PDF of the rules
RULES
Number of Players: 1 to 6
Ages: 12 and Up
INTRODUCTION
Your Castle has been rebuilt, and a friendly Wizard, Thalgar, has
joined your forces. As long as his Tower stands, you and your
friends have access to powerful magic spells. And you’ll need them.
The Monsters have returned stronger, faster, smarter, and with
new abilities to threaten the Castle. You’ll fight magical Imps,
evasive flying creatures, and more. Make your stand against six
new, dangerous Mega Boss Monsters, including the Dragon and
Necromancer. Use fire to attack the Monsters, but beware, your
Walls and Towers can be burned down as well! The challenge is high
but so is the adventure. Can you survive more panic and defend The
Wizard’s Tower?
OVERVIEW
The Wizard’s Tower expands on the fun of Castle Panic by providing
new choices to make and new threats to overcome. This expansion
includes new components to add to Castle Panic, some of which will
replace select Monsters from the original game. All components in
The Wizard’s Tower have a Wizard hat icon ( ) on them to indicate
they belong to the expansion, making it easy to switch out pieces to
play either edition of Castle Panic.
New cards have been added to the Castle deck to enhance
capabilities, and the new Wizard deck allows players to use magical
powers. New Monsters charge out of the forest with higher hit
values, special effects, and unique movement, and Flame tokens can
be used by players to damage Monsters or by Monsters to weaken
Walls and Towers. The objective and order of play are the same as in
the original edition.
COMPONENTS
(The Wizard’s Tower requires the full version of Castle Panic to play.)
• 1 Wizard’s Tower: This tower is Thalgar’s home. It
replaces one of the regular towers at the start of the
game.
• 1 Plastic Stand (for the Wizard’s Tower)
• 10 Castle Cards: These new cards are added to
the original deck and are described in detail on
page 9.
• 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 pages 10–11.
• 49 Monster Tokens: These Monsters are the new threats to the
Castle and are described on pages 11–14.
• 19 New
• 18 Imp • 6 Harbinger
• 6 Mega Boss
Monster
Tokens
Tokens
Monster Tokens
Tokens
• 12 Flame Tokens: These tokens are used to indicate
when a Monster or Castle structure is on fire. See pages
7–8 for more detail.
• 6 Reference Cards: These double-sided cards are
helpful reminders of the new Monster abilities.
• Monster Draw Bag
• Rulebook
GAME SETUP
2
The Wizard’s Tower setup is similar to the original edition of Castle
Panic but includes a few changes related to the new components.
The setup described below includes all of the steps.
1.Put 1 Tower in each of the light-colored spaces in the Castle ring.
Any Tower can go in any space.
2.Remove 1 Tower and replace it with the Wizard’s Tower. Players
may choose which Tower to remove or roll the die and replace the
Tower in the resulting numbered arc with the Wizard’s Tower.
3.Put 1 Wall on each of the lines between the Castle ring and the
Swordsman ring.
4.Remove the following Monster tokens from the core game. These
will not be used in the expansion edition play.
• 2 Giant Boulders
• 1 Green Monsters Move
• 1 Blue Monsters Move
• 1 Red Monsters Move
• 6 Goblins
• 6 Orcs
• 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 pages
11–12 for detailed rules.
9.Turn the 6 Harbinger tokens for the Mega Boss Monsters
facedown. Shuffle them and draw 3 to add to the Monster bag,
keeping them facedown. The other 3 will not be used in the
game and should be kept facedown. Keep the actual Mega Boss
Monster tokens nearby for later use.
10. Place the Flame tokens within reach of the players.
11. Shuffle the new Castle cards into the Castle deck.
12. Shuffle the Wizard cards and set them aside. Leave room for a
discard pile.
13. Give 1 Reference card to each player.
14. Each player draws a hand of Castle cards. For 2 players draw 6
cards, 3 to 5 players 5 cards, or 6 players 4 cards.
Alternate ways to set up the game are included in the Overlord
Version and Alternate Rules section on pages 14–15.
3
Order of Play Additions
The phases in the order of play are the same as the phases in the
original edition of Castle Panic, with the following clarifications.
1. Draw Up There is no change to this phase. Players draw up from
the Castle deck only.
