RUlES - Fireside Games
TM
fireside
games
TM
Number of players: 1 to 6 (4 or more recommended)
Ages: 10 and up
Rules
INTRODUCTION
3 Versions
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 Towers? You will all win
or lose together, but in the end only one
player will be declared the Master Slayer!
There are three different ways to play Castle
Panic: Standard, Co-op, and Overlord. The
Standard game is described in the rules that
follow. For more information on Co-op and
Overlord versions, see the Game Variations
section on pages 10–11.
Objective
Castle Panic is a cooperative game with a
twist. The players work together as a group
rather than competing against each other.
Players use cards to hit and slay Monsters
as the Monsters advance from the Forest
toward the Castle. Players trade cards
and plan strategies together to stop the
Monsters from smashing the Castle Towers.
They either win or lose together, but only
the player with the most victory points is
declared the Master Slayer. To win, players
must play through all 49 Monster tokens,
slaying all the Monsters that are revealed.
Players lose if the Monsters destroy all the
Castle Towers.
Components
• 1 Board
• 49 Castle cards: Players use cards to
attack the
Monsters
and defend
the Castle.
All of the
components
are described
in detail on
pages 7–10.
• 49 Monster tokens: These are the
Monsters
and Special
Effects that
the players
must survive.
• 6 Walls with plastic stands: Walls keep
Monsters out
of 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.)
• 6 Towers with plastic stands:
Towers are the heart of the
Castle. If the Monsters destroy
all of the Towers, the players
lose the game.
• 1 Tar token: This token is used
when the Tar card is played.
• 2 Fortify tokens:
These tokens are used
when the Fortify Wall
card is played.
• 1 six-sided die
• 6 Order of Play cards:
These cards aren’t used
in the game. They are
just helpful reminders of
what to do on a turn.
The Board
The board has a series of rings with the
Castle at the center. The rings are labeled
and split into red, green, and blue arcs that
are numbered 1 through 6.
• 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 lightcolored spaces in the Castle ring. Any
Tower can go in any space.
2. Put 1 Wall on each of the lines between
the Castle ring and the Swordsman ring.
3. Draw 3 Goblin, 2 Orc, and 1 Troll from
the Monster tokens. Place one Monster
in each arc of the ring labeled Archer.
(NOTE: During the rest of the game,
Monsters will start in the Forest ring.
Monsters are placed in the Archer ring
during setup only, which allows the first
player to hit or slay Monsters.)
2
Players choose which Monster goes into
which arc, but there should only be 1
Monster in each arc. Place each Monster
so that the corner with the highest
number is pointing toward the Castle, as
shown here.
4. Separate the 6 Order of Play cards
from the Castle cards and give 1 to
each player. Keep this card in view to
remember the steps of each turn. Set any
remaining Order of Play cards aside; they
will not be used in the game.
5. Shuffle the Castle cards and deal a hand
face-up to each player. Since Castle Panic
is cooperative, there is no need to keep
cards secret. The number of cards in the
hand depends on the number of players.
Use the chart below to determine how
many cards to deal to each player.
Hand Size
Number of Cards in
Number of Players
a Hand
2
6
3 to 5
5
6
4
Place the remainder of the Castle deck
face down. This will be the draw pile.
Leave room for a face-up discard pile
next to the draw pile.
Order of Play
Choose a player to go first. Play
continues clockwise around the board.
Each player’s turn consists of these 6
phases in this order:
1.
2.
3.
4.
5.
6.
2. Discard and Draw 1 Card
At the start of a turn, the player may
discard 1 (and only 1) card from his or her
hand and draw a new card to replace it.
Players never have to discard if they don’t
want to.
Draw up
Discard and draw 1 card (optional)
Trade cards (optional)
Play cards
Move Monsters
Draw 2 new Monsters
1. Draw Up
Draw back up to a full hand of cards.
When the deck of Castle cards runs out,
reshuffle the discards to make a new deck.
Because each player has a full hand to start
the game, players do not draw up on their
first turn.
3. Trade Cards
On his or her turn, a player can trade cards
with other players to improve his or her
hand. The number of cards players can
trade depends on the number of players in
the game.
