


Wandering Towers
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FroGames — Moments You'll Remember
Some remember perfectly where their wizards are. Others move the wrong tower and accidentally trap an opponent's wizard. And in the end, everyone laughs when you realize you moved your wizard in the wrong direction.
WHAT IT'S ABOUT
A race between late wizards where the towers move more than the players
Wandering Towers is a collaboration between Michael Kiesling (Azul, Fjords) and Wolfgang Kramer (Tikal, El Grande), two giants of German design. The game won the Mensa Select 2023 and features the artistic signature of Michael Menzel (Legends of Andor). It is set in a magic school where students must reach the Ravenskeep fortress for their final exam, but everyone has procrastinated until the last minute and their potion vials are empty.
At the table, you control three wizards who must race through a path of moving towers. But here's the twist: you can move both your wizards and the towers themselves, creating shortcuts or trapping opponents. When a wizard ends up under other wizards in the same tower, they are captured: whoever trapped them earns a potion. The first to get all three wizards to their destination with full potion vials wins. Memory, timing, and a touch of mischief.
What they say abroad
A memory game that lets you cheat by moving the very evidence
— FroGames
Towers move, wizards hide, laughter increases
— FroGames
Wandering Towers
The game includes official solo rules where you face an automated opponent simulated via the card deck. The experience is valid but loses the social element of traps and laughter when someone forgets where they put their wizards.
Key elements
What you find on the table
Stackable Towers
Six three-dimensional clear plastic towers where wizards hide. They stack, separate, and move along the path. When a tower moves, it carries all the wizards inside it.
Colored Wizards
Each player controls three wizards of their own color. They start scattered on the path and must reach Ravenskeep. If you end up under another wizard in the same tower, you are captured.
Movement Cards
You draw cards showing numbers and icons. Each turn, you play one to move a wizard or a tower. Managing your hand is crucial: the right cards at the right time make all the difference.
Potion Vials
You must fill three potion vials by capturing opposing wizards. Each time you trap a wizard, you earn a potion. You cannot win without all three vials full, even if you arrive first.
Recommended Sleeves 90 cards in 1 size ▼
If you play often, we recommend protecting your cards with clear sleeves to make them last a long time.
| Size | Quantity |
|---|---|
| 44 × 68 mm | 90 |
| Total cards | 90 |
In half an hour, someone will still be laughing about that wizard forgotten under four towers. It always happens with Wandering Towers.
A game in five moments
What happens at the table
Not the rules. The experience.
Everyone starts confident
You place your three wizards on the path, distribute the towers, draw cards. The first few turns seem simple: move a wizard, advance towards Ravenskeep. You think you have everything under control. You remember exactly where your wizards are. Obviously.
Someone moves a tower
Then someone decides to move a tower instead of a wizard. Suddenly three wizards find themselves in a completely different position. Who was on top? Who was on the bottom? You start to doubt. Memory becomes tactical.
Traps multiply
Halfway there. The towers have stacked and separated multiple times. Someone has captured an opponent's wizard and filled the first vial. Others are desperately trying to remember where they left their third wizard. The right cards become precious.
The perfect trap
Someone plays a card, moves a tower, and traps two opposing wizards in one fell swoop. Laughter, protests, someone swearing to remember that move for a rematch. This is the moment that makes every game different.
Arrival at Ravenskeep
One arrives first with all three wizards, but only has two potions. They cannot win. Another arrives immediately after with all three vials full. End. Someone immediately asks for a rematch. 30 minutes gone in a flash.
How to play
The flow of each turn
A turn is very fast: you play a card, move something, draw a new card. The game flows.
From your hand, choose a card showing a number and an icon (wizard or tower). This card determines what you can move and by how many spaces.
If the card shows a wizard, move one of your wizards. If it shows a tower, move any tower on the path. Towers move, carrying all wizards inside them.
If the movement caused a wizard to end up under other wizards in the same tower, that wizard is captured. Whoever trapped them gains a potion. Captured wizards move back three spaces.