2. Discard and Draw Players may discard either a Castle or Wizard
card and may draw from either the Castle or Wizard deck. There
are no other changes to this phase.
3. Trade Cards Players may trade Castle or Wizard cards. There are
no other changes to this phase.
4. Play Cards Players may play Castle and/or Wizard cards on this
phase. See Special Expansion Terms and Mechanics (pages 4–8)
and Component Details (pages 9–14) for new rules.
5. Move Monsters As in the core game, Monsters move on
this phase. However, many of the new Monsters have special
movement rules. See pages 6 and 11–14 for details.
6. Draw 2 New Monsters Players can now draw Monsters from the
new Monster Bag. See pages 11–14 for details about resolving
new Monsters.
SPECIAL EXPANSION TERMS AND
MECHANICS
The Wizard Deck
For details on each Wizard card, see pages 10–11.
Drawing Wizard Cards The Wizard deck consists of cards that
channel the power of Thalgar to battle the Monsters. These cards
are drawn on Phase 2 (Discard and Draw) of a player’s turn. After a
player discards 1 card, he or she may choose to draw the replacement
card from either the Castle deck or the Wizard deck. Some new
Castle cards allow players to draw from the Wizard deck during
Phase 4 (Play Cards). Unless a card specifically mentions the Wizard
deck, draws and discards refer to the Castle deck. (For example,
“Draw 2 Cards” and “Scavenge” apply only to the Castle deck.)
Playing Wizard Cards Wizard cards count toward a player’s hand
size and can be traded or played just like Castle cards, except that
Wizard cards are discarded to their own discard pile. If the Wizard
deck runs out, the discards are shuffled to make a new deck.
Monsters slain by Wizard cards are kept as trophies.
Losing the Wizard’s Tower If the Wizard’s Tower is destroyed, the
Wizard deck is immediately removed from the game, but players do
not lose the Wizard cards in their hands. After those cards are played,
however, they are removed from the game.
4
Forest Icon Some Wizard cards allow players to attack Monsters in
the Forest. These cards can be identified by a new Forest icon ( ).
Cards in General
For details on all of the new cards, see pages 9–11.
Card Manipulation Unless otherwise specified, all references to
“drawing cards” or “the discard pile” refer to the Castle deck and
discard pile, not the Wizard deck or its discard pile.
Hit Cards Some of the new cards
can be played with hit cards only.
The hit cards are the Archer, Knight,
Swordsman, and Hero cards.
Special Cards Throughout the
rules, players will read the term “Special Cards.” These cards are
distinguished from other cards by their purple jewels. The Barbarian
and Nice Shot are examples of Special Cards.
Areas Affected by Cards Some cards affect only limited areas of the
board. Those areas are defined as either an arc, a color, a ring, or a
space.
• An arc is numbered (1, 2, 3, 4, 5, or 6) and is half of a color.
• A color comprises 2 arcs of the same color (red, green, or blue).
• A ring is one of 5 concentric rings on the board (Forest, Archer,
Knight, Swordsman, and Castle).
• A space is usually defined by a color and a ring (e.g., blue Archer).
However, it can also be 1 of the 6 numbered areas in the Forest or
1 of the divided areas in the Castle ring.
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Monsters
Flying Flying Monsters can be identified by their blue sky
background. Flying Monsters are NOT affected by Knight,
Swordsman, Tar, or Drive Him Back! cards. And Giant Boulders
and Flaming Boulders do NOT damage Flying Monsters. Flying
Monsters are vulnerable to Archers, Heroes, and the Barbarian,
however, and Archer and Hero cards hit Flying Monsters even if
the Monsters are located in the Knight or Swordsman ring. Inside
the Castle ring, Flying Monsters can no longer be hit by Archer and
Hero cards but can be affected by the Barbarian. Wizard cards affect
Flying Monsters as indicated on the cards, and Flying Monsters
destroy and are affected by Walls just as the other Monsters are
affected. Flying Monsters also destroy and take damage from Towers
and Fortify tokens as usual.
Harbinger Tokens Harbinger tokens are
triangular Monster tokens that announce
the arrival of a Mega Boss Monster.