• For a 2- to 5-player game, a player can
trade 1 of his or her cards with 1 card
from any other player. Each player may
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
6. Turn the remaining Monster tokens
face down and mix them up. Set them
aside—this will be the Monster pile.
Leave room nearby for a Monster
discard pile.
7. Place the Tar and Fortify tokens nearby
for use when the Tar and Fortify cards
are played.
2 to 5
6
1
2
• Both players choose which cards they
want to trade, and players never have to
trade if they don’t want to.
• Players can’t trade with a player that
doesn’t have any cards and can’t simply
give a card to another player. It has to be
a trade.
3
4. Play Cards
In this phase, the player can play as many of
the cards in his or her hand as he or she is
able. Cards can be used to attack Monsters,
slay Monsters, slow them down, build Walls
that were destroyed, or even draw more
cards! For more details see the Play Details
section on pages 7–10.
Attacking Monsters
• To attack a Monster a player must be
able to “hit” it. In order to hit a Monster,
the player must play a card that matches
both the color and the ring location that
a Monster is in, as shown below.
• Several cards can be used to hit multiple
Monsters or the same Monster.
4
• Monsters can NEVER be hit in the
Forest ring.
• Only a few cards can hit monsters
once they are in the Castle ring. Those
cards have a symbol on them to
indicate this.
• Each time a Monster is hit it takes
1 point of damage unless otherwise
specified.
• Rotate a hit Monster clockwise so that
the next lowest number is now pointing
toward the Castle. Each type of Monster
begins with a different number of
damage points. Goblins have 1 point,
Orcs have 2, and Trolls have 3 points.
Slaying Monsters
When a Monster loses their last point, they
have been “Slayed.” The player that hit
the Monster for the last point of damage
keeps that Monster token as a trophy. (See
Ending the Game on page 5 for details on
victory points.) Monsters that are slayed by
anything other than hits from players, such
as attacking Walls or Giant Boulders, are not
kept by any player. Instead those Monsters
are put into the Monster discard pile.
Slowing Monsters
Some cards do not damage Monsters, but
instead slow them down or even move them
back into the Forest. For more information
see the Play Details section.
Building Walls
During the Play Cards phase of a turn, the
player can also build Walls to replace any
that have been destroyed by Monsters. To
build a Wall, play both a Brick card and
a Mortar card. A second Wall cannot be
added to a Wall that already exists.
6. Draw 2 New Monsters
Draw 2 tokens from the Monster pile and
turn them face up one at a time. If the
token is a Goblin, Orc, or Troll, roll the
die and place the Monster in the Forest
ring in the space that matches the number
rolled. Place the token with the highest
numbered corner pointing toward the
Castle. More than one Monster may occupy
the same space.
Ending the Game
The game ends when either the last Tower
is destroyed by the Monsters (in which case
the players lose) or all 49 Monster tokens
in the game are played and all the Monsters
are slayed (in which case the players win).
If the players have won the game, each
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
All remaining Monsters on the board move
1 space.
• Monsters outside the Castle move 1 ring
closer to the Castle.
The tokens drawn may also be Special
Monster tokens: a Boss Monster or
Monster Effect. Boss Monsters attack the
Castle as usual and also have a special effect.
Monster Effects are not placed on the board
but instead affect the players or Monsters
and are then discarded.
For more information on all the Monster
tokens, see the Play Details section.
• Monsters that are in the Castle ring
move 1 space clockwise, staying in the
Castle ring.
See the Play Details section for
more information.
End of Turn
After the player has resolved the two
Monster tokens, the turn is over. The player
to the left now begins his or her turn.
Boss Monsters: 4 points
Trolls: 3 points
Orcs: 2 points
Goblins: 1 point
In case of a victory point tie, the player that
slayed the most Monsters wins.
If there is still a tie, Fireside Games
recommends players arrange for a duel of
swords at dawn . . .
Strategy
• Work with other players to plan ahead.
Trading a card with another player can
be a great way to protect the Castle, even
if it’s another player’s turn!
• Sometimes the biggest threat to the
Castle isn’t always clear. Pay close
attention to the whole board.
