
Wandering Towers - Spell Pack
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Six new spells. The same table. Games that no longer resemble any you've played before.
What it's about
Six spells to revolutionize the race to Ravenskeep
Wandering Towers: Spell Pack gathers all six spells from the Mini-Spell expansion into one box. Nothing to search for, nothing to combine — all together, ready to mix with the spells already present in the base game.
Each spell adds a decision that didn't exist before. Recover a card from the discard pile. Swap movement values on a card. Close Ravenskeep for a turn, blocking access and forcing everyone to change plans. Draw two cards in the middle of your turn for more options. Fill a potion without trapping anyone. Roll an extra die to replace the value printed on a card.
Six different mechanics, each capable of turning a game upside down. Usable all together or in combinations chosen before setup — every evening with a different recipe.
The same old race — but now someone can close Ravenskeep and force everyone to improvise.
The Spell Pack's secret in one line
Each spell is a small new rule. Together they transform every game into something never seen before.
From the game experience
Wandering Towers: Spell Pack
The six spells
What the Spell Pack adds
Recover a Card
Return the top card of the discard pile to your hand. That move you thought was lost is now available again.
Movement Swap
Invert the values on the card you play — move something that wasn't indicated, like a wizard instead of a tower.
Close Ravenskeep
For one turn, no wizard can enter the castle. Changes everyone's plans — including yours.
Draw 2 Cards
Interrupt your turn to draw extra options. More choices, tougher decisions for others.
Fill a Potion
Flip a potion without having to trap any wizard. A shortcut to victory.
Extra Die
Roll an additional die and replace the value printed on the card. Sometimes chaos is an ally.
The race to Ravenskeep was already unpredictable. With the Spell Pack, it becomes something you won't be able to explain until the next game night.
📖
RulesEnglish · included in the box
An evening in five moments
What happens at the table
Not the rules. The experience.
Choose tonight's spells
Before dealing the cards, you collectively decide which six spells to use. Even at this point, strategies diverge — those familiar with Movement Swap start to smile suspiciously.
The first potion filled — with a trick
Someone uses Fill a Potion without having to trap anyone. The others look at each other. Was it legal? Yes, it was legal. A mental note is made for next time.
Ravenskeep closes its gates
Those who were one step away from entering are left out. Close Ravenskeep blocks access for an entire turn. Shouts, protests, laughter. The perfect plan crumbles in three seconds and you have to start over.
The extra die nobody expected
A player uses Extra Die at the wrong moment — or maybe the right one. The value changes, a wizard ends up two spaces earlier than expected, a tower falls on someone who thought they were safe. The table explodes.
The last wizard enters Ravenskeep
Someone wins. Everyone else is still talking about that moment in turn four, that card recovered at the last second, that potion filled undeservedly. Everything is put back in the box, wondering which spells to use next time.
How to use it
Adding the Spell Pack in four steps
You learn it in two minutes. You master it in one game.
Before setup, collectively choose how many and which spells to use. You can add the 6 from the Spell Pack to those from the base game or use them instead.
The chosen spell cards are placed next to the board, visible to everyone. No hidden text — everyone knows what can happen.
As in the base game: spend a full potion and activate the chosen spell. Only once per turn. The new cards follow the same rules — zero exceptions to remember.
Each evening can use a different selection. Close Ravenskeep plus Extra Die creates a chaotic game. Recover Card plus Movement Swap rewards long-term planners.
Why it's worth it
Six reasons to add the Spell Pack
Everything in one box
The three Mini-Spell expansions sold separately are all together here. A single box, six spells, no separate purchases to combine.
Infinite replayability
With 6 new spells, the possible combinations multiply game variants. Every evening has its own recipe — and every recipe changes strategic priorities.
Zero learning curve
Same rules as the base game, new effects. Anyone familiar with Wandering Towers understands each spell on first use — no rulebook to re-read.
Close Ravenskeep — the spell that changes everything
A turn where no one can enter the castle. Blocks the current winner, reverses the race, creates the moment everyone will remember. It doesn't exist in the base game.
Suitable for all levels
From beginners who want fewer spells to veterans who use eight every game. The Spell Pack scales perfectly with the group's experience.
Compatible with all editions
Works with any version of Wandering Towers — base, Capstone edition, ABACUSSPIELE. An expansion that doesn't require permission from any specific edition.
How it works
Using spells — key rules
Same as the base game — with six more effects to master.
How to activate them
- Spend a full potion during your turn
- Choose one of the available spells and apply its effect
- Only one spell per turn — use the moment wisely
To remember
- Requires the Wandering Towers base game — it's not standalone
- The edition is in English — the rules are simple and visual
- The group decides how many spells to use before each game
Wandering Towers: Spell Pack is the easiest way to make every game feel like the first. Six new ideas — infinite different evenings.
Frequently Asked Questions
FAQ about Wandering Towers: Spell Pack
Do I need the base game to use it?
Yes. The Spell Pack is an expansion — it requires a copy of Wandering Towers to function. It does not contain a board, meeple, or movement cards: it only adds the six new spells to combine with the original game.
Is it worth it if I already have the base game with the included spells?
Yes, especially if you've played many games. The base game spells remain the same — the Spell Pack adds six completely new effects, including Close Ravenskeep which does not exist in any version of the base game. Combinations change every evening.
Is it complicated to explain to someone who doesn't know the game?
No. The spells follow the same rules as the base game — you spend a potion, you activate an effect. The cards are self-explanatory. Anyone already familiar with Wandering Towers understands each spell on first use, without having to re-read anything.
Can I use all six spells together?
Yes. You can use them all, only some, or combine them with those from the base game. The choice is made before setup. Using them all creates more chaotic and unpredictable games — perfect for groups who already know the game well.
What exactly does the box contain?
The box contains the cards for the six spells (the same ones present in the three Mini-Spell expansions sold separately): Recover a Card, Movement Swap, Close Ravenskeep, Draw 2 Cards, Fill a Potion, and Extra Die.
Is it available in Italian?
This is the English edition. The spell cards have English text, but the effects are simple and visual — the group understands quickly after the first use of each spell.
Wandering Towers: Spell Pack is an expansion for the board game Wandering Towers (Die Wandelnden Türme), compatible with all editions. Designed by Michael Kiesling and Wolfgang Kramer, published by ABACUSSPIELE and Capstone Games. Contains 6 exclusive spells: Recover a Card, Movement Swap, Close Ravenskeep, Draw 2 Cards, Fill a Potion, Extra Die. Collects the contents of all three Mini-Spell expansions in one package. Hand management mechanic, suitable for 2-6 players aged 10+, lasting approximately 30 minutes. English edition. Requires the base game. Available on FroGames.it.
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