When a Harbinger token is drawn, it
is not placed on the board. Instead, the
Harbinger is removed from the game (not
placed in the Monster discard pile), and
the actual Mega Boss token is placed in
the Forest with a die roll.
Mega Boss Monsters The Mega Boss Monsters have abilities that are
in effect as long as these Monsters are in play. Most have effects that
trigger when they are drawn, and some have special movement and
damage rules. If a token moves or rotates a Mega Boss that has
special movement rules, the Mega Boss’s special movement rules
are followed. Mega Boss special movement rules do not apply
if the Monsters are moved by the players. Mega Boss Monsters
are NOT affected by Giant Boulders, Flaming Boulders, or the
Trebuchet. All Mega Boss Monsters are worth 5 victory points each.
Imps Imps are small Monsters that are
magically summoned by other tokens.
Imps are placed in a separate draw pile
and do not count toward the number
of Monsters that must be defeated to
win the game. When an Imp is slayed,
it is returned to the Imp pile, not to the
discard pile. Imps are worth no points and
are not kept as trophies.
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Other New Monsters This expansion contains 13 other new types
of Monsters that function in new ways. When these Monsters come
into play, players are encouraged to read about them in detail on
pages 11–12.
Fire
Breathing Fire The Chimera and the
Dragon breathe fire, giving them a ranged
attack. When a Monster breathes fire, the
fireball travels instantly from the Monster
token toward the Castle. The fireball does
not stop until it reaches a Wall, Tower, or
Fortify token, setting that structure on
fire. This may mean the fireball moves
completely through the Castle ring and into
the opposite arc, similar to a Giant Boulder.
Unlike a Giant Boulder, however, a fireball
does no damage to Monsters in its path.
Castle Structures
Any reference to a Castle structure
includes any Wall, Tower, or Fortify
token. This includes the Wizard’s Tower.
Burning Structures When a fireball hits a
Wall or Tower, 1 Flame token is placed on
that structure. That structure is now burning.
If a structure already has 2 flame tokens on
it and is caught on fire for a third time, the
structure is destroyed. When a fireball hits a
Fortify token, the Fortify token is removed.
Extinguishing Flames Players may put
out the flames on a burning structure by
discarding either 1 Brick or 1 Mortar card to
remove 1 Flame token. Alternatively, when a
Fortify token is placed on a burning Wall, all
Flame tokens are removed from the Wall and
the Fortify token is immediately discarded.
Burning Structures Under Attack
Because burning structures are weakened
by the fire, they do no damage to any
Monster that attacks them, but they do
catch the attacking Monster on fire. If
more than 1 Monster attacks a structure,
players decide which Monster catches on
fire. All flame tokens that were on the
structure are transferred to the Monster
that attacked the structure. Burning Walls
keep Monsters in the Swordsman ring for
1 turn, and burning structures stop Giant
Boulders and similar effects.
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Burning Monsters Some Castle and Wizard cards can catch
Monsters on fire. Place 1 Flame token on a Monster for each time
that Monster is caught on fire. Burning Monsters take 1 point of
damage for each flame token attached to them at the end of Phase
5 (Move Monsters). This damage is assessed even if the Monster is
stopped from moving. If a Monster is destroyed by fire, no player
claims that Monster.
Burning Monsters Attacking Structures Burning Monsters that
attack a Castle structure will destroy the structure and take the
resulting damage (if any) before taking the damage from the Flame
tokens.
1.Move all Monsters and then resolve any damage from attacks on
structures. (If more than 1 Monster attacks a structure, the players
choose which Monster takes the damage.)
2.Resolve any damage from Flame tokens. If Monster movement
results in the Phoenix catching Monsters on fire, no damage from
the new Flame token is taken. However, any pre-existing Flame
tokens do result in damage.
Other Fire-Related Cards and Monsters The Phoenix can catch
other Monsters on fire, and the Flaming Boulder can catch structures
on fire. For more details, see page 12. Players can use Burning Blast,
Fireball, Flaming, and Ring of Fire to catch Monsters on fire. For
more details, see pages 9–11.
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COMPONENT DETAILS
This section of the rules contains card and Monster details that
players are encouraged to reference as needed during play.
