International Panic Weekend

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International Panic Weekend 2017

(UPDATED 6/23)

For a variety of reasons, we had decided not to celebrate International Panic Day this year, but after a groundswell of requests, we thought a small-scale event would be nice. One thing led to another, and now we are thrilled to report that between June 29 and July 2, we will have 137 stores spanning 44 states and 3 countries opening their doors and teaching people how to play Castle Panic and Munchkin Panic.

For the event, we’ve created a new Castle Panic promo, called Fickle Fortune.  And for Munchkin Panic, we have the original Bookmark of Free Masonry.

Panic Day Promos 2017

To see if there is a participating store near you, check out the list below. Have a great time playing Castle Panic and Munchkin Panic. Enjoy the day and the promos!

 

Alabama

Quality Collectibles (Jasper)

Gamers N Geeks (Mobile)

Game Time Hobbies (Opelika)

 

Alaska

Gateway Games (Ketchikan)

 

Arkansas

Dragon’s Keep Gaming Room (Fayetteville)

Mena Game Lounge (Mena)

Imagine! Hobbies & Games (Sherwood)

 

Arizona

Imperial Outpost Games (Glendale)

WesterCon 70 (Tempe)

 

California

Paladin’s Game Castle (Bakersfield)

Games of Berkeley (Berkeley)

Crazy Squirrel Gaming Store (Fresno)

The Dice House (Fullerton)

Comic Quest (Lake Forest)

At Ease Games (San Diego)

Empire Collectables (San Diego)

Crazy Fred’s (San Diego)

Pair A Dice Games (Vista)

 

Colorado

Shep’s Games (Aurora)

 

Connecticut

Your Friendly Neighborhood Tabletop Shop (Newington)

 

Florida

Gods & Monsters (Orlando)

Kitchen Table Games (St. Petersburg)

 

Georgia

Tyche’s Games (Athens)

Quest Comic Shop (Carrollton)

 

Hawaii

Other Realms Ltd (Honolulu)

The Armchair Adventurer (Honolulu)

 

Idaho

Safari Pearl Comics (Moscow)

Infinite Heroes Games (Nampa)

 

Illinois

Castle Perilous Games & Books (Carbondale)

Da Sorce (Chicago)

Fair Game (Downers Grove)

 

Indiana

Reader Copies (Anderson)

Better World Books (Goshen)

Castle Comics and Cards (Lafayette)

 

Iowa

The Hobby Corner (Iowa City)

 

Kansas

Boom Comic Shop (Lawrence)

Collector’s Cache by Feral Events (Olathe)

 

Kentucky

Hobby Town (Bowling Green)

Comics 2 Games (Florence)

 

Lousiana

Plus 1 Gaming (Metairie)

Mechacon 2017 (New Orleans)

 

Maryland

Xpanding Universe (Aberdeen)

Canton Games (Baltimore)

Play More Games (Gaithersburg)

Dream Wizards (Rockville)

 

Massachusetts

Round Table Games (Carver)

Greenfield Games (Greenfield)

 

Michigan

Acropolis Games (Adrian)

Dreams of Conquest (Bay City)

TC Paintball (Traverse City)

TC War Room (Traverse City)

Imperium Games (Wixom)

 

Mississippi

maCnarB Gaming (Gautier)

Tupelo Sportscards and Games (Tupelo)

 

Missouri

Capital City’s Game Emporium (Jefferson City)

CCYDNE Hobbies (Lebanon)

 

Minnesota

Lionheart Games (Waite Park)

 

Montana

Orion’s Keep Games (Hamilton)

 

Nebraska

The Game Shoppe (Bellevue)

Game On – Grand Island (Grand Island)

Game On – Kearney (Kearney)

Hobbytown USA (Lincoln)

Gauntlet Games (Lincoln)

Game On – McCook (McCook)

Game On – North Platte (North Platte)

The Game Shoppe (Omaha)

 

Nevada

Little Shop of Magic (Las Vegas)

Games Galore (Reno)

 

New Hampshire

Double Midnight Comics (Concord)

The Relentless Dragon (Nashua)

 

New Jersey

The Bearded Dragon Games (Bernardsville)

Arcana Toys, Games, and Hobbies (Washington)

 

New Mexico

Zia Comics and Games (Las Cruces)

 

New York

Alterniverse (Hyde Park)

The Game Gamut (Pittsford)

The Arena (West Babylon)

Freakopolis Geekery Inc. (Whitehall)

 

North Carolina

Hillside Games (Asheville)

The Spot (Newton)

Red Door Games (Richlands)

The Comic Monstore (Salisbury)

DreamDaze Comics, Fun, & Games, Inc. (Wilson)

3 Blind Dice (Winston-Salem)

 

North Dakota

Force of Habit Hobby Shop (Minot)

 

Ohio

Sci-Fi City (Cincinnati)

The Rook OTR (Cincinnati)

Flying Monkey Comics and Games (Delaware)

Beyond the Board (Dublin)

Fun Factory (Mt. Gilead)

Barnes & Noble (Pickerington)

Checkmate (Toledo)

 

Oregon

Funagain Games (Eugene)

Guardian Games (Portland)

 

Pennsylvania

Mister J’s Asylum (Muncy)

Six Feet Under Games (New Holland)

AnthroCon (Pittsburg)

The Games Keep (West Chester)

 

South Carolina

Firefly Toys & Games (Columbia)

Boardwalk Games (Greenville)

 

Tennessee

Pair A Dice Games (Athena)

The Game Cave (Hermitage)

 

Texas

Wonko’s Toys and Games (Austin)

Clockwork Games & Events (College Station)

Cards and Comics Connection (Conroe)

Dragon’s Lair (Houston)

Ettin Games (Houston)

Flash Candy and Toys (Lockhart)

Three Suns Unlimited (Longview)

Sockmonkey Junction (Mansfield)

Fleur Fine Books (Port Neches)

The Gaming Goat (Spring)

Gerard’s Gaming and LAN Center (Webster)

 

Utah

Gunjah The Bead Forest (Cedar City)

Game Grid (Layton)

Blackfyre Games (Pleasant Grove)

High Gear Games & Hobbies (Salt Lake City)

Gameland World (Spanish Fork)

 

Virginia

The Island Games (Centreville)

 

Washington

Mox Boarding House (Bellevue)

Uncle’s Games, Puzzles, & More—CrossRoads Mall (Bellevue)

Diversified Games (Chehalis)

Fantasium Comics & Games (Federal Way)

Uncle’s Games, Puzzles, & More—Redmond Town Center (Redmond)

Shane’s Big League (Renton)

The Comic Book Shop (Spokane)

Uncle’s Games, Puzzles, & More—Downtown Spokane (Spokane)

Uncle’s Games, Puzzles, & More—Spokane Valley Mall (Spokane Valley)

Uncle’s Games, Puzzles, & More—Tacoma Mall (Tacoma)

 

Wisconsin

Lake Geneva Games (Lake Geneva)

Let’s Play (at the Gnome Games booth) (Appleton)

Pegasus Games (Madison)

 

West Virginia

Nerd Rage – Morgantown (Morgantown)

J and M’s Used Bookstore (Parkersburg)

 

Wyoming

Games of Chance (Riverton)

Games of Chance – Flying Eagle Location (Riverton)

 

Canada

Dragon’s Den Games (Saskatoon, Saskatchewan)

 

New Zealand

King of Cards (Auckland)

 

Engines of War How-to-Play Videos!

