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The forest is filled with all sorts of Monsters. Goblins, Orcs, and even mighty Trolls lurk in the shadows. They watched and waited as you built your Castle and trained your soldiers, but now they’ve gathered their army and are marching out of the woods. Can you work with your friends to defend your Castle against the horde, or will the Monsters tear down your Walls and destroy the precious Castle ? You will all win or lose together, but in the end only one player will be declared the Master Slayer!

Welcome to the world of Castle Panic! Join your friends in a desperate struggle to defend your Castle from a near-endless of terrible monsters. Goblins, Orcs, Trolls, , and more, including Agranok, the Dark Titan! This Big Box collection includes the base game Castle Panic, plus 3 expansions: The Wizard’s , The Dark Titan, and Engines of War. These sets can be combined in any way you wish for a truly customizable experience. Play with just 1, mix up 2 of them, or even combine all 3 for the ultimate Castle Panic adventure! OBJECTIVE COMPONENTS • 6 Towers with plastic stands: Towers are the heart of the Castle Panic is a cooperative game in which All of the components are described in detail Castle. If the Monsters destroy the players work together rather than on pp. 8–11. all of the Towers, the players compete. Players use cards to hit and slay lose the game. Monsters as the Monsters advance from • 1 Board the Forest toward the Castle. Players trade cards and plan strategies together to stop the • 49 Castle cards: • 1 Tar token: This token is Monsters from smashing the Castle Towers. Players use used when the Tar card is To win, players must play through all the cards to attack played. Monster tokens, slaying all the Monsters the Monsters that are revealed and have at least 1 Tower and defend the • 2 Fortify tokens: remaining. Players lose if the Monsters Castle. These tokens are used destroy all the Castle Towers. when the Fortify Wall • 49 Monster tokens: These are the card is played. Monsters and 3 VERSIONS Special Effects • 1 six-sided die There are three different ways to play Castle that the Panic: Standard, Co-op, and Overlord. The players must Standard game is described in the rules that survive. follow. For more information on Co-op and • 6 Order of Play cards: Overlord versions, see the Game Variations • 6 Walls with These cards aren’t used section on pp. 11–13. plastic stands: in the game. They are Walls just helpful reminders of Monsters out of what to do on a turn. the Castle and can be rebuilt if they are destroyed. (The first time Castle Panic is played, the plastic stands will need to be put on the Walls and Towers.) 2 The Board 3. Draw 3 Goblins, 2 Orcs, and 1 Troll Players choose which Monster goes into from the Monster tokens. Place one which arc, but there should only be 1 The board is divided into series of arcs and Monster in each arc of the ring labeled Monster in each arc. Place each Monster rings of different colors with the Castle at Archer. (NOTE: During the rest of the so that the corner with the highest the center. game, Monsters will start in the Forest number is pointing toward the Castle, as ring. Monsters are placed in the Archer shown here. • An arc is numbered 1–6 and is half of a ring during setup only, which allows the color. first player to hit or slay Monsters.) • A color comprises 2 arcs of the same color (red, green, or blue). • A ring is 1 of 5 named concentric rings on the board. (Forest, Archer, , Swordsman, Castle) • A space is the smallest unit of area on the board and is defined by a ring and an arc (e.g., Archer 5). • 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. GAME 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 4. Separate the 6 Order of Play cards 2. Discard and Draw 1 Card from the Castle cards and give 1 to ORDER OF PLAY 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 1. Draw Up Number of Cards in 3. Trade Cards Number of Players Draw back up to a full hand of cards. a Hand On his or her turn, a player can trade cards When the deck of Castle cards runs out, 2 6 with other players to improve his or her 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, players do not draw up on their the game. 6 4 first turn. Place the remainder of the Castle deck • For a 2- to 5-player game, a player can facedown. This will be the draw pile. trade 1 of his or her cards with 1 card Leave room for a faceup discard pile next from any other player. Each player may to the draw pile. make only one trade on his or her turn. • 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. 4 4. Play Cards • Several cards can be used to hit multiple Slaying Monsters Monsters or the same Monster. 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 • Monsters cannot be hit in the Forest they have been “Slain.” able (as long as they match a target, or can ring. • The player that hit the Monster for the complete their effect). Cards can be used to • Only a few cards can hit monsters last point of damage that Monster attack Monsters, slay Monsters, slow them once they are in the Castle ring. Those token as a trophy. (See Ending the Game down, build Walls that were destroyed, or cards have a symbol on them to on page 6 for details on victory points.) even draw more cards! Each card is placed indicate this. • Monsters that are slain by anything other faceup into a discard pile as soon as it is • Each time a Monster is hit, it takes than hits from players, such as attacking played. For more details see the Play Details 1 point of damage unless otherwise Walls or Giant Boulders, are not kept by section on pp. 8–11. specified. any player. Instead those Monsters are put into the Monster discard pile. Attacking Monsters • Rotate a hit Monster clockwise so that the next lowest number is now pointing • To attack a Monster, a player must be toward the Castle. Each type of Monster Slowing Monsters able to “hit” it. In order to hit a Monster, begins with a different number of Some cards do not damage Monsters, but the player must play a card that matches damage points. Goblins have 1 point, instead slow them down or even move them both the color and the ring location that Orcs have 2, and Trolls have 3 points. back into the Forest. For more information, a Monster is in, as shown below. see the Play Details section.

5 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, The game ends when either: player can also build Walls to replace any turn them face up, and resolve them one • The last Tower is destroyed, regardless of that have been destroyed by Monsters. at a time, completing the first token any Walls remaining (in which case the • To build a Wall, play both a card before revealing the second. players lose) OR and a card. • If the token is a Goblin, Orc, or Troll, • All 49 Monster tokens in the game are • Walls can be built even if the roll the die and place the Monster in the played, all the Monsters are slain, and corresponding Tower has been destroyed. Forest ring in the space that matches there is at least 1 Tower remaining (in • A second Wall cannot be added to a Wall the number rolled. Place the token with which case the players win). that already exists. the highest numbered corner pointing toward the Castle. More than one If the players have won the game, each Monster may occupy the same space. player then adds up the number of victory points they have in trophies of slain Monsters. The player with the most victory points is declared the Master Slayer!

Each Monster type is worth a different number of victory points: 5. Move Monsters Boss Monsters: 4 points All remaining Monsters on the board move Trolls: 3 points • The tokens drawn may also be Special 1 space. Orcs: 2 points Monster tokens: a Boss Monster or • Monsters outside the Castle move 1 ring Goblins: 1 point Monster Effect. closer to the Castle. • Boss Monsters attack the Castle as In case of a victory point tie, the player that usual and also have a special effect slayed the most Monsters wins. that triggers when they are drawn. If there is still a tie, Fireside Games • Monster Effects are not placed on recommends players arrange for a duel of the board but instead affect the swords at dawn . . . players or Monsters and are then discarded. Strategy • Monsters that are in the Castle ring • If there are ever not enough Monster • Work with other players to plan ahead. move 1 space clockwise, staying in the tiles in the Monster pile to draw the Trading a card with another player can Castle ring. required amount, draw all that remain. be a great way to protect the Castle, even The Monster pile does not refill. if it’s another player’s turn! • Once the Monster pile is empty, skip this • Sometimes the biggest threat to the phase. Castle isn’t always clear. Pay close attention to the whole board. For more information on all the Monster • Some cards are more useful than others. tokens, see pp. 10–11 of the Play Details Make sure to play them at the most section. advantageous time. End of Turn • Carefully choose which Monsters to attack when. See p. 9 of the Play Details section for After the player has resolved their Monster more information. tokens, the turn is over. The player to the • Remember, no one can be the Master left now begins his or her turn. Slayer if all the Towers are destroyed. 6 SAMPLE TURN Phase 4: Play Cards Joe is playing a 4-player game, so his hand size should be 5 Joe plays two Green Archer cards to hit the Orc twice, which cards. At the start of his turn, Joe has only 4 cards in his hand, slays it. Joe takes the Orc token and places it in front of him as Brick, Blue Knight, Blue Archer, and a Green Archer. On the a trophy. Joe then plays one Blue Knight card and hits the Troll board, there is an Orc in the Green Archer ring and a Troll in the for 1 point of damage. He rotates the Troll token clockwise so Blue Knight ring. One Wall has already been destroyed by the it now shows 2 damage points. Lastly, Joe plays his Brick and Monsters as . Mortar cards together which lets him build a Wall. Joe places a Wall on the empty spot between the Swordsman and Castle ring.

Phase 1: Draw Up Joe draws 1 card from the deck, a Red Swordsman card, and adds it to his hand. Phase 5: Move Monsters Phase 2: Discard and Draw 1 Card The Troll is the only monster still on the board, so Joe moves it Joe can discard and draw 1 card. He doesn’t need the Blue toward the Castle, out of the Blue Knight ring and into the Blue Archer card, so he discards it and draws a new card, Mortar. Swordsman ring.

Phase 6: Draw 2 New Monsters Joe draws a token from the Monster pile and turns it face up. It’s a Goblin token, so Joe rolls the die and gets a 6. Joe places the Goblin token in the Forest at the space marked 6. He then draws the next Monster token Phase 3: Trade Cards and turns it face up. It is the Joe can trade 1 card with another player. With the cards he Monster Effect token “Plague! has, Joe can hit each of the Monsters on the board once, but he Archers.” This particular token won’t be able to slay either of them without some help. After forces all the players to discard talking with the other players, Joe offers to trade Katie his Red any Archer cards they have in Swordsman card for her Green Archer. She accepts, and they their hands. Joe has no cards make the trade. left in his hand, so he is not affected by this token, but several of his fellow players are. After all the players have dealt with the Monster Effect token, Joe places it in the Monster discard pile and ends his turn.

