# Castle Panic: Engines of War ## General Info - **Year Published**: 2016 - **BGG Rating**: 7.1 - **BGG Rank**: — - **Players**: 1-6 (Best with: 1) - **Duration**: 60 min - **Weight**: 2.25 / 5 - **Artists**: Anthony Cournoyer, Tad Lambert - **Publishers**: Fireside Games - **Categories**: Expansion for Base-game, Fantasy, Fighting, Medieval, Mythology - **Mechanics**: Campaign / Battle Card Driven, Cooperative Game, Dice Rolling, Hand Management, Variable Player Powers ## Verdict If you love fast‑paced castle defense with cards, you'll love the expansion that brings an engineer, catapults, and tougher monsters.More action and strategyIntensified cooperationMonster varietyLimited timeIncreased challengeHIGHLY RECOMMENDED ## Description Ready to roll up your sleeves and turn your castle into a real fortress? Castle Panic: Engines of War brings a new engineer and resource cards that let you build catapults, ballistas, barricades, and more. Meanwhile, the monsters aren’t just standing around—they arrive with a siege tower, war wagon, and even a battering ram. And don’t think it’s just you and the engineer, because goblin saboteurs, a shaman, and a breath‑taker also show up to add chaos. The game runs as a campaign, with each session driven by cards that reveal new challenges and foes. You and your team must cooperate, manage your hand of cards, roll dice to determine attacks, and make use of each player’s unique powers. The expansion can be played with the base game or combined with other expansions, offering more monster variety and strategies. If you love castle‑defense games, rogues, and want something that blends planning and quick action, this expansion will put you in the front lines—just be prepared: the difficulty ramps up and the playtime sits right at the 60‑minute mark. In short, Engines of War adds more action and variety to the Castle Panic universe while keeping the same cooperative fun fans love. ## How to Play Objective of the Game The objective of Engines of War is the same as Castle Panic. Players must defeat all the Monsters and have at least 1 of the 6 Towers standing to win the game. The Keep does not count as a Tower and has no impact on the end condition of the game. Preparation (Setup) To set up Engines of War, follow these steps: Place Walls and Towers on the board as you would for Castle Panic, The Wizard’s Tower, or The Dark Titan, depending on which game you are playing. Place the Keep in the exact center of the Castle. Place the Engineer and Task tiles off to the side of the board, but separated. Set aside the Trap, Pit, Barricade, Ballista, and Catapult tokens for later use. Modify the Castle deck: Remove the Brick and Mortar cards and return them to the box. New Brick and Mortar cards are in the Resource deck. Create the Resource deck: Shuffle the new Brick, Mortar, Rope, and Wood together and set them aside facedown. Remove 6 Orcs from the Monster draw pile and set them aside. These will become the crew that mans the siege engines. Playing with Castle Panic Only Remove the following Monster tokens from the game: 3 Goblins, 2 Trolls, 2 Giant Boulders, 1 Red Monsters Move, 1 Green Monsters Move, 1 Blue Monsters Move. Add all the Monster tokens from the Engines of War expansion to the Monster draw pile. Place the same starting Monsters as usual (3 Goblins, 2 Orcs, 1 Troll), with 1 in each arc of the Archer ring. Players choose which Monster to place in which arc. Deal a starting hand to each player based on the number of players: 1 to 2 players: 5 cards, 1 trade, 6 hand limit, 1 discard/draw (2 for 1 player game) 3 to 5 players: 4 cards, 1 trade, 5 hand limit, 1 discard/draw 6 players: 3 cards, 1 trade, 4 hand limit, 2 discard/draw Playing with Castle Panic and The Wizard’s Tower Remove these Monster tokens from the game: From Castle Panic: 1 Red Monsters Move, 1 Green Monsters Move, 1 Blue Monsters Move, 3 Giant Boulders, 6 Goblins, 5 Orcs, 5 Trolls. From The Wizard’s Tower: 1 Climbing Troll, 1 Goblin Cavalry, 1 Ogre, 1 Phoenix. Remove Arcane Assembly, Azriel’s Fist, Eye of the Oracle, and Thalgár’s Blessing from the Wizard Deck and return them to the box. Add all the Monster tokens from the Engines of War expansion to the Monster draw pile. Draw 6 Monster tokens at random (returning any that are effects, Boss Monsters, Siege Engines, or Encampments and redrawing) and set them faceup, 1 in each space of the Archer ring. Draw 3 Harbinger tokens for the Mega Boss Monsters and add them to the Monster draw pile. Deal a starting hand to each player based on the number of players: 1 to 2 players: 6 cards, 1 trade, 7 hand limit, 1 discard/draw (2 for 1 player game) 3 to 4 players: 5 cards, 1 trade, 6 hand limit, 1 discard/draw 5 to 6 players: 4 cards, 1 trade, 5 hand limit, 1 discard/draw (2 for 6 players) Playing with Castle Panic, The Wizard’s Tower, and The Dark Titan Remove these Monster tokens from the game: From Castle Panic: All Goblins, All Orcs, 7 Trolls, 2 Red Monsters Move, 2 Green Monsters Move, 2 Blue Monsters Move, 3 Giant Boulders. From The Wizard’s Tower: 1 Climbing Troll, 1 Gargoyle, 1 Goblin Calvary, 1 Ogre, 2 Phoenix. From The Dark Titan: 2 Elite Goblin, 2 Elite Orc, 1 Red Plague, 1 Green Plague, 1 Blue Plague, 1 Herald. Remove Arcane Assembly, Azriel’s Fist, Eye of the Oracle, and Thalgar’s Blessing from the Wizard Deck and return them to the box. Add all the Monster tokens from the Engines of War expansion to the Monster draw pile. Place starting Monsters of 1 Ogre, 1 Gargoyle, 1 Goblin Saboteur, 1 Troll, 1 Goblin Cavalry, 1 Centaur. Draw 3 Harbinger tokens for the Mega Boss Monsters and add them to the Monster draw pile. Deal a starting hand to each player based on the number of players: 1 to 2 players: 6 cards, 1 trade, 7 hand limit, 1 discard/draw (2 for 1 player game) 3 to 4 players: 5 cards, 1 trade, 6 hand limit, 1 discard/draw 5 players: 4 cards, 1 trade, 5 hand limit, 1 discard/draw 6 players: 4 cards, 1 trade, 5 hand limit, 2 discard/draw Playing with Castle Panic and The Dark Titan Remove the following Monster tokens from the game: From Castle Panic: 6 Goblins, 3 Orcs, 5 Trolls, 2 Red Monsters Move, 2 Green Monsters Move, 2 Blue Monsters Move, 2 Giant Boulders. From The Dark Titan: 1 Elite Goblin, 1 Elite Orc, 1 Elite Troll. Add all the Monster tokens from the Engines of War expansion to the Monster draw pile. Place starting Monsters of 2 Trolls, 1 Elite Orc, 1 Elite Goblin, 1 Goblin Saboteur, and 1 Orc, with 1 in each arc of the Archer ring. Deal a starting hand to each player based on the number of players: 1 to 2 players: 5 cards, 1 trade, 6 hand limit, 1 discard/draw (2 for 1 player game) 3 to 5 players: 4 cards, 1 trade, 5 hand limit, 1 discard/draw 6 players: 3 cards, 1 trade, 4 hand limit, 2 discard/draw Fluxo do Jogo The phases in the order of play are the same as in Castle Panic, with the following clarifications: Draw Up: Players may now draw up, 1 card at a time, from either the Castle deck OR from the Resource deck. Discard and Draw: Players may discard Castle, Resource, or Wizard cards and draw from any deck. Trade Cards: Players may trade Castle, Resource, or Wizard cards. Play Cards: Players may play Castle, Resource, and/or Wizard cards on this phase. Move Monsters: Many of the new Monsters have special movement rules. Consulte o manual para detalhes sobre esta seção. Draw 2 New Monsters: Consulte o manual para detalhes sobre esta seção. Ações e Como Jogar Resource Cards The Brick, Mortar, Rope, and Wood cards make up the Resource deck. These Resources are used with the Engineer to build Equipment. Drawing Resource Cards: They are drawn 1 at a time on Phase 1 (Draw Up), Phase 2 (Discard and Draw), and possibly during Phase 4 (Play Cards) of a player’s turn. Players may draw as many Resource cards as they wish, following hand size limit rules. Unless a card specifically restricts it, draws and discards include the Resource deck. Playing Resource Cards: Count toward a player’s hand size and can be discarded, traded, or played just like Castle cards. Discarded to their own discard pile. Shuffling the Resource Deck: If the Resource deck runs out and a player wants to draw cards, shuffle the discards and Banish 2 Resources at random from the deck. The Engineer The Engineer can be given a task to turn raw materials into powerful weapons. To bring Field Equipment or Castle Equipment into play, players must first build them by committing Resource cards to the Engineer of the type and amount indicated. Using the Engineer: Players can use the Engineer during the Play Cards phase of their turn. Assigning a Task: Fit the Task tile so that the notch in the Engineer tile is aligned with the Equipment the player wishes to begin building. Until a Resource card is committed to the Engineer, his assigned task can be changed. Commit Resource Cards: Resource cards cannot be committed until a task has been assigned. Once a task is assigned, any player (not just the player that began the task) can commit the required Resource cards toward completing that task on their turn. There is no limit to the number of Resource cards a player can commit to the Engineer. Resource cards committed to the Engineer tile remain there until the task is completed OR canceled. Once the Engineer