How to Play Castle Panic: Engines of War

Fireside Games · Board game · 2016
1–6 · best 1 Solo 60 min Weight 2.3/5
7.8 rating Ludopedia
7.1 rating BGG

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Step by step

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:

  1. 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.
  2. Place the Keep in the exact center of the Castle.
  3. Place the Engineer and Task tiles off to the side of the board, but separated.
  4. Set aside the Trap, Pit, Barricade, Ballista, and Catapult tokens for later use.
  5. 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.
  6. Create the Resource deck: Shuffle the new Brick, Mortar, Rope, and Wood together and set them aside facedown.
  7. 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

  1. 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.
  2. Add all the Monster tokens from the Engines of War expansion to the Monster draw pile.
  3. 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.
  4. 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

  1. 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.
  2. Remove Arcane Assembly, Azriel’s Fist, Eye of the Oracle, and Thalgár’s Blessing from the Wizard Deck and return them to the box.
  3. Add all the Monster tokens from the Engines of War expansion to the Monster draw pile.
  4. 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.
  5. Draw 3 Harbinger tokens for the Mega Boss Monsters and add them to the Monster draw pile.
  6. 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

  1. 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.
  2. Remove Arcane Assembly, Azriel’s Fist, Eye of the Oracle, and Thalgar’s Blessing from the Wizard Deck and return them to the box.
  3. Add all the Monster tokens from the Engines of War expansion to the Monster draw pile.
  4. Place starting Monsters of 1 Ogre, 1 Gargoyle, 1 Goblin Saboteur, 1 Troll, 1 Goblin Cavalry, 1 Centaur.
  5. Draw 3 Harbinger tokens for the Mega Boss Monsters and add them to the Monster draw pile.
  6. 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

  1. 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.
  2. Add all the Monster tokens from the Engines of War expansion to the Monster draw pile.
  3. 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.
  4. 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:

  1. Draw Up: Players may now draw up, 1 card at a time, from either the Castle deck OR from the Resource deck.
  2. Discard and Draw: Players may discard Castle, Resource, or Wizard cards and draw from any deck.
  3. Trade Cards: Players may trade Castle, Resource, or Wizard cards.
  4. Play Cards: Players may play Castle, Resource, and/or Wizard cards on this phase.
  5. Move Monsters: Many of the new Monsters have special movement rules. Consulte o manual para detalhes sobre esta seção.
  6. 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.
    1. Discard all Resource cards on the Engineer.
    2. Move the Task tile away from the Engineer. He is no longer assigned a task.
    3. 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

Rules manual

Official PDF file

Prefer the Official PDF? Download the official Castle Panic: Engines of War rulebook or browse it online with our AI rules assistant.
View Rulebook PDF

Frequently Asked Questions

Quick answers about the rules

3 questions
What is the objective of Castle Panic: Engines of War?
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.
How do you set up Castle Panic: Engines of War?
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…
How do you play Castle Panic: Engines of War?
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…
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