About Four Towers
Four Towers is an abstract strategy game where you decide who becomes a lord or a demon and ensure your position by gaining followers.
Designed by Roger Vernon; Four Towers is a game for 2-4 players that plays in 45-65 minutes.
Using point-to-point movement, worker placement, commodity speculation and variable player powers Four Towers has a wide variety of strategies for winning yet is easily learned in about ten minutes.
Checkout the rules to see how Four Towers combines these different game mechanics along with beautiful artwork to create a unique, rich, replayable and most importantly, fun game.
Four Towers is played on a concentric grid laid out on a map of the land of Fognik. Each turn a player places one peasant from any of the four clans (Red, Yellow, Green or Blue) on the grid and places two other peasants on their followers card or employs them as Merchants, Mercenaries or Mountaineers. The grid represents the power struggle for control. Peasants that make it to the outer circle beyond the mountains become lords and move to the Four Towers. Those that gravitate towards the center go to the city of fire and become demons.
Each lord that is created increases the intrinsic value of that clan and also increases the influence for the player that created them.
Each demon that is created reduces the value of that clan and allows the player that created the demon to reduce another players' influence.
Players collect followers as a means of supporting and predicting which clan will have the most lords. Victory points are scored by multiplying each clans followers by the number of lords created.
Skilled workers are tracked on the occupations mat. Each worker has three impacts on the play of the game. First, each worker scores victory points at the end of the game. Second, each occupation presents special bonuses for achieving specific goals and third, each worker has their own special ability to be used throughout the game. Deciding on the best way to utilize workers can mean the difference of winning or losing.
Players may sacrifice followers to the champions' temple and acquire one of the powerful champions. Sixteen beautifully illustrated champions, each with their own special skill and bonus point structure, empower players and make every game completely unique and present an enormous number of paths to success.
The game ends when there are no more peasants to be played and players then tally their scores. Players score points for; having followers of clans with a lot of lords, special bonuses from their champions, each of their worker types as well as their level of influence.
You can review the full set of rules here.