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How to play Engines of War video

If you’ve been wondering what it’s like to build catapults, lay traps, and fight off siege engines in Engines of War, the 3rd expansion to Castle Panic, we’ve got what you need! You can now check out our Engines of War how-to-play videos to learn how to use the Engineer to build equipment, survive the Shaman, and more.

If you’re already a pro at building and want to combine Engines of War with the other expansions, check out our videos for playing with The Wizard’s Tower and The Dark Titan!

If you’re ready to try your hand at all this crafting, pick up a copy of Engines of War and experience how the Panic is building!

Engines of War Demos Roll On!

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Engines of War Builds the Panic

Engines-of-War-Available-Now

Time to add ballistas, catapults, and spring traps to Castle Panic! Game stores across the USA will be hosting free Engines of War demos January 7–8. Read all about the game here, and find a participating store near you from the list below to start building your own engines of war!

Arkansas

Dragon’s Keep Gaming Room (Fayetteville), 479-249-8888

 

Arizona

Imperial Outpost Games (Glendale), 602-978-0467

 Game Depot (Tempe), 480-966-4727

California

Comic Quest (Lake Forest), 949-951-9668

Crazy Squirrel Game Store (Fresno), 559-431-0188

Game Kastle (Fremont), 510-651-4263

 

Colorado

Crit Castle Games (Aurora), 303-745-4140

Shep’s Games (Aurora), 303-690-0566

Enchanted Grounds (Littleton), 303-795-0772

 

Connecticut

Regency Gaming (Mashantucket), 860-917-1111

YFN Tabletop Shop (Newington), 860-436-2213

 

Florida

Emerald City (Clearwater), 727-398-2665

 

Georgia

Heroes and Villains (Warner Robins), 478-322-0004

Prime Time Gaming (Macon), 478-257-7018

Tyche’s Games (Athens), 706-354-4500

 

Idaho

Gameopolis (Idaho Falls), 208-529-8026

Safari Pearl Comics (Moscow), 208-882-9499

 

Illinois

Red Raccoon Games (Bloomington), 309-828-9196

 

Indiana

Deck Factory Gaming Center (Fort Wayne), 260-498-2153

Good Games Indianapolis (Indianapolis), 317-493-1423

Secret Door Games (Elkhart), 574-350-2295

 

Kansas

Wizard’s Asylum (Wichita), 316-262-6642

 

Kentucky

Legendary Games (Richmond), 859-575-7284

The Louisville Game Shop (Louisville), 502-456-2734

 

Maryland

Looking for Games (Rockville), 301-378-8550

Neverland Games (Hagerstown), 301-739-4263

Play More Games (Gaithersburg), 240-801-9375

Walt’s Cards and Games (Dundalk), 301-466-9603

 

Michigan

Acropolis Games (Adrian), 517-577-6192

Destiny Games (Canton), 734-404-5548

The Gamer’s Wharf (Grandville), 616-551-3881

Pandemonium Games and Hobbies (Garden City), 734-427-2451

TC War Room (Traverse City), 231-943-0248

 

Mississippi

Dark Knights Gaming (Long Beach), 228-236-7580

 

Missouri

Game Nite (St. Louis), 314-270-8440

Cards ‘n Stripes Games (Republic), 417-647-5151

The Fantasy Shop, South County (St. Louis), 314-842-8228

 

North Carolina

Cape Fear Games (Wilmington), 910-798-6006

Red Door Games (Richlands), 910-430-0132

Scott’s Collectibles (Kannapolis), 704-784-2277

 

Nebraska

The Game Shoppe (Omaha), 402-991-8699

Gauntlet Games (Lincoln), 402-420-5060

Sparta Games (Omaha), 402-934-8330

 

Nevada

Games Galore (Reno), 775-826-7788

 

New Jersey

Arcana Toys Games and Hobbies (Washington), 908-223-1120

Elite Battlegrounds (Green Brook), 732-424-0744

The Game Room Store (Woodbridge), 732-636-1111

 

New York

Alterniverse (Hyde Park), 845-233-4234

Dragon Snack Games (Buffalo), 716-833-0740

The Game Gamut (Pittsford), 585-218-0988

Legendary Realms Games (Plainview), 516-595-7088

 

Ohio

In the Ball Park (Lancaster), 740-653-5955

The Rook OTR (Cincinnati), 513-954-8191

 

Oregon

Haven Gaming (Salem), 503-990-7570

Red Castle Games (Portland), 503-774-4263

 

Pennsylvania

The Game Table Café (Mechanicsburg), 717-695-0836

 

Tennessee

The Game Cave (Hermitage), 615-678-5768

 

Texas

Dragon’s Lair (Houston), 832-761-0072

Flash Candy and Toys (Lockhart), 512-668-5075

 

Utah

Game Haven (St. George), 435-627-0616

Fongo Bongo Games (Riverton), 801-938-5962

Mystic Hobby Games (Sandy), 801-571-8258

 

Virginia

The Island Games (Centreville), 515-599-0360

 

Washington

Fantasium Comics & Games (Federal Way), 253-874-3084

 

Wisconsin

The GameBoard (Sheboygan), 920-453-4263

I’m Board! Games and Family Fun (Middleton), 608-831-6631

Pegasus Games (Madison), 608-833-4263

Check Out the Rules for Engines of War!

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Engines of War Rules

Engines of War, the 3rd expansion to Castle Panic, hits stores in just a few weeks! Here’s your chance to check out the rules and prepare yourself for the next siege of your Castle. Learn how to build and fire Catapults, Ballistas, and deploy Spring Traps. You’ll want to learn about your enemy as well so you can better face the Breathtaker and Shaman. Don’t forget to ready your defenses against the Battering Ram, Siege Tower and War Wagon.

It’s all here, so download a copy now and prepare for battle!

Engines of War Rules

Wizard World Comic Con Austin!

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Wizard World TV

Last weekend was Wizard World Comic Con Austin, and it was a great show!

We arrived on Thursday to set up our booth and were immediately put in a good mood. The Austin Convention Center is what’s known as a “Drive-On” show, which means they allow vendors to drive their vehicles right onto the show floor to load and unload. Since we usually have to transport all of our booth materials into a show from parking lots that are far away, we really appreciate this. Boy does being able to park the van right next to the booth make setup easy!

