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Tag Archives: Wizard’s Tower

More and more often we’ve been discovering that we’ve been playing some of our games wrong.

Well, maybe not wrong, but it seems like some rules somehow slip by us. Sometimes we purposely ignore certain rules. With co-op games, we always play with our cards face up on the table. It just makes it easier to strategize. Other times it’s just that we messed up.

Some of our mistakes we discovered because of a BoardGameGeek thread. Others were discovered after rereading the rules again.

With 7 Wonders, we didn’t realize you couldn’t play multiple copies of the same card. No one ever questioned it, so we never looked at the rules for clarification.

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We’re big fans of Castle Panic. We already had the expansions Wizard’s Tower and Dark Titan, so when we heard about Engines of War, we knew we had to have it as well. It took awhile for us to find it (as it was out of stock on Amazon for quite a while), so we were even more excited when we were finally able to buy it.

Engines of War adds some new monsters and tokens, a Keep for the center of your castle, and then, well, engines of war to both sides. The monsters get things like a Battering Ram and an Encampment while the players get things like a Catapult and Traps. One of the new monsters is the Breathtaker which keeps players from trading cards! We really didn’t like that one.

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As a group we’ve played Castle Panic several times, and we’ve enjoyed the Wizard’s Tower Expansion, so when we saw the Dark Titan expansion, it was an easy buy.

We had to do a refresher on the game because we’ve played Dead Panic more recently and, while similar, there are some very different aspects to game play. As usual, there were times in the game when things looked really bad. We had several Mega Boss monsters out, things were on fire, there were plagues. It was craziness! We prioritized keeping the Wizard’s Tower intact because the wizard cards were helping us to keep monsters with special kill zones in those zones (i.e. the Gargoyle). President Gamer relied on the regular Castle cards over the Wizard’s Deck, while the rest of us took a mix of cards. We managed to light Agranok on fire, but unfortunately a single fire can’t kill him since his last two HP have to be taken at the same time. Thankfully when we lit him on fire, we were also able to move him back, giving us more time to destroy him.

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