đ§ââď¸ Level Up Your Game Nights with The Wizard's Tower!
The Wizard's Tower is an expansion for the Castle Panic board game, designed for 1 to 6 players aged 10 and up. It introduces new spells, flying monsters, and a variety of gameplay elements that enhance the cooperative experience, making it perfect for family game nights and social gatherings.
D**N
Fun expansion!
This game is a fun expansion, but it takes a while to remember all the rules. The expansion adds mega monsters, regular monsters with unique abilities, more cards, and fire tokens that catch the monsters and buildings on fire. It adds more complexity to the game which is just what needed!
B**E
great expansion, adds a lot of fun
Expansions are sometimes hit and miss, but Wizards Tower is a definite hit with our family. It does exactly what an expansion should do--rejuvenate a game you've played for some time and enhance its enjoyment. Wizards Tower completely succeeds.Pros:1) A small thing but a nice touch--everything that comes in the expansion fits easily into the original game's box. We just transferred it all over and recycled the expansion box-no need to take up more space2) Monster variety. The game adds more monsters, more cards, more boss monsters. Even better, the new monsters add a lot of variety in that they have varying abilities and vulnerabilities. Some can be struck only by archers, some more faster, and so on. The "special monsters" are even better. The Hydra, for instance, adds news monsters (imps) onto the board for every hit point of damage you inflict on it. The dragon breathes fire at your defenses, the necromancer raises killed monsters, etc.3) card variety. The more difficult monsters are balanced out by the addition of some new Castle cars but especially by the addition of a Wizards Deck--each card in it allowing you to perform a spell that can do some damage (often across a range of monsters based on arc, color, spacing, etc.) or push monsters back. And it really is a nice balance, the spells aren't so uber powerful that they over-compensate for the tougher monsters4) requires more thought. Because the monsters are harder and because some can only be hit by certain cards or move faster or do ranged damage, you really have to plan further ahead in this one as well as react faster on the fly. The Wizard cards help a lot, but you can't simply stock up on them as there are several ways in which you can lose them by being forced to discard them (the Basilisk monster, for instance, requires all players to discard down to two cards). This is something you really have to plan around.You also have to plan around defending that Wizard Tower because once it goes, so does the ability to gain more Wizard cards.5) the way the game can turn quickly. With the addition of imps, one-point relatively weak creatures, the game can really flip itself as imps sometimes appear based on a roll of a die. So you might end up placing a single imp on the board--no biggie, or you might end up placing six on the board (ruh roh). The addition of goblin cavalry, who move two spaces at a time, can also turn the game quickly. As can the ranged attacks. There's really a greater feeling of instability which adds to the richness of game playWe've always enjoyed Castle Panic with our originally nine-now-ten-year-old. We like the cooperative aspect, the planning aspect, and the fantasy aspect. All of us agree that the expansion has made an enjoyable game even more enjoyable. A definite recommendation for fans of the game and if your'e buying the game for the first time or as a gift, I'd say pick it up at the same time and save it until you've played the original a few times. But not too many as the game really is better with the expansion, no matter that it's pretty good on its own.Cons:we haven't come up with any yet
A**R
Very fun to play expansion, can make the game have a crazy swing at times.
This expansion for Castle Panic does require the original game to play, as expected. It can take a little bit to get the setup done the first time as there is a lot of finding, counting and setting aside of different pieces before you can begin, but we found using labeled ziploc bags to store pieces in makes it much easier next time you play. The game mechanic is the same, but wizards towers adds some really epic good cards for you to use that at first you may think are way too strong and will make the game too easy. It's about then that you realize the monsters added are really epic is a bad way to balance out the wizard cards. The result is that this game often ends up feeling like you are swinging on a pedulum. Sometimes you are doing so well everyone will be giddy and excited and you're almost clearing the board. Other times you will be completely swamped by so many bad monsters your group may feel utterly depressed and want to quit (but don't, just remember this game swings!). If you're playing with small children or others that have no patience when a game situation looks dire I would suggest sticking with just the original game. But our family absolutely loves the crazy wild swings this expansion pack can bring to the feel of this game and we never play without the expansion anymore.... it comes highly recommended by us! My thirteen year old declared the game far more exciting when played with the expansion pack, and my mother also requests the expansion when we play, so it's good for a wide variety of ages. One word of advice is to keep the expansion guide book handy, we do occasionally have to look up some rule nuance again, there is a lot of new stuff to remember.
