
2022 · Fantasy
Wandering Towers
Players lead a class of graduating wizards racing to reach Ravenskeep for their final exam. Each player controls a set of wizard pieces that can move normally or use spells to shift the towers they occupy, changing the board layout as the race progresses. Captured wizards and trapped opponents yield potion resources used to fuel further movement and spells. Turns combine movement, tower manipulation, and resource management as players balance progressing toward Ravenskeep with opportunities to trap rivals and refill potions.
- Players
- 1–6 best 4
- Playing time
- 30 min
- Age
- 8+
- Complexity
- 1.6 / 5
About the game
- Publisher
Expansions
See them in Ludoya
Wandering Towers: Mini Spell Expansion 12023
Wandering Towers: Mini Spell Expansion 22023
Wandering Towers: Mini Spell Expansion 32024
Wandering Towers: The Magic Tower2025
Wandering Towers: Extra Die Roll Promo Card2022
Wandering Towers: Fill The Magic Potion Flask Promo Card2022
Wandering Towers: Re-Use A Card Promo Card2022
Wandering Towers: Spell Pack2026
Wandering Towers: Close The Raven Castle Promo Card2023
Wandering Towers: Draw Two Cards Promo Card2022
Wandering Towers: Let Someone Skip a Turn Promo Card2025
The Wandering Towers: Change of Movement2024Photos from Ludoya tables
All photos in LudoyaWhere to buy it
Shop prices and second-hand copies, checked every day.
On Ludoya's tables
Full stats in Ludoya- 341
- Plays logged
- 545
- Players
- 31m 43s
- Average play
- 94
- In collections
- 30
- On wishlists
- 1
- Pre-ordered
7.2/10
from 30 Ludoya reviews
Garfield7.0 #50 Very funny idea where your meeples disappears under towers and you should remember where they are... [c] Theme: :star::star::nostar::nostar::nostar: <!-- size 7]Very little --> Gameplay: :star::star::star::nostar::nostar: <!-- size 7]Not much you can do --> Interaction: :star::star::star::star::nostar: <!-- size 7]Try to prevent others from jumping in the black tower --> Artwork: :star::star::star::nostar::nostar: <!-- size 7]Ok --> Luck: :star::star::star::star::nostar: <!-- size 7]Dice rolling, random cards --> Strategy: :star::nostar::nostar::nostar::nostar: <!-- size 7]Veeery little --> Components: :star::star::star::nostar::nostar: <!-- size 7]Ok --> Play duration: :star::star::star::star::star: <!-- size 7]Very good --> Easy to teach: :star::star::star::star::nostar: <!-- size 7]Very easy --> Rules quality: :star::star::star::star::star: <!-- size 7]Very good --> Setup time: :star::star::star::star::nostar: <!-- size 7]Very little --> No downtime: :star::star::star::star::nostar: <!-- size 7]Almost no downtime --> Replay value: :star::nostar::nostar::nostar::nostar: <!-- size 7]Just the chaotic fun --> [/c]
Salvinha7.0 Nice family game
Fun game, messing with other people always brings a smile to my face
Rules questions
Answered from the rulebook by Ludoya's rules assistant.
If Ravenskeep is sitting on top of a tower stack, does it move if that tower is moved? And can I move a tower onto Ravenskeep?
Yes—Ravenskeep is not a tower but will move along if it’s atop a tower you move; however you may not make a move that would put towers atop Ravenskeep, and if you lift a tower whose move would land on Ravenskeep your turn ends immediately and the tower is not moved (pp. 4–5).
What exactly happens when I move a wizard into Ravenskeep?
The wizard is dropped into Ravenskeep and stays there until game end, then Ravenskeep advances clockwise to the next raven-shield space or tower top with no wizards (if none it stays), and your turn ends immediately (p. 5).
Do I have to land exactly on Ravenskeep to enter it, or can I stop short if the movement would pass it?
You must use the full movement value; if the movement would take the wizard past Ravenskeep you cannot choose to stop short to enter it, so only a move that ends on Ravenskeep lets a wizard enter (p. 5).
If I cover wizards by moving a tower, do I fill a potion bottle, and does it matter whose or how many wizards I cover?
Whenever you newly imprison one or more wizards by placing a tower over them you may fill one empty potion bottle (no matter how many or whose wizards you imprisoned); if you have no empty bottles you simply imprison them without filling a bottle, and you may not peek under towers (p. 5).
When can I cast spells (like Piggyback) and how does Piggyback work?
You may cast one magic spell at any time during your turn by spending the required full potion bottles; Piggyback can be cast only when the current player is moving a wizard from a space or tower top where you also have a wizard, forcing that moving wizard to carry your wizard along (you may cast Piggyback on yourself when you move from a space where you have at least two wizards) (pp. 4, 8).
Free, on web, Android and iOS
Play Wandering Towers with Ludoya
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Game facts (players, playing time, age, credits) from BoardGameGeek.





