Setup at Wizard World Comic Con

Wizard World Booth Ready

The show started on Friday afternoon, and we immediately got to work showing people all the fun to be had with cats, airships, and spaceships. Comic Cons are known for lots of amazing costumes, cosplay, and crazy creatures, and Austin was no exception. The aisles were filled with bow-tied Doctors, Harley Quinns, Stormtroopers, and more. We managed to grab a few photos of some of our favorites, including this amazing rendition of Khan.

Wizard World Khan
See more at http://bit.ly/2d4tefv

We also fell in love with/were terrified by this father and son Predator duo.

Wizard World Predators
Did you notice what he’s holding?

Of course, another big draw to a Comic Con is the chance to meet all sorts of celebrities from movies, TV, books, and all corners of the geek universe. This show featured Sebastian Shaw (The Winter Solider), Bruce Campbell, and tons of other famous faces. We’ll admit you don’t get into the board game hobby without being a bit of a geek yourself, and we weren’t going to miss the opportunity to meet some of our favorites. Since we just happened to have Star Trek Panic with us, and William Shatner was at the show (coincidence?), we had to get a photo taken of all of us.

Wizard World Shatner

He was super nice, and it was great to meet the man behind the Captain in person after all these years!

He even autographed a copy of the game.

Signed Star Trek Panic

There were two more guests that I was especially excited to see. If you saw the TableTop episode featuring Castle Panic, you might remember Yuri Lowenthal and Tara Platt being pretty darn entertaining. Well, they were at the show this weekend, and I can confirm that they are also pretty darn nice people! Not only did they happily sign my copy of Castle Panic, but we chatted for a few minutes. I learned they still play the game at home, and I even got to hug Yuri. It was pretty awesome!

Wizard World Signed Castle Panic

I now have signatures from 3 of the 4 players on the Castle Panic TableTop episode on 1 cover. All I need is Andre the Black Nerd, and I’ll have the complete set!

I took a side trip to get my album cover to the original Flash Gordon soundtrack signed by Flash Gordon himself, Sam Jones! Hey, it can’t ALL be about work, right?

Flash! A-aaaaah!

It turns out that we even made a (very) short appearance on the local morning news show when they did a feature on the convention. How cool is that?!

Wizard World TV

We met tons of great people at the show and had a blast introducing people to our hobby. If it sounds like something you’d like to experience for yourself, there is probably a Comic Con coming to a city near you. Check out their complete schedule here, and let your geek flag fly. Trust us, it’s worth it!

The Panic Line Variations: Similar Elements. Worlds of Difference.

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Panic Line Variations

 

Panic Line Variations

 

One of the best developments to come out of Star Trek Panic is a better understanding of the whole Panic line. It would drive us crazy when we’d be at a convention happily demoing and we’d overhear this conversation between two friends walking by.

Friend 1: Ooo, Dead Panic. What’s that?

Friend 2: That’s just Castle Panic with zombies.

“No!” we wanted to say, “It’s a whole different experience! Come back! We’ll show you!”

Panic Line VariationsNow, friends are debating which variation in the Panic line is their favorite. That, of course, means they are talking about the differences among the games. To help the discussion, here are the ways each game connects and differs in the Panic line.

 

CP-Panic-Line-1

 

 

 

 

 

Castle Panic

Overview: Castle Panic is the cornerstone of the Panic line and what started it all. It’s a friendly, cooperative tower-defense style experience that appeals most to light gamers and families. It’s often referred to as a gateway game, a game that can be used to introduce new people to the board game hobby. It’s the nicest of the Panics.

How It Plays: In Castle Panic, you work together to defend the 6-tower castle in the center of the board against the monsters coming out of the forest at the edge of the board. The board is set up in colored concentric rings that the monsters move through to get to the castle in the “bull’s eye.” You use cards to hit and slay the triangular-shaped monsters in specific rings and colors. It’s like a conveyor belt of evil! When the monsters are hit, you rotate them down to show how many health points they now have. To win, you must slay all 49 monsters and have at least 1 tower left standing.

Panic Line Variations

How It Forms the Foundation: The concentric-ring design of the board, the triangular-shaped monster tokens, playing cards to hit/slay the monsters, and rotating the tokens to track damage are the elements shared by all of the variations in the Panic line. Beyond that, the ways that the other themes integrate with the system (changing objectives and rules and introducing additional mechanics) create unique experiences.

 

DP-Panic-Line-1

 

 

 

 

Dead Panic

Overview: Dead Panic is the first variation in the Panic line and has a much more cinematic feel than Castle Panic. The way players excitedly retell the game afterward sounds more like a movie. The new mechanics make it a better choice for people with some experience playing modern board games, although this is not a brain-burner by any stretch. The lack of gore in the art makes it a good choice for families who enjoy a little zombie-slaying together as well. Our favorite memory of demoing this game was to a father and son, who had this exchange.

Son: Dad! I can’t believe you killed me with a chainsaw!

Father: Son, I had to! You were a zombie!

Dead Panic has also had a surprisingly strong appeal to tween girls. Something specifically empowering about cutting down all of those undead coming at you.

How It Plays: In Dead Panic, you play as characters in the game with special abilities. You search the hunting cabin in the center of the board for items and weapons you can use to hold the zombies at bay while survivors attempt to bring radio pieces to you. After assembling the radio pieces, you have to call the rescuers and make it out into their van in the woods to escape to safety. If you die in the process, you return as a zombie and fight against your former teammates. Players who have experience with Castle Panic often make the mistake of trying to defend the cabin. You will die doing that. This game is all about escaping the zombie apocalypse while you can.

One-Does-not-simply-meme-1

How It Differs: In addition to the introduction of characters that can move around the board and have abilities, the possibility of dying and returning on the opposite side of the battle, and the change in objective, Dead Panic also includes Event cards that change up the conditions of the board each round. And instead of simply marching straight toward the hunting cabin (as monsters move toward the castle), zombies are attracted to humans and will rotate toward any in their line of sight. Those changes create a completely new experience. No one has ever played Dead Panic and said, “Yeah, that’s just like Castle Panic.” Usually, they breathlessly jump up from the table and yell, “I can’t believe we made it out!”

 

MP-Panic-Line-1

 

Munchkin Panic

Overview: Munchkin Panic is most like Castle Panic in its basic play. That was a decision to introduce Munchkin players to the foundational Panic mechanics before throwing them into the full Munchkin-meets-Castle-Panic experience that the More Munchkin Mini-Expansion provides. We should have known better. No need to coddle a Munchkin player after all!

