Castle Panic: The Dark Titan

Greetings All,

I am so freaking excited!! We got our pre-ordered copy of the Castle Panic expansion: The Dark Titan last week! Our pre-order came with a promo card. No joke, in a three-day span, we played 13 rounds!!!

Castle Panic: The Dark Titan by Fireside Games

One hour, 1-6 Players


There are many great monsters and card editions this time. There a now Elite Monsters that you have roll for damage (D6 – Roll 3 or higher), so there is not guarantee you’ll hit it which sucks because either way you have to get rid of the card you used.  The most awesome out of them being Agranok. Agranok isn’t picked out of the draw pile like normal monsters, he has Heralds that are placed in his card as they are drawn, once you pull three of the six he is summoned. Drawing the Heralds to summon him sounds harmless enough until you read his card. When drawing the first Herald, each player must discard one hit card, when drawing the second, each player discards a special card (noted by the purple dots), and when drawing the third you roll for a giant bolder and Agranok has been summoned. Agranok happens to be the toughest monster in the Castle Panic series. He is literally placed in the game to draw all of your fire power. He has eight hit points and the last two MUST be taken simultaneously. When using a slay card against him it only counts as four hits points and is immediately banished from the game. He has five cards (six including the promo) that all contain new and different abilities that make you wish you never crossed his path. He isn’t damaged by structures, so he could literally demolish your whole Kingdom without breaking a sweat. Here’s the thing though… as painful as some on his abilities might be, for example: Banishing the top card in the deck (meaning it’s gone for the rest of the game) or moving two additional spaces… Agranok isn’t actually that formidable. The fact that you have to focus all of your energy on him is what makes him scary, because while your focus is on him all of the other monsters on the board are making their way to your castle unharmed.

Now I know what you’re thinking… “Why would I play something I am destined to lose?”. I promise it’s not all that bad, especially because the wonderful folks over at Fireside Games have seen it fit to give us comrade tokens. There are three tokens we can randomly draw like you do monster tokens. One of them has three points and if it makes it to the castle ring what ever health/hit points it have left is used to damage monsters on the board. The second one has two points and if it makes it to the castle ring, each player gets to draw as many cards as points are left. The third one is also a two-pointer, if it makes it to the castle ring we get to build one or two walls depending on the need and points left. The guys do not move the same way monsters move, they move by players discarding cards. Unfortunately monsters can damage our comrades and kill them, however, our comrades do the same to them. Another awesome comrade comes in the form of a card, The Cavalier card is a standing token we can move around the board to damage people, he has been our saving grace more than once.

The cool thing about this expansion is that you can play it with just Castle Panic or you can add The Wizard’s Tower as well. When playing with The Wizard’s Tower instead of using the usual random three Mega Boss Monsters, you onlu use two. When it comes to the many cards of Agranok you can choose which one to use or you can pick at random.

We played six rounds of The Dark Titan with just Castle Panic, one round for each level of Agranok. Then we played six more rounds of The Dark Titan with The Wizard’s Tower, one with each level of Agranok. Each of these twelve rounds took roughly 45 minutes. When you play Castle Panic with any expansion, you are always instructed to take out certain tokens so that the game isn’t horribly overwhelming. Which brings me to round thirteen. My husband and I figured we hadn’t taken enough of a beating from Agranok so we played with every single token from every single game. It took us 90 minutes and in the end we survived with all towers and walls. Now some of you may remember my Steps to Awesomeness piece I put in my Castle Panic! post. I gave you numbers of tokens for each way we played Castle Panic to put things in perspective. I am still going to do that, just not in this post. I will be writing another post in the next couple of weeks regarding a challenge we have agreed to take on. We will be playing with every token in all of the games AND placing them back in the draw pile until we have killed every level of Agranok, that means will be killing Agranok starting at level one and putting his Heralds back in the draw pile until level six has been summoned. 🙂

In the meantime, please go support Fireside Games by going their website to purchase your Castle Panic products, they come with promos!!! 🙂 Until next time… wish us luck and Live by the Board!


Castle Panic Solo Mission Day: 3 (of 3)

Greetings All,

So… it’s day three of three and I played Castle Panic for an hour and ten minutes… SEVENTY minutes… FOUR THOUSAND TWO HUNDRED seconds… by myself. So I guess with every difficulty level I go up, my playtime roughly doubles.