New Special Castle Cards
Berserk Draw 1 card from the Castle deck for every hit card you
play during the remainder of this turn, including hit cards drawn
for playing hit cards. This card must be played before hit cards are
played.
Change Color Play this card with any hit card to change the color of
the hit card.
Change Range Play this card with any hit card to change the ring of
the hit card to Archer, Knight, or Swordsman.
Double Strike Play 1 hit card (not a Special or Wizard card) twice
in 1 turn. The hit card may be played twice on the same Monster
or once on two different Monsters. Other Special cards may be
combined with the hit card but are only effective for one hit.
Enchanted Play this card with any hit card for 2 additional points of
damage to the Monster.
Flaming Play this card with any hit card to catch the hit Monster
on fire. After tracking the damage from the hit card, place a Flame
token on the Monster. Monsters with Flame tokens are considered
“burning.” After Monsters move on Phase 5 (Move Monsters), any
burning Monsters take a point of damage.
Knock Back Play this card with a hit card to move the hit Monster
back 1 space after damaging it. Monsters in the Castle ring move
1 space counter-clockwise. No effect on Centaur, Golem, and
Cyclops in their invulnerable rings.
Never Lose Hope Immediately discard as many cards as you wish.
For every card you discard (without playing), draw 1 Castle card.
Reinforce Each player immediately draws the top card from either
the Castle or Wizard deck. If the Wizard’s Tower is destroyed,
players may draw from only the Castle deck. (Exceeding the
normal hand size is allowed.)
Stand Together Choose 1 player. That player may immediately play
1 hit or Wizard card from his or her hand, not a Special card. He
or she may play 1 card only and cannot combine that card with a
Special card. If playing the hit card results in slaying a Monster, the
player that slayed the Monster keeps it, not the player that played
Stand Together.
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Wizard Cards
Arcane Assembly All players may immediately build Walls at the
cost of 1 Brick or 1 Mortar per Wall. Players may use as many
Brick and Mortar cards in their hands as they wish.
Azriel’s Fist Damage 1 Monster anywhere on the board (including
the Castle and Forest rings) for 1 point.
Blue Fireball Damage 1 Monster in any ring of the Blue color
(including the Castle and Forest rings) for 1 point and catch that
Monster on fire.
Burning Blast Set all Monsters in the same space on fire. (This card
is not effective in the Castle and Forest rings.)
Chain Lightning Damage all Monsters in the same space for
1 point. This card is effective in the Castle and Forest rings as well
as the Archer, Knight, and Swordsman rings.
Eye of the Oracle Draw the top 5 cards from the Castle deck,
keep 1, and return the rest to the top of the deck in any order.
Extinguishing Wind Remove all Flame tokens from all Walls,
Towers, and Monsters in all rings, and move ALL Monsters (except
for those in the Forest) back 1 space toward the Forest.
Green Fireball Damage 1 Monster in any ring of the Green color
(including the Castle and Forest rings) for 1 point and catch that
Monster on fire.
Hammer of Light Slay 1 Monster in the Forest ring.
Hypnotize Use this card to cause 2 Monsters in the same space to
attack each other simultaneously. Each does as much damage to
the other as it has damage points showing. (e.g., A 3-point Troll and
a wounded Orc at 1 point are Hypnotized. The Orc does 1 point of
damage to the Troll, and the Troll does 3 points of damage to the Orc.
The Troll is now at 2 points, and the Orc is slain.) The player who
Hypnotized the Monsters claims any slain Monsters as trophies.
This card is effective in the Castle ring as well as the Archer,
Knight, and Swordsman rings.
Lightning Bolt Damage 1 Monster for 1 point, and then move that
Monster to any arc in the Forest. This card is effective in the Castle
ring as well as the Archer, Knight, and Swordsman rings.
Mystical Manufacturing Play this card with 1 Brick or 1 Mortar
card to rebuild 1 destroyed Tower. This card CAN be played to
rebuild the Wizard’s Tower.
Rain of Ice No Monsters move this turn, even if another token
would make them move. In addition, all Flame tokens are removed
from all Monsters. This card is effective in the Castle and Forest
rings as well as the Archer, Knight, and Swordsman rings.