Evil-todler-meme

How It Plays: In the basic setup, you work together to defend the castle towers against the Munchkin monsters emerging from the forest. Unlike in Castle Panic, these monsters are carrying treasure. When you slay the monsters, you draw cards from a treasure deck that you can combine with the Castle cards for stronger attacks. The Castle deck also now includes Curse cards that you can use to thwart opponents and end up with the highest monster-point count. Playing for individual points is one way to play Castle Panic, but it is the ONLY true way to play Munchkin Panic.

How It Differs: The differences really shine with the More Munchkin Mini-Expansion. (Did we mention that it’s included in the base game? It is! I know, right?!) With the expansion, you no longer have to defend that needy castle. It’s all about the points. In fact, if you are in the lead, you might want to play Monster Enhancers to help take down some towers and end the game quicker. Now the card combos take on a deeper dimension, and the negotiating gets intense. No polite, mutually beneficial trades happening here. It’s all about the art of the deal! You also pick a character based on the Races and Classes from Munchkin and use their ability to gain an advantage. Unlike Dead Panic, though, the characters do not appear in the game and are not in any danger themselves. Why risk your own skin?

 

 

STP-Panic-Line-2

Star Trek Panic

Overview: The latest entrant to the Panic line has brought a whole new level of excitement. (Munchkin Panic is a little jealous. Dead Panic is eating brains—again. Castle Panic just wishes everyone would get along.) The objective here is to fend off enemy threats while trying to complete 5 missions. It comes with a model U.S.S. Enterprise that players maneuver (what?!), the enemy’s attacks are ranged, and the defensive responses are based the direction the Enterprise is facing. There might also be a little cloaking going on . . .

Panic Line Variations

How It Plays: Players work together as members of the original Star Trek crew, with special abilities drawn from their functions on the T.V. series, to defend the Enterprise while completing 5 missions. The missions are based on episodes from the original series and the classic Klingon, Romulan, and Tholian enemies provide a lot of the Star Trek flavor.

How It Differs: The prime difference (see what we did there?) is in the change in objective. You must complete missions while defending the central structure (in this case, the Enterprise). Completing a mission may require committing certain cards, maneuvering the Enterprise, and more. It borrows the concept of how character abilities work from Dead Panic, but the actual abilities are based on the world it’s set in (Star Trek, for those not following along). There is no discarding. You get what they came to space with. (OK, you do get to draw and trade each turn.) During the Play Cards phase, you may also maneuver the ship 1 space clockwise, counter-clockwise, or forward. And a lot of decision-making goes into whether to use cards in defense/repair of the Enterprise or in completion of the missions.

The best thing about the Panic line variations is that you don’t have to choose. Let your mood pick your Panic. Up for a friendly, welcoming game? Castle Panic’s the one. Ready for a heart-pumping, edge-of-your-seat, “will-we-make-it-out-alive?!” time? Dead Panic will do the trick. Need a back-stabbing, treasure-grabbing good time? Munchkin Panic pairs nicely. Feeling bold, adventurous, and ready to reunite the crew? Star Trek Panic does the job. It’s all about choosing your experience.

TLDR-Panic-Line-1

For more on the differences between Castle Panic and Dead Panic.

 

Here’s a teaser for Star Trek Panic (that attention-hog).

 

And for how-to-play videos of all of our games check this video out.

Engines of War Builds the Panic

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Engines of War Builds the Panic

022First, the Monsters came crashing out of the Forest hurling Giant Boulders at anything in their path, visiting Plagues on Archers, Knights, and Swordsmen, and banging up against Fortifications and Walls as they rushed to tear down the Castle Panic Towers.

Then, The Wizard’s Tower brought magic, fire, and flying Monsters to mix, and The Dark Titan brought . . . well, the Dark Titan! And his conniving comrades, the Dark Sorceress, the Boom Troll, and Elite Monsters.

Engines of War Builds Panic

Now, Engines of War builds the panic with Monsters rolling back into battle with a Siege Tower, War Wagon, and a Battering Ram. This time, they’re bringing a Shaman, Breathtaker, and Goblin Saboteurs, too. Good thing the Castle defenders have an Engineer on their side to build Catapults, Ballistas, Barricades, Spring Traps, Pits, and Walls.

Engines of War Builds Panic

You’ll have a blast working together to build weapons with Resource Cards that add a new, light economic mechanic to the game. Engines of War can be played with Castle Panic alone or with The Wizard’s Tower and/or The Dark Titan. It plays in an hour, accommodates 1–6 players ages 12 and up, and has an MSRP of $17.95. Look for it in stores this November, and read more about the game here.

Engines of War Builds Panic

The Dark Titan Wins Origins Award!

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Origins Award Winner

OriginsLogo

Origins Game Fair was last week and it was a blast! We had a booth in the Main Exhibit Hall and ran demos of Here, Kitty, Kitty!, Dastardly Dirigibles (releasing July 6), and Star TrekTM Panic® (available now!). Our booth was so busy and we got to see so many familiar faces and make some new friends.

We had the designer of Here, Kitty, Kitty! in the booth playing with attendees and the artist, Tony Steele, was back in the art area drawing cats on boxes for anyone who picked up a copy and asked nicely.

Star TrekTM Panic® received lots of attention and we had demo after demo of excited gamers devouring the latest variation in the Panic Line.

PanicDay-Web-Slider

Saturday of the show happened to coincide with International Panic Day and it was fun to see Social Media explode with posts from Friendly Local Game Stores around the country hosting events in-store to celebrate the day, while we played the latest variation with attendees at the show.

The biggest thrill of the show was at the Origins Awards ceremony Saturday night when it was revealed The Dark Titan, the second expansion to Castle Panic®, was the winner of the Fan Favorite award for the Gaming Accessory category! Thanks fans!

Anne-Marie De Witt, our CEO, accepted the award on behalf of Fireside Games because Justin De Witt, the designer and Chief Creative Officer for the company, was back at home in Texas working on the THIRD expansion. You can expect more news on that game to be coming VERY SOON!

Castle Panic and the first expansion, The Wizard’s Tower, were both Origins Awards Nominees in their respective release years, so you know the whole line is good. Fans really love the toughness of Agranok in The Dark Titan and we appreciate all the support and dedication to this line you, the fans, bring every time you see us at a show or a local game store.

Thanks to all of you for making Origins Game Fair 2016 such a success and so much fun. We’ll see you there next year. And remember… Just PANIC and Play Games!

Save

International Panic Day 2016

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PanicDay-Splash-EventPost
Join us on June 18th when we celebrate International Panic Day (yes, it’s a real thing) the only way we know how . . . with GAMES!

You can participate in the fun by visiting one of the stores listed below that will be providing FREE demos of the various games in our Panic Line. You can also host a game day with your friends and help spread the Panic!

If you are playing our games that weekend, please tag us in your social posts with #PanicDay and let’s see how far we can get this thing to go.