-Castle Panic w/ The Wizard’s Tower: 74 Monster Tokens (18 Imps, not in constant use), 3 Mega Boss Monsters-

I lost my Wizard’s Tower forty-five minutes into my seventy minute game. At that point I still hadn’t drawn any of my regular Boss Monsters and two of my Mega Boss Monsters. Even talking about it now is making me grumpy. The odds of me winning this game were already slim before Lady Luck decided she was needed elsewhere.

Yesterday, do you recall me saying “I am more determined than ever to win now.”? Well, I suppose I didn’t realize just how much I meant that.

I won.

When I lost my Wizard’s Tower, it left me with only one tower and no way to rebuild a tower. Although you can rebuild walls with the Castle Deck, you can only rebuild towers with the Wizard’s Deck. For twenty-five minutes I played, honestly believing I would lose, but knowing I’d take as many of these monsters down with me as I could. Below you can see a picture of my kitty tossing around the empty monster bag. 🙂


I took all of them down! Every last one of them! I ended the game with one tower and two walls. I am so happy! 🙂 I will tell you that I am still trepidatious about playing a solo mission again, but how could I possibly resist? After all, they only beat me once! 😉

I sincerely hope that all of you give Castle Panic a try, it’s very reasonably priced at Miniature Market, and has two expansions: The Wizard’s Tower and The Dark Titan, which is coming in March 2015 and you know I’ll be right here reviewing after the first time I play. There are two variants on Castle Panic available: Munchkin Panic and Dead Panic. The Fireside website has all of the games and promotional items. The BGG Store has the promos available as well. Thank you so much for reading and until next time… Live by the Board.


Castle Panic Solo Mission Day: 2 (of 3)

Greetings All,

Today I tried playing Castle Panic and it’s expansion The Wizard’s Tower alone. As I said yesterday, for those of you unfamiliar with my blog or Castle Panic, I suggest looking back at my earliest post regarding Castle Panic. Also if you have not yet read Castle Panic Solo Mission Day: 1 (of 3), please go check it out.


-Castle Panic w/ The Wizard’s Tower: 61 Monster Tokens (18 Imps, not in constant use), 3 Mega Boss Monsters (set up from the rule book)-

I just have to start off by saying this play through massively disturbed me, as it was so difficult. The Wizard’s Tower comes with a nifty deck of cards that are just… beautiful… Often times my crew has been saved because of a lucky draw from the Wizard’s Deck, being that there are multiple cards that can harm several monsters at once. Now don’t get comfortable thinking the Wizard’s deck will make your life easier, because it was given to you to counteract all of the horrible monsters that come with The Wizard’s Tower expansion.

Some of you may remember me talking about my Mega Boss Monster induced PTSD in my first Castle Panic Post. Playing a solo mission with Mega Boss Monsters will put a whole new level on your PTSD. I can honestly say that had I not already started this three-day project I may have backed out of completing day threes game/post. Even playing with multiple people, Mega Boss Monsters can be a challenge. I mean you have monsters that breathe fire, summon other monsters, bring back monsters, monsters that take trading in cards out, and even monsters that are not affected by Wizard Cards!

Anyway, the game lasted me forty minutes, that’s twice as long as my first solo campaign, AND I lost my Wizard’s Tower twenty-five minutes in. When you lose The Wizard’s Tower, you can no longer access the Wizard Cards. Needless to say, I lost the game…
The game ended with three monsters in my castle ring, when monsters are in your castle ring you can only hit them with specific cards and those are few and far between.

The Gargoyle (whom you can only hit with an Archer) took out my last tower and still had 1HP left. I also had monster with 1HP that was on fire and a monster with 3HP in the castle ring. On the board itself I had two monsters in my Red Swordsman ring, one with 1HP and one with 2HP. I also had a Mega Boss Monster on the board with 3HP, which is why in the picture you can see so many flames. The Chimera (Mega Boss) breathes fire every time it moves. I had two walls left both had flame tokens on them, one was fortified. You can see the picture below.


My opinion…? I would have been more sore about losing had I not at least finished off drawing monsters, but since I did, I suppose it’s a miracle that I made it as far as I did. If you learn anything from this post let it be this: PROTECT THE WIZARD’S TOWER AT ALL COST. If I were able to keep my Wizard’s Tower I truly think I could have conquered the monsters.

If you are interested the best pricing is over at Miniature Market. You should also check out Castle Panic and The Wizard’s Tower expansion on the Fireside games website for more information, including reviews and promotional items.

Please do not let my horrible loss discourage you from trying the game. I had fun, but it definitely upset me that I lost. You know what though? I am more determined than every to win now. 🙂 I’ll be back tomorrow with Castle Panic Solo Mission Day: 3 (of 3). Thank you for reading and until next time… Live by the Board.