• Some cards are more useful than others.
Make sure to play them at the most
advantageous time.
• The Monsters are worth different victory
points. Carefully choose which Monsters
to attack when.
• Remember, no one can be the Master
Slayer if all the Towers are destroyed.
5
SAMPLE TURN
Joe is playing a 4-player game, so his hand size should be 5
cards. At the start of his turn, Joe has only 4 cards in his hand,
Brick, Blue Knight, Blue Archer, and a Green Archer. On the
board, there is an Orc in the Green Archer ring and a Troll in the
Blue Knight ring. One Wall has already been destroyed by the
Monsters as well.
Phase 1: Draw Up
Joe draws 1 card from the deck, a Red Swordsman card, and
adds it to his hand.
Phase 2: Discard and Draw 1 Card
Joe can discard and draw 1 card. He doesn’t need the Blue
Archer card, so he discards it and draws a new card, Mortar.
Phase 3: Trade Cards
Joe can trade 1 card with another player. With the cards he
has, Joe can hit each of the Monsters on the board once, but he
won’t be able to slay either of them without some help. After
talking with the other players, Joe offers to trade Katie his Red
Swordsman card for her Green Archer. She accepts, and they
make the trade.
6
Phase 4: Play Cards
Joe plays two Green Archer cards to hit the Orc twice, which
slays it. Joe takes the Orc token and places it in front of him as
a trophy. Joe then plays one Blue Knight card and hits the Troll
for 1 point of damage. He rotates the Troll token clockwise so
it now shows 2 damage points. Lastly, Joe plays his Brick and
Mortar cards together which lets him build a Wall. Joe places a
Wall on the empty spot between the Swordsman and Castle ring.
Phase 5: Move Monsters
The Troll is the only monster still on the board, so Joe moves it
toward the Castle, out of the Blue Knight ring and into the Blue
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
and turns it face up. It is the
Monster Effect token “Plague!
Archers.” This particular token
forces all the players to discard
any Archer cards they have in
their hands. Joe has no cards
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.
PLAY DETAILS
At this point in the rules, players have learned enough to start playing.
The following section contains details players will need at certain times during the game,
but they can reference this section during play for those specific rules.
Playing Cards
Attacking Monsters
• “Any Color” Archer, Knight, and
Swordsman cards can hit Monsters in
any color of their respective ring.
• Hero cards can hit Monsters in the
Archer, Knight, or Swordsman ring of
the color shown on the Hero card.
• Only Barbarian, Tar, and Drive Him
Back! can affect Monsters once they are
in the Castle ring. These cards have a
symbol on them. (See Slaying Monsters
and Slowing Monsters below for more
information.)
Slaying Monsters
• Barbarian This savage warrior can slay
any Monster anywhere on the board
(including the Castle ring) except the
Forest.
• Nice Shot This card enhances any
regular hit card. Play this card with
any card that hits a Monster, and that
Monster is slayed.
Slowing Monsters
• Tar This card temporarily stops a
Monster in its tracks. Play this card and
place the Tar token on any 1 Monster
anywhere on the board, including the
Forest or the Castle ring. That monster
does not move during the Move
Monsters phase nor during the Draw 2
new Monsters phase of the turn. Even if
a new Monster token would cause the
Monster to move, it remains where it is.
On the next player’s turn, the Tar token
is removed and the Monster is hit, slain,
or moved as usual.
• Fortify Wall This card reinforces one
Wall to make it stronger. Play this card
and place a Fortify token on any 1 Wall.
When a
Monster
attacks that
Wall, the
Monster is
damaged
for 1 point
as usual,
but the Fortify token is removed instead
of the Wall. The Monster stays in the
Swordsman ring. If a Giant Boulder hits
a Wall that has a Fortify token placed on
it, the Giant Boulder stops, the Fortify
token is removed, and the Wall remains
in play.
• Drive Him Back! Play this card and
move 1 Monster all the way back into
the Forest, keeping it in the same
numbered arc.
• Missing Play this card to avoid drawing
any Monsters during the Draw 2 new
Monsters phase of the turn. In the
Overlord version of the game, this card
prevents the Overlord from drawing or
playing any Monster tokens.
