Castle Panic: The Dark Titan Rules
Castle Panic: The Dark Titan Rules
This expansion requires Castle Panic. These rules follow the Second Edition expansion and include accessibility notes where they help explain information that is normally conveyed visually.
OBJECTIVE
The objective is unchanged from Castle Panic: defeat every required Monster and finish with at least 1 Tower standing.
SETUP CHANGES
Build the Castle normally. Modify the Castle deck and Monster supply according to the expansion combination you are using.
Choose an Agranok difficulty card or select one at random. Keep the chosen Agranok card facedown near the board and place the Agranok token on it with the 8-point side up. The unused Agranok cards are out of the game.
Put the Cavalier in its stand and keep it off the board until the Cavalier card is played.
Shuffle the new Castle cards into the Castle deck. Set the Dark Sorceress token aside, but add her Harbinger token to the Monster supply.
If playing solitaire, Barrage has no useful effect and the official rules recommend removing it. If The Wizard's Tower is also being used, Stand Together is also recommended for removal; the Basilisk has a special solo adjustment in The Wizard's Tower rules.
When playing Castle Panic plus The Dark Titan only, the starting board uses 3 Goblins, 2 Orcs, and 1 Troll in the Archer ring, one per arc.
SPECIAL TERM: BANISH
A banished card is removed from the game and returned to the box rather than going to a discard pile. It cannot be used again during that game.
If an effect must banish from the Castle deck when that draw pile is empty, reshuffle the discard pile first, then banish the top card.
CASTLE CARDS
BARRAGE
Choose 1 ring or 1 color. Starting with the current player and proceeding clockwise, each player may immediately play as many Hit cards matching the chosen ring or color as desired. Special cards are not combined with Hit cards during Barrage. Any Color cards qualify when a color is chosen, and Heroes qualify when a ring is chosen.
BOILING OIL
Blue Boiling Oil: Deal 1 damage to every Monster in the Blue Swordsman ring.
Green Boiling Oil: Deal 1 damage to every Monster in the Green Swordsman ring.
Red Boiling Oil: Deal 1 damage to every Monster in the Red Swordsman ring.
Boiling Oil is not a Hit card. It damages Elite Monsters without requiring the Elite die roll and can damage Flying Monsters.
CAVALIER
The Cavalier card puts the Cavalier token into any arc of the Swordsman ring. There can be only 1 Cavalier in play.
The Cavalier acts after Phase 4 and before Phase 5.
Each turn the Cavalier may move once and fight once, in either order. Movement is 1 orthogonal space: forward, backward, clockwise, or counter-clockwise, never diagonal. He may enter the Forest and Castle rings, pass through Walls, and share a space with a Tower.
The Cavalier attacks only 1 Monster per Cavalier phase. He deals 2 points of damage and simultaneously takes damage equal to the Monster's health immediately before the fight.
If the Cavalier takes 1 damage, that damage is ignored and he remains at full strength. If he takes 2 or more, he is destroyed and removed. He can return if the Cavalier card is played again.
The Cavalier does not have to fight. He does not automatically fight Monsters that move into or out of his space during later phases.
When moving through the Castle ring, the Cavalier must travel clockwise or counter-clockwise; he cannot cross the center of the board.
He can attack Flying Monsters and does not roll when fighting an Elite Monster. Boulders destroy him. Fire breathed through his space destroys him immediately and continues past him. Players cannot damage the Cavalier or set him on fire.
If he fights a variable-health Monster in that Monster's special vulnerable ring, the special vulnerable-ring rule still applies. If he slays the Boom Troll, the Cavalier is also destroyed. If Master Slayer scoring is being used, the player controlling the Cavalier keeps a Monster slain by the Cavalier as a Trophy.
ACCESSIBILITY NOTE - CAVALIER
Because the Cavalier is a player-controlled piece rather than a Monster, announce its ring, color, and arc after every move. If multiple tokens share a space, keep the Cavalier physically separated from Monster tokens or use a distinct tactile marker.
SUPPORT TOKENS - GENERAL RULES
Reserve Squad, Stonemason's Cart, and Supply Wagon are friendly Support tokens. They are mixed into the Monster supply and count as a token drawn in Phase 6, but they are not Monsters.
When drawn, place a Support token in the Forest by a die roll. Support tokens do not move during the normal Move Monsters phase and are not affected by Monster movement or healing effects.
During Play Cards, a player may discard any number of color cards to move Support tokens. An Any Color or other qualifying color card moves a Support token 1 orthogonal space: forward, backward, clockwise, or counter-clockwise. If the discarded card matches the color the token currently occupies, it may move 2 spaces in any combination of those directions. The discarded card is spent for movement and cannot also be used to hit a Monster.
A Support token that passes through or enters a Monster's space must fight. Any phase in which a Support token and Monster occupy the same non-Castle space, they immediately battle: each deals 1 damage to the other. If several Monsters or Support tokens share a space, each Support token fights only once and the players choose which fights occur and in what order.
Support tokens cannot be damaged or set on fire by players. A Boulder always destroys a Support token.
When a Support token reaches the Castle ring, remove it without fighting Monsters there and immediately resolve its remaining-health benefit.
RESERVE SQUAD
When it reaches the Castle, distribute damage equal to its remaining health among Monsters anywhere on the board.
