Castle Panic Big Box

Castle Panic Big Box
Castle Panic Big Box

The Castle Panic Big Box now offers the base game and all 3 expansions: The Wizard’s Tower, The Dark Titan, and Engines of War together in one box with 7 promo cards and 5 promo towers.

Out of Print

Castle Panic Big Box Full Game

Designed by Justin De Witt

castle panic number of players 1 to 6, player ages 10 and up, time to play 1 hour

Learn How to Play

Download a copy of the RULES for the Castle Panic Big Box (4Mb PDF).



Game Includes

  • Castle Panic Contents:
    • 1 Board, 49 Castle cards, 49 Monster cards, 6 Walls, 6 Towers, 1 Tar token, 2 Fortify tokens, 1 die, 6 Order of Play cards, 12 plastic stands.
  • The Wizard’s Tower Contents:
    • 1 Wizard Tower, 1 plastic stand, 10 Castle cards, 22 Wizard cards, 19 Monster tokens, 18 Imp tokens, 6 Harbinger tokens, 6 Mega Boss Monster tokens, 12 Flame tokens, 6 Reference cards, 1 Monster draw bag.
  • The Dark Titan Contents:
    • 1 Agranok token, 5 Agranok cards, 5 Castle cards, 17 Monster tokens, 3 Support tokens, 1 Cavalier token, 1 plastic stand.
  • Engines of War Contents:
    • 1 Keep token, 1 plastic stand, 1 Engineer tile, 1 Task tile, 2 Spring Trap tokens, 2 Pit tokens, 2 Barricade tokens, 1 Catapult token, 1 Ballista token, 16 Resource cards, 11 Monster tokens, 3 Reference cards.
  • 1 Rulebook
  • 7 Promo cards (Feather, Any Color Hero, Crossbow, Jury Rig, Fickle Fortune, All for One, Agranok Level 6)
  • 5 Promo Towers (2015–2019)


To celebrate the 10-year anniversary of Castle Panic, we are proud to announce the Castle Panic Big Box! For the first time ever, fans can get the base game and all 3 expansions: The Wizard’s Tower, The Dark Titan, and Engines of War together in one box.

This amazing set also includes 7 promo cards and 5 promo towers, all in a collectible box with an organizer insert. This limited edition big box is the perfect way to complete a collection or to introduce new players to the world of Castle Panic.

  • Includes all components from all the games
  • Revised, comprehensive rulebook
  • 7 Promo cards and 5 promo towers
Castle panic Contents

Castle Panic was released in 2009 and quickly became a cooperative classic. Great for a lighter experience or as a gateway game for introducing new players.


The Wizard's Tower Contents

The Wizard’s Tower introduces magic, new cards, bigger, and stronger monsters, troublesome Imps, and fire.

The Dark Titan Contents

The Dark Titan features the most powerful enemy yet, Agranok, and his army. Plus the Cavalier and Support tokens that come to the players’ aid.



Engines of War Contents

Engines of War brings the Engineer, which lets players build powerful new weapons and traps, while new monsters attack with siege engines.

Castle Panic Big Box Promo Items

Promo Cards

Feather, Any Color Hero, Crossbow, Jury Rig, Fickle Fortune, All for One, Agranok Level 6

Promo Towers



My First Castle Panic

My First Castle Panic Box
My First Castle Panic Box

In My First Castle Panic, a group of monsters is racing out of the woods and coming right at your Castle! Players need to catch all the monsters before they smash the Castle flat. Send out your brave defenders to match the color and shape of the space where a monster is to catch it. But watch out! The monsters move closer to the Castle every turn, and more monsters keep coming!

  • No reading required.
  • Teaches matching, strategic thinking, taking turns, and more.
  • Cooperative gameplay means no sore losers.
  • Preschoolers can play independently.



Designed by Justin De Witt

Art by Cam Kendell

Number of Players: 1-4, Ages 4+, 20 Min

Learn How to Play

Download a copy of the RULES for My First Castle Panic.

Game Includes

• 1 Game Board
• 1 Castle Piece
• 1 Wall Piece
• 26 Castle Cards
• 16 Monster Tokens
• 4 How-to-Play Cards
• 1 Rulesheet

My First Castle Panic - Whole game


Based on the best-selling cooperative hit Castle Panic, My First Castle Panic now brings the same exciting, edge-of-your-seat, team-based experience to even younger players. Streamlined gameplay teaches strategic thinking, as players work to match colors and shapes, all while planning ahead, taking turns, and cooperating.

Each player’s turn consists of these 4 steps in this order:

1. Draw 1 card
2. Play 1 card from your hand
Ask for help from 1 other player
3. Move the monsters
4. Draw 1 monster token

The players win if they catch all the monsters and the castle is still standing. If the castle gets knocked flat, the players lose.

My First Castle Panic Board

The board features a winding path with the monsters starting on the left side and spaces for the wall and castle on the right. Spaces along the path feature a unique color and shape that the players must match to catch the advancing monsters.