7 Slaying Monsters • Fortify Wall This PLAY DETAILS card reinforces one • Barbarian This savage warrior can slay Wall to make it At this point in the rules, players have any Monster anywhere on the board stronger. Play this learned enough to start playing. The (including the Castle ring) except the card and place a following section contains details players Forest. Fortify token on will need at certain times during the game, • Nice Shot This card enhances any any 1 Wall. but they can reference this section during regular hit card. Play this card with any play for those specific rules. card that hits the targeted Monster, and • A Wall can never have more than 1 that Monster is slain. Fortify token on it. Special Terms • When a Monster attacks that Wall, Castle Structures Includes any Wall, Slowing Monsters the Monster is damaged for 1 point Tower, or Fortify token. Plus the Wizard’s • Drive Him Back! Play this card and as usual, but the Fortify token is Tower, Keep, Barricades, and Pits from the move 1 Monster anywhere on the board, removed instead of the Wall. The expansions. (including the Castle ring), all the way Monster stays in the Swordsman back into the Forest, keeping it in the ring. Hit Cards Include same numbered arc. • If a Giant Boulder hits a Wall that the word “hit” and • Monsters moved through Walls has a Fortify token placed on it, the are the Archer, and Fortify tokens this way are not Giant Boulder stops, the Fortify Knight, Swordsman, injured and do not destroy the Wall token is removed, and the Wall and Hero cards. or Fortify token. remains in play. • The Monster will still move on • Missing Play this card to avoid drawing Special Cards Are distinguished from other Phase 5. cards by their purple jewels any Monster tokens during the Draw 2 and have unique rules. (e.g., new Monsters phase of the turn. • Tar This card temporarily stops a The Barbarian and Nice Shot) • In the Overlord version of the Monster in its tracks. game, this card prevents the Color Cards Include any card that uses a • Play this card and place the Tar Overlord from drawing or playing color in their title, such as a Blue Archer. token on any 1 Monster anywhere any Monster tokens. This includes “Any Color” cards. on the board, including the Forest or the Castle ring. Drawing Cards • That monster does not move • Draw 2 Cards Play this card to add 2 Playing Cards during the Move Monsters phase cards to your hand, even if it exceeds the Attacking Monsters nor during the Draw 2 new normal hand size. • “Any Color” Archer, Knight, and Monsters phase of the turn. Even if Swordsman cards can hit Monsters in a new Monster token would cause • These cards may be played during any color of their respective ring. the Monster to move, it remains the Play Cards phase of the turn in which they were drawn. • Hero cards can hit Monsters in the where it is. Archer, Knight, or Swordsman ring of • On the next • Scavenge Play this card and search the color shown on the Hero card. player’s turn, through the discard pile for any 1 card. Add that card to your hand. • Only Barbarian, Tar, and Drive Him the Tar token Back! can affect Monsters once they are is removed and • That card may be played during in the Castle ring. These cards have a the Monster the Play Cards phase of the turn in symbol on them. (See Slaying Monsters is hit, slain, which it was drawn. and Slowing Monsters below for more or moved as • You may look through the discard information.) usual. pile before playing Scavenge. 8 Moving Monsters • If no Wall is present between the • This movement will continue on each Swordsman ring and the Castle ring, turn until that Monster loses its last Monsters and Walls then Monsters pass into the Castle ring point or the last Tower is destroyed. • All Monster movement is considered with no damage. Towers that are destroyed can’t be simultaneous, but Walls stop ALL Monsters in the Castle ring rebuilt. If all 6 are destroyed, the players Monsters that hit them. lose the game—so make sure to defend • Unlike Walls, Towers do not stop • When a Monster moves from the the Towers! Monster movement. Swordsman ring and a Wall is present • Once a Monster is in the Castle ring, it • If a Monster moves into the same space between the Swordsman ring and the can only be affected by Castle cards that in the Castle ring as a Tower, the ring, the Monster attacks that have the symbol on them. Wall. is removed and the Monster takes 1 point of damage. If the Monster survives, • If two or more Monsters move at the • The Wall is then removed from it stays in the space where the Tower was, same time into the same space as a the board, and the Monster that as shown here. Tower, the Tower is removed and 1 attacked the Wall takes 1 point of Monster (players’ choice) takes 1 point damage. of damage. The others are unharmed. • If the Monster still has points • All the Monsters stay in the space remaining, that Monster stays in where the Tower was. the Swordsman ring until the next • Monsters can be stacked to fit. Move Monsters phase. Monster movement example: • A Troll at full health attacks the Wall, destroying the Wall and taking 1 point of damage. • The Troll stays in the Swordsman • If two or more Monsters move from the ring. Swordsman ring to attack a Wall at the • On Phase 5 of the next turn, the same time, the Wall is removed and 1 • Monsters in the Castle ring are not Troll moves INTO Monster (players’ choice) takes 1 point affected by Walls. On the next Move the Castle ring, of damage. The others are unharmed. Monsters phase, that Monster will move destroying the clockwise to the next Castle ring space. Tower and taking 1 point of damage. • On Phase 5 of the following turn, the Troll moves 1 space clockwise, destroying the • All remaining Monsters stay in Tower in that the Swordsman ring until the next space and taking Move Monsters phase. its final point of damage. 9 Drawing New Monsters • Healer His mysterious • Monsters Move Clockwise potion rejuvenates his All Monsters move 1 space Special Monster Tokens allies. Roll the die, and (arc) clockwise but stay in In addition to the regular Monsters, there place the Healer in the the same ring. This includes are many Special Monster tokens that have Forest. All Monsters on Monsters in the Castle and additional abilities. the board regain 1 point Forest rings. of damage. If a Monster Boss Monsters These Monsters attack the is already at its full health, • Monsters Move Counter-Clockwise Castle as usual, but nothing happens. All Monsters move 1 space they also have a Boss Monster special effects only occur (arc) counter-clockwise but special effect that when they are first drawn. After that, they stay in the same ring. This occurs when they behave like regular Monsters. includes Monsters in the are drawn. Boss Castle and Forest rings. Monsters can be Monster Effects These tokens are not placed identified by the on the board but instead affect the players • Plague! Archers All Players gold background of their damage points. or the Monsters in different ways and are must discard all the Archer • Goblin King This royal then placed in the Monster discard pile. cards in their hands. Monster never arrives These tokens have small symbols on them alone. Roll the die, and to help explain their effect. • Plague! All Players place the Goblin King must discard all the Knight in the Forest. Then • Blue Monsters Move 1 All cards in their hands. draw and resolve 3 more Monsters in the Blue arc move Monster tokens, rolling to 1 ring closer to the Castle. • Plague! Swordsmen All place each token individually. Players must discard all the • Red Monsters Move 1 All Swordsman cards in their • Orc Warlord This fierce Monsters in the Red arc move hands. warrior leads his troops 1 ring closer to the Castle. into battle. Roll the die, • All Players Discard 1 Card Each player and place the Orc Warlord • Green Monsters Move 1 must choose 1 card from his in the Forest. Then move All Monsters in the Green or her hand and discard it. If a all the Monsters, including arc move 1 ring closer to the player doesn’t have any cards, the Orc Warlord, in the Castle. that player takes no action. same color as the Orc Warlord 1 ring closer to the Castle or 1 space clockwise NOTE: If the Monsters are in the Castle • Draw 3 Monster Tokens if they are in the Castle ring. ring, they move 1 space clockwise. Draw 3 Monster tokens (in Remember, the Forest and Castle rings are • Troll Mage This giant addition to the usual 2) and included in the colored arcs. emboldens all Monsters resolve them after all other to press the attack. tokens are resolved. Roll the die, and place the Troll Mage in the • Draw 4 Monster Tokens Forest. Then move all Draw 4 Monster tokens (in Monsters on the board, addition to the usual 2) and including the Troll Mage, 1 ring closer to resolve them after all other the Castle or 1 space clockwise if they are tokens are resolved. in the Castle ring. 10 Giant Boulder The Monsters have pushed After a Castle player has played their cards a Giant Boulder from the forest, and it’s in phase 4, that Castle player’s turn ends. rolling right toward the Castle! In their The Overlord player’s turn now begins. The eagerness to attack, however, they may not Overlord moves the monsters on the board have noticed that some of their friends and then draws Monster tokens until he might be in the way. Or maybe they just or she has 3 in his or her hand. Now, the don’t care. Overlord can play Monster tokens in one of two ways. Unlike Monsters, Giant Boulders are never 1. Choose 1 Monster from their hand and placed on the board. Instead they instantly place it in any arc of the Forest ring he or resolve as if they were “rolling” all the way GAME VARIATIONS she chooses. across the board, starting in the Forest, and OR destroying everything in their path until Co-op 2. Choose 2 Monsters (including Boss they hit and destroy a Wall, Tower, or In the Co-op version of Castle Panic, players Monsters), 2 Monster Effects tokens, or Fortify token. still work together to defend the Castle. 1 of each from his or her hand. Roll the They will all either win or lose as a team, die for each Monster, placing them in • Roll the die to determine which arc the but there is no Master Slayer. The rules the numbered arc of the Forest ring that Boulder starts in. are the same as the Standard game except matches the number rolled, and resolve players do not keep trophies of Monsters • The Boulder immediately “rolls” within the Monster Effects tokens as usual. that arc straight across the board toward they have slain. Instead, all slain Monsters the arc on the opposite side of the board. are placed into the Monster discard pile. • The Overlord can play up to 2 tokens • All Monsters in that numbered arc are Overlord normally but does not have to play any tokens if he or she chooses not to. destroyed, including any in the Forest In this version of the game, one player ring. These Monsters are NOT kept as becomes the Overlord and takes command • The Overlord cannot choose which arc trophies; they are placed in the Monster of the Monsters while the other players Giant Boulders start in. He or she must discard pile. work together to defend the Castle. roll the die as usual. • Giant Boulders are the only way • When the Overlord plays either the Monsters can be damaged while in the Choose a player to become the Overlord. Draw 3 Monster tokens, Draw 4 Forest ring. Setup is the same as the Standard game Monster tokens, or Goblin King token, • The Boulder does not stop until it hits except the Overlord player is not counted as he or she draws the indicated number the first Castle structure in its path a player and does not receive any cards since of tokens and adds them to their hand. (a Wall, Tower, or Fortify token) and he or she will be working against the Castle The Overlord can then play that same destroys it. players. Instead he or she draws a hand of number of tokens, but they do NOT 3 Monster tokens and keeps them hidden • If there are no Walls or Towers in the need to be the same tokens that were from the Castle players. starting arc, the Boulder continues just drawn. This is the only way the Overlord can play more than the usual 2 rolling through the Castle ring and into The Overlord player’s turn consists of these tokens on his or her turn. Any Monsters the opposite arc. 3 steps in this order. that are placed at this time MUST be • If no Wall or Tower is present in that arc 1. Move Monsters placed randomly by rolling the die. The either, the Boulder continues towards the 2. Draw up to a hand of 3 Monster Overlord cannot choose their starting Forest, destroying any Monsters in its tokens place. path. 3. Play Monster tokens • The Castle card Missing prevents the • After resolving any damage, the Giant Overlord from drawing or playing any Boulder token is discarded. The Overlord takes his or her turn at the end of each Castle player’s turn, replacing Monster tokens, but any Monsters on phases 5 and 6 of that Castle player’s turn. the board are still moved. 11 Solitaire Game Desperate Times Call for Desperate Dwindling Resources Each time the Castle Measures Before the Draw Up phase of a Deck is shuffled, remove 1 Brick and 1 Castle Panic can even be played as a solo player’s turn, he or she may discard his or Mortar card from the game. game by just one player. All the standard her entire hand and draw up to a full hand rules apply to the solitaire version with the of new cards. On that turn, he or she must Under Construction Set up the game as exception that the player draws up to a skip both the Trade Cards and the Play usual, but do not put any Walls on the hand of 6 cards. Also, during the Discard Cards phases. The player must still perform board. Players start the game with no Walls and Draw phase, the player may Discard the Move Monsters and Draw 2 New in play. Better get busy building . . . up to 2 cards at once (instead of just 1), Monsters phases as usual. and then Draw 2 cards to replace those. Be Under Construction—Random Walls prepared for a challenging game! The game begins with no Walls in play. Instead, the die is rolled to determine how OPTIONAL RULES: many walls will be in play at the start of the game. Then, the die is rolled to determine After playing the standard game, players the arc in which each Wall will be placed. may want to include some of these optional A Little More Panic If a number is rolled where a Wall already rules to change the game. So, players think the game’s too easy? Try playing with some of these rules for more of exists, the die is rerolled until a new Less Panic a challenge: placement is determined. For an easier game, try playing with some A Man’s Home Is His Castle At the start As another option, players may simply of these rules: of the game, each player chooses 1 Tower as choose a set number of Walls (e.g., 3) Easier For younger players, or for his or her own. Play continues as normal, that they wish to start the game with a quicker game, try removing the following but if a player’s Tower is destroyed, that and roll the die to determine where to Monster tokens from the game: player is out of the game. When playing place those Walls. with fewer than 6 players, the extra Towers Draw 4 Monsters are backups and can be claimed by a player Under Construction—Player Walls The Orc Warlord that loses their starting Tower. Only the game begins with no Walls in play but with Troll Mage surviving players count their scores. each player holding 1 Wall in his or her Plague! Swordsmen possession. During any of his or her turns, Plague! Knights A Man’s Home Is His Castle—The King’s each player may place his or her Wall at any 1 Green Monsters Move Tower When fewer than 6 players are using available Wall space during the Play Cards 1 Red Monsters Move the “A Man’s Home Is His Castle” Optional phase. The players do not need to play 1 Blue Monsters Move Rule, 1 unclaimed Tower is designated as Brick and Mortar cards to put these Walls 3 Giant Boulders the King’s Tower. If the King’s Tower is into play; the players simply choose where destroyed, all players must immediately to place the Walls. All for One! Play 1 Archer, Knight, and discard one card. For the rest of the game, Swordsman card of the same color to slay the normal hand size is reduced by 1 card. 1 Monster anywhere in that colored arc The players now draw up to the following (except the Forest or Castle ring) instead of hand sizes: merely hitting it. Rough Start Instead of setting up the game Number of Number of Cards in a by placing the standard set of Monster Heroic Powers Hero cards can now hit 1 Players Hand tokens on the board, players draw 3 Orcs Monster in the Castle ring of their color as 1 5 and 3 Trolls. The die is rolled for each well as the Archer, Knight, and Swordsman 2 5 token, and each Monster is placed in the Archer ring that matches the number rings for 1 point of damage. 3–5 4 rolled. 12 Friends Close, Enemies Closer Instead of Final Charge! When all the Monster Overlord Variations playing with Castle cards face up, players tokens have been drawn and the last More Minions The Overlord draws up to play with closed hands. They may discuss Monsters have been placed on the board, a hand of 4 Monster tokens but still plays strategy and tell other players what cards the Move Monsters phase changes for every tokens in the usual way (2 tokens in the they have, but they are not allowed to show player’s turn. From then on, the die is rolled Forest ring determined by rolling the die their cards to each other. to see what special movement occurs after or 1 in any arc of the Forest ring he or she the Move Monsters phase. The Monsters chooses). Not Over Yet If there then move according to the following chart: are not enough Monster Secret Forces Before the start of the game, tokens remaining in Die Roll Result the Overlord player chooses one Monster the Monster pile to 1 Red Monsters Move 1 token and sets it aside face down. (This complete Phase 6, 2 Green Monsters Move 1 token does not count toward the number shuffle the Monster 3 Blue Monsters Move 1 of tokens the Overlord may keep in his discard pile face down 4 Monsters Move Clockwise or her hand.) The Overlord may play this and continue drawing token on his or her turn, following the the required number of 5 All Monsters Move 1 normal Overlord play rules (2 tokens in the Monster tokens from 6 Monsters Move Counter- Forest ring determined by rolling the die that pile. Clockwise or 1 in any arc of the Forest ring he or she The Charging Horde Players draw and chooses). A Lot More Panic resolve 3 Monster tokens instead of 2 Monstrous Choices Monster Recycling Program Instead of during Phase 6 of each player’s turn. For Each time the discarding Monsters that are destroyed by a slightly easier variation, each player may Overlord draws up to a hand of 3 Monster Giant Boulders or by attacking Walls or make 2 trades on his or her turn (2 cards tokens, he or she may remove 1 token from Towers, players shuffle those Monsters face with the same player or 1 card with 2 his or her hand, draw a new Monster token down into the Monster pile so they can different players). to replace it, and shuffle the old token face return to the fight later. down into the Monster pile.

13 • 22 Wizard Cards: These new cards are drawn only after a discard and provide powerful new ways to attack and defend as long as the Wizard’s Tower is in play. They are described in detail on p. 19.