Don’t forget we have lots of helpful How To Play videos on our YouTube Channel if you run into a tricky situation and need a little guidance. There’s no shame in asking for a little help, especially when you are clearly panicking!

And don’t forget our special Panic Line Bundle will be available starting June 18! It includes one copy each of Castle Panic®, Dead Panic®, and Munchkin® Panic®. Each of these variations offers a different set of objectives and gameplay twists for a variety of game play experiences each time you sit down at the game table.

panic-line-bundle-image

Each game in the bundle comes with an EXCLUSIVE promo piece only available in this bundle and the bundle is only available through brick and mortar game stores!

RETAILERS! Are you hosting an in-store event? Not on the list below? Contact Us and let us know so we can add you to the list!

STORE NAME LOCATION
Dragon’s Keep Gaming Room Fayetteville, AR
Imperial Outpost Games Phoenix, AZ
Game Kastle Fremont, CA
Crit Castle Games Aurora, CO
Dragon’s Lair Wallingford, CT
Emerald City Clearwater, FL
Smallville Hobby Store Macon, GA
Tyche’s Games Athens, GA
The Armchair Adventurer Honolulu, HI
GameQuest Fort Wayne, IN
Game Preserve Indianapolis, IN
Better World Books Goshen, IN
Secret Door Games Elkhart, IN
TableTop Game & Hobby Overland Park, KS
Boom Comic Shop Lawrence, KS
A+ Comics and Games Lexington, KY
Hobbytown USA Frederick, MD
Brainstorm Comics & Gaming Frederick, MD
Acropolis Games Adrian, MI
TC War Room Traverse City, MI
Game Nite St. Louis, MO
Dark Knights Gaming Long Beach, MS
maCnarB Gaming Gautier, MS
Penta Smite Gaming Pearl, MS
Red Door Games Richlands, NC
Spielbound Omaha, NE
The Game Shoppe Bellevue, NE
Arcana Toys, Games, and Hobbies Washington, NJ
Elite Battlegrounds Green Brook, NJ
The Game Room Store Woodbridge, NJ
Alterniverse Hyde Park, NY
Legendary Realms Games Plainview, NY
Rockin’ Rooster Comics & Games Cincinnati, OH
Six Feet Under Games New Holland, PA
The Temple Games Pawtucket, RI
The Game Cave Hermitage, TN
The Next Level Games Madison, TN
Clockwork Games & Events College Station, TX
The Island Games Centreville, VA
Leesburg Hobbies & Collectibles Leesburg, VA
The Compleat Strategist Falls Church, VA
Diversified Games Chehalis, WA
Pegasus Games Madison, WI
The GameBoard Sheboygan, WI
Lost Legion Games & Comics, The Rifleman South Charleston, WV

That’s A LOT of places to PANIC! We hope you can join us for the fun.

Let us know what games YOU’LL be playing on International Panic Day in the comments!

Panic Line Bundle with Exclusive Promos

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Have you been considering picking up the Panic Line? Want to try all the different variations for the unique experiences they provide, but don’t know which one to start with? Well, we’ve got you covered with the special Panic Line bundle coming June 18!

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The Panic Line Bundle will include one copy of each of the Panic Line variations currently available from Fireside Games: Castle Panic®, Dead Panic®, and Munchkin® Panic®.* Each of these variations offers a different set of objectives and gameplay twists for a variety of game play experiences each time you sit down at the game table.

As a special bonus to this bundle (which is already being offered at a great value of $99.95 MSRP for all three games), each game comes with an EXCLUSIVE promo piece only available in this bundle!

You can get the “Laser Sight” for Dead Panic®, the “Potion of Mwahahahaha” for Munchkin® Panic®, and the special “Promo Tower” for Castle Panic® that was only available in 2015 as part of TableTop Day!

These bundles will be available starting on June 18 to help celebrate International Panic Day and will only be available through brick and mortar retail game stores. Let your Friendly Local Game Store know you want one so they can put in their orders today!

A little Panic can be a good thing, and A LOT of Panic can be a GREAT thing… when it comes to games, that is!

Find a Friendly Local Game Store near you with our handy Store Locator map!

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*Star TrekTM Panic® is not included in this bundle. It will be released by USAopoly in late June. For even more ways to Panic, check out these expansions to Castle Panic®: The Wizard’s Tower, and The Dark Titan.

Making Star Trek Panic

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Star Trek Panic Box Cover50 years ago, the crew of the U.S.S. Enterprise took us on voyages to strange new worlds. This summer the latest variation in the Panic line, Star Trek Panic, will beam down to your game table to continue the adventure. Read the entire behind-the-scenes story of how the game was created, straight from the designer, Justin De Witt.

 

Growing up, I was a huge Star Trek fan. I had a model of the original Enterprise and the Galileo shuttle hanging from the ceiling in my room. As a kid, I remember dragging the big chair to the middle of the living room, right in front of the TV, so I could watch the original series (in syndication by then) from my own “Captain’s chair.” I have an (almost) complete set of Micro Machine spaceships from every series, and a well-worn Technical Manual from The Next Generation. I was a Trekkie before they were called “Trekkers,” so it’s both amazing and a little surreal that I’ve been given this chance to work on a piece of Star Trek history.

 

First Contact

The project has its roots at GenCon 2014 when Anne-Marie met with Maggie Matthews, the Vice President of Licensing at USAopoly. In addition to their original games like Telestrations, USAopoly is famous for creating licensed versions of everything from Monopoly and Risk to Yahtzee. The year before, USAopoly had licensed Munchkin from Steve Jackson Games and combined it with the Adventure Time license from Cartoon Network. Maggie and Anne-Marie talked about what it was like working with Steve Jackson Games (great!) and compared stories about the process of licensing the games. Munchkin Adventure Time had been a great success. They were looking to combine even more hobby games with some of the licenses they had, and we agreed it might be interesting to work together in the future.

Munchking-panic-Flat-cover-artLater that year at BGGCon, Anne-Marie and I were being interviewed about Munchkin Panic in a quiet room away from the crowds. It was a common space set aside just for exhibitors, and at that time there were just a few other publishers in there. After we wrapped things up, we struck up a conversation with Andrew Wolf, the Project Manager for New Business at USAopoly, who had overheard the interview. As we talked with Andrew over dinner, he asked if we would be open to a similar arrangement for Castle Panic with one of their licenses. We agreed we might be, but whatever the license was, it would have to make sense for the game. While I knew we could be flexible with a lot of the mechanics, the Panic line’s core gameplay is about surviving a siege and fighting off attackers. I would want to make sure that whatever we paired it with was a good fit for both the gameplay and whatever theme the license brought. Andrew agreed, and we decided that he would take this info back to their office and see what they could work out.