has begun a task, it cannot be changed. It must be completed or canceled. Completing a Task: When all the Resource cards committed to the Engineer match the required resources for the Equipment, that task is complete and the Equipment is built. Discard all Resource cards on the Engineer. Move the Task tile away from the Engineer. He is no longer assigned a task. Immediately put the completed Equipment token into play. Players can complete tasks and assign new ones on the same turn. The amount of Equipment in play is limited to the number of tokens in the game. Players cannot “double up” on Resource cards to build multiple pieces of Equipment at once. Each piece of Equipment is completed individually and a new task begun. A single player may complete a task on their own, but some tasks may take several turns to complete. Field Equipment and Walls are one use only and must be rebuilt after Monsters trigger them. The Catapult and Ballista are permanent and remain in play. They may be used repeatedly. They are rebuilt only if they are destroyed. Canceling a Task: Players can cancel tasks and assign new ones on the same turn. Players can cancel the current task to assign a new task to the Engineer, but they lose all the resources that have been committed toward the current task. Discard all Resource cards currently committed to the Engineer. Adjust the Task tile so the desired Equipment is the current task. Equipment The Engineer can build 7 different pieces of Equipment. Each piece has different uses and a unique cost in resources. Field Equipment includes the Barricade, Pit, and Spring Trap. Castle Equipment includes the Ballista, Catapult, Keep, and Wall. Field Equipment May be placed in any space (except the Forest) that does NOT currently contain a Monster. CAN be placed in the same space with a Tower. A Monster entering a space with a piece of Field Equipment AND a Tower triggers the Field Equipment effects BEFORE attacking the Tower. Only 1 Field Equipment token can be in a space at a time. Destroyed if hit by a Boulder or Fire and does not stop the Boulder/Fireball. Pits and Barricades are considered Castle structures for triggering Monster effects. All Field Equipment is one use only. After it is triggered by a Monster, that token is discarded and must be built again to be used again. Barricade Cost: Consulte o manual para detalhes sobre esta seção. ALL Monsters moving into the same space with a Barricade stay in the previous space they were in, even if the Monster moves clockwise, counter-clockwise, or backwards into the Barricade. 1 Monster hitting the Barricade takes 1 point of damage (player’s choice if more than 1 Monster hits the Barricade) and the Barricade token is discarded. Flying Monsters are stopped by Barricades. Pit Cost: Consulte o manual para detalhes sobre esta seção. 1 Monster moving into a space with a Pit takes 1 point of damage and the Pit token is discarded. Flying Monsters are NOT affected by Pits. Spring Trap Cost: Consulte o manual para detalhes sobre esta seção. 1 Monster moving into the same space with a Spring Trap is immediately moved to the Forest ring, staying in the same numbered arc, and the Spring Trap token is discarded. The Spring Trap causes no damage. Flying Monsters are NOT affected by Spring Traps. Spring Traps are NOT considered Castle structures for triggering Monster effects. Castle Equipment Wall Cost: Consulte o manual para detalhes sobre esta seção. Walls function exactly ## FAQ ### How long does a game with the expansion last? The average is about 60 minutes, but it can vary depending on player count and campaign. ### What are the player requirements? 1 to 6 players, each can choose a role with distinct abilities. ### Does the expansion work without the base game? No, you need the base Castle Panic game to play the expansion. ### What are the main differences from the base game? Adds resource cards, an engineer, new constructions, and monsters with more advanced gear. ### Is it suitable for beginners? Yes, but the difficulty ramps up, so it’s good for those who already know the system. ### What new components are included? Resource cards, building pieces, new monsters, and action tokens. ### Can the expansion be combined with other expansions? Yes, it works with any other expansion in the Panic Line series. ## Price Comparison ### Best International Offers - **BoardGamePrices.com**: $ 20.32 (https://boardgameprices.com/item/go?source=A&storeitemid=2085073&utm_source=boardgamesbot.com) - See all on BoardGamePrices: https://boardgameprices.com/item/show/18859/castle-panic-engines-of-war?utm_source=boardgamesbot.com