• 49 Monster Tokens: These Monsters are the new threats to the Castle and are described on pp. 20–22. • 19 New Monster • 18 Imp Tokens Tokens

INTRODUCTION New cards have been added to the Castle deck to enhance capabilities, and the new Your Castle has been rebuilt, and a friendly Wizard deck allows players to use magical Wizard, Thalgar, has joined your forces. powers. New Monsters charge out of the As long as his Tower stands, you and your forest with higher hit values, special effects, friends have access to powerful magic spells. • 6 Harbinger • 6 Mega Boss and unique movement, and Flame tokens And you’ll need them. The Monsters have Tokens Monster Tokens can be used by players to damage Monsters returned stronger, faster, smarter, and with or by Monsters to weaken Walls and new abilities to threaten the Castle. You’ll Towers. The objective and order of play are fight magical Imps, evasive flying creatures, the same as in the base game. and more. Make your stand against six new, dangerous Mega Boss Monsters, including COMPONENTS • 12 Flame Tokens: These the and Necromancer. Use fire (The Wizard’s Tower requires the full tokens are used to indicate to attack the Monsters, but beware, your version of Castle Panic to play.) when a Monster or Castle Walls and Towers can be burned down as structure is on fire. See pp. well! The challenge is high but so is the • 1 Wizard’s Tower: This 17–18 for more detail. adventure. Can you survive more panic and tower is Thalgar’s home. It defend The Wizard’s Tower? replaces one of the regular • 6 Reference Cards: OVERVIEW towers at the start of the These double-sided game. cards are helpful The Wizard’s Tower expands on the fun of reminders of the new Castle Panic by providing new choices to Monster abilities. make and new threats to overcome. This • 1 Plastic Stand (for the expansion includes new components to add Wizard’s Tower) to Castle Panic, some of which will replace • Monster Draw Bag select Monsters from the original game. All • 10 Castle Cards: These components in The Wizard’s Tower have a new cards are added to Wizard hat icon ( ) on them to indicate the original deck and they belong to the expansion, making it are described in detail easy to switch out pieces to play with or on page 18. without the expansion. 14 GAME SETUP 9. Turn the 6 Harbinger tokens for the Order of Play Additions Mega Boss Monsters facedown. Shuffle The Wizard’s Tower setup is similar to The phases in the order of play are the them and draw 3 to add to the Monster the original edition of Castle Panic but same as the phases in the original edition bag, keeping them facedown. The includes a few changes related to the new of Castle Panic, with the following other 3 will not be used in the game components. The setup described below clarifications. and should be kept facedown. Keep includes all of the steps. 1. Draw Up There is no change to this the actual Mega Boss Monster tokens 1. Put 1 Tower in each of the light-colored phase. Players draw up from the Castle nearby for later use. spaces in the Castle ring. Any Tower deck only. 10. Place the Flame tokens within reach of can go in any space. 2. Discard and Draw Players may discard the players. 2. Remove 1 Tower and either a Castle or Wizard card and may 11. Shuffle the new Castle cards into the replace it with the draw from either the Castle or Wizard Castle deck. Wizard’s Tower. Players deck. There are no other changes to this 12. Shuffle the Wizard cards and set them may choose which Tower phase. aside. Leave room for a discard pile. to remove or roll the die 3. Trade Cards Players may trade Castle or 13. Give 1 Reference card to each player. and replace the Tower in Wizard cards. There are no other changes 14. Each player draws a hand of Castle the resulting numbered to this phase. cards. For 2 players draw 6 cards, 3 to 5 arc with the Wizard’s Tower. 4. Play Cards Players may play Castle players 5 cards, or 6 players 4 cards. 3. Put 1 Wall on each of the lines between and/or Wizard cards on this phase. See the Castle ring and the Swordsman Special Expansion Terms and Mechanics If you are combining The Wizard’s Tower ring. (pp. 16–18) and Component Details with any of the other expansions, there 4. Remove the following Monster tokens (pp. 18–22) for new rules. will be additional changes made when from the core game. These will not be 5. Move Monsters As in the core game, setting up the game. See the Setup Chart used in the expansion play. Monsters move on this phase. However, on pp. 38–39 for more details. • 2 Giant Boulders many of the new Monsters have special movement rules. See pp. 16–18 and pp. • 1 Green Monsters Move Alternate ways to set up the game are 20–22 for details. • 1 Blue Monsters Move included in the Overlord Version and 6. Draw 2 New Monsters Players draw 2 Alternate Rules section on p. 22. • 1 Red Monsters Move Monster tokens from the Monster Bag. • 6 Goblins See pp. 20–22 for details about resolving • 6 Orcs new Monsters. • 5 Trolls 5. From the expansion, set aside the 6 Mega Boss Monsters and their Harbinger tokens. 6. Set aside all Imp tokens in a separate pile. 7. Add all other Monster tokens from The Wizard’s Tower expansion to the Monster bag. 8. Draw 6 Monster tokens at random (returning any that are effects or Boss Monsters) and set them faceup, 1 in each space of the Archer ring. If a Monster from this expansion is drawn, see pp. 20–21 for detailed rules. 15 SPECIAL EXPANSION Forest Icon Some Wizard cards allow Harbinger Tokens Harbinger tokens are players to attack Monsters in the Forest. triangular Monster tokens that announce TERMS AND MECHANICS These cards can be identified by a new the arrival of a Mega Boss Monster. Forest icon ( ). • When a Harbinger token is drawn, it The Wizard Deck is not placed on the board. Instead, the Cards in General Harbinger is removed from the game Wizard cards are not “hit” cards. (not placed in the Monster discard For details on each Wizard card, see p. 19. For details on all of the new cards, see pp. pile), and the actual Mega Boss token is 18–19. placed in the Forest with a die roll. Drawing Wizard Cards The Wizard deck consists of cards that channel the power of Card Manipulation Unless otherwise Thalgar to battle the Monsters. specified, all references to “drawing cards” • These cards are drawn on Phase 2 or “the discard pile” refer to the Castle deck (Discard and Draw) of a player’s turn. and discard pile, not the Wizard deck or • After a player discards 1 card, he or she its discard pile. may choose to draw the replacement card from either the Castle deck or the Monsters Wizard deck. Flying Flying Monsters can • Some new Castle cards allow players to be identified by their blue sky draw from the Wizard deck during Phase background. Mega Boss Monsters 4 (Play Cards). • Flying Monsters are NOT affected by • The Mega Boss Monsters have abilities • Unless a card specifically mentions the Knight, Swordsman, Tar, or Drive Him that are in effect as long as these Wizard deck, draws and discards refer Back! cards. Monsters are in play. to the Castle deck. (For example, “Draw • Boulders of ANY kind do NOT damage • Most have effects that trigger when 2 Cards” and “Scavenge” apply only to Flying Monsters. they are drawn, and some have special the Castle deck.) • Flying Monsters are vulnerable to movement and damage rules. Archers, Heroes, and the Barbarian. • If a token moves or rotates a Mega Boss Playing Wizard Cards • Archer and Hero cards hit Flying that has special movement rules, the • Wizard cards count toward a player’s Monsters even if the Monsters are Mega Boss’s special movement rules hand size and can be traded or played located in the Knight or Swordsman are followed instead. Mega Boss special just like Castle cards. ring. (e.g., A Blue Archer can hit a Flying movement rules do not apply if the • Wizard cards are discarded to their own Monster in the Blue Swordsman ring.) Monsters are moved by the players. discard pile. • Inside the Castle ring, Flying Monsters • Mega Boss Monsters are NOT affected • If the Wizard deck runs out, the discards can no longer be hit by Archer and by Giant Boulders, Flaming Boulders, or are shuffled to make a new deck. Hero cards but can be affected by the the . • Monsters slain by Wizard cards are kept Barbarian. • All Mega Boss Monsters are worth 5 as trophies. • Wizard cards affect Flying Monsters as victory points each. indicated on the cards. Losing the Wizard’s Tower If the Wizard’s • Flying Monsters destroy and are Victory Points Tower is destroyed, the Wizard deck is affected by Walls just as the other Conjurer: 4 points (Boss Monster) immediately removed from the game, but Monsters are affected. Ogre: 4 points players do not lose the Wizard cards in Mega Boss Monsters: 5 points • Flying Monsters also destroy and take Imps: their hands 0 points (discarded when slain) . After those cards are played, damage from Towers and Fortify All Other Monsters: equal to their however, they are removed from the game. tokens as usual. starting health