Not too long aftStar-Trek-Panic-50th-deltaer GenCon, we heard from Maggie that their team was excited to work on a Castle Panic variation, and they already had some ideas of licenses that would make good pairings. One of the first questions we were asked was if we would be okay using photos instead of illustrations in the new game? We were, but that really sent our minds buzzing. What could it be? What license would only use photos? We had a lot of fun playing the “what if?” game in our office, and it went to some crazy places. A few weeks later, Anne-Marie met with Maggie and Luke Byers, head of Creative Development for USAopoly, at New York Toy Fair, and they asked, “How does Star Trek Panic sound to you?” It sounded unbelievable, but somehow Anne-Marie was able to contain any squeeing and assured them we were interested. What really sealed the deal was when we learned that because 2016 was going to be the 50th anniversary of the original series, CBS wanted this game to be set in that timeline. That meant we were going to get the chance to retell the stories of Kirk, Spock, and the whole crew in a new medium.

One key detail was that even though USAopoly would manufacture and publish the game, we weren’t going to be content to have this be just a reskin of Castle Panic. To that end, it was determined that I would do the initial concept and design, pushing the envelope of what we’ve done with Panic games in the past while playing on the strengths of what we could do with this license. Andrew and I would take that initial design and refine it before he finalized the design work to create the finished game. It couldn’t have been a better arrangement.

 

Star Trek Panic—Where No Panic Has Gone Before

As Anne-Marie started negotiating the details of the contract, I started brainstorming ideas for what the game could be. The first step? Get reacquainted with an old friend. Part of my job for the next few weeks was to watch every episode of the original series. (I know. It’s a hard life.) I camped out on the couch taking copious notes as I binged on the entire series start to finish and running with every wild idea they inspired. It was a hoot to go back and see all the classic adventures again. I have to say that overall, it’s still an amazing achievement. The good episodes are really good, and the themes and messages of that 50-year-old show are still very relevant today.

Star Trek Panic research
Getting started on Star Trek Panic required some very serious research. Now pass the popcorn!

As I made my notes, I had lots of inspiration on how I would convert the Panic mechanics to fit the world of Star Trek. I really wanted to capture as much of the Star Trek feel as I could, so I thought about different core game ideas. Maybe the center of the board would be a planet the players were protecting and the Enterprise could be a token that was moved around the board, similar to the Cavalier in The Dark Titan? Maybe there could be a space station in the center that warded off attacks, like Deep Space Nine? Cool, but that’s the wrong version of Star Trek . . . No, it really made sense to make the center the one thing Kirk and the crew always wanted to protect the most, their home, the Enterprise.

Converting walls to shields made sense, and treating hull sections of the Enterprise as towers followed naturally, but I wasn’t sure how we would show damage to the ship. We couldn’t just take chunks off without it being weird. What would happen if the only piece left was an engine pylon? That just wouldn’t make sense. I liked the idea of possibly showing a damaged ship underneath and covering it up with shiny, new ship pieces. That way when you removed a ship section, you would leave the banged up, burned out section in its place. I wasn’t sure if that would be done with just artwork on the board, but it would be really cool if we could make some kind of 3D model of the Enterprise! The downside was that it might make it a little difficult to handle having to load up the model with “good” pieces as part of setup. As part of my playtesting, I ended up building a prototype that showed a complete Enterprise and creating tokens that were placed on top of the sections, covering them up to indicate when a section was destroyed.

Star Trek Panic early Enterprise prototype
The very first playtest version of the Enterprise!

When it came to damage, I also wanted to expand the Brick and Mortar idea from Castle Panic and turn it into a system that would actually let players repair the Enterprise. This was kind of a big deal since that’s essentially the same thing as letting players rebuild towers in Castle Panic. I wasn’t sure exactly how it would work and I knew it was going to need balancing, but considering how many times Scotty saved the day at the last minute with a quick bit of repair work, I knew it needed to be in the game.

I was starting to create a pretty big list of ideas I could put into this game, and I knew that not everything was going to make the final cut. However, there were some concepts that I felt were pretty much a sure thing. The enemies would be Klingon, Romulan, and Tholian spaceships. These enemies wouldn’t just approach the Enterprise harmlessly like they do in Castle Panic, I wanted them to shoot, doing damage as they got closer. After all, what’s space combat without some pew-pew? I wanted some ships to be able to cloak, making them temporarily invisible. I wanted to include the idea of boarding parties. (There were always troublemakers getting on board the ship!) I knew I wanted to have the crew be actual characters in the game. Players would get to pick who they wanted to be, and each character would bring their own skills to the game that related to their area of expertise on the show. That’s an idea I’ve been waiting to introduce to Castle Panic for a while now, and I knew it would work great here.

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TM & © 2016 CBS. ARR.

One of the biggest additions I knew had to be in the game was events that were based on episodes of the show. I wanted the players to be terrorized by NOMAD, face off against the Doomsday Machine, and deal with everything from transporter accidents to rapid aging diseases. The original idea for implementing this was split between Mission cards that would be the victory conditions for the game, and Event cards that players would draw at different times and would present challenges that the players would have to overcome together. (These eventually were combined into the Mission cards that you see in the final game.) These events would have to be dealt with in addition to surviving the waves of enemies that the game would throw at the players, so while they needed to be somewhat challenging, they would have to be balanced out so the game didn’t feel overwhelming. A lot of the episodes dealt with the crew having some kind of countdown they were working against, and I wanted to reflect that with a timer that provided a time crunch to some of the missions.

Experimenting with missions led to another new mechanic I wanted to introduce called “Command Points.” Some of the most powerful cards in the game would feature the same Division icons the characters wore on their shirts. Cards with these Command Points would act as a currency the players would need to pay in order to complete some of the missions. The cost would be higher than any 1 player could pay on their own, so the team would really have to work together toward the common goal. The catch was that a player could either use the card for its powerful ability or spend it toward completing the mission, but not both!

star-trek-panic-mission-cards
TM & © 2016 CBS. ARR.

As I spent a few months turning rough ideas into playable concepts, there were a few ideas that ended up being dropped from the game. I had really wanted to include planets and away teams, where players would beam down for a separate mini-game that would have generated resources. Scotty always seemed to be dealing with equipment that broke down right when the crew needed it, and I had created a system that would gum up players’ hands with Malfunction cards that had to be repaired to simulate that engineering challenge. I’d even experimented with the idea of the characters being injured and losing abilities until they could be healed in the Sick Bay. As fun as these ideas were, the added complexity didn’t fit with the simpler goal for this game so they had to be cut. We’ve talked about including them as expansions so who knows, they may return!

 

Ahead Warp Factor One

Before long we arranged to fly out to California and meet with USAopoly for our kickoff meeting. I spent the days before the meeting turning my pages of notes into a readable design document before we packed up and headed out. Meeting the crew from USAopoly was great. They even had a fantastic Star Trek Panic welcome banner on display right when we walked in the door! We met with Maggie, Andrew, Luke, and the rest of the staff, got a tour of their very cool office, and then got down to some very intense days of work. The first day we covered everything from contracts and production schedules to going over all the various Panic games with a fine-tooth comb. We dove into my design document which, while it was stuffed with a ton of ideas, was still very much a work in progress.

