Posts Tagged ‘The Wizard’s Tower’

The Dark Titan at Blakfyre

Friday, February 27th, 2015

Blakfyre Games in Pleasant Grove was our first stop in Utah during The Dark Titan Cometh Tour, and it was a great one! The store owner, Gary Taylor, let us take over the prime tables right up front, and after chatting with Gary and some customers, we set up the games and dived right in.

Our first group was a mix of first-timers and veterans, and with some quick instruction from Justin, they eagerly began a game of Castle Panic with The Dark Titan expansion. With some excellent use of the Cavalier and some very lucky rolls, they fought off wave after wave of attacking Monsters. When Agranok was finally revealed to be only a mere Level 1, the team banded together to quickly dispatch the Dark Titan and fight their way through the remainder of his army.

In the end, they not only survived the assault without losing a single tower but were able to rebuild almost every wall for one of the best victories against Agranok we’ve seen on the tour! “If we could have had one more turn, we would have rebuilt every wall!” said veteran player Mike.

Just 1 Wall missing!

During this time we had the chance to meet some local fans who had come out to the event to see the new expansion and meet the designer, not to mention grab a promo card while they were here!

As the night continued, we introduced some fans to a combined game featuring both The Wizard’s Tower and The Dark Titan. At the same time, Mike’s group decided to try the base game and expansion again, this time choosing to face off against Agranok at Level 5!

The strongest version of the Dark Titan proved to be a bigger challenge, and the castle took more of a beating this time. When Agranok appeared, the team threw everything they had at him and even though it took rebuilding the Wall in arc 2 more than 4 times and sacrificing the Cavalier every time he was in play, they managed to survive with 2 Towers still standing! It was a great end to an epic battle.

In the game with The Wizard’s Tower, things were going smoothly until a rush of imps and a simultaneous attack by 2 Mega Boss Monsters forced the players to use Wizard’s Quake and destroy one of their own Towers to ensure the safety of the Castle. When a Level 2 Agranok attacked, things got a bit tense. This time, the Dark Titan wasn’t defeated without losing a few more Towers. In the end, some well-played Wizard cards and quick Wall-building kept the Monsters at bay long enough to survive with 2 Towers left, including the all-important Wizard’s Tower!

It was another great night and a really fun chance to show off the expansion and meet fans of our games. We want to thank Gary for inviting us out to Blakfyre Games and all the folks that came out to make it such a fun event.

Our next appearance in Salt Lake City will be at Game Haven in West Jordan from 5 p.m. to 9 p.m. this Saturday, February 28. See you there!

Want to see the intensity in action? Check out this video we took during gameplay.

The Dark Titan Terrorizes the Haunted Game Cafe!

Monday, February 9th, 2015

It may have looked like a bright, sunny day in Fort Collins, Colorado, but inside the Haunted Game Cafe shadows fell as huge monsters wreaked havoc on brave defenders!

We arrived at the second stop on The Dark Titan Cometh Tour, The Haunted Game Cafe, late in the afternoon. This awesome coffee shop and game store combo is dripping with ghostly ambiance, from the ghosts and spiders hanging on the walls to the appropriately named drinks like the Zombie Elvis and Vampire’s Kiss. We met with the owner, Gary Sproul, and started setting up on a few of the many gaming tables available.

Before we unleashed Agranok upon the masses, Justin took a few minutes to talk with Mark and Randy of The Boardgame Corner. We talked about The Dark Titan Cometh Tour and some of the awesome new elements in the expansion. Look for that interview to be posted on The Boardgame Corner’s website soon.

Once we unpacked our gear, it was time to slay some Monsters! We had quite a crowd that was eager to make their stand, and we quickly had 3 games up and running. The first game was Castle Panic with The Dark Titan expansion, and our team started strong, with the defenders keeping the Monsters at bay early.

The first game of the night is setup and ready to begin!

That changed when a series of Elite Monsters all arrived in the same arc and a rush of Heralds brought a level 4 Agranok onto the field. There are 5 levels of Agranok in the game, with level 1 being the least powerful and level 5 being the most dangerous, so once the level 4 was revealed, the team knew what they were in for. They made short work of the Elites, but Agranok stomped his way into the Castle, and before our heroes could drive him back, he was able to destroy their final tower.

