Friday, 7 December 2012

Castle Panic: Finally At The Table

A lot later than expected, and just a quick posting but I finally managed to get a game of Castle Panic in, and well it was awesome.

When I sat down to read through the rules, I knew that my first run through, tonights session, would be a solo affair and the rule book promised me quite a challenge. It wasn't kidding! The monster descended upon the walls of the castle pretty damn fast but despite the horde, all was was going reasonably well until I lost close to half of my walls and towers within the space of a couple of turns.

To say it was looking bad was an understatement.

Thanks to a couple of lucky draws, it didn't take too long to turn the tide of battle though, and a few turns later I had replaced all of the lost walls. Just a shame that I couldn't do anything about the lost towers.

The game kept pace from then on in up until a point where I had most of my walls wiped (again) with monsters continually being thrown into the same couple of arcs in some weird twist. Whilst this wasn't too bad from a strategic point of view, it did result in just under a third of the draw deck being useless for the better part of the game. Maybe that'll even out over time though.

This kind of flow, along with a fairly consistent pace (save a couple of surges) meant that victory came rather easily, but I can't help but think with how easily all of those walls fell early on into the game, combined with the fact that I only had two walls (one of which was reinforced mind) and one tower remaining, that this game has a lot of challenge left in it.

It's certainly no Elder Sign.

If you don't own it, buy it! Like Settlers, this is one title that should be in EVERY gaming collection.

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