In Roving Towers, you want to get all your wizards back to the castle of crows before anyone else. To set up the game, place the game board tiles in a circle, with the raven castle on its starting square and the nine towers clockwise from the castle; five towers carry a raven shield. Divide the players' wizards - 3 to 5 depending on the number of players - among the towers, and deal each player a hand of three cards. On a turn, play a move card from your hand, then play a second move card, then fill your hand with three cards again. The cards allow you to move one of your wizards, a tower, or a tower or a wizard. Movement is always clockwise; sometimes movement is determined by a specific number of squares, and sometimes it is determined by a die roll, with the option to roll the die up to the number of times indicated on your card.
When you move a tower, all wizards on that tower are transported to it - and you can move a tower to another tower, trapping all wizards on that lower tower. When you trap one or more wizards, you fill one of your magic flasks; you must fill all your flasks to win. In addition, you can spend the filled flasks to cast one of the active magic spells in the game, the simplest of which allow you to move a wizard or tower. (Spent flasks always count as filled.) To free your wizard, you must move the top part of the tower. If you place a wizard in the raven's castle according to the exact count, your turn ends and the raven's castle moves forward on the board to the next unoccupied square or tower with a raven shield. Whoever places their last wizard on the raven's castle and has filled all their flasks wins. Roaming Towers can be played in teams, with or without the "master wizard" variant, which makes many spells available.
Contents of the box : 4 plates, 1 dungeon, 9 towers, 8 spells, 90 movement cards, 24 wizards, 36 vials, 1 die, 1 Oya shield, 1 rule book.