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THE GAME FILE

Castle Panic

Trade the right defenders into the active player’s hand before monsters reach the castle.

Co-opPlay as one team
Players
1–6
Playing time
45 min
Rules
light

Second-edition base cooperative rules; expansions are not included in this profile.

How it plays

Monsters advance toward six towers through coloured arcs and distance rings. Your cards usually need to match both a monster’s colour and its current ring to hit it. Stronger monsters need several hits.

On your turn, refill your hand, optionally discard and draw a replacement, make any permitted trade, then play useful cards before monsters move and new tokens arrive. Win by surviving every monster token and defeating the remaining monsters with at least one tower intact.

Decisions you’ll make

Trade for what can hit now, but consider where an enemy will stand for the next player. A defender that is useless this turn may be exactly right after the monsters advance.

Choose between damaging a monster, slowing it, and repairing a wall. A damaged monster can still threaten a tower if nobody finishes it; a repaired wall buys time but does not rebuild a lost tower.

Learning the game

Light: match cards to monster positions, then follow the repeated turn sequence; special tokens introduce exceptions.

LEARN THE GAME

Watch how to play

The tutorial also explains Crowns and Quests. Use its base-game teaching and the linked PDF; expansion material is optional.

The Dice Tower

Castle Panic 2nd Edition & Crowns and Quests Expansion - How to Play with Stella & Tarrant

Watch on YouTube