Refill your hand by drawing a card from the deck. Pass the turn. The game proceeds quickly until someone reaches Ravenskeep with three wizards and three potions.
Why it's different from others
Six mechanics that make a difference
Move the ground itself
Most racing games only let you move your pieces. Wandering Towers lets you move the towers themselves, creating shortcuts or lengthening opponents' paths. It's like playing chess with a changing board.
Memory with tactical consequences
It's not a classic memory game where you just flip cards. Here, remembering where the wizards are gives you a concrete tactical advantage: you can avoid traps, capture opponents at the right moment, choose when to take risks and when to play it safe.
Unintentional bluffing
Sometimes you genuinely forget where your wizards are. Other times you pretend to have forgotten to make your opponents drop their guard. The result is the same: no one is ever sure what you're about to do.
Two simultaneous goals
It's not enough to arrive first. You must also fill all three potion vials by capturing opposing wizards. This forces you to balance speed and aggression: run too fast and you arrive without potions, attack too much and you arrive last.
Scales from 1 to 6 players
Wandering Towers works great in any configuration. Solo you face an automa, with 2-3 players it's tactical and calculated, with 4-6 it becomes chaotic and unpredictable. Each player count changes the experience without ever breaking it.
Rules in 5 minutes
Kiesling and Kramer built a game with emergent depth from very simple rules. You explain the game in five minutes, play immediately, and discover new tactics in every game. It's German design at its best.
How it ends
How to win and how to lose
Victory is twofold: you must bring all three wizards to their destination AND have all three vials full.
Victory
- You arrive at Ravenskeep with all three of your wizards
- You have filled all three potion vials by capturing opposing wizards
- You are the first to satisfy both conditions simultaneously
Obstacles and setbacks
- Your wizards are captured and move back three spaces each time
- You arrive at Ravenskeep first but without all potions: you cannot win until you fill them
- You forget where your wizards are and move the wrong ones, losing valuable turns
A family game designed by two design giants that reinvents memory by adding direct interaction and three-dimensional mobile towers. In 30 minutes.
Frequently Asked Questions
FAQ about Wandering Towers
Is it really a memory game or does it also require strategy?
Both. Memory gives you a huge advantage, but you still have to decide when to move wizards, when to move towers, when to trap opponents, and when to rush. Someone with perfect memory but no tactics will lose to someone who balances both. And then there's the card factor: managing your hand matters.
Does it really work for up to 6 players or is it better with fewer?
It works differently. With 2-3 players it's more tactical and controllable, you can plan better. With 4-6 it becomes chaotic: towers move constantly, memory becomes almost impossible, and whoever can ride the chaos wins. Both experiences are valid.
Can 8-year-olds really play it?
Yes, in fact they often win because they have better memory than adults. The rules are very simple, the components are colorful and intuitive, and the theme of the late wizards entertains them. The only obstacle is managing the card hand, but after a couple of turns they figure it out themselves.
Is it worth playing solo or is it designed for multiplayer?
Solo play is an official mode with a dedicated automa, not a fallback. It works as a tactical puzzle where you have to beat a simulated opponent who follows specific rules. It's a good alternative if you like the game, but the best experience remains multiplayer for the laughs and surprise traps.
Is it available in English?
Yes, this is the Italian edition by CreativaMente. Rulebook, cards and components are all in Italian. The game has very little text (only movement cards with icons), so it's already accessible regardless, but having the rulebook in Italian helps for the first game.
Wandering Towers is a board game for 1-6 players designed by Michael Kiesling and Wolfgang Kramer, winner of the Mensa Select 2023. Published in Italy by CreativaMente, it combines memory, hand management, and direct interaction in 30-minute games suitable for ages 8 and up. Players control three wizards who must reach Ravenskeep by moving both their own pieces and the three-dimensional towers on the path, trapping opponents to fill potion vials. With immediate mechanics and emergent depth, it's a family game that scales perfectly from 1 to 6 players and includes an official solo mode. Available on FroGames.it with immediate shipping.

Wandering Towers
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
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