16 Imps Imps are small Monsters that are Burning Structures When a fireball hits • The Flame tokens will not damage the magically summoned by other tokens. a Wall or Tower, 1 Monster until the next time it moves. • Imps are placed in a separate draw pile Flame token is placed (see below) and do not count toward the number of on that structure. • If more than 1 Monster attacks a Monsters that must be defeated to win • That structure is structure, players decide which Monster the game. now burning and catches on fire. All flame tokens that • When an Imp weakened. were on the structure are transferred to is slain, it is • If a structure that Monster. returned to the already has 2 flame tokens on it and • Burning Walls still keep Monsters in the Imp pile, not is caught on fire for a third time, the Swordsman ring for 1 turn. to the discard structure is destroyed. • Burning structures still stop Giant pile. • When a fireball hits a Fortify token, the Boulders and similar effects. • Imps are worth Fortify token is removed. no points and Burning Monsters Some Castle and are not kept as Extinguishing Flames Players may put Wizard cards can catch Monsters on fire. trophies. out the flames on a • Place 1 Flame token on a Monster for burning structure each time that Monster is caught on fire. Other New Monsters For details on all the by: • Monsters do not immediately take new Monsters, see pp. 20–22. • discarding either damage when the Flame token is added. 1 Brick or 1 Fire Mortar card • Instead, burning Monsters will take 1 during their Play point of damage for each flame token Breathing Fire Cards Phase to remove 1 Flame token, or attached to them at the start of Phase 5 • The Chimera and the Dragon breathe after they complete their movement at fire, giving them a ranged attack. • Placing a Fortify token on a burning the end of Phase 5. Wall to remove all Flame tokens • When a Monster from the Wall. (The Fortify token is breathes fire, the fireball immediately discarded.) travels instantly from the Monster token toward the Castle. Burning Structures Under Attack • Because burning • The fireball does structures are not stop until it weakened by the reaches a Wall, fire, they do no Tower, or Fortify • This damage is assessed even if the damage to any token, setting that Monster is stopped from moving. Monster that structure on fire. attacks them. • If a burning Monster is moved or rotated by another Monster or token, it DOES • This may mean catch • They do take fire damage. the fireball moves the attacking completely Monster on • If a burning Monster is moved by the through the Castle ring and into fire, transferring players it does NOT take fire damage. the opposite arc, similar to a Giant all Flame • Flame tokens remain on the Monster Boulder. tokens from the until either they are removed by a token • Unlike a Giant Boulder, however, a structure to the or card, or the Monster is slain. fireball does not affect Monsters in its Monster. • If a Monster is destroyed by fire, no path. Mega Bosses have good aim! player claims that Monster. 17 Burning Monsters Attacking Structures Other Fire-Related Cards and Monsters Flaming Play this card with any hit card to Burning Monsters that attack a Castle The Phoenix can catch other Monsters catch the hit Monster on fire. structure will complete their movement and on fire, and the Flaming Boulder catches • After tracking the damage from the destroy the structure, taking the resulting structures on fire. For more details, see hit card, place a Flame token on the damage (if any) before taking the damage pp. 20–21. Players can use Burning Blast, Monster. from the Flame tokens. Fireball, Flaming, and Ring of Fire to catch • Monsters with Flame tokens are 1. Move all Monsters and then resolve any Monsters on fire. For more details, see p. 19. considered “burning.” After Monsters damage from attacks on structures. move on Phase 5 (Move Monsters), • If more than 1 Monster attacks a COMPONENT DETAILS any burning Monsters take a point of structure, the players choose which damage. 1 Monster takes the damage. New Special Castle Cards Knock Back Play this card with a hit card Players can combine multiple Special to move the hit Monster back 1 space cards with a single hit card. (e.g., Change, after damaging it. Color, Enchanted, and Flaming, with a Red • Monsters in the Castle ring move 1 Knight.) space counter-clockwise. • No effect on Centaur, Golem, and Berserk Draw 1 card from the Castle deck Cyclops in their invulnerable rings. for every hit card you play during the Never Lose Hope remainder of this turn, including hit cards • Play this card. drawn for playing hit cards. • This card must be played before hit • Immediately discard (without cards are played. playing) as many cards as you wish. 2. Then esolver any damage from Flame • Cards played by other players (via • Draw a total number of Castle cards tokens. Stand Together) do not count. equal to the number of cards you discarded. Change Color Play this card with any hit card to change the color of Reinforce Each player immediately draws the hit card. the top card from either the Castle or Change Range Play this card Wizard deck. with any hit card to change • If the Wizard’s Tower is destroyed, the hit card and play as your players may draw from only the choice of Archer, Knight, or Castle deck. Swordsman. • Exceeding the normal hand size is • Hit cards changed to Archers this way allowed. CAN hit Flying Monsters. Note: Monster movement is considered Stand Together simultaneous, so if movement results in Double Strike Play 1 hit card (not a • Choose 1 player. That player may the Phoenix catching Monsters on fire, no Special or Wizard card) twice in 1 turn. immediately play 1 hit or Wizard card damage from those new Flame tokens are • The hit card may be played twice on from his or her hand, not a Special taken since those Monsters have already the same Monster or once on two card. completed their movement. different Monsters. • He or she may play 1 card only and • Other Special cards may be combined cannot combine that card with any Any other timing questions about Monsters with the hit card but are only effective other card. attacking Walls/Breathing Fire can be for one hit. resolved in any order the players choose. It • If playing the hit card results in may be easier to resolve “basic” monsters Enchanted Play this card with any hit card slaying a Monster, the player that first and then resolve the more complex for 2 additional points of damage to the slayed the Monster keeps it, not the ones. Monster. player that played Stand Together. 18 Wizard Cards Orc. The Troll is now at 2 points, and Red Fireball Damage 1 Monster in any the Orc is slain. Arcane Assembly All players may ring of the Red color (including the immediately build Walls at the cost of 1 • The player who Hypnotized the Castle and Forest rings) for 1 point and Brick or 1 Mortar per Wall. Players may Monsters claims any slain Monsters as catch that Monster on fire. Ring of Fire use as many Brick and Mortar cards in trophies. Catch all Monsters on fire in their hands as they wish. • This card is effective in the Castle all colors of the Swordsman ring. Teleport Azriel’s Fist Damage 1 Monster anywhere ring as well as the Archer, Knight, and Move any Monster on the board (including the Castle and Swordsman rings. in play to another space or any Fortify token in play Forest rings) for 1 point. Hypnotized is • If a Monster that is to another Wall. Blue Fireball Damage 1 Monster in any burning , place 1 Flame token on This card can be used ring of the Blue color (including the • the other Hypnotized Monster that on Monsters in the Castle and Forest rings) for 1 point and attacked it. Castle and Forest catch that Monster on fire. Lightning Bolt Damage 1 Monster for 1 rings as well as in Burning Blast Set all Monsters in the same point, and then move that Monster to the Archer, Knight, and Swordsman space on fire. (This card is not effective in any arc in the Forest. This card is effective rings. the Castle and Forest rings.) in the Castle ring as well as the Archer, Chain Lightning Damage all Monsters • Can be used on the , Support Knight, and Swordsman rings. tokens, and Field Equipment in the in the same space for 1 point. This card Mystical Manufacturing Play this card expansions. is effective in the Castle and Forest with 1 Brick or 1 Mortar card to rebuild 1 Thalgar’s Blessing rings as well as the Archer, Knight, and destroyed Tower. All players draw up Swordsman rings. • The rebuilt Tower can be placed in any (from the Castle deck) to a full hand. Valador’s Wave Eye of the Oracle Draw the top 5 cards empty Castle space. Play this from the Castle deck, card for 4 points of damage can be built “on top keep 1, and return the rest to the top of • The rebuilt Tower in any one color anywhere of” a Monster the deck in any order. in the Castle ring. on the board, including Extinguishing Wind Remove all Flame • The Monster takes 1 point the Castle and Forest rings. tokens from all Walls, Towers, and of damage and the Tower is Distribute the damage Monsters in all rings, and move ALL immediately destroyed. among as many Monsters as you choose. Monsters (except for those in the Forest) • This card CAN be played to rebuild the Wall of Force Move all Monsters in 1 arc back 1 space toward the Forest. Wizard’s Tower. back to the Forest. This card is effective Green Fireball Damage 1 Monster in any • Once the Wizard’s Tower is rebuilt, in the Castle ring as well as the Archer, ring of the Green color (including the players again have access to the Wizard Knight, and Swordsman rings. Castle and Forest rings) for 1 point and deck. War Storm Damage all Monsters in the catch that Monster on fire. Rain of Ice No Monsters move this turn, Archer, Knight, and Swordsman rings of of Light Slay 1 Monster in the even if another token would make them 1 color for 1 point. Wizard Quake slay Forest ring. move. (essentially Tar for all Monsters) Destroy 1 Tower and Hypnotize all Monsters in the same arc Use this card to cause 2 • In addition, ALL Flame tokens are as that Monsters in the same space to attack each removed from all Monsters. Tower. other simultaneously. • This affects Monsters in the Forest • Each does as much damage to • This card is effective in the Castle ring of the arc as well. the other as it has damage points and Forest rings as well as the Archer, Knight, and Swordsman rings. • Does not affect Walls or Fortify showing. tokens in that arc. Rain of Iron Damage all Monsters in the • e.g., A 3-point Troll and a wounded • Does not affect the Cavalier, Support Orc 1-point are Hypnotized. The Orc same arc for 1 point. This card is effective in the Castle, Archer, Knight, and tokens, or Equipment from the does 1 point of damage to the Troll, and expansions. the Troll does 3 points of damage to the Swordsman rings, but not the Forest ring. 19 Monster Tokens Doppelgänger The Doppelgänger is never Goblin Cavalry This Monster moves 2 moved, hit, or slain. spaces at a time. Centaur If the Centaur is damaged in any • Instead, it is replaced by the next • The Goblin Cavalry stops its way while it is in the Knight ring, it is Monster that is destroyed (excluding movement when it hits a Wall. immediately slain no matter how many Mega Boss Monsters). damage points it has remaining. • If moved by another Monster token, • The Centaur takes no damage from • Put the destroyed Monster into the the Goblin Cavalry also moves 2 hit cards while in the Archer ring but same space where the Doppelgänger spaces as directed by the token. is affected by other types of damage. was and discard the Doppelgänger. • Inside the Castle ring, the Goblin • The Centaur takes normal damage in • The Monster cannot be claimed as a Cavalry moves by standard rules. the Swordsman ring. trophy until it is slain again. • If burning, the Goblin Cavalry takes Climbing Troll The Climbing Troll • The previously destroyed Monster 1 point of damage from each flame bypasses Walls and Fortify tokens, taking now functions as if it were just drawn, token after moving, not 2 per token. no damage and not damaging them. which may trigger special abilities. Golem If the Golem is damaged in any Instead it moves directly from the • (If more than 1 Monster is destroyed way while it is in the Swordsman ring, it Swordsman ring into the Castle ring. simultaneously, the players choose is immediately slain no matter how many • The Climbing Troll is still damaged which Monster replaces the damage points it has remaining. when attacking Towers. Doppelgänger. In an Overlord game, • The Golem takes no damage from • If the Climbing Troll bypasses a the Overlord chooses.) hit cards while in the Knight ring but burning Wall, add Flame tokens to Flaming Boulder is affected by other types of damage. the Troll, but do not remove them • Roll die to determine which arc the • The Golem takes normal damage in from the Wall. Flaming Boulder starts in. the Archer ring. Conjurer The Conjurer is a Boss Monster, • The Flaming Boulder immediately • When attacking Walls, the Golem is not a Mega Boss Monster and worth 4 “rolls”within that arc straight across damaged, but not slain, since it is victory points. the board, just like a Giant Boulder. moving between spaces then. • After this Monster is placed in the • All non-Flying Monsters in its path Harbinger Token These tokens are Forest, the die is rolled again. are destroyed. triangular so that players cannot • The resulting number of Imps are • The Flaming Boulder destroys the distinguish them from other Monster placed in the Forest ring, 1 per arc, first structure it reaches, but unlike a tokens when drawing them. Harbinger starting with arc 1. Giant Boulder, it does not stop there. tokens are replaced by the Mega Boss • e.g., The player first rolls a 2 and places • Instead, it continues on until it Monsters they represent when put on the the Conjurer in the Forest of arc 2. The reaches a second structure and catches board and then removed from the game. Imp player then rolls again, getting a 3. They that on fire. Imps are single-point Monsters that are magically summoned by other tokens. place 1 Imp in the Forest of arc 1, 1 in • If the Flaming Boulder doesn’t hit a arc 2, and the last 1 in arc 3. • All Imps are placed in a separate draw structure, it continues to roll through pile and do not count toward the Cyclops If the Cyclops is damaged in any the Castle ring and into the opposite number of Monsters that must be way while it is in the Archer ring, it is arc that it started from, destroying defeated to win the game. immediately slain no matter how many any non-Flying Monsters in that arc damage points it has remaining. (including the Forest). • When an Imp is slain, it is returned • The Cyclops takes no damage from to the Imp pile, not to the Monster • After resolving any damage, the discard pile. hit cards while in the Swordsman Flaming Boulder is discarded. ring but is affected by other types of • Imps are worth no victory points and Gargoyle damage. The Gargoyle is a Flying Monster. are not kept by the player that slays As such, the Gargoyle is immune to them. • The Cyclops takes normal damage in Knights, Swordsmen, all Boulders, Tar, the Knight ring. and Drive Him Back! 20 Ogre This Monster is worth 4 points and Mega Boss Monster Tokens In Play has 4 damage points but is on a standard • Roll the die and consult the (See also p. 16.) triangle token. below for the Dragon action. Basilisk 1 Imp per Tower Draw 1 Imp for every • The Dragon will breathe fire even if When Drawn Tower currently in play. Place 1 in the its movement is stopped by the edge All players must Forest space of every arc that contains a of the board. discard down to a Tower. • The Dragon does not breathe fire if Phoenix hand of 2 cards. it is stopped from moving by a card. • The Phoenix is a Flying Monster. In Play All players skip Phase • Inside the Castle ring, the Dragon • When the Phoenix is destroyed, it 2 (Discard and Draw) of their turns. moves by the standard rules and no bursts into flames. Note: The Basilisk is very difficult in solitaire longer breathes fire. • All Monsters in the same space as the play! We recommend not including it in solo Moves 1 space clockwise, Phoenix catch on fire (but will not be games. 1 damaged by those Flame tokens until and then breathes fire. Moves 1 space forward, the next time they move). Chimera 2 • The Phoenix does not catch Castle and then breathes fire. When Drawn The structures on fire. 3 No movement. Breathes fire. Chimera breathes Moves 1 space backward, • See Burning Monsters Attacking fire when placed 4 and then breathes fire. Structures on page 8 for additional on the board. See Moves 1 space forward, detail. Breathing Fire on 5 and then breathes fire. Trebuchet p. 17. Moves 1 space counter-clockwise, • Roll die to determine In Play 6 and then breathes fire. which arc the • First, the Chimera moves 1 space Trebuchet launches counter-clockwise and then 1 space its projectile from. toward the Castle. Hydra • The projectile • Immediately after completing its When Drawn No effect. instantly “flies” movement, the Chimera breathes fire. In Play within that arc • The Chimera does not breathe fire • Draw 2 straight across the if it does not move or is destroyed Imps for board, like a flying while moving. every point Giant Boulder. of damage • Inside the Castle ring, the Chimera to the Hydra • All Flying Monsters in its path are moves by the standard rules and no (except for destroyed. longer breathes fire. the last • The projectile does not stop until point) and it reaches and destroys a Castle Dragon place them in the Forest ring in the structure. When Drawn The Dragon is a Flying same arc as the Hydra. • If there are no Castle structures in Monster • This DOES include damage caused its path, the projectile continues to that by fire and structures. roll through the Castle ring to the breathes opposite arc that it started from, • Do not draw any Imps when the fire when Hydra is slain, whether it is slain in destroying any Flying Monsters in placed on that arc (including the Forest). one hit (i.e. Barbarian, Hammer of the board. Light) or in the last of a series of • After resolving any damage the See Breathing Fire on p. 17. hits. Trebuchet is discarded. 21 Necromancer OVERLORD VERSION Monster Shortage To play a 1-hour game, the Monster configuration should be as When Drawn Draw 2 Die Rolls When a die roll determines a follows: Monsters (not Monster Monster movement or effect, the Overlord • 2 Orcs • 1 Draw 3 Monster effects) randomly from the rolls the die. Monster discard pile (not • 3 Trolls Tokens • 1 Goblin King • 1 Draw 4 Monster players’ trophy piles) and Doppelgänger If more than 1 Monster Tokens • 1 Orc Warlord move them, facedown, to is destroyed simultaneously after the • 2 Giant Boulders • 1 Troll Mage the regular Monster draw Doppelgänger appears on the board, the • 1 Cyclops • 1 Healer pile. Overlord chooses which Monster replaces • 1 Centaur In Play • 2 Blue Monsters the Doppelgänger. Move 1 • 2 Climbing Trolls • If the Necromancer attacks a • 2 Green Monsters • 1 Doppelgänger structure, he destroys the structure Flaming Boulder and Trebuchet As with Move 1 • 1 Flaming Boulder and is immediately slain. the Boulder, these tokens must be resolved • 2 Red Monsters • 2 Gargoyles • For every damage point the with a die roll. Move 1 • 2 Goblin Cavalry Necromancer had remaining before • 1 Monsters Move • 1 Golem Clockwise it attacked the structure, 1 regular Setup The Overlord selects which Mega • 3 Ogres • 1 Monsters Move Monster (not a Monster effect • 2 Phoenix Boss Monsters will be included in the game. Counter-Clockwise or Mega Boss Monster) is drawn • 1 Trebuchet As with the other Monsters, 2 may be • 1 Plague! Archers randomly from the discard pile (not • 2 of these Mega Boss placed randomly or 1 may be placed in the • 1 Plague! Knights players’ trophy piles) and mixed arc of the player’s choice. Monsters: Chimera, • 1 Plague! Swordsmen Dragon, and facedown into the Monster draw pile. • 1 All Players Discard Warlock • If there are fewer Monsters in the Solitaire Game 1 Card discard pile than damage points remaining on the Necromancer, draw • The card Stand Together has no effect More Panic in a solitaire game, so we recommend as many Monsters as possible. It’s quiet. Too quiet. If the players clear the removing it. • Monsters that were destroyed at the board of all Monsters, 1 Imp is placed in same time as the Necromancer may • In a solo game, the Basilisk does not each arc of the Forest ring. be drawn from the discard pile. force the player to skip Phase 2. Instead it limits the player to only being able to Mega Boss Monster Bulk Up Add more Discard and Draw 1 card. than 3 Harbinger tokens to the Monster Warlock draw pile. When Drawn All players must ALTERNATE RULES Growing Fire On Phase 6 (Draw 2 New discard 1 Wizard card. Monsters), when a Monster is placed in an In Play Less Panic arc that also contains 1 or more burning • The Warlock Death Benefit If the Wizard’s Tower structures, 1 additional Flame token is is unaffected is destroyed, each player’s hand size is immediately placed on all of those structures. by Wizard cards. increased by 1 card for the remainder of the • On Phase 5, roll game. Random Panic the die and move Flaming Tar If a Monster has a Flame Necromancer Randomizer Necromancer the Warlock to that numbered arc token and a Tar token on it at the same returns ANY random Monster token, not (keeping the Warlock in the same time, players add 1 additional Flame token just Monsters. ring), and then move the Warlock to that Monster. one space closer to the Castle. Random Monster Mix Instead of following Goblin Cavalry Hobble After the first hit, the setup rules for the Monsters, 21 • Inside the Castle ring, the Warlock Goblin Cavalry moves only 1 space per Monster tokens are removed from the core moves by the standard rules. turn. game at random. 22 GAME SETUP The Dark Titan setup is very similar to the setup for Castle Panic. The only changes will be to the Castle deck and Monster pile. Place Walls and Towers on the board as you would normally and then follow the directions below. If Playing with Castle Panic Only 1. Remove the following Monsters from the game. They will not be used with this expansion. • 3 Goblins • 4 Orcs “The arrogance of COMPONENTS • 3 Trolls these humans,” (The Dark Titan requires the full version of 2. Add all the Monster tokens and Support Agranok thought, Castle Panic to play.) tokens from The Dark Titan expansion to “building their • Agranok Token: The Dark the Monster draw pile. castle on our Titan 3. Place the same starting Monsters as sacred ground.” usual (3 Goblins, 2 Orcs, 1 Troll), with • 5 Agranok Cards: His hundred-year 1 in each arc of the Archer ring. (Players Different versions of banishment in the choose which Monster to place in which Agranok, each with Void was coming to arc.) an end, and as the their own difficulty veil between worlds thinned, he could see a (pp. 25–26) If you are combining The Dark Titan wood-lined clearing and a stone fortress in • 5 Castle Cards: New with any of the other expansions, there the distance. “Soon I will show the humans help for the players will be additional changes made when what suffering is, and they will learn to fear (pp. 24–25) setting up the game. See the Setup Chart the Dark Titan!” on pp. 38–39 for more details. • 17 Monster Tokens: The Dark Titan can be played in New threats to • Prepare the Agranok card: Players combination with Castle Panic only or with the Castle (pp. can either choose a version of Agranok any other mix of the other expansions. 26–27) they wish to fight or draw a version at All components in The Dark Titan have a • 3 Support Tokens: Helpful bonuses random. See pp. 25–26 for details on the special icon ( ) that identifies them as for players (not different versions. part of this expansion, making it easy to Monsters but in • If drawing at random, shuffle the add or remove pieces to play any version of the Monster bag) Agranok cards and draw 1 card Castle Panic. (p. 27) facedown. Do not look at the front of • 1 Cavalier Token: A the card. OBJECTIVE piece that players move • Regardless of how a card is chosen, on the board to fight place it facedown near the board The objective of The Dark Titan is the same Monsters (pp. 24–25) and put the Agranok token (8-point as that of Castle Panic. Players must defeat side up) on the card in the space • 1 Plastic Stand: The all the Monsters and have at least 1 Tower indicated. The remaining Agranok Cavalier’s stand standing to win the game. cards will not be used in the game • 1 Rulebook and should be returned to the box. 23 GAME SETUP (CONTINUED) Banish Cavalier This horse-mounted warrior is This expansion introduces the term • Place the Cavalier token in its plastic controlled by the players as he moves on “banish” to the game. Whenever a card is stand and set it aside. the board, fighting Monsters wherever he banished, it is removed from the game and encounters them. • Shuffle the new Castle cards into the returned to the box, not the discard pile. Castle deck. NOTE: If playing a 1-player A banished card cannot be used again until Placing the Cavalier game, do not include the Barrage card. the next time the game is played. When the Cavalier card is played, place the • Deal out Castle cards. Hand size and Cavalier token in any arc of the Swordsman card trading limits are unchanged from ring. (There can be only 1 Cavalier in play Castle Panic. at a time.) Using the Cavalier # of # of # of Cards a • The Cavalier acts between phases 4 and Cards in Players Player Can Trade 5—AFTER a player has played all their a Hand cards but BEFORE the Monsters move. 2 6 1 CASTLE CARDS (Think of it as phase 4.5.) 3 to 5 5 1 Barrage • He can move and attack, or attack and move, but he cannot fight or move twice. 6 4 2 • Choose 1 ring or 1 color. • Starting with the current player and Moving the Cavalier The Order of Play is unchanged. However, continuing clockwise, all players may • Movement is 1 space only—forward, the Cavalier acts after Phase 4 and before immediately play as many Hit cards of backward, left, or right (not diagonal). Phase 5. See also Cavalier, pp. 24–25. that type as they wish. (Hit cards cannot • He may enter the Forest and Castle be combined with a Special card during rings. Order of Play Barrage.) • He moves through Walls and can be in 1. Draw up • If choosing a color, this would include the same space as a Tower. 2. Discard and draw 1 card (optional) “Any Color” cards. 3. Trade cards (optional) • If choosing a ring, this would include 4. Play cards Hero cards. 5. Move Monsters • If a player slays a Monster during a 6. Draw 2 new Monsters Barrage, he or she keeps it, not the player that played Barrage. SPECIAL TERMS Hit Cards Blue Boiling Oil Damage all Monsters in the Blue Swordsman ring for 1 point. • When moving through the Castle ring, Boiling Oil cards are NOT hit cards. he must move clockwise or counter- Green Boiling Oil Damage all Monsters clockwise. He cannot move through the Color Cards in the Green Swordsman ring for 1 point. middle of the board. In this expansion, new Plague tokens and the Support tokens interact with cards by Red Boiling Oil Damage all Monsters their Red, Green, or Blue color. Color cards in the Red Swordsman ring for 1 point. are any card (Castle or Wizard) that use Note: Boiling Oil damages Elite Monsters color in their title, including “Any Color” with no roll required and can be used cards. Blue Archer, Any Color Knight, against Flying Monsters. Red Fireball, and Green Boiling Oil are all examples of color cards. Boiling Oil cards are NOT hit cards.