STONEMASON'S CART
When it reaches the Castle, build a number of Walls equal to its remaining health, subject to normal legal Wall locations.
SUPPLY WAGON
When it reaches the Castle, each player, starting with the current player, draws Castle cards equal to the Wagon's remaining health. Players may exceed normal hand size because of this benefit.
AGRANOK AND HERALDS
Agranok is not drawn normally. Five Heralds are included. The first 3 Heralds drawn are placed, in order, on the 3 Herald spaces of the chosen Agranok card rather than on the board. Resolve the printed Herald effect immediately each time one is placed.
After resolving the third Herald, roll the die and place Agranok in the corresponding Forest arc. Discard the 3 Heralds used to summon him and turn the Agranok card faceup.
The fourth and fifth Heralds behave differently. While Agranok is on the board, a later Herald enters the Forest as a 2-health Monster and also triggers Agranok's die-roll effect unless Agranok is already in the Castle ring. After Agranok is destroyed, later Heralds are simply 2-health Monsters with no Agranok effect.
AGRANOK - GENERAL RULES
Agranok has 5 difficulty levels. Use the chosen card's effect.
His token is two-sided. When he takes enough damage to flip to the wounded side, every player immediately discards 1 card at random.
At his lowest health, 2 points, a single point cannot finish him. He must take at least 2 damage in the same phase to be slain.
Slay cards do not automatically kill Agranok. They deal 4 damage instead and are banished.
Agranok takes no damage when he destroys Castle structures. He is not affected by any kind of Boulder and cannot be kept as a Trophy.
Agranok can be set on fire. Fire damage is resolved after movement even when Agranok moved because of his own special effect. At his minimum health of 2, one Flame token's 1 damage cannot kill him by itself; the required 2 damage must occur in the same phase.
Wizard Quake can affect Agranok, but as with other Slay effects it follows Agranok's special damage rule rather than automatically killing him.
Levels 2 through 5 have effects that normally trigger after Agranok moves during Phase 5. Do not trigger that roll when he did not move, when he moved himself as the result of his own die effect, when another Monster token or card effect moved him, when players moved him, or while he is in the Castle ring.
AGRANOK LEVEL 1
First Herald: Every player discards 1 Hit card of their choice.
Second Herald: Every player discards 1 Special card of their choice.
Third Herald: Roll and resolve a Giant Boulder.
Level 1 has no additional after-movement ability.
AGRANOK LEVEL 2
Herald effects are the same as Level 1.
After Agranok moves, roll the die. All Monsters in the rolled arc move 1 additional space.
AGRANOK LEVEL 3
Herald effects are the same as Level 1.
After Agranok moves, roll the die.
On 1 through 3: Return 1 discarded Herald to the Forest in Agranok's current arc. This returned Herald does not cause another Agranok effect.
On 4 through 6: Agranok moves 1 additional space.
AGRANOK LEVEL 4
Herald effects are the same as Level 1.
After Agranok moves, roll the die.
On 1 or 2: Banish the top card of the Castle deck.
On 3 or 4: Return 1 discarded Herald to the Forest in Agranok's current arc. Do not chain another Agranok roll.
On 5 or 6: All Monsters move 1 space.
AGRANOK LEVEL 5
Herald effects are the same as Level 1.
After Agranok moves, roll the die.
On 1 or 2: Agranok recovers 1 health.
On 3 or 4: All Monsters move 1 space.
On 5 or 6: Agranok throws a Giant Boulder beginning from his current space.
DARK SORCERESS
The Dark Sorceress is a Mega Boss Monster. Her Harbinger brings her into play.
When she enters play, every player discards 1 card of their choice. While she remains on the board, each player's normal hand size is reduced by 1.
The Dark Sorceress is not affected by Giant Boulders, Flaming Boulders, or the Trebuchet.
BOOM TROLL
When destroyed, the Boom Troll deals 1 damage to every other Monster in its space.
If it reaches and attacks a Castle structure, it self-destructs and destroys all Castle structures in that arc.
WITHER
When Wither is drawn, banish the top card of the Castle deck. If the Castle draw pile is empty, reshuffle its discard pile first and then banish the top card.
ELITE MONSTERS
When a Hit card attacks an Elite Monster, roll the die.
On 1 or 2, the attack misses and the Hit card is discarded.
On 3 through 6, resolve the attack normally.
If a Special card such as Nice Shot or Enchanted is being combined with the Hit card, declare it before rolling. If the Elite dodges the attack, both the Hit and Special cards are discarded with no effect.
The Elite die roll is required only for Hit-card attacks. Wizard cards, Barbarian, Boiling Oil, and the Cavalier hit an Elite without this roll. A Support token also fights an Elite normally for 1 damage each without rolling.
PLAGUE
When a colored Plague token is drawn, every player discards all cards of that color. Any Color cards and Hero cards are also affected by a colored Plague.
ACCESSIBILITY NOTE - RANDOM DISCARD AND HIDDEN AGRANOK
For Agranok's random card choice, another player can shuffle the Agranok cards facedown and let the blind player select by position. For random discards, spread the player's hand facedown and have another player select by position, or use a numbered randomizer without revealing card identities.
Source
Based on the official Castle Panic Second Edition expansion rulebook published by Fireside Games. If a component or card conflicts with this web summary, use the official component or rulebook text for that edition.