Rain of Iron Damage all Monsters in the same arc for 1 point. This
card is effective in the Castle, Archer, Knight, and Swordsman
rings, but not the Forest ring.
Red Fireball Damage 1 Monster in any ring of the Red color
(including the Castle and Forest rings) for 1 point and catch that
Monster on fire.
10
Ring of Fire Catch all Monsters on fire in all colors of the
Swordsman ring.
Teleport Move any Monster in play to another space or any Fortify
token in play to another Wall. This card can be used on Monsters
in the Castle and Forest rings as well as in the Archer, Knight, and
Swordsman rings.
Thalgar’s Blessing All players draw up (from the Castle deck) to a
full hand.
Valador’s Wave Play this card for 4 points of damage in any one
color anywhere on the board, including the Castle and Forest rings.
Distribute the damage among as many Monsters as you choose.
Wall of Force Move all Monsters in 1 arc back to the Forest. This
card is effective in the Castle ring as well as the Archer, Knight,
and Swordsman rings.
War Storm Damage all Monsters in the Archer, Knight, and
Swordsman rings of 1 color for 1 point.
Wizard Quake Destroy 1 Tower and slay all Monsters in the same
arc as that Tower. This affects Monsters in the Forest ring of the arc
as well. Does not effect Walls or Fortify tokens in that arc.
Monster Tokens
Centaur If the Centaur is damaged in any way
while it is in the Knight ring, it is immediately
slain no matter how many damage points it has
remaining. The Centaur takes no damage from
hit cards while in the Archer ring.
Climbing Troll The Climbing Troll bypasses
Walls and Fortify Tokens and moves directly from the Swordsman
ring into the Castle ring. The Climbing Troll is still damaged when
attacking Towers. If the Climbing Troll bypasses a burning Wall,
add Flame tokens to the Troll, but do not remove them from the
Wall.
Conjurer The Conjurer is a Boss Monster and worth 4 victory
points. After this Monster is placed in the Forest, the die is rolled
again. The resulting number of Imps are placed in the Forest ring,
1 per arc, starting with arc 1.
Cyclops If the Cyclops is damaged in any way while it is in the
Archer ring, it is immediately slain no matter how many damage
points it has remaining. The Cyclops takes no damage from hit
cards while in the Swordsman ring.
Doppelgänger The Doppelgänger is not moved, hit, or slain.
Instead, it is replaced by the next Monster that is destroyed
(excluding Mega Boss Monsters), and the Doppelgänger is then
discarded. The previously destroyed Monster now functions as if it
were just drawn, which may trigger special abilities. (If more than
1 Monster is destroyed simultaneously, the players choose which
Monster replaces the Doppelgänger. In an Overlord game, the
Overlord chooses.)
11
Flaming Boulder Roll die to determine which arc the Flaming
Boulder attacks from. The Flaming Boulder instantly moves from
the Forest toward the Castle and slays all Monsters in its path.
Unlike a Giant Boulder, the Flaming Boulder destroys the first
structure it reaches and catches the second structure it reaches on
fire. If the Flaming Boulder doesn’t hit a structure, it continues to
roll through the Castle ring and into the opposite arc that it started
from, destroying any Monsters in that arc (including the Forest).
Gargoyle The Gargoyle is a Flying Monster. As such, the Gargoyle is
immune to Knights, Swordsmen, all Boulders, Tar, and Drive Him
Back!
Goblin Cavalry This Monster moves 2 spaces at a time. (If moved
by another Monster token, the Goblin Cavalry also moves 2
spaces.) Inside the Castle ring, the Goblin Cavalry moves by
standard rules. If caught on fire, the Goblin Cavalry takes 1 point
of damage from each flame token after moving, not 2 per token.
Golem If the Golem is damaged in any way while it is in the
Swordsman ring, it is immediately slain no matter how many
damage points it has remaining. The Golem takes no damage from
hit cards while in the Knight ring.
Harbinger Token These tokens are triangular so that players cannot
distinguish them from other Monster tokens when drawing them.
Harbinger tokens are replaced by the Mega Boss Monsters they
represent for placement on the board and then removed from the
game.