Drawing Cards
• Draw 2 Cards Play this card to add 2
cards to your hand, even if it exceeds the
normal hand size. These cards may be
played during the Play Cards phase of
the turn in which they were drawn.
• Scavenge Play this card and search
through the discard pile for any 1 card.
Add that card to your hand. That card
may be played during the Play Cards
phase of the turn in which it was drawn.
Moving Monsters
Monsters and Walls
• When a Monster moves from the
Swordsman ring and a Wall is present
between the Swordsman ring and the
Castle ring, the Monster attacks that
Wall. The Wall is then removed from the
board, and the Monster that attacked
the Wall takes 1 point of damage. If the
Monster still has points remaining, that
Monster stays in the Swordsman ring
until the next Move Monsters phase, as
shown below.
• If two or more Monsters move from the
Swordsman ring to attack a Wall at the
same time, the Wall is removed and 1
Monster (players’ choice) takes 1 point
of damage. The others are unharmed.
All remaining Monsters stay in the
Swordsman ring until the next Move
Monsters phase.
• If no Wall is present between the
Swordsman ring and the Castle ring,
then Monsters pass into the Castle ring
with no damage.
7
Monsters in the Castle ring
• If a Monster moves into the same space
in the Castle ring as a Tower, the Tower
is removed and the Monster takes 1
point of damage. If the Monster survives,
it stays in the space where the Tower was,
as shown here.
• Once a Monster is in the Castle ring, it
can only be affected by Castle cards that
have the symbol on them.
• If two or more Monsters move at the
same time into the same space as a
Tower, the Tower
is removed and 1
Monster (players’
choice) takes 1
point of damage.
The others are
unharmed. All the
Monsters stay in
the space where
the Tower was.
• Goblin King This royal Monster
arrives with loyal subjects at his side.
Roll the die, and place the Goblin
King in the Forest. Then draw and
resolve 3 more Monster tokens.
• Monsters in the Castle ring are not
affected by Walls. On the next Move
Monsters phase, that Monster will move
clockwise to the next Castle ring space.
8
• This movement will continue on each
turn until that Monster loses its last
point or the last Tower is destroyed.
Towers that are destroyed can’t be
rebuilt. If all 6 are destroyed, the players
lose the game—so make sure to defend
the Towers!
Drawing New Monsters
Special Monster Tokens
In addition to the regular Monsters, there
are many Special Monster tokens that have
additional abilities.
Boss Monsters These Monsters attack
the Castle as usual,
but they also have
a special effect that
occurs when they
are drawn. Boss
Monsters can be
identified by the gold
background of their damage points.
• Orc Warlord This fierce warrior leads
his troops into battle. Roll the die,
and place the Orc Warlord in the
Forest. Then move all the Monsters,
including the Orc Warlord, in the
same color as the Orc Warlord 1
ring closer to the Castle or 1 space
clockwise if they are in the Castle ring.
• Troll Mage This giant emboldens all
Monsters to press the attack. Roll the
die, and place the Troll Mage in the
Forest. Then move all Monsters on
the board, including the Troll Mage,
1 ring closer to the Castle or 1 space
clockwise if they are in the Castle ring.
• Healer His mysterious potion
rejuvenates his allies. Roll the die,
and place the Healer in the Forest. All
Monsters on the board regain 1 point
of damage. If a Monster is already at
its full health, nothing happens.
• Monsters Move Clockwise
All Monsters move 1 space
clockwise but stay in the same
ring. This includes Monsters
in the Castle and Forest rings.
• Monsters Move Counter-Clockwise
All Monsters move 1 space
counter-clockwise but stay in
the same ring. This includes
Monsters in the Castle and
Forest rings.
• Plague! Archers All Players
must discard all the Archer
cards in their hands.
• Plague! Knights All Players
must discard all the Knight
cards in their hands.
• Plague! Swordsmen All
Players must discard all
the Swordsman cards in
their hands.
Monster Effects These tokens are not
placed on the board but instead affect the
players or the Monsters in different ways
and are then placed in the Monster discard
pile. These tokens have small symbols on
them to help explain their effect.