Castle Panic!

Greetings all,

One of my favorite games is Castle Panic from Fireside Games, it is a cooperative Tower Defense board game that is 1-6 players. I won’t include the rules in this post, however, I will include a link to the site where you can see the rules, prices, and several reviews. There are tons of promo items and merchandise. I will, however, give you a short go through. I strongly suggest you take a peak at the website and the short rules before  continuing this post, unless of course you are awesome and have played before. They have one expansion out and one coming out in Spring 2015. The games, expansions, promos, and merchandise can all be seen here:

Castle Panic

You are protecting your castle as monsters are surrounding your towers. Players use cards to defeat these monsters, the great thing about it is that you can trade cards with each other in order to meet your goal and keep you castle safe. There are six walls and six towers, if you lose all of your towers you lose. Now although you can play alone… I wouldn’t. It’s nice to have that game you can do on your own when you’re in the mood, but if you play alone it takes so much away from the game.

This game is so beautiful because you work with people. The feeling of looking several steps ahead and watching your plan come together is fantastic! Even if your plan gets messed up, it’s still fun thinking you almost had it and making sure that next time you’ll get it. The determination is intoxicating. I can honestly say games like this are rare. I love competitive games, but this game… is wonderful. Nothing beats defeating all of the monsters and high-fiving someone so hard that your hand is killing you afterwards.

My kids love Castle Panic, probably because it’s a game where they don’t have to compete against mom and dad. This game is one that works great for families, sometimes kids can be a little stubborn, but I think at one point or another all of us has tried to take on the board with no help. 🙂 It’s great when I’m getting ready to make a move and one of my kids stop me to point out something I might have missed otherwise. We’ve even gotten into the habit of repeating “no whammies” every time we draw a monster! I feel much closer to my family when we are all gathered around a board, holding our breath every time we make a move… and in the end, when we’ve beaten the game we always sit back and take 30 mins to watch a short tv show that we’ve all seen a thousand times. It just feels like you need that reward and relaxation. 🙂

My husband and I play often and we’ve gotten so good at Castle Panic that our moves are darn near robotic. We play the expansion for Castle Panic called The Wizard’s Tower as well. You need Castle Panic in order to play The Wizard’s Tower. When you play The Wizard’s Tower, you are supposed to take out 22 of the 49 monster tokens from the original game and there are six “Mega Boss Monsters” that you blindly choose three of to play with. Not including the six “Mega Monsters” there are 25 monster tokens in The Wizard’s Tower, there are actually 43 monster tokens, but 18 of those are “Imps” and are only used when you draw certain monster tokens or when you have certain Mega Boss Monsters, they are not in constant use. We progressed to the point that we stopped taking any of the monsters out, we’d play with all of the monsters and three of the “Mega Boss Monsters”. Last weekend we decided that we needed a challenge, we put all six “Mega Monsters” in. That means we played with every single monster from both games. Let me just put this in better perspective, here are how may monsters are in each of our steps towards awesomeness…

  1. Castle Panic: 49 Monster Tokens (set up from the rule book)
  2. Castle Panic w/ The Wizard’s Tower: 61 Monster Tokens (18 Imps, not in constant use), 3 Mega Boss Monsters (set up from the rule book)
  3. Castle Panic w/ The Wizard’s Tower: 74 Monster Tokens (18 Imps, not in constant use), 3 Mega Boss Monsters (we needed a challenge)
  4. Castle Panic w/ The Wizard’s Tower: 74 Monster Tokens (18 Imps, not in constant use), 6 Mega Boss Monsters.

Now for those of you that have never played Castle Panic The Wizard’s Tower, #4 might not seem impressive considering the only difference between #3 & #4 is 3 Mega Boss Monsters, BUT you could not be more wrong. Mega Boss Monsters are awful… so awful. The make horrible things happen! Ok, getting carried away on some Castle Panic Mega Boss Monster induced PTSD. What I wanted to say was, we beat it. That’s it, my husband and I beat it. In the end we had all six towers, all six walls, no flames, and two walls fortified. I’d be lying if I said I did not feel like a god by the end of the game.

So to end this little rant of mine, Castle Panic is amazing. If you want a game that makes you remember just how much you love you friends and family, a game that shows you that you can in fact “protect your castle”… please go play Castle Panic. After you play come back and tell me just how awesome you felt working as one to defeat the monsters. If you liked this review and want to be kept up to date please follow my page and like me on Facebook. Until next time… Live by the Board.