24 Fighting with the Cavalier Notes for The Wizard’s Tower: • When Agranok is at his lowest health (2 The Cavalier fights only 1 Monster on his • If the Cavalier is ever in the path of points), he cannot be injured by a single phase (regardless of how many Monsters are a fire-breathing Monster when it damage point. He must take 2 points of in the space) by dealing 2 points of damage breathes fire, the Cavalier is immediately damage in the same Phase to be killed. to the Monster and taking damage equal to destroyed, no matter what his health is, • Agranok takes NO damage when he the Monster’s health before the fight. and the fire continues. destroys a Castle structure. • The Cavalier does not have to fight, • The Cavalier cannot be damaged or even if he is in the same space with caught on fire by the players. Summoning Agranok Monsters. • The Cavalier fights a “variable” and Placing Heralds • If the Cavalier only takes 1 point of Monster (e.g., Cyclops) at the Agranok is not damage, it is negated and the Cavalier Monster’s current health. However, drawn like a stays on the board. He will fight at his if the fight occurs in that Monster’s standard Monster full 2-point strength next turn. special vulnerable ring, the Monster is token. Instead, he is • If the Cavalier takes 2 or more points of destroyed. summoned into play damage, he is destroyed and removed • If the Cavalier slays the Boom Troll, the by his Heralds. There from the board. (He can return to the Cavalier is destroyed as well. are 5 Heralds in the game if a player plays the Cavalier card • The Cavalier CAN attack Flying game. The first 3 will be used to summon again.) monsters. Agranok. • If the Phoenix dies in the same space, it • When destroys the Cavalier. the first 3 Heralds are MONSTER TOKENS drawn, they are not Agranok and Heralds There are 5 placed on versions of Agranok, represented by the 5 the board. Agranok cards. Instead they Each version is are placed a different level (in order) of difficulty. onto the The difficulty is numbered indicated by the Herald number of red spaces on pips on the front the Agranok of the card ( ), card. • The Cavalier does not require a die roll with 1 being the • Each time a Herald is placed, to damage an Elite Monster. easiest and 5 being the most difficult. If there is an immediate effect that must be • If a player uses the Cavalier to slay a playing with younger or new players, we resolved. Monster, he or she keeps that Monster as recommend choosing the Level 1 version. • When the 3rd Herald is placed, resolve a Trophy. More experienced players will want to pick its effect and then roll the die and place • The Cavalier only fights during his a higher level. Agranok in the Forest. Phase. He does not fight Monsters who Agranok’s Health Points • Once Agranok is brought into play, enter or leave the same space as him • Agranok is a two-sided token with his the 3 Herald tokens that summoned him during Phase 5 or 6. starting side showing 5–8 points of are put into the Monster discard pile and • The Cavalier is destroyed by Boulders. health and his wounded side showing the Agranok card is flipped faceup. 2–4 points. 25 The Fourth and Fifth Heralds Slaying Agranok • If a player slays the Boom Troll and • A Herald drawn while Agranok is on • When his health is at its minimum of 2 the explosion destroys additional the board is placed in the Forest as a it takes 2 points of damage in the same Monsters, he or she keeps those 2-point Monster. Then players roll to Phase to slay him. (e.g., 2 Hit cards) Monsters as Trophies as well. cause Agranok’s effect, unless Agranok • If Agranok is destroyed, he turns into This powerful magician is in the Castle ring. Dark Sorceress smoke and returns to the Void. So, no casts a crippling spell on the players. • A Herald drawn after Agranok has player may claim his body as a Trophy. • When drawn, all players must discard 1 been destroyed is treated as a regular • Agranok is not affected by Boulders of card of their choice. Monster with 2 points of health and no any type. special effect. • As long as the Dark Sorceress is on the Notes for The Wizard’s Tower: board, the normal hand size is reduced Agranok’s Effects and Movement • Agranok can be set on fire like any by 1. • Agranok moves 1 space following normal other Monster and takes fire damage • The red border is to remind players of Monster movement rules on Phase 5. after movement, even if he moves her lasting effect. • Levels 2–5 of Agranok feature random himself. • The Dark Sorceress is not a Boss effects that trigger after he moves on • Once his health has reached its Monster or Mega Boss Monster. Phase 5. minimum of 2, the resulting 1 point • After moving Monsters, roll the of damage from a single fire token after Elite Monsters These highly trained die and resolve the resulting effect as movement is not enough on its own to Monsters are the backbone of Agranok’s indicated on the Agranok card. destroy him. So, Agranok would remain army. They are veteran warriors who can • Agranok does NOT roll after moving at 2 points of health. dodge attacks. if he • If Agranok had more than 1 flame • Whenever a hit card is played against • does not move, token on him those points would them, the player must roll the die. On be enough to slay him 1 or 2, the attack misses and the hit card • moves himself by die roll, . • Wizard’s Quake is discarded. Otherwise, the attack is • is moved by another Monster does affect Agranok (see Damaging Agranok). successful, and the Monster is damaged token/Card effect, or as normal. • is in the Castle ring. Boom Troll This Troll has a huge • If an attack using a hit card and a • When levels 3 and 4 of Agranok cause explosive strapped to his back. Special card (such as Nice Shot or the placement of a discarded Herald, • When the Boom Troll is slain, it self- Enchanted) is made against an Elite players do NOT roll to cause another of destructs, causing 1 Monster, the player must declare use of Agranok’s effects. point of damage to all the Special card BEFORE rolling the die. Damaging Agranok Monsters in the same • If the attack fails, both the hit space • Slay cards played against Agranok do not as the Boom Troll. card and the Special card used are kill him but instead cause 4 points of • If this Monster hits a discarded with no effect. damage and are Banished from the game. Castle structure, it self- • Rolling to hit an Elite is only required This includes any card that uses the destructs, destroying when playing hit cards. Players do not term “slay,” such as Barbarian, Nice Shot, ALL Castle structures roll when attacking Elite Monsters Wizard’s Quake, or Hammer of Light. (Wall, Tower, and Fortify token) in that with Wizard Cards, the Barbarian, • Any time Agranok is flipped to his arc as well (not the whole color). Boiling Oil, or the Cavalier. These wounded side, ALL players must • If the Boom Troll is slain in the attacks are always successful against immediately discard 1 card from their Swordsman or Castle ring, it does not Elites. hand at random. cause any damage to the Castle. • When an Elite and a Support token • Agranok takes NO damage when he • If slain by the Cavalier, the Cavalier is fight, they damage each other for 1 destroys a Castle structure. destroyed as well. point. There is no need to roll. 26 Blue Plague All players must discard all Placing Support Tokens • Stonemason’s Cart: The current player Blue color cards (Color Cards, p. 24). When drawn, Support tokens are placed in builds a number of walls equal to the the Forest by a die roll. current health of the Stonemason’s Cart. Green Plague All players must discard all • Supply Wagon: Each player, starting Green color cards (Color Cards, p. 24). Moving Support Tokens with the current player, draws a number Support tokens DO NOT move during the of cards from the Castle deck equal to Red Plague All players must discard all Move Monsters phase. the current health of the Supply Wagon. Red color cards (Color Cards, p. 24). • During a player’s Play Cards phase, he (Exceeding the normal hand size is Note: “Any Color” and Hero cards ARE or she may discard any color card (p. 24) allowed.) affected by color Plagues. to move a Support token 1 space back, forward, left, or right (not diagonally). • If the color of the discarded card matches Fighting with Support Tokens the color the Any time, during any Phase, if a Monster Support token token and a Support token are in the Wither Banish the top card from the is currently same space (except the Castle ring), they Castle deck. in, the player immediately do battle. • If the Castle deck has run out, shuffle moves the Support token 2 spaces in any • Each token inflicts 1 point of damage on the deck and then Banish the top card. combination of directions. the other, so each token loses 1 health. • Remember, Banished cards are removed • Color cards discarded to move a Support from the current game entirely, not token cannot also be used to hit a just discarded. Monster. • Players may discard as many color cards SUPPORT TOKENS as they wish to move a Support token. • There are 3 Support tokens in the game: • Support tokens moving into a space with Reserve Squad, Stonemason’s Cart, and a Monster must fight that Monster. the Supply Wagon. • Since they are not Monster tokens, • These tokens are new components that Support tokens are NOT affected by represent friendly forces, which provide any movement or healing effects from special help to the players if they reach Monster tokens. the Castle ring. • Although they are triangle shaped, are Using Support Tokens included in the Monster pile and feature Once a Support token reaches the Castle ring, it is removed from the board (without the same back as a Monster token, • If multiple Monsters and/or multiple fighting any Monsters present) and Support tokens are NOT Monster Support tokens are in the same space, immediately gives the players its benefit. tokens. each Support token fights only once. • Drawing a Support token DOES still • Reserve Squad: The current player distributes points of damage equal to • Players choose which Monster(s) is/ count towards drawing a Monster are fought and in what order the token on Step 6 of the Order of Play. the current health of the Reserve Squad to any Monster anywhere on the board, Support token(s) fight. • Support tokens cannot be damaged or including the Forest and Castle rings. • Support tokens hit by Boulders are caught on fire by the players. always destroyed. 27 OVERLORD VERSION ALTERNATE RULES More Panic • Playing with Agranok at Level 1, 2, or Demolition Man If the Boom Troll hits a 3 (not 4 or 5) and letting the Overlord Less Panic Castle structure at full health, his explosion choose one of those at random is Burning the Midnight Oil If Boiling Oil destroys all structures in BOTH arcs of the recommended. is played on a Monster currently on fire, it color he is in. causes 1 additional point of damage to that • When the Overlord draws a Support Monster. token, he or she must include it as The Gang’s All Here Include additional one of the tokens played that turn. The Harbinger tokens to the draw pile. Slippery Slope Boiling Oil may be played Overlord cannot keep a Support token in the Castle OR Swordsman ring. in his or her hand. Victory Points • In the rare event that the Overlord draws Boom Troll: 3 points Sigh of Relief When Agranok is destroyed, Dark Sorceress: all 3 Support tokens at once, he or she 5 points all players draw 1 card from the Castle Elite Goblin: 2 points (starting health +1) must play all 3 that turn. Deck. Elite Orc: 3 points (starting health +1) Elite Troll: 4 points (starting health +1) Solitaire Game Agranok: 0 points (remember that he is • The card Barrage has no effect in a discarded when he is slain) solitaire game, so we recommend All Other Monsters: Equal to their starting removing it. health.

