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Wandering Towers in alpha!
Posted: 03 July 2025, 02:10
by Fearinn
Wandering Towers is now in alpha!
"Help your wizards get to Ravenskeep as quickly as possible. Using their magic they could even move the very towers atop which they stand to get there more easily! But how can they refill their potion bottles along the way? Well, here’s a little secret: Trapping wizards allows you to capture some of their magical essence in a bottle…"
BGG
Game page
Re: Wandering Towers in alpha!
Posted: 03 July 2025, 11:11
by JohnnyCyclops
Interested to see how such a tactical game translates. Also the memory aspect of which tower level contains trapped wizards which could be noted down when played online. Only played twice in real so may wait for beta.
Re: Wandering Towers in alpha!
Posted: 04 July 2025, 06:31
by rafaelpsmed
Please Join me in alpha
Re: Wandering Towers in alpha!
Posted: 04 July 2025, 07:00
by Arjuna92
Is this only meant to be played in real-time?
Memory aspects are an issue in turn-based play and the solution would often be to just make it open information. I don't know whether you and/or the publisher would be okay with that. Otherwise one either has to live with forgetting more than usual or one can/has to just write down information, which I find rather silly. No matter what memory concept you might choose for this game module, the fact that the logs don't specify which towers have moved makes it utterly impossible to play this meaningfully in turn-based mode. I was about to start a game because I quite liked it when I played it in RL but I don't see the point if I can have basically no idea where my wizards are hidden.
I have two ideas:
1) Dispense with the memory concept in turn-based games. This way you know where your wizards are and more detailed logs are unnecessary.
2) Mark exactly which towers (and which levels of them) were moved by which player since your last turn. Given that several players may have moved a different number of levels of the same tower, this could be difficult to visualise. Maybe arrows in players' colours with numbers for the number of levels moved from one location to the next could do the trick?
Maybe an option to choose between the two modes?
Re: Wandering Towers in alpha!
Posted: 31 July 2025, 23:10
by Kishkumen
If there was ever a game that would benefit from using the 3-D mode in BGA, this is it. 2-D mode is fine, but if you play the tabletop game stacking the towers is part of the impact. If made available I could see this being the only game I played strictly in 3-D.
Re: Wandering Towers in alpha!
Posted: 01 August 2025, 05:03
by Thomas
Kishkumen wrote: ↑31 July 2025, 23:10
If there was ever a game that would benefit from using the 3-D mode in BGA, this is it.
see
https://boardgamearena.com/bug?id=174795 for why it is not supported or create a new bug report of your own.