The castle and walls are easy to assemble and look great when towering over the board.

Most of the monsters are goblins, but there are 3 special monsters with unique powers that will keep the players on their toes.



Catching monsters means playing a card that matches the color (red, green, or blue) and the shape (circle, square, or triangle) of the space the monster is in.

Special cards allow players to catch monsters in a space of any color or any shape, to return a monster to the draw pile, or to rebuild the wall.

The bottom of the box features a Dungeon, where captured monsters are kept.

Kaiju Crush Demos at Your FLGS

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Missed out on the Smash and Burn Tour? No worries. We’ve got you covered with nationwide demos of Kaiju Crush November 10–16. (There are even 2 in Winnipeg, Manitoba, Canada!)


Read all about the game here, and find a participating store near you from the list below to start smashing cities!



Game Depot (Tempe), 480-966-4727



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



Black Diamond Games (Concord), 925-681-0600

Isle of Gamers (Santa Clara), 408-985-7655

It’s Your Move Games & Hobbies (Oakland), 510-547-4386



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

Denver Central Games (Denver), 720-514-9911

Shep’s Games (Aurora), 303-690-0566



The Board Room (Middletown), 860-788-7824

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



Scarecrow’s Games (Millsboro), 302-853-2644

Twisted Anchor (Laurel), 302-875-2305



2Drop Game Shop (Fort Myers), 239-313-5342

Campus Cards & Games (Orlando), 407-730-3161

Dungeon Games (Estero), 239-221-8523

Highlander Novelties Comics and Games (Ocoee), 407-347-5436

Krum’s World (Winter Garden), 407-614-1881



Comics Plus (Macon), 478-257-7111

Dice Drop Games (Macon), 478-737-1192

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



The Armchair Adventurer (Honolulu), 808-843-1250



Black Dragon Games (Twin Falls), 208-944-9193

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



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

Titan Games (Peoria), 309-981-5376



Family Time Games (Indianapolis), 317-429-9817

The Game Preserve (Indianapolis), 317-881-4263

Games Inn (Hobart), 219-940-3289

The Librarium Café (Hobart), 219-940-3174



The Burrow (Wichita), 316-209-6217

Headshots Bar & Grill (Wichita), 316-260-4370

Hero Haven Toys & Collectibles (Wichita), 316-677-7543

Mission: Board Games (Mission), 913-242-7970



Legendary Games (Lexington), 859-523-9430

Ultimate Games & Comics (Hanson), 270-322-3050



+1 Gaming (Metairie), 504-883-7333

Tubby & Coo’s Mid-City Book Shop (New Orleans), 504-598-5536



Dream Wizards (Rockville), 301-881-3530

HobbyTown (Easton), 410-822-7800

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



Acropolis Games (Adrian), 517-577-6192

The Loaded Die (Ferndale), 248-240-4174

MeggaXP Zone (Jackson), 517-879-7804

Nostalgia, Ink (Jackson), 517-784-8955

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

Summit Comics & Games (Lansing), 517-485-2369



maCnarB Gaming (Gautier), 228-497-0303



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



Rooks Comics and Games (Bozeman), 406-556-2153



Gauntlet Games (Lincoln), 402-420-5060

Ground Zero Comics (Bellevue), 402-292-3750


New Mexico

Zia Comics and Games (Las Cruces), 575-405-0461


North Carolina

Hit Point Hobbies (Aberdeen), 910-692-8447

Hobby Chest of Jacksonville (Jacksonville), 910-353-4473



The Game Shoppe (Bellevue), 402-292-4263

Gauntlet Games (Lincoln), 402-420-5060

Ground Zero Comics (Bellevue), 402-292-3750

Sparta Games (Omaha), 402-934-8330



Games Galore (Reno), 775-826-7788


New Jersey

The Bearded Dragon Games (Bernardsville), 908-502-5112

The Only Game in Town (Somerville), 908-725-7077


New York

Alterniverse (Hyde Park), 845-233-4234

Haven for Heroes (Port Jervis), 845-856-1866


North Carolina

Hit Point Hobbies (Aberdeen), 910-692-8447

Hobby Chest of Jacksonville (Jacksonville), 910-353-4473



Barnes & Noble (Pickerington), 614-751-0927

Bell, Book & Comic (Dayton), 937-643-9006

Beyond the Board (Dublin), 614-553-7677

Next Level Gaming Center (Gallipolis), 740-578-4982

Ravenstone Games & Hobbies (Columbus), 614-844-6463

Wizard’s Guild (Athens), 740-594-5300



Guardian Games (Portland), 503-238-4000



Caffeinated Gaming (Zieglerville), 610-287-1624

Encounter Comics & Games (Allentown), 610-774-9565



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



Collected Comics & Games (Hurst), 817-595-4375

Dragon’s Lair (Houston), 832-761-0072

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

Madness Games & Comics (Plano), 972-943-8135

The Multiverse Comics, Collectibles & Games (Hurst), 817-952-3553

Sockmonkey Junction (Mansfield), 682-999-8697



Blakfyre Games (Pleasant Grove), 801-785-9713

End Zone Hobby Center (Clearfield), 801-774-5050

Gamers Asylum (Ogden), 801-621-4752

Gamers Asylum (Brigham City), 435-723-0586



The Compleat Strategist (Falls Church), 703-532-2477

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



Board Game Barrister (Wauwatosa), 414-316-3900

The GameBoard (Sheboygan), 920-453-4263

Lake Geneva Games (Lake Geneva), 262-885-1515