• Blue Monsters Move 1 All
Monsters in the Blue arc move
1 ring closer to the Castle.
• Green Monsters Move 1 All
Monsters in the Green arc move
1 ring closer to the Castle.
NOTE: If the Monsters are in the Castle
ring, they move 1 space clockwise.
Remember, the Forest and Castle rings are
included in the colored arcs.
• All Players Discard 1 Card Each player
must choose 1 card from his
or her hand and discard it. If a
player doesn’t have any cards,
that player takes no action.
• Draw 3 Monster Tokens
Draw and resolve 3 additional
Monster tokens.
• Draw 4 Monster Tokens
Draw and resolve 4 additional
Monster tokens.
• Red Monsters Move 1 All
Monsters in the Red arc move
1 ring closer to the Castle.
9
Giant Boulder The Monsters have pushed a Giant Boulder from the forest, and it’s rolling right toward the Castle! In their eagerness
to attack, however, they may not have noticed that some of their friends might be in the way. Or maybe they just don’t care. Giant
Boulders immediately roll all the way across the board, destroying everything in their path until they hit and destroy a Wall,
Tower, or Fortify token. Giant Boulders are the only way Monsters can be damaged while in the Forest ring.
• Roll the die to determine which arc the Boulder starts in. All Monsters in that numbered arc are destroyed, including any in the
Forest ring. These Monsters are NOT kept as trophies; they are placed in the Monster discard pile.
• The Boulder stops rolling only when it hits and destroys a Wall, Tower, or Fortify token. This may mean the Boulder continues
rolling through the Castle ring and into the opposite arc.
• If no Wall or Tower is present in that arc, the Boulder continues into the Forest, destroying any Monsters in its path.
Scenario 1
Boulder destroys
Wall in original arc
and stops.
Scenario 1
Here are a series of scenarios to show how a Giant Boulder behaves.
Scenario 2
Scenario 3
Scenario 4
Boulder destroys
Boulder destroys
Boulder destroys
Tower in original
Tower in opposite
Wall in opposite arc
arc and stops. (no
arc from original
from original arc
Wall present in
arc and stops.
and stops. (no Wall
originating arc)
(no Wall or
or Tower present in
Tower present in
originating arc and
originating arc)
no Tower present in
opposite arc)
Scenario 2
Scenario 3
Scenario 4
GAME VARIATIONS
Co-op
In the Co-op version of Castle Panic, players
still work together to defend the Castle.
They will all either win or lose as a team, but
there is no Master Slayer.
10
The rules are the same as the Standard
game except players do not keep trophies
of Monsters they have slayed. Instead, all
slayed Monsters are placed into the Monster
discard pile.
Scenario 5
Boulder rolls all
the way across the
board. (no Walls
or Towers present
in originating or
opposite arc)
Scenario 5
Overlord
In this version of the game, one player
becomes the Overlord and takes command
of the Monsters while the other players
work together to defend the Castle.
Choose a player to become the Overlord.
Setup is the same as the Standard game
except the Overlord player does not receive
any cards since he or she will be working
against the Castle players. Instead he or
she draws a hand of 3 Monster tokens and
keeps them hidden from the Castle players.
The Overlord player’s turn consists of these
3 steps in this order.
1. Move Monsters
2. Draw up to a hand of 3 Monster
tokens
3. Play Monster tokens
The Overlord takes his or her turn at the
end of each Castle player’s turn, replacing
phases 5 and 6 of that Castle player’s turn.
After a Castle player has played their cards
in phase 4, that Castle player’s turn ends.
The Overlord player’s turn now begins. The
Overlord moves the monsters on the board
and then draws Monster tokens until he
or she has 3 in his or her hand. Now, the
Overlord can play Monster tokens in one of
two ways.
1. Choose 1 Monster from their hand and
place it in any arc of the Forest ring he or
she chooses.
OR
2. Choose 2 Monsters, 2 Monster Effects
tokens, or 1 of each from his or her
hand. Roll the die for each Monster,
placing them in the numbered arc of
the Forest ring that matches the number
rolled, and resolve the Monster Effects
tokens as usual.