J**E
A big step forward for the game
I bought Castle Panic for its simplicity and it delivered. I have two boys (9 and 7) and they both love playing it and it is something they enjoy so much, the boring games like Monopoly and Sorry are a thing of the past.However, we never once lost the game. It got intense in a few spots, but it wasn't all that tough.Well, this expansion has made it tough. And that is a good thing. Sometimes too easy is stale or boring. And this game added mechanics such as imps, flying creatures, creatures immune to archer ring but slayed instantly in the knight ring.The megaboss monsters are fantastic.My only gripe is that they added player cards (which are all great), but now there are so many purple cards, when you play a one or two player game, you rarely draw the ring cards that do the actual hitting. If you expand to a 4 or 5 player game, it plays quite wonderfully and is well balanced.They have suggestions to take out specific monster chips for the expansion play, but we've found that if we are in those 1-2 player games, we add them all back in. We also use all 6 mega monsters. We do the whole kitchen sink. By adding the chips they asked you to take out, it does make the game a little easier because those monster chips aren't as deadly as the others and it gives you a greater chance of having draws which are manageable. But we feel that having all six megabosses balances it out.But THAT is the beauty of this game. You play it however you want and make it whatever you want. My youngest child struggles with the expansion as it is more complicated (more special rules) than the original. But that struggle lasted only 1-2 games. Now he is a master at castle panic.Forget about having dinner together, the kids never want to talk about their day anyways. Play a boardgame like Castle Panic...you will be chatting and gabbing so much, they won't even realize they missed out on their video game time.
C**M
Messy
Awful complicated messy game that is almost impossible to win. One of those where you have to keep refering to the rulebook. Too many monsters with different abilities which is a real pain to remember. The game can beat you within minutes.The base game is brilliant, it doesn't need expansions.
A**S
Whoa! - more monsters, more strategy and MORE PANIC!!!
Castle Panic Board Game  is a co-operative board game where 1-6 players are on the same team defending a castle against waves of goblins, orcs and trolls. It is a highly enjoyable game, and it's simplicity makes it suitable for younger children to join. Almost all the time my 4 year old son asks to play 'the Castle Game' (gone is the thought of watching telly) and has grasped gameplay and is getting an idea of thinking a step ahead to anticipate the movement of the monsters. You could tell from the Castle Panic box that it could hold many more cards and tokens, and when this expansion came out, I wasted no time getting it.First thing I noticed - delivery was fast, only a couple of days.I think the expansion is great. You replace one tower with a wizard's tower, which towers over your castle, crying to be different. And indeed it is special, for as long as the tower stands, you can discard a card to draw from a wizard deck of cards, representing spells that can have incredible effects, such as instantly slaying a foe in the forest ring, driving all monsters in an arc back to the forest and frieballs. And that brings me to a new rule - fire! You can set monsters on fire, and your buildings can catch on fire. There are several ways your walls and towers can be on fire, one I'll mention - dragon! Yes, there are loads of new monsters including six mega boss monsters (three are randomnly selected each game) such as the dragon, chimera and necormancer, each with their own deadly abilities, and some of them need 5 hits to kill! There are other new non-boss monsters such as the gargoyle, cyclops and centaur, each with their own quirks which means you either need the rule book handy or the useful monster summary card. There are new castle deck cards as well - the beserk card is genius where you can pick up a new card for each one you play. There are cards that can change the colour of your attack and also range (so a green swordsman can become a red archer), and loads more.The expansion definitely requires more thought and strategy to play. I first tried to play with my 4 year old son but soon felt quite overwhelmed by the different monsters and massive increase in options and soon abandoned the game. The expansion box thus went back to the cupboard thinking to bring it back out when the children were older. But no, a week later I thought to give it another try with a second adult present, so I played with my 4 year son, 7 year daughter and wife. There is definitely a lot more discussion each go and alot more options, sometimes deciding which card to trade can be quite agonizing, and discarding a card to pick from the wizard deck is not necessarily a foregone conclusion (for the adults that is, for the children each wizard card brings a "wow" helped by the dymanic illustrations) as there is a time when the humble swordsman is sorely needed. We managed to win, but only just, with only the wizard tower left standing.If you liked Castle Panic, this game is a must. If you liked the concept of Castle Panic but thought it pretty simple, give this exapansion a try. Castle Panic Board Game
S**H
Very hard but good
Very well made and fun however it's much much harder than the base game. Get ready to lose way faster. Do not play with sore losers too đ
A**R
Have bought this to help the original game. Can't ...
Have bought this to help the original game. Can't be bothered to relearn what I have to do now. Cards are well made and colourful.sorry
A**R
Brilliant
This is a brilliant addition to the original game; it adds a lot of new features and monsters.
Trustpilot
2 months ago
2 weeks ago