28 • 2 Spring Trap Tokens: drive Monsters back • 2 Pit Tokens: damage Monsters • 2 Barricade Tokens: slow the Monsters • 1 Token: causes 3 damage in 1 space • 1 Token: damages Monsters in multiple spaces • 16 Resource Cards: 4 each of Brick, Mortar, Wood, and INTRODUCTION Engines of War can be played with Castle Rope Panic only or with Castle Panic and/or The Monsters have been busy. Sounds of • 11 Monster Tokens: new threats to the The Wizard’s Tower and/or The Dark Titan hammering have echoed through the forest Castle expansions. All components in Engines of for days and then, silence. Suddenly they War have a special icon ( ) that identifies • 1 Siege Tower • 1 Equalizer emerge. Hidden behind their Siege Tower, them as part of this expansion. (See Game • 1 War Wagon • 1 Roll and Move War Wagon, and and joined Setup for more information.) • 1 Battering Ram • 1 Forward by powerful new allies, the attackers burst • 1 Shaman Camp from the woods. You respond with new • 1 Breathtaker • 1 Barracks equipment. With the help of your Engineer, OBJECTIVE • 2 Goblin you build Pits, Traps, and Barricades to Saboteurs slow the Monsters’ advance. With enough The objective of Engines of War is the same as that of Castle Panic. Players must defeat resources, you can build the Ballista and • 3 Reference Cards: all the Monsters and have at least 1 of the 6 handy guides to Catapult to unleash powerful attacks. The refer to during play battle has begun anew! Towers standing to win the game. The Keep DOES NOT count as a Tower and has no • 1 Rulebook impact on the end condition of the game. GAME SETUP OVERVIEW COMPONENTS Engines of War is the 3rd expansion for • Place Walls and Towers on the board as Castle Panic, introducing equipment (Engines of War requires the full version of you would for Castle Panic, The Wizard’s for both the players and the Monsters. Castle Panic to play.) Tower, or The Dark Titan, depending on • Keep Token: Players can now use Resource cards to where which game you are playing. build equipment and new weapons. New and • Place the Keep in the exact center of the Monsters, such as the Shaman, Breathtaker, are built Castle. and Goblin Saboteur, bring new threats. • Engineer Tile: used to • Place the Engineer and Task tiles off to Encampments change how monsters enter build Equipment the side of the board, but separated. the battle, and Siege Engines give the • Task Tile: double-sided; • Set aside the Trap, Pit, Barricade, Monsters new ways to breach the Castle determines what the Ballista, and Catapult tokens for later walls. Engineer is building use. 29 • Modify the Castle deck: Remove the 4. Deal a starting hand to each player: The Resource Deck Brick and Mortar cards and return # of # of # of # of # of Rope, Wood, them to the box. There are new Brick Players Castle Resource Cards Cards a and new Brick and Mortar cards in the Resource deck. Cards in Cards in in a Player Starting Starting Hand Can and Mortar cards • Create the Resource deck: Shuffle the Hand Hand Trade comprise the new Brick, Mortar, Rope, and Wood 1 to 2 5 1 6 1* Resource deck. together and set them aside facedown. 3 to 5 4 1 5 1 These Resources • Remove 6 Orcs from the Monster 6 3 1 4 2 are used with the draw pile and set them aside. (They Engineer to build will become the crew that man the siege Equipment. engines!) * In a 1–player game, you may Discard and Draw 2 cards. Drawing Resource Cards They are drawn As an alternative setup, instead of 6 Orcs, 1 at a time on: try setting aside different Monsters to be the • Phase 1 (Draw Up) crew for the siege engines. Mix in Goblins and Trolls, or even choose 6 Monsters at random. • Phase 2 (Discard and Draw) • Possibly during Phase 4 (Play Cards) of a If you are combining Engines of War player’s turn. with any of the other expansions, there • Players may draw as many Resource will be additional changes made when cards as they wish, following hand size setting up the game. See the Setup Chart limit rules. on pp. 38–39 for more details. • Unless a card specifically restricts it, draws and discards include the Resource ORDER OF PLAY deck. [For example, “Draw 2 Cards” ADDITIONS applies to the Resource deck, but “Reinforce” (The Wizard’s Tower) still The phases in the order of play are the applies only to the Castle or Wizard same as in Castle Panic, with the following deck.] clarifications. If Playing with Castle Panic Only 1. Draw Up Players may now draw up, 1 • Scavenge does not apply to the Resource 1. Remove the following Monster tokens card at a time, from either the Castle deck. from the game. They will not be used deck OR from the Resource deck. with this expansion: 2. Discard and Draw Players may discard Playing Resource Cards 3 Goblins, 2 Trolls, 2 Giant Castle, Resource, or Wizard cards and • Resource Cards count toward a player’s Boulders, 1 Red Monsters Move, 1 draw from any deck. hand size and can be discarded, traded, Green Monsters Move, 3. Trade Cards Players may trade Castle, or played just like Castle cards. 1 Blue Monsters Move Resource, or Wizard cards. • Discarded to their own discard pile. 2. Add all the Monster tokens from the 4. Play Cards Players may play Castle, Engines of War expansion to the Monster Resource, and/or Wizard cards on this Shuffling the Resource Deck As the battle draw pile. phase. rages on, your resources begin to dwindle. 3. Place the same starting Monsters as 5. Move Monsters Many of the new If the Resource deck runs out and a player usual (3 Goblins, 2 Orcs, 1 Troll), with Monsters have special movement rules. wants to draw cards, shuffle the discards 1 in each arc of the Archer ring. (Players See p. 35 for details. and Banish 2 Resources at random from choose which Monster to place in which 6. Draw 2 New Monsters See pages 34–36 the deck. arc.) for details about resolving new Monster tokens.

30 The Engineer Commit Resource Cards Completing a Task • Resource cards cannot be committed When all the Resource cards committed to This worker can be given a task and turn until a task has been assigned. the Engineer match the required resources raw materials into powerful weapons. for the Equipment, that task is complete To bring Field Equipment (p. 32) or • Once a task is assigned, any player (not and the Equipment is built. Castle Equipment (pp. 32–33) into play, just the player that began the task) can 1. Discard all Resource cards on the the players must first build them by commit the required Resource cards Engineer. committing Resource cards to the Engineer toward completing that task on their 2. Move the Task tile away from the of the type and amount indicated. turn. • There is no limit to the number of Engineer. He is no longer assigned Resource cards a player can commit to a task. the Engineer. 3. Immediately put the completed Equipment token into play. • Resource cards committed to the • Players can complete tasks and assign Engineer tile remain there until the new ones on the same turn. task is completed OR canceled. • The amount of Equipment in play is • Once the Engineer has begun a task, limited to the number of tokens in the it cannot be changed. It must be game. completed or canceled. • Players cannot “double up” on Resource cards to build multiple pieces of Equipment at once. Each piece of Equipment is completed individually and a new task begun. • A single player may complete a task Using the Engineer Players can use the on their own, but some tasks may take Engineer during the Play Cards phase of several turns to complete. their turn. • Field Equipment and Walls are one use only and must be rebuilt after Monsters Assigning a Task trigger them. • Fit the Task • The atapultC and Ballista are tile so that the permanent and remain in play. notch in the They Engineer tile is may be used repeatedly. They are rebuilt aligned with the only if they are destroyed. Equipment the Canceling a Task player wishes to • Players can cancel tasks and assign new begin building. ones on the same turn. • Until a • Players can cancel the current task to Resource card assign a new task to the Engineer, but is committed they lose all the resources that have been to the Engineer, committed toward the current task. his assigned • Discard all Resource cards task can be currently committed to the changed. (The Engineer. illustration shows the • Adjust the Task tile so the desired Engineer assigned to build a Catapult.) Equipment is the current task. 31 Equipment Barricade Cost: This stack of Keep Cost: This tall The Engineer can build 7 different pieces lashed together with rope functions structure provides a platform in the center of Equipment. Each piece has different uses like a Wall that can be built in a space. of the Castle for the powerful Catapult and a unique cost in resources. • ALL Monsters moving into the same and Ballista to be fired from. If the Keep is • Field Equipment includes the Barricade, space with a Barricade stay in the destroyed, the Engineer can rebuild it at the Pit, and Spring Trap. previous space they were in, even if cost of 1 of each Resource. the Monster moves clockwise, counter- • The Keep does NOT count as a normal clockwise, or backwards into the Barricade. Tower and has no impact on the end • 1 Monster hitting the Barricade takes 1 condition of the game. point of damage (player’s choice if more • The Keep is destroyed by Boulders, and than 1 Monster hits the Barricade) and stops them just like a Tower does. If • Castle Equipment includes the Ballista, the Barricade token is discarded. the Keep is destroyed, any Catapult or Catapult, Keep, and Wall. • Flying Monsters are stopped by Ballista placed on the Keep is destroyed Barricades. as well. • The Keep is destroyed by 3 flame tokens. Pit Cost: These sharp sticks • Fire that hits the Keep with a hidden in a mortar-filled pit damage a Catapult or Ballista present, Monster. removes 1 weapon, player’s choice, • 1 Monster moving into a space with a instead of adding a flame token. Field Equipment Pit takes 1 point of damage and the Pit • If a Catapult or Ballista is not token is discarded. • May be placed in any space (except present, then flame tokens are the Forest) that does NOT currently • Flying Monsters are NOT affected by added to the Keep. contain a Monster. CAN be placed Pits. in the same space with a Tower. A Catapult and Ballista Spring Trap Cost: This spring- Monster entering a space with a piece of Ballista Cost: This giant Field Equipment AND a Tower triggers loaded snare functions like Drive Him Back. shoots a large bolt that damages the Field Equipment effects BEFORE Monsters in several spaces. (See p. 33 for attacking the Tower. • 1 Monster moving into the same space with a Spring Trap is immediately moved details.) • Only 1 Field Equipment token can be in to the Forest ring, staying in the same a space at a time. Catapult Cost: numbered arc, and the Spring Trap token This • Destroyed if hit by a Boulder or Fire is discarded. weapon hurls a massive stone that causes and does not stop the Boulder/Fireball. heavy damage in 1 space. (See p. 34 for • The Spring Trap causes no damage. • Pits and Barricades are considered details.) • Flying Monsters are NOT affected by Castle structures for triggering Monster Spring Traps. effects (from the Necromancer, Boom Setup These powerful pieces of Castle Troll, Goblin Saboteur, etc.). Spring • Spring Traps are NOT considered Equipment are placed on the Traps are not. Castle structures for triggering Monster Keep when they are built by the effects (from the Necromancer, Boom Engineer. • All Field Equipment is one use only. Troll, Goblin Saboteur, etc.). • When the first Catapult or After it is triggered by a Monster, that Ballista is built, place it on token is discarded and must be built top of the Keep and rotate the again to be used again. Castle Equipment Wall Cost: Walls function Keep so the weapon is facing • Field Equipment does not affect and is exactly the same as in Castle Panic, but now the color of your choice. (The not effected by a Monster that is moved they are built using the Engineer and the Keep can be rotated again to the Forest using Drive Him Back! Resource deck. p. 34). 32 • The Keep may have both 1 Ballista AND • Change Range and Change Color can 1 Catapult on it at the same time. still be used to modify 1 of the 2 cards • The Catapult and Ballista can be placed to help target a Monster, but if used that on the Keep only if it is not burning, way, they would not also count as the and they must face the same direction. “second card.” • Hero cards count as either Archer, Knight, or Swordsman ring cards. • Any Color Cards count as Red, Green, The Troll is in the Blue color and the Knight or Blue color cards. ring. This attack uses a Blue Swordsman card • Boiling Oil matches the Swordsman to match the color and a Green Knight card to ring AND the indicated color. match the ring.

