If they get into the castle ring, they begin destroying towers. If they reach the walls their advance will destroy the wall in front of them, but also inflict one point of damage to the monster. During the move monsters phase each monster on the board continues their slow advance one ring closer to your castle. Once you have had your fun picking off monsters, it’s payback time. When that happens, you may not be able to play any cards and the monsters are able to squat in their spot peacefully until it’s their turn to move. Your card must also match the colour of the space the monster is in to use it.Īt times we got a little frustrated because we lacked cards of the right colour and type to attack monsters advancing on the castle. Archer cards are required to hit monsters in the outer ring, knights are required to hit monsters in the middle ring and swordsman are required to hit monsters in the inner ring. The board is split into three colours (red, green, and blue) each with two arcs, and three rings. During this phase you use the cards in your hand to either attack the monsters or shore up your defences by rebuilding or fortifying a wall. This is where you get to pick off as many monsters as possible before they start advancing. Once your hand is sorted the play cards phase is next. This is because if the monster is not killed, they will advance to the next arc, making the green knight card worthless at that point. There may be for example a monster in the ‘green knight’ arc currently, if it’s my turn and I don’t have a green knight card, but another player does, it makes sense to trade. The final way you can alter your starting hand is in the trade cards phase by swapping 1 card (or 2 cards at 6 players) with another player. You then have an opportunity to discard one of your cards and draw another in the discard and draw phase. Draw, discard and draw, trade cards, play cards, move monsters, and draw 2 new monsters. The play cards phase is where most of the action happens.ĭuring the draw phase you will draw cards to reach the maximum amount for that player count (between 4-6 cards depending on number of players). Placing the tar and fortify tokens nearby.Įach turn in Castle Panic consists of 6 phases.Then place the remaining deck next to the board to form a draw pile 6 cards at 2 players, 5 for 3-5 players and 4 for 6 players. Shuffling the castle cards and dealing the relevant amount to each player.Giving each player an order of play card as a reference.This is where you will draw more monsters each turn Turn the remaining monster cards face down and mix them up next to the board. Drawing 3 Goblin, 2 Orc and 1 Troll monster tiles and placing one monster in each of the 6 arcs of the ring labelled ‘archer’.Putting up the castle is my youngest daughters’ favourite part of the set up Placing the towers and walls in the light-coloured spaces (castle ring) in the centre of the board. Getting everything ready to defend your castle involves: The player who slays the most monsters will be crowned the Master Slayer! Set Up The board is well laid out in Castle Panic, with clear rule prompts. If the monsters destroy all 6 of your castles towers the defenders lose. To win you must defeat all the monster thrown at your castle. Organise your defences and get to the battlements you have a castle to defend! How do you play Castle Panic? ObjectiveĬastle Panic requires players to work together to defend their castle walls and towers from an advancing horde of orcs, goblins, trolls, and boss monsters. They would like nothing better than to tear down every wall and destroy your castle towers. It’s a wonderful spot, unfortunately there are monsters in the surrounding forest who are offended by your presence. You and your fellow defenders have built a beautiful castle in the middle of a clearing. Overview: Defend your castle walls from an advancing horde of monsters in Castle Panic
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