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Review 13 games and receive a total of 980 positive review ratings.
Review 13 games and receive a total of 980 positive review ratings.

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About Me
I enjoy most any kind of game. Current favorites include Mage Knight, Quarriors, Killer Bunnies and Mr. Jack. Some of my all time favorites include Heroquest, Necromunda and Warhammer Quest.
Nowadays, I am on the lookout for games to play with my 4 year old daughter, and changing up the rules to make that work if necessary. Cthulu Dice, Gulo Gulo, Zombie Dice and Elder Sign are big favorites for the little tyke right now.
Oh, and Candy Land...
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Castle Panic
Welcome to Castle Panic. You are surrounded on all sides by critters who want to suck the marrow from your bones, or, you know, kill you and stuff. It is time to call your troops to arms until the very last foul forest denizen has breathed their last.
The game plays 1-6 players, with sliding rules depending upon the number you use. The ages are advertised as 10 and up, but I know for a fact younger kids can play this just fine.
So, we open the box. We will find 49 cards, 49 cardboard monster tokens,. There are 6 each cardboard walls and towers, 12 plastic stands to hold them up, along with a couple of miscellaneous cardboard playing pieces. The cards seem sturdy, and the cardboard pieces are nice and thick. You will also find your playing board, a rule book, and a six-sided die.
We then get into what we are going to do with all this stuff. First you deal cards to each player. This number varies by number of players. Cards are all face-up throughout the game. Go through your monsters and find 3 goblins, two orcs and a troll. Put the stands on the walls and towers, put one tower on each of the pie-wedges in the middle, and a wall in front of each of those. Now is a good time to take a look at the board and the cards.
The playing area is circular, and it sectioned off into wedges and circles.. You will notice that you have three colored wedges, blue, red and green, and each wedge is split into two slices, each represented by a number, 1-6. Around the board, there are four circles outside the castle, getting larger as they move outward. They are labeled, from inside out, Swordsman, Knight, Archer and Forest.
If you look at the cards, you will notice that most of them depict either a swordsman, knight or archer. Monsters begin in the forest, and move toward the castle one ring at a time (usually) when in the Archer ring, archers can damage a monster, but knights and swordsmen cannot, and so on. You cannot attack a monster in the forest ring, and, if they get into your castle, there are very few cards that can get them out.
You will also notice that there are colored circles on each of the above-mentioned cards. A blue archer can only attack a monster in the archer circle and blue wedge. There are one of each of the three main attack types in the deck that can attack any color. You will also find Hero cards. They are restricted by color, but can attack in any of the three rings.
Alright, that should be enough information for us to be able to move on. You place one of each of the 6 creature tokens we set aside on each numbered slice in the archer circle. At this point, we should look at the monster tokens themselves. These are triangular, each with some numbers on each point representing hit points. Each of your standard attack cards do one damage. You rotate the monster as it becomes damaged without dying to show its remaining life.
So, let’s say we are playing a three player game, and this is the first turn. The first step of every turn is to draw cards to your maximum hand size, which, in our scenario is 5. This does not factor on the first turn. Step two is a discard phase. You MAY, should you choose, discard one, and only one, card and draw a new one. The next step is to trade a card with the other players if you choose to do so. Again, you may only do this with one card on your turn.
We will not discard a card, however, the next player to go has a red archer card, and you have a blue knight. There is nothing in a blue knight wedge, but there will be next turn. There is also something in a red archer wedge right now. So, you trade these cards, and get ready to play your cards.
You now have a red archer, a green archer, a red hero, a green swordsman and a green knight. There is a goblin on each of the red archer wedges, a troll and a goblin on the two green archer wedges and an orc on each of the blue archer wedges. You can use your entire hand if able, so you play your red archer and red hero, which will do one damage to each of the goblins, killing both. You play the green archer, and must decide whether to kill the goblin or wound the troll. You choose to damage the troll, rotating it to the “2″ point. You now have no cards to play. The next step is to move each of the surviving monsters one ring closer to the castle. This means the troll, orcs and remaining goblin each move into their respective knight rings, remaining in their slices.
You then draw two monster tiles. You have two new monsters, so you roll the die and place the first one on the forest ring labeled with the result of the die, and then do the same with the next. Monsters in the forest ring cannot be attacked.
The next player has a brick. This normally can be used in conjunction with a mortar card to rebuild a piece of wall that has been destroyed, but, as the wall is currently pristine, the player chooses to discard it and draws a new card, getting a blue swordsman. This does him no good, but the next player has a green knight, and both agree to trade. You have a blue and a green knight, along with some other cards that will not benefit you this turn. You use these to kill the remaining goblin and damage an orc. The survivors continue their advance toward the castle, and new ones join the fray.
Resource management plays a role. For instance, the second player chose to discard his brick in hopes of picking up something to attack with. While that may work to your benefit, just because the wall is fine this turn does not mean it will be next turn. Already, the monsters are knocking on the door the first turn of the third player. The limited deck of cards does get shuffled and reused when exhausted, but do you think you can wait that long for a discarded card to come back around? The castle is not completely defenseless either. Any monster can destroy a wall segment they come up to, they will take one damage for doing so. This will kill some wounded creatures and goblins outright, and even if the monster survives they will remain in the swordsman ring for another turn. The towers also damage monsters, but, once they take out a tower and survive, they then rotate inside the walls each turn until they either die or take out the last remaining tower. While walls that have been destroyed can be replaced, towers cannot. Once all the towers are gone, they are gone.
In addition, there are only two cards in the deck that can even affect a monster inside the walls of the castle. Once can push any monster back into the forest wherever they are, and another, the Barbarian, can kill any monster anywhere but the forest ring. There are special monster tiles and special cards to draw in addition to what I have discussed
This is a very simple game to teach. Everyone will be up to speed by the end of the first player’s turn. I have successfully played this game with a four year old, and she understood enough that I was not playing for her. I will put a tip that explains how that works. What is important here is that this is a great game to play with the family. I suspect it would get old being played over and over by a gaming group, but, it plays in about 30-60 when you have folks who are good a planning ahead, so you are not going to get slogged down for a long time, so it works as a great filler.
If you have kids who are willing to play, I cannot recommend this enough. For a group of adults, I think it would be a shame if at least one person in the group does not have the game to break out once in a while. Sometimes simple mayhem is what the situation calls for, and this game certainly delivers on that end.