• This could also mean discarding 1 Ballista and Catapult Damage card that matches both the color Ballista Fires a powerful bolt that can pass AND the ring of the targeted through Monsters, damaging several in Monster, along with a second card a row. • The targeted Monster takes 2 points of In this image, they are facing Green. of any type. damage, and then 1 point of damage is • Every attack with a Catapult or dealt to 1 Monster in every space of the Using the Catapult and Ballista To attack Ballista requires at least 2 cards, same arc behind the target Monster. with the Catapult or Ballista, the weapon so the second card could be any must be facing the color of the Monster the Castle, Wizard, or Resource card. • Damage behind the targeted Monster player wants to attack. DOES include the Forest ring. • The Catapult and Ballista can target • Damage CANNOT change arcs. Monsters in either arc of the color they • If more than 1 Monster is in any currently face. affected space, the player firing the • Catapult and Ballista attacks DO Ballista chooses which Monster takes the damage Flying Monsters and Mega damage. Boss Monsters. • The Ballista CANNOT target an empty space in order to apply damage to the Targeting Monsters spaces behind it. • The Catapult and Ballista CANNOT target Monsters in the Castle ring. The Troll is in the Blue color and the Knight ring. This attack uses a Blue Knight card to • The Catapult and Ballista may be fired match both the color and ring, and a Rope ONE time each on a player’s turn. card as the second card. • To fire the Catapult or Ballista, a player must discard 2 cards that together • The 2 cards discarded to fire the match the ring and color of the targeted Catapult or Ballista do NOT have any Monster’s current space. additional effect, regardless of their text. • This could mean discarding 1 card They simply count as the components for the color and 1 card for the needed to fire the weapon. ring. • A card can be played for its effect OR Sample Ballista attack targeting the Troll discarded as 1 of the 2 cards needed to in the Blue Knight space of arc 6. Damage fire the weapon, not both. continues into the Forest. 33 Catapult Hurls a massive stone that does MONSTER TOKENS The Shaman does not bring back slain heavy damage in a single space. Monsters. She heals damaged ones. Breathtaker This mysterious • Distribute 3 points of damage in the • It may be helpful to treat the Shaman as creature steals the very breath target space. if she is the very last Monster to move. from your lips. • CANNOT target a Monster in the • As long as the Breathtaker is • The Shaman cannot heal Siege Engines Forest ring. in play, players cannot trade cards. The or Encampments. • If there is more than 1 Monster in red border reminds players of this lasting • If the Shaman is moved by another the target space, the player firing the effect. token, she DOES heal. Catapult may distribute that damage • The Breathtaker is not a Boss Monster or • If the Shaman is moved by the players, among all Monsters in that space in any Mega Boss Monster. she does NOT way he or she chooses. heal. • If used against a , any excess Goblin Saboteur This fiendish • If the Shaman damage carries over to the Monsters creature sacrifices itself to does not move, under the Siege Engine. (See Siege disrupt the Castle’s reserves. she does NOT Engines on pp. 35–36.) • The Goblin Saboteur may heal. be attacked as usual, and if slain by the • Inside the Castle players has no effect. ring, the Shaman • If he takes ANY damage from destroying no longer heals. a Castle structure (including Pits and Barricades), he destroys the structure MONSTER EFFECTS and is immediately slain. Equalizer Count the number of Monsters • Players must immediately banish the on the board. If there are 5 top card from every deck in play or fewer, draw and resolve (Castle, Resource, and Wizard) equal to Monsters from the Monster the health of the Goblin Saboteur when draw pile (returning he died. Monster effects, Heralds, Sample Catapult attack targeting the Orc and • If there are no cards in the draw pile of a Encampments, The Goblin King, or Goblin in the Blue Archer space of arc 6. The deck, banish the top card of the discard Support tokens to the pile) until there are player splits the 3 points of damage between pile. at least 6 on the board. both Monsters. • If Siege Engines are present, count the Shaman This powerful healer 2 Orcs underneath but not the Siege Rotating the Keep The Keep can be sustains the Monster warriors. Engine token. rotated once on a player’s turn so it faces a • As long as the Shaman is • Do not count Encampments. different color. This may be done before or in play, all Monsters in the • The Equalizer can bring Siege Engines after firing a Catapult or Ballista. same color as the Shaman (including into play. herself) recover 1 point of health at the Keeping Trophies Monster tokens slain by • Monsters slain while resolving Equalizer end of Phase 5 (Move Monsters). The still count toward the 6. Catapults and Ballista attacks are kept as red border reminds players of this lasting trophies by the player that made the attack. effect. Roll and Move Roll the die and move ALL • All damage to Monsters from Monsters on the board 1 space according to movement (i.e., hitting Castle structures the results: and fire) is resolved BEFORE the • 1–2: Clockwise Shaman heals. • 3–4: Forward • The Shaman is not a Boss Monster or • 5–6: Counter-clockwise Mega Boss Monster. 34 SIEGE ENGINES Attacking a Siege Engine Siege Engines • IS moved by Spring Traps. can be damaged like regular Monsters. These powerful contraptions give the • DOES stop moving after destroying a However, ALL damage is first applied to Monsters new ways to breach the Castle Wall, Barricade, or Fortify token. the Siege Engine and not the Monsters walls while protecting the Monsters that • NEVER moves from the Swordsman underneath, who are protected. operate them. ring to the Castle ring. Instead, if • When damaging a • There are 3 Siege Engines included in no Wall is present, the crew of Orcs Siege Engine, make Engines of War: the Siege Tower, War breaches the Castle ring and the Siege sure to rotate down Wagon, and Battering Ram. Each one Tower remains in that arc. ONLY the Siege has a unique ability, but they all share Engine token and • Move both Orcs into the Castle space as the common elements listed below. not the Monsters they would normally, resolving any Field underneath. Equipment present before destroying any Tower present. • “Slay” cards, such as Barbarian, Nice Shot, Hammer of Light, or Wizard • Move the Siege Tower so that it Quake, destroy only the Siege Engine, straddles the line between the Castle • Siege Engines are not living creatures, so NOT the Monsters underneath. and Swordsman ring (the same way they cannot regain damage points by Walls are placed). Monsters can move • Any form of Boulder the Healer or Shaman. that hits a Siege through those spaces, but the players destroys only the Siege Engine Engine , cannot build a Wall in that arc until Drawing a Siege Engine token: NOT the Monsters underneath. the Siege Tower is destroyed. 1. Roll the die to determine the arc that it • When a Siege Engine’s health is reduced will enter the Forest from. to 0, discard the Siege Engine token and 2. Draw 2 Orcs from the 6 that were set separate the 2 Orc tokens, keeping them aside at the start of the game. These Orcs in the space where the Siege Engine was. are now the “crew” that operates the Siege • If a Siege Engine is destroyed by fire, Engine. the Monsters underneath are NOT 3. Place the Siege Engine caught on fire. token on top of the 2 • If the amount of damage done to a Siege Orcs to create a stack of Engine exceeds the remaining health of 3 Monster tokens. Make the Siege Engine, the damage transfers sure to keep all 3 tokens to the Monsters underneath. Players may aligned so they all have their highest distribute the damage as they choose. number pointing toward the Castle. (For example if a Catapult attack of 3 is used on a Battering Ram that has only • The Siege Tower can still be attacked Moving a Siege Engine Siege Engines 1 point of health left, the Battering Ram and is considered to be in both the and the Orc crew underneath are moved is destroyed and the remaining 2 points Castle AND Swordsman spaces for the together as if they are 1 token. Siege of damage can be applied to the Orcs purposes of targeting. Engines move on Phase 5 (Move Monsters) underneath.) • Once the Siege Tower has breached the as usual. The War Wagon has special Walls, it cannot be moved by the players movement (see p. 36). Siege Tower This ladder-like or Monster tokens because it has no are affected by player • Siege Engines construction is used to breach living crew to operate it. movement cards such as Tar, Rain of walls and prevent new walls does NOT Ice, Drive Him Back!, etc. • A Siege Tower in this state from being built. have to be destroyed in order to are moved by other • Siege Engines • Takes NO damage when achieve the win condition. Monster tokens. destroying Castle structures. • Destroys Field Equipment when hit. 35 War Wagon This armored ENCAMPMENTS Forward Camp This token is placed on the transport provides protection The Monsters build these structures to intersection of the 2 arcs for the color that for its crew while they charge bring their armies closer to the Castle, matches the number that was rolled. erratically at the Castle. changing how Monsters enter the game. • DOES take damage when • When drawn, Encampments are placed destroying Castle structures. in the Forest by die roll as usual. • IS affected by Pits, Spring Traps, and • Encampment effects are in play for as Barricades. long as the token is on the board. • If the War Wagon is returned to the • CANNOT be moved (either by the • From now on, ANY Monsters placed Forest by its forward movement into a players or by Monster tokens). in either arc of the same COLOR as Spring Trap, it ends its movement and • Are NOT affected by any type of the Forward Camp are placed in the does NOT roll for additional movement. Boulder. Archer ring instead of the Forest. This • DOES stop moving after destroying a • Can be damaged or destroyed by attacks includes Imps placed by the Conjurer, Wall, Barricade, or Fortify token. that reach the Forest. Hydra, or the 1 Imp per Tower token. • Outside the Castle, the War Wagon • If on fire, Encampments take 1 point of • The Orc Warlord and Troll Mage always moves 1 space forward and then damage for every flame token attached immediately move into the Knight ring. 1 space either clockwise or counter- to them at the end of Phase 5 (Move by clockwise as determined by rolling a die. • Monsters moved into the Forest Monsters). players still move into the Forest. • 1, 2, or 3: 1 arc counter-clockwise • Are not living creatures, so they cannot • The Forward Camp is considered to be • 4, 5, or 6: 1 arc clockwise regain damage points by the Healer or in both arcs of the color it occupies for • If a token moves or rotates the War Shaman. the purposes of targeting. Wagon, the War Wagon moves forward • Do NOT have to be destroyed in and rolls for additional movement. This order to win the game. They are not The Barracks and Forward Camp do not does not apply if the War Wagon is Monsters, so they may still be present affect the initial placement of each other. moved by the players. when all other Monsters have been Each is still placed in the Forest by die roll. • Inside the Castle ring the War Wagon slain and the players achieve the win If the Barracks and Forward Camp are in moves 1 space clockwise, and there is no condition. the same color, their effects DO combine additional rolled movement. so that the 1st Monster drawn is placed Barracks From the time in the Archer ring of the same arc as the Battering Ram This fearsome Barracks appear, the next Barracks. machine destroys Walls and Monster drawn, and the 1st Towers with ease. Monster drawn on every turn Victory Points • Takes NO damage when after, is placed in the same Forest space as Shaman: 5 points destroying Castle structures. the Barracks. • Any subsequent Monsters drawn Breathtaker: 5 points • Destroys Field Equipment when hit. (including Siege Engines) are placed by Siege Engines: 3 points • IS moved by Spring Traps. die roll as usual. Encampments: 2 points All Other Monsters: • DOES stop moving after destroying a • Boulder placement is still determined by Equal to their Wall, Barricade, or Fortify token. die roll. starting health. • Inside the Castle, the Battering Ram moves 1 space clockwise. Solitaire Game • The Breathtaker has no effect in a solitaire game. We recommend not including it in solo games. 36 PROMO ITEMS Fickle Fortune Promo Towers • This card can be played at Over the years, a variety of special items Starting in 2015, we created a special Tower any time, on any player’s have been created to help promote Castle each year with a unique rule. Replace a turn. Panic. You can include these promotional regular Tower with a Promo Tower and cards and Towers in your game to add a new • Play this card immediately make your stand. twist in your battle to defend the Castle! after a die is rolled for any reason (Monter placement, Giant 2015 Tower Note: Most of these promotional items will Boulder starting arc, Elite Monster • A Monster destroying this actually make the game easier, so use them attack, Agranok effect, etc.). Tower is damaged for 2 points with care. You might want to try playing with • Reroll the die, keeping the second result. instead of just 1. some of the Alternate Rules (pp.12–13, 22, and 28) to modify the difficulty. All for One 2016 Tower Promo Cards • Players discard a combined • One time per game, this Tower can be rebuilt. All Promo cards can be identified by their total of 5 cards to damage special exclamation point icon ( ). 1 Monster anywhere on the • Draw 3 slain Trolls from the board for 1 point. Monster discard pile and roll Any Color Hero • The 5 cards can come from the die for each Troll, placing it in the • Hit 1 Monster anywhere as few or as many players as necessary to Forest. on the board except for the reach the total. • The Tower can be placed in any empty Castle and Forest rings. • A player does not have to discard any Castle space, not just the one it was • Deals 1 point of damage. cards if they don’t want to. originally in. • Players can discuss their planned discards 2017 Tower before playing All for One. Feather • When this Tower is • Any Monster with a Tar token on it is destroyed, all players immediately slain. Agranok Level 6 immediately draw up to a full • If used against Agranok while • This version of Agranok has 2 hand. possible fiendish effects after tarred, it deals 4 points of • After drawing up, all players may then moving, based on a die roll: damage. Trade 1 card with 1 other player. • This card can only be used 1 • 1–3: Each player must time and must be Banished Banish 1 card (of their 2018 Tower (not discarded) after it is used. choice) from their hand. • When this Tower is • 4–6: Agranok moves 2 additional destroyed, roll the die. Crossbow This special weapon spaces. • A number of Monsters equal allows a Knight or Swordsman to the number rolled are to hit a Flying Monster. Jury Rig damaged for 1 point. • Play this card WITH a • The player that commits this • Any damage points remaining are lost. Knight card to hit a Flying card to the Engineer must Monster in the Knight ring declare what kind of Resource 2019 Tower or WITH a Swordsman card to hit a it will count as (Brick, Mortar, • When this Tower is Flying Monster in the Swordsman ring. Rope, or Wood) when this destroyed, all the Monsters in • The total damage is 1 point. card is played. the same arc as this Tower are • This card can be used only 1 time and • Once committed, its Resource type moved back to the Forest. must be Banished (not discarded) after cannot be changed. • Includes the Castle ring. it is used. • Counts as 1 Resource. 37 SETUP CHART Designer’s Note: While we suggest The table below shows which Monsters and how many of each should be included when setting up Monster mixes for the game, the world of Castle Panic has grown, and we want the game. The setup varies depending on which expansions you are playing together. you to customize it to fit your group. Put different Monsters in, take others # In CP CP CP CP + TWT CP + TWT CP + TDT CP + TWT Monster CP out, make the game yours. The most Box + TWT + TDT + EOW + TDT + EOW + EOW + TDT + EOW important thing is to have fun with it! Goblin 6 6 0 3 3 0 0 0 0 Thank you, Justin De Witt Orc 11 11 5 7 11 4 6 8 0 Troll 10 10 5 7 8 4 5 5 3 Goblin King 1 1 1 1 1 1 1 1 1 Orc Warlord 1 1 1 1 1 1 1 1 1 Castle Panic–CP Troll Mage 1 1 1 1 1 1 1 1 1 The Wizard’s Tower–TWT Healer 1 1 1 1 1 1 1 1 1 Blue Monsters Move 2 2 1 2 1 1 1 0 0 The Dark Titan–TDT Green Monsters Move 2 2 1 2 1 1 1 0 0 Engines of War–EOW Red Monsters Move 2 2 1 2 1 1 1 0 0 Monsters Move CW 1 1 1 1 1 1 1 1 1 Monsters Move CCW 1 1 1 1 1 1 1 1 1 Plague Swordsmen 1 1 1 1 1 1 1 1 1 Plague Knights 1 1 1 1 1 1 1 1 1 Plague Archers 1 1 1 1 1 1 1 1 1 All Players Discard 1 1 1 1 1 1 1 1 1 1 Giant Boulder 4 4 2 4 2 2 1 2 1 Draw 3 1 1 1 1 1 1 1 1 1 Draw 4 1 1 1 1 1 1 1 1 1 1 Imp/Tower 1 1 1 1 1 Centaur 1 1 1 1 1 Climbing Troll 2 2 1 1 1 Conjurer 1 1 1 1 1 Cyclops 1 1 1 1 1 Doppelgänger 1 1 1 1 1 Flaming Boulder 1 1 1 1 1 Gargoyle 2 2 1 2 1 Goblin Cavalry 2 2 1 1 1 Golem 1 1 1 1 1 Ogre 3 3 1 2 2 Phoenix 2 2 1 1 0 Trebuchet 1 1 1 1 1 Basilisk Harbinger 1 Chimera Harbinger 1 Choose Dragon Harbinger 1 Choose 2 at Choose 3 at Choose 3 at 3 at Hydra Harbinger 1 random. random. random. Necromancer Harbinger 1 random. Warlock Harbinger 1 Elite Goblin 2 2 2 1 0 Elite Orc 2 2 2 1 0 Elite Troll 2 2 2 1 2 Herald 5 5 5 5 4 Boom Troll 1 1 1 1 1 Dark Sorceress 1 1 1 1 1 Wither 1 1 1 1 1 Blue Plague 1 1 1 1 0 Green Plague 1 1 1 1 0 Red Plague 1 1 1 1 0 Siege Tower 1 1 1 1 1 War Wagon 1 1 1 1 1 Battering Ram 1 1 1 1 1 Shaman 1 1 1 1 1 Breathtaker 1 1 1 1 1 Goblin Saboteur 2 2 2 2 2 Equalizer 1 1 1 1 1 Roll and Move 1 1 1 1 1 Forward Camp 1 1 1 1 1 Barracks 1 1 1 1 1 38 When setting up the game, use the chart below to determine which Monsters start the game in the Archer ring, what cards (if any), need to be removed from any decks, as well as any changes needed for a solitaire game. CP CP CP CP + TWT CP + TWT CP + TWT CP CP + TDT + EOW + TWT + TDT + EOW + TDT + EOW + TDT + EOW 1 Ogre 6 Monsters at 6 Monsters at 2 Trolls 1 Gargoyle 3 Goblins 6 Monsters at 3 Goblins 3 Goblins random random 1 Elite Orc Starting Monsters 1 Goblin Saboteur 2 Orcs random 2 Orcs 2 Orcs (returning any that (returning any that are 1 Elite Goblin in Archer ring (returning any that are are effects, Support effects, Boss Monsters, 1 Troll 1 Troll 1 Troll 1 Troll 1 Goblin Saboteur effects or Boss Monsters) tokens, Heralds, or Boss Siege Engines, or 1 Goblin Cavalry 1 Orc Monsters) Encampments 1 Centaur Remove all Brick Remove all Brick and Mortar cards and Mortar cards from Castle deck from Castle deck Remove all Brick Remove all Brick Remove Arcane Remove Arcane Deck Changes None None None and Mortar cards None and Mortar cards Assembly, Azriel’s Assembly, Azriel’s from Castle deck from Castle deck Fist, Eye of the Fist, Eye of the Oracle, and Thalgar’s Oracle, and Thalgar’s Blessing from the Blessing from the Wizard deck Wizard deck