• The Overlord can play up to 2 tokens
normally, but he or she does not have
to play any tokens if he or she chooses
not to.
• The Overlord cannot choose which arc
Giant Boulders start in. He or she must
roll the die as usual.
• When the Overlord plays either the
Draw 3 Monster tokens or Draw 4
Monster tokens token, he or she draws
that number of tokens and adds them
to his or her hand. The Overlord can
then play that same number of tokens,
but they do NOT need to be the same
tokens that were just drawn. This is the
only way the Overlord can play more
than the usual 2 tokens on his or her
turn. Any Monsters that are placed at
this time MUST be placed randomly
by rolling the die. The Overlord cannot
choose their starting place.
• The Castle card Missing prevents the
Overlord from drawing or playing any
Monster tokens, but any Monsters on
the board are still moved.
Easier Battles For younger players, or for
a quicker game, try removing the following
Monster tokens from the game:
Solitaire Game
So, players think the game’s too easy? Try
playing with some of these rules for more of
a challenge:
Castle Panic can even be played as a solo
game by just one player. All the standard
rules apply to the solitaire version with
the exception that the player deals a hand
of 6 cards and may Discard and Draw 2
cards instead of just 1. Be prepared for a
challenging game!
Optional Rules:
After playing the standard game, players
may want to include some of these optional
rules to change the game.
Less Panic
For an easier game, try playing with some
of these rules:
Draw 4 Monsters
Orc Warlord
Troll Mage
Plague! Swordsmen
Plague! Knights
1 Green Monsters Move
1 Red Monsters Move
1 Blue Monsters Move
3 Giant Boulders
All for One! Play 1 Archer, Knight, and
Swordsman card of the same color to slay
1 Monster anywhere in that colored arc
(except the Forest or Castle ring) instead of
merely hitting it.
Heroic Powers Hero cards can now hit 1
Monster in the Castle ring of their color as
well as the Archer, Knight, and Swordsman
rings for 1 point of damage.
More Panic
A Man’s Home Is His Castle At the start
of the game, each player chooses 1 Tower as
his or her own. Play continues as normal,
but if a player’s Tower is destroyed, that
player is out of the game.
Dwindling Resources Each time the
Castle Deck is shuffled, remove 1 Brick
and 1 Mortar card and discard them from
the game.
Under Construction Set up the game as
usual, but do not put any Walls on the
board. Players start the game with no Walls
in play. Better get busy building . . .
11
SUMMARY PAGE
Many of the game’s play details are summarized on this page. Keep this side up as a reference during play.
Order of Play
1. Draw up
2. Discard and draw 1 card (optional)
3. Trade cards (optional)
4. Play cards
5. Move Monsters
6. Draw 2 new Monsters
Hand Size
Trading Cards
of
Number Number
in a
of Players Cards
Hand
Number
of Players
Number of
Cards a Player
Can Trade
2
6
2 to 5
1
3 to 5
5
6
2
6
4
Castle Cards
Barbarian Play this card and slay any Monster
anywhere on the board (including the Castle ring)
except the Forest.
Draw 2 Cards Play this card to add 2 cards to your
hand, even if it exceeds the normal hand size.
These cards may be played during the Play Cards
phase of the turn in which they were drawn.
Drive Him Back! Play this card and move 1 Monster
all the way back into the Forest, keeping it in the
same numbered arc.
Fortify Wall Play this card and place a Fortify token
on any 1 Wall. When a Monster attacks that Wall,
the Monster is damaged for 1 point as usual, but
the Fortify token is removed instead of the Wall.
The Monster stays in the Swordsman ring. If a
Giant Boulder hits a Wall that has a Fortify token
placed on it, the Giant Boulder stops, the Fortify
token is removed, and the Wall remains in play.
Missing Play this card to avoid drawing any
Monsters during the Draw 2 new Monsters phase
of the turn. In the Overlord version of the game,
this card prevents the Overlord from drawing or
playing any Monster tokens.
CREDITS
Nice Shot Play this card with any card that hits a
Monster, and that Monster is slayed.
Scavenge Play this card and search through the
discard pile for any 1 card. Add that card to your
hand. That card may be played during the Play
Cards phase of the turn in which it was drawn.
