Wandering Towers

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Wandering Towers

Overview

Wandering Towers is a family strategy game where wizards race across a circular track to reach the black tower Ravenskeep for their magical exam. Players play movement cards to move towers and wizards, trying to get their wizards into Ravenskeep while trapping opponents under wandering towers. Towers can cover wizards (imprisoning them) or carry them along when they move. The first player to get all their wizards into Ravenskeep wins.

Components

Setup

  1. Place the game board centrally.
  2. Position Ravenskeep (black tower) on its designated starting space.
  3. Distribute remaining towers evenly across the track.
  4. Each player takes their wizard meeples and places them on the starting space.
  5. Deal movement cards to each player.
  6. Give each player starting potion tokens.
  7. Determine first player.

Turn Structure

On your turn:

1. Play a Movement Card

Choose and play 1 or 2 movement cards from your hand. Each card shows a number and specifies whether it moves a tower or a wizard.

2. Move Tower or Wizard

3. Gain Potions

If your wizard is trapped under a tower (your own or opponent’s), gain 1 potion token. Potions can be spent for special effects.

4. Draw Cards

Refill your hand from the draw pile.

Actions

Tower Interactions

Scoring / Victory Conditions

Immediate Victory: The first player to get all their wizards into Ravenskeep wins.

There is no point-based scoring.

Special Rules & Edge Cases

Player Reference

Card Type Effect
Tower card Move 1 tower X spaces
Wizard card Move 1 of your wizards X spaces

Goal: Get all your wizards into Ravenskeep (black tower)

Trapping: Tower lands on wizards = wizards trapped underneath

Potions: Gained when trapped; spent for special abilities