Andrew and I broke out into our own design meeting along with Rick Hutchinson, the Senior Creative Designer at USAopoly, and we started really tearing into the game. Ideas flew fast and furious as concepts were refined, edited, and refined again. It was an amazing day and a half, and some of the most fun I’ve had while still getting paid.

One of the coolest things we figured out was how to make the transition away from the castle and walls setup to a 3-dimensional Enterprise model! Inspired by an idea from another game USAopoly was working on, it involved die cut chipboard pieces that are put together via tabs and slots to build the classic hull, saucer section, and nacelles of the famous ship. This would allow damage tokens to hang off of the ship the way the fire tokens work in The Wizard’s Tower. Now instead of just being a static pile of towers and walls in the middle of the board, the Enterprise would be built on a base that the shields were attached to and the whole thing could now be rotated as one piece to its facing.

Star Trek Panic 3D Enterprise
TM & © 2016 CBS. ARR.

Star-Trek-Panic-making-of-Phaser-cardHaving the model of the Enterprise on its own movable base let us run wild with the idea of maneuvering the ship. We modified the ring and arc arrangement to be more like Dead Panic, using 3 rings instead of 4 (removing what would have been the Forest ring). The next big change was that we removed the use of colors. The Enterprise is aligned on the board so that its front faces 2 arcs, each side aligns with 1 arc, and its rear faces 2 arcs. We changed the Archer, Knight, and Swordsman cards to Phasers of Long, Medium, and Short range, limited each one to 1 particular facing of Front, Side, or Rear. Now, instead of playing cards to hit enemies anywhere you wanted to, the hit cards became directional, based on the facing of the Enterprise. The Phaser cards are not color-specific as Hit cards are in Castle Panic, and only let you hit a target that matches both the range and facing. Finally, we gave the players the ability to rotate the Enterprise one arc clockwise or counter-clockwise during their turn, while they were playing cards. This meant the players might be able to attack a target they would otherwise be unable to hit after they rotated the ship to change its facing. We were actually restricting the use of the cards, but giving the players even more tactical flexibility by maneuvering the ship.

We applied this idea of maneuvering to tokens outside the ship for the concept of moving “forward.” Obviously, the Enterprise couldn’t actually move on the board, so instead when players maneuver forward it brings all tokens in the 2 front arcs one ring closer to the ship. Tokens to the side and rear were unaffected. While it may not have been completely accurate from a physics point of view, it worked really well and allowed us to include maneuvering as a fun requirement for some of the missions.

 

Boldy Going

When the dust settled we had a pretty good idea of what the game would be and how it might play. We said our goodbyes, and I took this new version of the game home to make some adjustments and start playtesting to see what worked and what didn’t. Within a few days, Rick had created a mockup of the 3D Enterprise that was nothing short of amazing, and they shipped me a version of it to include in my playtesting. I can’t say I didn’t run around the house with it making spaceship noises, but you try not playing with this thing!

Star Trek Panic early prototype
An early version of the game with many placeholder components.

The mission cards now became the focus of the game and how players would win or lose. I knew we weren’t going to keep the same end game condition as Castle Panic, where finishing off the last enemy ends the game. Instead it was going to focus on the famous “5-year mission” of the original show. I had played with idea of having the game last for 5 “years” with each year being a certain amount of turns, but that didn’t feel right. I experimented with a point tracker and even making the missions worth different amount of points. In the end though, simpler was better and we decided to have the goal be to complete 5 missions before the Enterprise was destroyed. At first, mission cards were drawn when certain tokens were encountered, but because of how unpredictable the token draw can be, it was cleaner to have mission cards drawn as part of a turn, so that players were always facing a mission and never waiting for one.

As I continued testing and having phone meetings with Andrew, the core ideas became Star-Trek-Panic-making-of-Dilithiummore refined. Enemy ships fire after moving, damaging the Enterprise from a distance, adding damage tokens to shields and hull pieces before eventually destroying them. The ability to repair the ship evolved into a 3-way system involving Tritanium and Dilithium cards. Playing a Tritanium card on its own removed a damage token from the hull, where as playing a lone Dilithium card would remove a damage token from a shield. Play them both together however, and a player could rebuild a shield or hull section that had been destroyed. While this was a powerful (and incredibly satisfying) ability for the players, they would need it as the Enterprise is constantly taking damage from alien attackers.

Star Trek Panic Security Team card TM & © 2016 CBS. ARR.
A group of redshirts, ready to sacrifice themselves!
TM & © 2016 CBS. ARR.

Enemy ships that reached the Enterprise would become Boarders and cause the players to eject cards from the game permanently. The Security Teams found their use in fighting off these intruders. When an enemy ship becomes a Boarder, any player can play Security Team cards from their hand to reduce the amount of cards lost to Boarders. These Security Team cards are discarded in an homage to the famous red-shirted crewmen from the original show. It’s a fun way to work together, but it involves balancing the cards in your hand with the immediate and long-term threats on the board.

 

The Final Frontier

Within a few months I had a version of the game that was playable and felt very thematic. There were still a lot of details that needed to be worked on and a great deal of balancing, but at this point, I was ready to hand the game off to USAopoly. As progress continued, Andrew and I had multiple meetings where we would compare notes, discuss trouble spots, and work on solutions. The biggest challenges were in balancing the missions so that they were tough, but not too tough, and then refining the various methods used to complete these missions. We ended up including a timed element with every mission and even removing a few missions entirely from the game when they were too complex or unclear.

The Command Point mechanic was renamed Division Credits and we adjusted the distribution of these credits throughout the deck to better fit the desired tension. Character abilities went through several evolutions as we fine-tuned their effects on gameplay and ensured they reflect the character they belong to. Sulu, for example, can maneuver the Enterprise twice on his turn, whereas the other characters may only make one maneuver.

The cloaking ability of enemy ships took a lot of tweaking as well. It went through many incarnations, eventually settling on a system by which cloaked ship tokens will alternate their movement phases between cloaking (flipping over to be upside down, revealing just a starfield) and attacking. Players can’t attack a ship when it’s cloaked, but they can see where it is. The catch is that when a ship uncloaks, it’s movement is determined by a die roll and it immediately attacks. This means the players will only have a general idea of where a cloaked ship will appear and attack them from. It adds a great sense of tension and uncertainty, just like in the famous “Balance of Terror” episode.

Star-Trek-Panic-Enemy-Tokens
TM & © 2016 CBS. ARR.