Imp Imps are single-point Monsters that are magically summoned
by other tokens. All Imps are placed in a separate draw pile and do
not count toward the number of Monsters that must be defeated
to win the game. When an Imp is slain, it is returned to the Imp
pile, not to the Monster discard pile. Imps are worth no victory
points and are not kept by the player that slays them.
Ogre This Monster is worth 4 points and has 4 damage points but is
on a standard triangle token.
1 Imp per Tower Draw 1 Imp for every Tower currently in play.
Place 1 in the Forest space of every arc that contains a Tower.
Phoenix The Phoenix is a Flying Monster. When the Phoenix is
destroyed, it bursts into flames. All Monsters in the same space
as the Phoenix catch on fire (but do not receive immediate
damage). See Burning Monsters Attacking Structures on page 8 for
additional detail.
Trebuchet Roll die to determine which arc the Trebuchet launches
its projectile from. The projectile instantly moves from the Forest
toward the Castle and destroys any Flying Monsters in its path.
The projectile does not stop until it reaches and destroys a Castle
structure. If there are no Castle structures in its path, the projectile
continues to roll through the Castle ring to the opposite arc that it
started from, destroying any Flying Monsters in that arc (including
the Forest). The Trebuchet is then discarded.
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Mega Boss Monster Tokens (See also p. 6.)
Basilisk
When Drawn All players must discard
down to a hand of 2 cards.
In Play All players skip Phase 2 (Discard
and Draw) of their turns.
Chimera
When Drawn The Chimera breathes fire
when placed on the board. See Breathing
Fire on page 7.
In Play The Chimera moves 1 space
counter-clockwise and then 1 space toward
the Castle. Immediately after moving, the
Chimera breathes fire. The Chimera does
not breathe fire if it does not move or is
destroyed while moving. Inside the Castle ring, the Chimera moves
by the standard rules and no longer breathes fire.
Dragon
When Drawn The Dragon is a
flying Monster that breathes fire
when placed on the board. See
Breathing Fire on page 7.
In Play Roll the die and consult
the table below for the Dragon
action. The Dragon does not breathe fire if it is stopped from
moving by a card. Inside the Castle ring, the Dragon moves by the
standard rules and no longer breathes fire.
1
2
3
4
5
6
Moves 1 space clockwise, and then breathes fire.
Moves 1 space forward, and then breathes fire.
No movement. Breathes fire.
Moves 1 space backward, and then breathes fire.
Moves 1 space forward, and then breathes fire.
Moves 1 space counter-clockwise, and then breathes fire.
Hydra
In Play Draw 2 Imps for every point
of damage to the Hydra (except for the
last point) and place them in the Forest
ring in the same arc as the Hydra. This
DOES include damage caused by fire and
structures. Do not draw any Imps when
the Hydra is slain, whether it is slain in
one hit or in the last of a series of hits.
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Necromancer
When Drawn Draw 2 Monsters (not Monster
effects) randomly from the Monster discard pile and
move them, facedown, to the regular Monster draw
pile.
In Play If the Necromancer attacks a structure,
he destroys the structure and is immediately
slain. For every damage point the Necromancer
had remaining before it attacked the structure, 1
regular Monster (not a Monster effect or Mega Boss
Monster) is drawn randomly from the discard pile and placed in the
Monster draw pile. If there are fewer Monsters in the discard pile
than damage points remaining on the Necromancer, draw as many
Monsters as possible. Monsters that were destroyed at the same time
as the Necromancer may be drawn from the discard pile.
Warlock
When Drawn All players must discard 1 Wizard card.
In Play The Warlock is unaffected by Wizard
cards. On Phase 5, roll the die and move the
Warlock to that numbered arc (keeping the
Warlock in the same ring), and then move
the Warlock one space closer to the Castle.
Inside the Castle ring, the Warlock moves by
the standard rules.
OVERLORD VERSION
Die Rolls When a die roll determines a Monster movement or
effect, the Overlord rolls the die.
Doppelgänger If more than 1 Monster is destroyed simultaneously
after the Doppelgänger appears on the board, the Overlord chooses
which Monster replaces the Doppelgänger.
Flaming Boulder and Trebuchet As with the Boulder, these tokens
must be resolved with a die roll.
