Castle Panic Review (Fireside Games)
Castle Panic by Fireside Games really came out of nowhere for me. The game was already out and released by the time I started to hear a little bit of buzz on various websites I frequent but the buzz that I heard was pretty positive so I started to dig a little bit deeper to really see what this game was about. Two of the first things I noticed was the price which is a MSRP of $34.99. As I feel $34.99 is the new $19.99 from a few years back I was excited. The next thing I noticed was it allowed for solitaire play. I am personally a big fan of solitaire games just because when I’m sitting around with little to do I find more enjoyment out of learning and playing a baordgame system than watching TV or playing a video game (though I will admit I do enjoy both of those activities). When I’m looking for something a little more mentally engaging though I typically turn to some sort of boardgame.
Castle Panic I heard plays much like a Tower Defense Game. I’ve only played one round of one game that would be considered a TD Game, but I’d say that is an accurate description. The game comes with a board, six wall sections, six tower sections, a heap of monster tokens, a deck of cards and a six sided die. Your six tower pieces are set up in a circle in the center of the board with your wall sections forming another circle around the tower. Radiating out from those circles are three more circles that show what defenders are able to attack monsters in those sections (Swordsmen, Knights, Archers). Beyond that is one more circle which is the Forest section and is where the monsters are coming out of to storm your castle. These rings of circles are further divided into six sections much like the very best Chicago Deep Dish Pizza Pies are divided into six sections with pairs of pie pieces divided up further into red, green and blue colors.
Game play is simple where players first draw up their hand of cards, discard one card and draw one, trade up to one card with another person, play cards, move the monsters and then draw more monsters. Many of the cards are simple cards like Blue Knight or Red Swordsman or Green Archer - Basically when you play a card like one of those a chosen monster in that specific area takes a hit. There are some other special cards like colored heroes which allow you to hit a monster in any of the ranged, or there are defender types that allow you to hit a monster in any section - For example a colorless archer which would allow you to hit a monster in any color archer area. In addition there are some other special cards like the mighty Berserker which kills off any one monster no matter the area, or a card that allows you to draw two extra cards, or a card that lets you reinforce a wall, in addition to a few others.
After giving the game a first solo play I realized that cycling your hand of cards was the key to this game. Planning ahead really is not that big of a factor because that typically means you are holding onto cards instead of cycling your hand trying to obtain cards that will cause damage that turn. The last game that Deacon and I played, I was dealt cards which would allow me to rebuild a destroyed wall in my initial hand and I held onto them cutting out a third of my hand from play and that just started a snowball effect where the monsters were coming out quicker than we were able to fight them off. By the time I had a chance to rebuild a wall I actually had three choices available to me because in one turn three walls came down. We proceeded to lose that game by the way.
So the strategy to the game is fairly straight forward: Cycle cards, strike early, strike often. That did disappoint me to some extent but after a while what I realized was, this game reminds me of old Nintendo games. Those games that you’d just sit down to play when there was some time to blow and TV or outdoor activities just didn’t sound appealing. Games where you had them down so well that you fully expected to beat them or games that were difficult yet still enjoyable to play. Games like those keep popping into my head when I play Castle Panic. I will admit that in the past I have held it against games that were like this which are ways to pass the time instead of being tactical or strategic or thought provoking and I will admit I did have my head up my ass for a brief period. This game is a heap of random but that is not a bad thing as long as the company you keep as well as yourself had a good time. For me Castle Panic delivers that good time. Overall the game is fun and light and plays quickly, but it isn’t that deep or strategic of a game.
Rating: 3.5 out of 5
‘Til Next Time - Happy Gaming
LvT






This game is fun, but really there’s little point to play it with more than a single player. But if yer just passing the time, it can be a fun diversion.
Want to make this game kick ass? Get a copy for each player. Take turns playing on your own board. Every monster you kill - add it to another players board using the normal monster placement rules. Last guy standing wins >:)
This game I actually look forward to bringing down to my family next holiday season because the game is pretty simple and straight forward to play and I think it is something a few of them would enjoy.
As far as “Game Group Material” though, I’m just not sure about it. After a night of gaming and many frosty beverages this would be a perfect night-cap though.
That it is.
First off, I have to admit that the game was made by a friend of mine…
I agree that it doesn’t take a lot of heavy thinking to play, but I still really like it. With more players you have interesting choices of what to trade to who to try and get the most bang for your buck.
I’m more amazed by the fact that he tried to publish a game in the first place. The boardgame market is rough, and it’s really easy to fail. CP has done really well, and I can’t wait to see what else he has up his sleeve.
ask him to try out my “multi-board” variant. I’d love to hear what he thinks
Will - Do you mainly play with just the basic co-op or the competitive co-op? I have just played with the basic co-op rules just because of personal gaming preferences. I am guessing with the competitive co-op and with the full complement of six that would make the trading aspect a little more engaging.
Seeing games like this really makes me feel sad for the kids these days. Back in the 80’s I would see this game fitting perfectly inline with the MB/PB games of the day like HeroQuest, Fireball Island, Thunder Road and other great games from that era. These days it seems no bigger game companies with the wherewithal to get their games into mass market chains are taking risks with anything and instead just milking the same tired games, albeit with new themes, over and over again. CP is one of those games that mixes easy to explain and play rules with that right amount of generic fun that could cultivate the next generations of gamers. CP really should be in stores like Target, Wal-Mart and Toys R Us but with the way those stores and their buyers work it is regulated to specialty shops and online stores which is what makes me sad because my first introduction to gaming was through stores like Toys R Us I in all reality I can tag that store as the catalyst that got me into gaming in the first place.
But in any case, pass my congratulations onto Justin as he did well to succeed in what is a crowded, competitive and difficult industry!
When they demo the game, they always teach the version where one person can “win” more than the others. I think it’s called Master Slayer. I like it in full coop mode though.
And I pointed this review out to him.