“Don’t worry guys, it’s just an 8pt Monster and his friend charging toward our broken Castle. What could go wrong?”

Another table saw both expansions combined for a Wizard’s TowerDark Titan extravaganza. This was an experienced team that used their Wizard cards wisely to keep the monsters under control. There were several moments of panic when walls were falling faster than they could rebuild them, but some clever cardplay and tough choices meant that when a level 3 Agranok finally arrived, they were ready. Agranok charged the Castle but was defeated by a flurry of magic spells and steel weapons. Huzzah!

Mixing both The Wizard’s Tower and The Dark Titan makes for some great battles.

Over on another table, the gang from The Boardgame Corner was getting their chance to try out the expansion added to the base game. A rush of Elite Monsters proved to be no problem for this crew as they knocked down wave after wave of attackers. Some bad rolls and even worse draws saw the Castle damaged, but not defeated. When the Heralds finally summoned Agranok, our heroes whittled him down to his last few points. They were poised to finish him off with a brave charge from the Cavalier, but a Monsters Move token took the Dark Titan out of their reach and their last Tower crumbled under his claws. “We were SO close!” Mark laughed, with a huge grin.

Mark and Randy from the Boardgame Corner try out The Dark Titan

We played more games and then had an informal Q&A session, where Justin talked about his design process and even teased some ideas for future Castle Panic expansions. The Boardgame Corner filmed a short segment that gives a closer look at some of the components in The Dark Titan, so be sure to check that out once it airs.

We wrapped up a great evening with a short interview with Gary, and filmed a look at his amazing hangout. Watch our video, and we’ll see you at the next stop on The Dark Titan Cometh Tour, at Adventurer’s Quarter in Arvada, CO, on Tuesday, February 10th from 5 p.m. to 9 p.m.!

Monsters, Monsters Everywhere!–New Monsters in The Wizard’s Tower

Monday, December 15th, 2014

We’ve covered magic (Wizard cards) and fire. What’s left? MONSTERS!

There are many new threats in The Wizard’s Tower box, and they will test your mettle to its limits.

In this video, Justin talks about the new, standard Monsters that join the fight from Centaurs to Ogres, and Imps to Gargoyles.

You will be removing some of the base game Monsters and replacing them with these new Monsters. (See page 3 of The Wizard’s Tower rulebook for the new Monster “recipe.”) Some of these Monsters have special immunities and special vulnerabilities. Some will only spawn alongside other Monsters. Some are just really hard to kill with higher health points than you may be used to!

Flying Monsters

In the expansion there are even Monsters who fly! You have to use Archer cards to hit these Monsters. Knights and Swordsmen are useless against them. They are also immune to the perils of the Giant Boulder! Justin explains how you fight them in this video.

Mega Boss Monsters

Last, but certainly not least, are the Mega Boss Monsters. These Monsters are so big, they aren’t just Bosses, they are MEGA! Four- and five-points make these guys tough to kill, plus they come with extra abilities that stay in effect as long as they are alive. They can also move in unpredictable ways, so you’ll need to stay alert to properly strategize their demise. Mega Boss Monsters are covered on pages 13 & 14 of the rulebook. The game also comes with handy reference cards players can easily refer to when a new Monster is drawn.

You can learn more about all the Monsters in the videos shared above, as well as in the rulebook (pages 11-14). Be sure to also check out our FAQ page for specific Monster effect questions and those occasional scenarios that give you pause.

Happy Hunting! May your Wizard’s Tower remain standing & the cards be on your side!

For the complete playlist of The Wizard’s Tower videos, check out our YouTube Channel, or past blog posts.

Bringing the Heat–How Fire Works in The Wizard’s Tower

Friday, December 12th, 2014

If you’ve been following this week’s blog series on The Wizard’s Tower expansion for Castle Panic, you know how to set up the game by removing certain Monsters and replacing them with new ones, swapping a Tower, and shuffling in the new Castle cards. You’ve also discovered the Wizard deck and all the wondrous magic it holds.

