.) 2 4. Separate the 6 Order of Play cards 2. Discard and Draw 1 Card from the Castle cards and give 1 to OLRDER OF P AY At the start of a turn, the player may each player. Keep this card in view to Choose a player to go first. Play discard 1 (and only 1) card from his or her remember the steps of each turn. Set any continues clockwise around the board. hand and draw a new card to replace it. remaining Order of Play cards aside; they Each player’s turn consists of these 6 Players never have to discard if they don’t will not be used in the game. phases in this order: want to. 5. Shuffle the Castle cards and deal a hand 1. Draw up faceup to each player. Since Castle Panic is cooperative, there is no need to keep 2. Discard and draw 1 card (optional) cards secret. The number of cards in the 3. Trade cards (optional) hand depends on the number of players. 4. Play cards Use the chart below to determine how 5. Move Monsters many cards to deal to each player. 6. Draw 2 new Monsters Hand Size 3. Trade Cards Number of Cards in 1. Draw Up Number of Players On his or her turn, a player can trade cards a Hand Draw back up to a full hand of cards. When the deck of Castle cards runs out, with other players to improve his or her 2 6 reshuffle the discards to make a new deck. hand. The number of cards players can 3 to 5 5 Because each player has a full hand to start trade depends on the number of players in the game. 6 4 the game, players do not draw up on their first turn. • For a 2- to 5-player game, a player can Place the remainder of the Castle deck trade 1 of his or her cards with 1 card facedown. This will be the draw pile. from any other player. Each player may Leave room for a faceup discard pile next make only one trade on his or her turn. to the draw pile. • For a 6-player game, each player can make 2 trades on his or her turn. Each player can trade 2 cards with the same player or trade 1 card with 2 different players. Trading Cards Number of Cards Number of Players a Player Can Trade 2 to 5 1 6. Turn the remaining Monster tokens 6 2 facedown and mix them up. Set them aside—this will be the Monster pile. • Both players choose which cards they Leave room nearby for a Monster want to trade, and players never have to discard pile. trade if they don’t want to. • Players can’t trade with a player that 7. Place the Tar and Fortify tokens nearby doesn’t have any cards and can’t simply for use when the Tar and Fortify cards give a card to another player. It has to be are played. a trade. 3 4. Play Cards • Monsters can NEVER be hit in the Slaying Monsters Forest ring. In this phase, the player can play as many of When a Monster loses their last point, the cards in his or her hand as he or she is • Only a few cards can hit monsters they have been “Slain.” The player that hit able. Cards can be used to attack Monsters, once they are in the Castle ring. Those the Monster for the last point of damage slay Monsters, slow them down, build Walls cards have a symbol on them to keeps that Monster token as a trophy. (See that were destroyed, or even draw more indicate this. Ending the Game on page 5 for details on cards! For more details see the Play Details • Each time a Monster is hit it takes victory points.) Monsters that are slain by section on pages 7–10. 1 point of damage unless otherwise anything other than hits from players, such specified. as attacking Walls or Giant Boulders, are not Attacking Monsters • Rotate a hit Monster clockwise so that kept by any player. Instead those Monsters are put into the Monster discard pile. • To attack a Monster a player must be the next lowest number is now pointing able to “hit” it. In order to hit a Monster, toward the Castle. Each type of Monster the player must play a card that matches begins with a different number of Slowing Monsters both the color and the ring location that damage points. Goblins have 1 point, Some cards do not damage Monsters, but a Monster is in, as shown below. Orcs have 2, and Trolls have 3 points. instead slow them down or even move them back into the Forest. For more information • Several cards can be used to hit multiple see the Play Details section. Monsters or the same Monster. 4 Building Walls 6. Draw 2 New Monsters Ending the Game During the Play Cards phase of a turn, the Draw 2 tokens from the Monster pile and The game ends when either the last Tower player can also build Walls to replace any turn them face up one at a time.