TOWER MOVEMENT
Move any tower (Ravenskeep is not a tower), along with everything stacked atop it.
Yes, if Ravenskeep is atop the stack, it goes along, too!
Once you have lifted a tower, you cannot change your mind.
If the card depicts a number, advance the tower clockwise exactly that number of spaces.
If the card depicts a die, roll the die to determine exactly how far a tower will advance.
For each additional die depicted on the card, you may reroll the die once; however, if you do, you forfeit the previous roll.
Only after your final roll must you choose a tower to move.
Whenever a tower’s move ends in a space with towers already in it, the new tower goes atop the existing towers, imprisoning all wizards it covers.
Note: All 9 towers and Ravenskeep could end up in the same space!
If a move would put towers atop Ravenskeep, you cannot make that move.
Note: If you [accidentally] lift a tower whose move would place it atop Ravenskeep, your turn ends immediately without moving the tower you lifted (fill your hand to 3 cards as usual).
Cards That Can Move Either a Wizard or a Tower
• Move one of your own visible wizards, or move any tower.
• If the card depicts a number, announce whether you are moving a wizard or a tower, then advance it exactly that number of spaces.
• If the card depicts a die, roll the die to determine exactly how far a wizard or tower will advance.
For each additional die depicted on the card, you may reroll the die once; however, if you do, you forfeit the previous roll.
Only after your final roll must you announce whether you are moving a wizard or a tower.