Tar Play this card and place the Tar token on any
1 Monster anywhere on the board, including the
Forest or the Castle ring. That monster does not
move during the Move Monsters phase nor during
the Draw 2 new Monsters phase of the turn. Even
if a new Monster token would cause the Monster
to move, it remains where it is. On the next
player’s turn, the Tar token is removed and the
Monster is hit, slain or moved as usual.
Boss Monsters
Goblin King Roll the die, and place the Goblin
King in the Forest. Then draw and resolve 3 more
Monster tokens.
Orc Warlord Roll the die, and place the Orc Warlord
in the Forest. Then move all the Monsters,
including the Orc Warlord, in the same color as
the Orc Warlord 1 ring closer to the Castle or 1
space clockwise if they are in the Castle ring.
Troll Mage Roll the die, and place the Troll Mage
in the Forest. Then move all Monsters on the
board, including the Troll Mage, 1 ring closer to
the Castle or 1 space clockwise if they are in the
Castle ring.
Healer Roll the die, and place the Healer in the
Forest. All Monsters on the board regain 1 point
of damage. If a Monster is already at its full health,
nothing happens.
Monster Effects
Blue Monsters Move 1 All Monsters in the Blue arc
move 1 ring closer to the Castle.
Red Monsters Move 1 All Monsters in the Red arc
move 1 ring closer to the Castle.
Game Design: Justin De Witt
Development: Justin De Witt and Anne-Marie De Witt
Editing: Anne-Marie De Witt
Graphic Design and Art: Justin De Witt
Playtesting: Gary and Lisa Anselmo-Marnach, Kim, Oriana, and Skylar Barthelmes,
Angela Bumstead, Heidi Burau, Neal Carter, Mary Crawford, Cleveland Dear, Eric and
Karyn Derby, Lauren Gilbert, Lindsey Gilbert, Adam Gretencord, Joel Hobbs, Owen Houd,
Laura James, Pauline Johnson, Rene and Thad Martin, Madeline, Michelle, and Kyle
Parsons, Meredith and Steve Paterson, Scott Peterson, Dillon Pittman, Hannah Pritchard,
12
Green Monsters Move 1 All Monsters in the Green
arc move 1 ring closer to the Castle.
NOTE: If the Monsters are in the Castle ring, they
move 1 space clockwise. Remember, the Forest and
Castle rings are included in the colored arcs.
Monsters Move Clockwise All Monsters move 1
space clockwise but stay in the same ring. This
includes Monsters in the Castle and Forest rings.
Monsters Move Counter-Clockwise All Monsters
move 1 space counter-clockwise but stay in the
same ring. This includes Monsters in the Castle
and Forest rings.
Plague! Archers All Players must discard all the
Archer cards in their hands.
Plague! Knights All Players must discard all the
Knight cards in their hands.
Plague! Swordsmen All Players must discard all the
Swordsman cards in their hands.
All Players Discard 1 Card Each player must
choose 1 card from his or her hand and discard it.
If a player doesn’t have any cards, that player takes
no action.
Draw 3 Monster Tokens Draw and resolve 3
additional Monster tokens.
Draw 4 Monster Tokens Draw and resolve 4
additional Monster tokens.
Giant Boulder
Roll the die to determine which arc the Boulder
starts in. All Monsters in that numbered arc are
destroyed, including any in the Forest ring. The
Boulder stops rolling only when it hits and destroys
a Wall, Tower, or Fortify token. This may mean the
Boulder continues rolling through the Castle ring
and into the opposite arc.
Isaac Reyes, Lauren Rincon, Gabby Ruenes, Jesse Samford, Chris, Corey, and Steve Souza,
Ariana Triesault, Melanie Ulrich, Susan, Mike, David, and Gabriel Walker, Anne Woods,
James Zuniga
Special Thanks to: Rick and Roberta De Witt, Jim Gardner, Sibone Jacques, Phil Reed
© 2010 Fireside Games, LLC. Castle Panic and all game and company logos and slogans
are trademarks of Fireside Games, LLC. P.O. Box 152465, 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.
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