Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Easier to teach
High replayability
Highly interactive
Scales well
Light strategy
Luck-sensitive
How it plays
How does it play?
Move wizards and entire towers around a circular path, trap rivals to refill potions, and race every apprentice into Ravenskeep.
Core mechanisms
Key systems that shape the decisions players make.
Rondel
Move around a circular action track that limits which actions are currently reachable.
Race
Compete to reach a destination, threshold, or objective before opponents.
Hand Management
Time and sequence a limited hand of cards to preserve future options.
Memory
Remember previously revealed information, positions, or sequences.
Take That
Use Take That as a recurring structure for player decisions and resolution.
Solo / Solitaire Game
Provide rules and objectives designed for a single player.
Read the full game description
Play movement cards to send one of your wizards forward or lift and relocate an entire tower — often carrying or covering whoever stands beneath it. Trapping any wizard refills one of your potion bottles, which can later power a useful spell, while the shifting tower stack turns memory into a tactical weapon. To graduate, guide all of your wizards into Ravenskeep and refill every potion before another class completes the same magical exam.