Menagerie Games (Pleasant Prairie), 262-361-8238

TK Games (Menomonee Falls), 262-257-0800



A Muse N Games (Winnipeg, Manitoba), 204-415-1112

GameKnight Games and Cool Stuff (Winnipeg, Manitoba), 204-487-4263


Kaiju Crush

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We are so excited to announce that Kaiju Crush is coming to a store near you this November! Tim Armstrong came to us last summer with an intriguing limited grid movement system with public objectives, and our own Justin De Witt thought it would be a blast to see giant monsters using those movements to stomp around a city. And of course, if you have giant monsters stomping around a city, you’ve got to have them fighting. After months of playtesting and iterative design work, we are proud and relieved that the files are off to the printer!

The premise of Kaiju Crush is that giant monsters have descended on the same city to fight for supremacy. On your turn, you’ll choose to use either your own Movement Card or a Shared Movement Card that’s accessible to everyone. Those are the only movement choices you’ll have on your turn. However, the Shared Movement Card will be changing throughout the game. When a player uses their own Movement Card, they swap their card with the shared one.

Using a Movement Card will land your Monster on a new City Tile (crushing it). You’ll pick up that City Tile and put one of your Territory Markers in its place. Both the City Tile and the Territory Marker help you gain points based on the Objective Cards. Some objectives give you points for the number of Territory Markers connected or unconnected, some give points based on how many or few City Tile Groups you claim, some give points for shapes you create on the city grid, and still others give in-game bonuses for the leader in City Tile Groups. So, although your movement is limited, your options are guided by the objectives you’re focusing on.

Then, there’s the fighting. I know, I made you wait 3 paragraphs before talking about the fighting! There are 2 ways to fight: 1) when you crush a building adjacent to another Monster and 2) when you land on a Territory Marker with another Monster. To fight, you’ll draw 5 Territory Markers and look at the underside. There, you will find 5 symbols that represent the way that you are fighting: firebreath, claw, tail, kick, and spikes. These symbols are part of an intransitive combat system, like so.

Each Monster has their own unique combat ability (as well as Special Abilities that change each game). The winner of the best of 5 rounds gets to choose a Combat Victory Token at random, whose value ranges from 1 to 3. If the challenger who landed on a Territory Marker with a Monster wins the battle, that challenger gets to replace the loser’s Territory Marker with their own. Very useful for meeting those objectives and/or preventing an opponent from meeting theirs!

When no Monster can move, the game is over, and the Monster with the most victory points is supreme! We’ve had a blast playtesting this game, and we can’t wait to be able to get out there and play it with you. In the meantime, we’ll be getting up our webpage for the game, posting rules, showing a how-to-play video, and all that good stuff!

Monsters, Monsters Everywhere!–New Monsters in The Wizard’s Tower

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We’ve covered magic (Wizard cards) and fire. What’s left? MONSTERS!

There are many new threats in The Wizard’s Tower box, and they will test your mettle to its limits.

In this video, Justin talks about the new, standard Monsters that join the fight from Centaurs to Ogres, and Imps to Gargoyles.

You will be removing some of the base game Monsters and replacing them with these new Monsters. (See page 3 of The Wizard’s Tower rulebook for the new Monster “recipe.”) Some of these Monsters have special immunities and special vulnerabilities. Some will only spawn alongside other Monsters. Some are just really hard to kill with higher health points than you may be used to!

Flying Monsters

In the expansion there are even Monsters who fly! You have to use Archer cards to hit these Monsters. Knights and Swordsmen are useless against them. They are also immune to the perils of the Giant Boulder! Justin explains how you fight them in this video.

Mega Boss Monsters

Last, but certainly not least, are the Mega Boss Monsters. These Monsters are so big, they aren’t just Bosses, they are MEGA! Four- and five-points make these guys tough to kill, plus they come with extra abilities that stay in effect as long as they are alive. They can also move in unpredictable ways, so you’ll need to stay alert to properly strategize their demise. Mega Boss Monsters are covered on pages 13 & 14 of the rulebook. The game also comes with handy reference cards players can easily refer to when a new Monster is drawn.

You can learn more about all the Monsters in the videos shared above, as well as in the rulebook (pages 11-14). Be sure to also check out our FAQ page for specific Monster effect questions and those occasional scenarios that give you pause.

Happy Hunting! May your Wizard’s Tower remain standing & the cards be on your side!

For the complete playlist of The Wizard’s Tower videos, check out our YouTube Channel, or past blog posts.