![]() My daughter and I have had some very tense moments when we have had to place an extra four monster tiles in the forest knowing that we still have numerous monsters to deal with closer to our castle. When you draw one of these later tiles, it can really put you under pressure. ![]() Giant boulders can batter your castle and kill any monsters in their path, boss monsters can enter the board each with special powers or you could end up drawing a tile that requires you to play multiple additional monster tiles. This is where we really do stat to panic a bit, as there are only a couple of cards in the game that can affect monsters when they get inside the castle ring.įinally, to end the turn you draw 2 new monster tiles. We have already listed the three basic monsters above but there are some special tiles you can draw as well. 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.
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