Andrew and the USAopoly team continued to playtest and refine the game. We had many fun phone conversations about tension and theme, modifying smaller and smaller elements as the game settled into its final incarnation. After a few months, I had switched from design work to reviewing artwork and components. Using stills from the show wherever they could, USAopoly crafted a really great-looking game that is drenched in the look and feel of the original Star Trek.

In the end, I’m incredibly happy with the game we’ve created. As a fan of Star Trek, it’s important to me that this game stand on its own and remain true to what made the show such a classic. I think we created something enjoyable by fans of both licenses. If you’re a fan of Castle Panic, you’ll find an entirely new way to challenge yourself that will still have familiar elements. If you’re a Star Trek fan, you’ll reconnect with the original crew in an exciting, engaging way that you’ve never done before. Good luck to you all as you explore the Final Frontier. Live long and prosper!

-Justin De Witt

As Seen on TV! Orphan Black

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If you are a fan of Orphan Black, you may have recognized a few familiar “faces” in the new Season 4 set location, Rabbit Hole Comics.

In episode 2, “Transgressive Border Crossing,” formerly separated clones Sarah and Cosima are reunited in a secret lab in the basement of a Comic shop. When Sarah and Mrs. S enter the shop we get a good little “geek out” when they pan the shop and there is an eye-catching display of our favorite games.

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We caught this quick picture to show off a little. Forgive our proud little hearts. :)

Games shown: Bears!, Castle Panic: The Wizard’s Tower expansion, Castle Panic: The Dark Titan expansion. You can even see a bit of Bloodsuckers and The Village Crone if you look closely!

International TableTop Day 2016

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International TableTop Day is almost upon us! Quick! Grab some friends and a couple of games and plan a day around it!

We will be visiting a few local game stores in Austin, TX on the day (April 30th this year) and invite you to join us. Anne-Marie and Justin will be at Wonko’s Toys & Games from 12–2:30 PM CT and then from 4–6 they will be at Dragon’s Lair Comics & Fantasy-Austin. They will be playing Here, Kitty, Kitty! and showing off an early copy of Dastardly Dirigibles (releases in July)!

If you aren’t in the Austin, TX area but want to find a local place to meet some new gamers and hang out for the day’s festivities, check out the list of participating retailers on the official Geek & Sundry International TableTop Day page to find one near you.

ITTD-Promo-Tower-2016

We have also partnered with Geek & Sundry on the official retailer event kits and there will be special, exclusive Castle Panic promo towers at 300 stores around the country. Check with individual game stores to see if they will have a kit and how they will be distributing the goodies, it will vary by location.

Hosting an event with your friends at your house or neighborhood hang out? Be sure to use the official #tabletopday hashtag to connect with people near and far! You can watch the 24-hour live stream on Twitch and see what gamers all over the world are doing to celebrate gaming this year.

DragonCon, Here We Come!

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It’s that time of year again already! Next week we will be heading to Atlanta, GA along with 70,000 other people for DragonCon.

This year the Exhibitor Space is in AmericasMart Building 2. We will be on the First Floor in Booth 1425.

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We will have copies of The Village Crone for advance sale, so you can take it home with you before it releases in stores in September. But we only have a limited supply, so be sure to come by early.

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DragonCon is a unique show and we get to see some pretty sweet costumes walk by the booth! If you are going to the show this year, stop by and say “Hi!” You can pick up the 6th Level Agranok card for The Dark Titan or an Alarm Clock for Bears!

Oh, and we’ll have these super sweet Deluxe Monster Draw Bags for Castle Panic for sale. We just got them back in stock!

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The Dark Titan Review Round Up

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It’s been a few months since Agranok returned from banishment and invaded the Castle Panic towers with his army of Elite Monsters. Now that The Dark Titan expansion has hit table tops around the country (and world), let’s take a look at what people are saying…

Ryan Morgenegg of Deseret News says, “For fans of Castle Panic, the purchase of The Dark Titan expansion is a no-brainer. For a relatively small price, the game offers a bunch of new content  and the toughest challenge yet.” You can read his full review on the Deseret News page.

For those of you new to Castle Panic, check out PostPostModernDad’s review. He introduces new players to the joys and woes of defending your home in Castle Panic and gives a great overview of what this expansion adds to the game, without overwhelming you with the nuances of adding the first expansion, The Wizard’s Tower, as well.

His verdict? “The Dark Titan enhances and underscores Castle Panic‘s inherent cooperative play making it a fantastic addition to the game. Buy it.” Well, we can’t argue with that, now can we?

The Opinionated Gamer (aka pastor guy) states, “fans of the game will find new challenges and interesting twists that don’t overwhelm the sold engine of the base game.”

And Rick Teverbaugh of the Herald Bulletin believes this expansion will remind you why you loved Castle Panic in the first place and encourages you to get it back on the table. There’s no reason your Castle should be gathering dust in your game library!

“I can virtually assure all gamers there will be moments of panic when it seems all might be lost – and with the challenges put forth, that might really be true,” says Teverbaugh.

Still need some convincing of the amount of drama and panic held in the small expansion box? Check out the dramatic retelling of a play through of The Dark Titan in The Dice Tower video review by the fine fellas at Boardgame Corner (click HERE to skip straight to the epic story time!).

Randy and Mark of Boardgame Corner both agree the expansion “is a blast to play” with Mark really loving the 5 different levels of difficulty for Agranok.

“It goes from manageable to completely insane,” Mark says. We’re pretty sure that is what Justin (De Witt, designer of Castle Panic and its expansions) was going for!

If you still haven’t tried The Dark Titan expansion for Castle Panic, we invite you to check out our How to Play videos, including a video on how to play with both expansions. For more information on The Wizard’s Tower expansion, visit our webpage.

Ask for Castle Panic and its expansions at your Friendly Local Game Store!

Bewitching GenCon 2015 – Booth 1949

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GenCon Indy 2015 is fast-approaching and we’re busy getting ready to offer some really fun stuff in our booth (#1949) this year!

First & foremost, we will have The Village Crone out on tables for demos all weekend, as well as Castle Panic with The Dark Titan, Dead Panic, and Bears! with Bears! Trail Mix’d.

We will also have a limited number of advance copies of The Village Crone available each day for purchase. You can get a copy SIX WEEKS in advance of it’s release in mid-September! Come to our booth (#1949) in the morning, as we will only release 100 copies each day.

As if that’s not enough reason to come by the booth, we will have promos for The Dark Titan, Bears! Trail Mix’d, and The Village Crone, so stop by and ask our booth staff. You are definitely going to want to see what we have lined up for The Village Crone!

To read more about our GenCon plans and see what show pricing and demos we will be hosting, visit our GenCon Page on our website.

We’re really excited to see you all in Indianapolis in just a few weeks! Please come by to say hi, play a game, pick up a promo, and meet some of our great volunteers in the new Torch Program!