Remove Stand Remove Stand Remove Stand Remove Stand Together and Together and Together from the Together from the Modifications for Remove Barrage Barrage from the Remove Barrage Barrage from the None Castle Deck None Castle Deck Solitaire Play from Castle Deck Castle Deck from Castle Deck Castle Deck Remove Basilisk Remove Basilisk Remove Basilisk Remove Basilisk

Use the chart below to determine the changes to starting hands, hand size, and trade limits for any combination of expansions and any number of players. CP + TWT + CP + TWT + TDT + CP CP + TWT CP + TDT CP + EOW CP + TWT + EOW CP + TDT + EOW TDT EOW # of # of # of # of # of # of # of # of # of # of # of # of # of # of # of # of Cards a Cards a Cards a Starting Cards a Cards a Cards a Cards a Cards a # of Cards Cards Cards Hand Cards Starting Hand Starting Hand Starting Hand Player Player Player Cards Player Player Player Player Player Players in in in Size in Cards in Size Cards in Size Cards in Size Can Can Can in Can Can Can Can Can Hand Hand Hand Hand Hand Hand Hand Trade Trade Trade Hand Trade Trade Trade Trade Trade 5 Castle 6 Castle 5 Castle 6 Castle 1 6 2* 6 2* 6 2* 6 2* 6 2* 7 2* 6 2* 7 2* 1 Res 1 Res 1 Res 1 Res 5 Castle 6 Castle 5 Castle 6 Castle 2 6 1 6 1 6 1 6 1 6 1 7 1 6 1 7 1 1 Res 1 Res 1 Res 1 Res 4 Castle 5 Castle 4 Castle 5 Castle 3 5 1 5 1 5 1 5 1 5 1 6 1 5 1 6 1 1 Res 1 Res 1 Res 1 Res 4 Castle 5 Castle 4 Castle 5 Castle 4 5 1 5 1 5 1 5 1 5 1 6 1 5 1 6 1 1 Res 1 Res 1 Res 1 Res 4 Castle 4 Castle 4 Castle 4 Castle 5 5 1 5 1 5 1 5 1 5 1 5 1 5 1 5 1 1 Res 1 Res 1 Res 1 Res 3 Castle 4 Castle 3 Castle 4 Castle 6 4 2 4 2 4 2 4 2 4 2 5 2 4 2 5 2 1 Res 1 Res 1 Res 1 Res * In a 1 player game, there is no trading, but you may Discard and Draw 2 cards.

© 2010, 2011, 2015, 2016, 2019 Fireside Games, LLC. Castle Panic, The Wizard’s Tower, The Dark Titan, Engines of War, Castle Panic Big Box, and all game and company logos and slogans are trademarks or registered trademarks of Fireside Games, LLC. P.O. Box 151164, Austin, TX, 78715. All rights reserved. No part of this product may be reproduced without permission from the publisher. Please retain this information for future reference. For more information, visit www.firesidegames.com. 39 CROSSOVER NOTES When playing with more than 1 expansion, there are new interactions between some cards and tokens. Most of these interactions are described in the rules for the game to which the piece in question belongs. Some interactions crossover and make locating those rules more challenging. This list summarizes those changes depending on which combination of games you are playing. The Wizard’s Tower + The Dark Titan The Wizard’s Tower + Engines of War The Dark Titan + Engines of War Cards Cards Cards • Teleport This Wizard card can be used to move • Rope and Wood CANNOT be used to remove • Do not roll when attacking Elite Monsters with the Cavalier or a Support token to anywhere on Flame tokens. Catapult or Ballista. These attacks are always the board. • Cards discarded to attack with Catapult or successful against Elites. • Berserk If a player has played Berserk and then Ballista do NOT count toward Berserk. Agranok plays a hit card against an Elite but misses, he or • Hammer of Light DOES destroy Encampments. • Damaged for 2 points by Catapult attacks. (3rd point can be distributed to another Monster in she still draws a Castle card for that hit card. • Mystical Manufacturing CAN be used to rebuild the same space) Support Tokens the Keep. • Damaged for 1 point by Ballista attacks, • If a Support token is in the path of a fire- • Teleport CAN be used to move a piece of Field whether he is the target or behind it. breathing Monster when it breathes fire, the Equipment. • Affected by Field Equipment. Support token is immediately destroyed, no • Wizard Quake CANNOT be used to destroy matter what its health is, and the fire continues. the Keep. Monsters • If the Phoenix dies in the same space as a • Boom Troll DOES destroy the Keep. Monsters Support token, the Support token is destroyed. • Necromancer and Doppleganger CANNOT Support Tokens • Discarding Double Strike with a color card bring back Encampments or Siege Engines. • Barracks and Forward Camp do not control doubles the usual movement of that card. placement of Support tokens. • The Climbing Troll is NOT stopped by • Discarding a color card to move a Support token Barricades. • Are NOT affected by Field Equipment OR is NOT playing the card; therefore, it does not Catapult or Ballista attacks. • The Goblin Cavalry stops moving when he count toward the number of cards played when encounters Field Equipment. • DO fight Siege Engines and Encampments. using Berserk. • The Cyclops and other “variable” Monsters • The Supply Wagon DOES allow drawing from ARE affected by Field Equipment, even in their the Resource or Castle deck, but not the invulnerable ring. Wizard deck. CREDITS Game Design: Justin De Witt Editing: Anne-Marie De Witt Development: Justin De Witt and Anne-Marie De Witt Castle Panic The Dark Titan Graphic Design and Illustration: Justin De Witt Graphic Design and Layout: Justin De Witt Special Thanks to: Rick and Roberta De Witt, Jim Gardner, Illustration: Justin De Witt and Eric Kemphfer Sibone Jacques, Phil Reed Special Thanks for Game Suggestions: Steve Avery, Michael Bishop, Neal Carter, Cedric Chin The Wizard’s Tower Graphic Design and Layout: Justin De Witt Additional Illustration: Yoann Boissonnet, Eric Kemphfer, Anne Engines of War Woods, James Zuniga Graphic Design and Layout: Justin De Witt and Sam Simons Special Thanks for Game Suggestions: Steve Avery, Michael Illustration: Justin De Witt Bishop, Cedric Chin, Christopher Mitchell, Randy Scheunemann, Special Thanks for Game Suggestions: Steve Avery, Jason Brecht, Will Schoonover Neal Carter, Cedric Chin, Fergus Conolly, Sam Stone A very special thank you to all our playtesters over the years!