Neil B
United Kingdom London
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Ok I bought this for my four year old (literally turned four just before xmas) at the weekend. It was between Castle Panic and Duck, Duck Go!, but he wanted the game where he was on daddies team.
So, how does it play? Well, we've played twice, and he's played to the finish both times which is good (ocassionally he wanders off before the end of Ticket to Ride).
First game we used the house rules to make it easier, and it was almost too easy (removed the draw four monsters card, the plague cards and the Troll Mage and Orc Boss, and some of the boulders). Second game we played "standard" (without the master slayer option, he really liked the fact it was a co-op game and didn't want to ruin that), and although we won, our tower was definitely very ragged (think we were down to two towers and two walls).
So, what do I think? I really enjoy the game. To be honest, it's less of a board game and more of a puzzle game - how can we use our resources to beat the monsters. He seems to love the theme. He can recognise the goblins, orcs and "big scary trolls", and has no issue killing them. After all they are monsters, not poeple!
However, I do find I keep telling him what to do, rather then letting him figure it out. I must try to stop that, but I find it hard. Also, strangely he gets upset when he has no cards left, despite the fact he knows he gets more next turn - odd.
He rolls the dice, picks the monster tokens, and deals his cards, so he's definitely entertained. If I could find a way to get him to make his own moves, it would be perfect.
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Rick Beetham
Canada Orleans Ontario
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Making his own moves will come with time... start simply by "discussing" his moves... When my grandsons were first introduced to the game it was kind of fun just seeing how their minds worked.
I usually start their turn with something like. So what are you going to do, any ideas? And if they don't have any (which in the beginning was quite the norm) I usually give them a couple of options... Well what do you think about this.... or this.... and sometimes I'd just say... well I think this is your best move, want to do that?... Eventually they come up with their own ideas and strategies and I try really hard to let them do what they think is right and go from there.... in the beginning that usually means lots of lost games - LOL 
As for the no cards left situation, my youngest grandson was like that, sometimes he just refused to play a card just because it was his last card... in-spite of all my advice.... so I'd just let him keep it...
My youngest daughter was somewhat like that, in that she always thought she was being "ripped off" by mom and dad when we'd give her a dollar for 4 quarters or worse a 5 dollar bill for 20!! She didn't understand value as much as she understood quantity.... I think quantity is one of the first concepts kids grasp.... Value can be a hard concept to get their minds around
Believe it or not.... she still has difficulty with it and would prefer a pocket full of quarters compared to a couple of dollar bills, or worse - a fiver!
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Lance
United States Moorhead Minnesota
The coolest best thing I have ever done in my life is being a father
Caleb, the best 6 month old little brother ever
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This is exactly the reason why I held onto this game. I wasn't all that impressed with it, but I knew my kids would like it.
Great review!
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Wade Nelson
United States Saint Louis Park Minnesota
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UndeadViking wrote: This is exactly the reason why I held onto this game. I wasn't all that impressed with it, but I knew my kids would like it.
Great review!
With the Wizard's Tower Expansion, even as an adult I don't think I'd turn down a play over a few beers
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Hal Jordan
United States
North Carolina
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I play these type games with my (now)5 year old son and 8 year old daughter. I think what you ask/expect them to do all depends on what game/life skill you are trying to "teach" to them in the game.
My 5 year old with games like Survive:Escape from Atlantis I tend to try and get him to focus on the counting movement spaces and learning some strategy as to avoid sharks. With Castle Panic it is more about thinking ahead and then some subtracting by 1 (with wounding the monsters). Like you said the great thing about CP is the co-op part which my kids LOVE being able to team up against the big bad game.
I wouldn't worry too much about getting them to play their own turns right away b/c even my 8 year old won't play 100% by herself. I think that comes with a bunch of plays. I tend to do what someone else said, of giving them a few options and getting them to pick one and eventually explaining why. It's great for logic and reasoning skills as well.
I also LOVE King of Tokyo for my 5 year old b/c it's also got some decisions to make but all in all the kids just love to attack daddy!
Great write up!
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