Today we are going to teach you about FIRE!

With this expansion you will encounter Monsters who breathe fire and can catch your Castle structures on fire! But don’t worry, there are ways to put the fire out and even use it to your advantage. You are now able to catch Monsters on fire as well! After all, Dragons are only flame retardant on the INSIDE.

Watch the video for a full explanation of the different ways fire will play a key role in your game play.

How to Set Monsters on Fire

Some of the Wizard cards allow you to set Monsters on fire. When on fire, Monsters will take 1 point of damage for each flame token on it during the Move Monsters Phase of a player’s turn. You can use this new mechanic as part of your strategy by catching Monsters on fire while they are in the Archer ring and letting them burn themselves out before reaching your Castle.

What Happens When the Castle Is on Fire

Among the new Monsters included in The Wizard’s Tower expansion are a few Monsters who can breathe fire and will catch your Castle on fire! Castle structures on fire are weakened and can be destroyed with no damage to the Monsters (they will not take damage when hitting a flaming structure) on that turn. However, a Monster knocking down a flaming Wall will take on that flame token and on his NEXT movement he will take fire damage.

Your Castle structures can handle up to 2 fire tokens and remain standing. However, the third fire attack by a Monster will destroy the Wall or Tower automatically. No Monsters are injured.

How to Put out Burning Castle Structures

Players are able to extinguish flaming structures by playing 1 Brick or 1 Mortar card on their turn for each flame token on the structure. If there are multiple flame tokens on a Wall, you will need multiple Bricks or Mortars to put out all the flames. You may also use the Fortify Wall card to extinguish all flame on a Wall, but you do not get to also fortify that wall.

For more details on how you will be interacting with Fire see pages 7 & 8 in the The Wizard’s Tower Rulebook.

You can also check our FAQs page for The Wizard’s Tower if you have questions about other mechanics and situations.

Wizard Cards in Castle Panic: The Wizard’s Tower

Thursday, December 11th, 2014

One of the biggest changes to Castle Panic when you add The Wizard’s Tower expansion is the addition of the Wizard deck of cards that infuse the game with magic and new abilities for the players.

How Do You Get Wizard Cards?

Players can obtain Wizard cards during Phase 2 of their turn: Discard and Draw 1 Card. You can only get one Wizard card per turn this way. You cannot draw up to your full hand in Phase 1 from the Wizard deck. You may also obtain a Wizard card during your Trade cards phase if another player is willing to trade you one from their hand.

The Wizard deck is only available to players while the Wizard’s Tower is still standing on the board. If the Wizard’s Tower is knocked down by the Monsters, you lose access to that deck of cards and all the magic within.

What is in the Wizard Deck?

The Wizard cards include new ways to attack Monsters, including cards that you can play against Monsters that are still in the Wizard Card examplesForest. Remember, in the base game, you cannot attack Monsters until they enter the Archer ring. The cards with Forest play options have a tree symbol on them to help remind you. There are also some new cards with the Castle symbol you will recognize from the base game as indicating you can use them against Monsters that have entered the Castle ring.

Some Wizard cards require you to play them with another card such as a Hit card or to “pay” to use the card with an additional card. An example of this is Mystical Manufacturing, which requires you to play a brick or mortar card with the Wizard card to be able to rebuild a Tower.

Oh, yes, you can rebuild a Tower! You need the Mystical Manufacturing card to be able to do so, but this gives you an additional chance at survival by allowing you to recover from a lost Tower.

Watch this video for a quick overview of the Wizard deck and what you get when you add The Wizard’s Tower expansion!

Of course, the expansion doesn’t just make the game easier, we’ve added lots of new Monsters with new abilities and movement effects. Stay tuned for further videos that explain the mayhem that comes with the expansion. You can see a full list of the Wizard cards, as well as the Monsters and new Castle cards, in The Wizard’s Tower Rulebook.

Need replacement pieces? We’ve got you covered if a Troll has gone missing or your cards are showing wear. Check out our webshop where you can get new pieces and the special Castle Panic Promo Pack of past promotional game pieces with in-game effects, as well as some extra fun swag!