Setup The Overlord selects which Mega Boss Monsters will be
included in the game. As with the other Monsters, 2 may be placed
randomly or 1 may be placed in the arc of the player’s choice.
ALTERNATE RULES
Less Panic
Death Benefit If the Wizard’s Tower is destroyed, each player’s hand
size is increased by 1 card for the remainder of the game.
14
Flaming Tar If a Monster has a Flame token and a Tar token on it at
the same time, players add 1 additional Flame Token to that Monster.
Goblin Cavalry Hobble After the first hit, Goblin Cavalry moves
only 1 space per turn.
Monster Shortage To play a 1-hour game, the Monster
configuration should be as follows:
• 2 Orcs
• 1 Draw 4 Monster Tokens
• 3 Trolls
• 2 Giant Boulders
• 1 Goblin King
• 1 Cyclops
• 1 Orc Warlord
• 1 Centaur
• 1 Troll Mage
• 2 Climbing Trolls
• 1 Healer
• 1 Doppelgänger
• 2 Blue Monsters Move 1
• 1 Flaming Boulder
• 2 Green Monsters Move 1
• 2 Gargoyles
• 2 Red Monsters Move 1
• 2 Goblin Cavalry
• 1 Monsters Move Clockwise
• 1 Golem
• 1 Monsters Move Counter• 3 Ogres
Clockwise
• 2 Phoenix
• 1 Plague! Archers
• 1 Trebuchet
• 1 Plague! Knights
• 2 of these Mega Boss
• 1 Plague! Swordsmen
Monsters: Chimera, Dragon,
and Warlock
• 1 All Players Discard 1 Card
• 1 Draw 3 Monster Tokens
More Panic
It’s quiet. Too quiet. If the players clear the board of all Monsters, 1
Imp is placed in each arc of the Forest ring.
Mega Boss Monster Bulk Up Add more than 3 Harbinger tokens to
the Monster draw pile.
Growing Fire On Phase 6 (Draw 2 New Monsters), when a Monster
is placed in an arc that also contains 1 or more burning structures,
1 additional Flame token is immediately placed on all of those
structures.
Random Panic
Necromancer Randomizer Necromancer returns ANY random
Monster token, not just Monsters.
Random Monster Mix Instead of following the setup rules for the
Monsters, 21 Monster tokens are removed from the core game at
random.
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CREDITS
Game Design: Justin De Witt
Development: Justin De Witt and Anne-Marie De Witt
Editing: Anne-Marie De Witt
Graphic Design and Layout: Justin De Witt
Additional Illustration: Yoann Boissonnet, Eric Kemphfer,
Anne Woods, James Zuniga
Special Thanks for Game Suggestions: Steve Avery, Michael Bishop,
Cedric Chin, Christopher Mitchell, Randy Scheunemann, Will
Schoonover
Playtesters: Theodore Argo IV, Matt Benning, Jason Brecht, Joe Brecht,
Neal Carter, Kevin Carver, Austin Castillo, Mo Chapman, Paul Chapman,
Katherine Dugan, Landry Dugan, Mitch Dunaway, Michael Dye, Edgar
Fisher, J. J. Fluery, Alexander “Squire Lockland” Fogle, Chris Garrett,
Anthony Gill, Jonathan Grabert, Andrew Hackard, Adam Hegemier, Alex
Johannigman, Jeff Johannigman, Peter Kirkham, David L. Kuhn, Beth
Loubet, Kevin Miller, Les Murphy, Donald Murray, Chris Olander-Waters,
Sheri Olander-Waters, Stephen Olander-Waters, John Oliver, Danya
Oltmann, Dillon Pittman, Dustin Pittman, Jarred Prejean, Isaac Reyes,
Lauren Rincon, Michael Rogers, Gabby Ruenes, Heidi Ruenes, Andrew
Taylor, Chris Trevino, David Uehlein, Lynn Wallschlaeger, Levi Waters, Scott
Whitrock, Thomas Wilkerson, Will Yanni, Bud “BaronLord Sir Phinneus
DeGiant” Youhill, James Zuniga
© 2011 Fireside Games, LLC. Castle Panic, The Wizard’s Tower, 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.
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