TOWER
2 Players I 8+ I 2026
Prototype Version
TOWER RULES
Goal
Control all 8 tiles on any single ring, or two full columns top-to-bottom of the tower.
Preparation
Each player receives 12 tiles in their pool.
The board is a four-tier octagonal tower: each tier has 8 slots arranged in a ring. Slots wrap horizontally (ring neighbours); vertically a slot connects to the slot directly above and below.
Tiles
Each tile is a triangular prism. The top face shows your color (ownership); one side face shows its active number (1, 2, or 3).
Gameplay
On your turn, choose one action: Place, Move, or Level Up.
Place
Raise a tile from your pool onto any empty slot on the board. It lands with your color up and number 1 outward. You may only place if you have tiles remaining in your pool.
Move
Pick one of your tiles on the board, then tap an adjacent empty slot (neighbouring slot on the same ring, or the slot directly above or below) to slide it there. The tile keeps its number and color.
Attack
No separate button — after picking your tile, an enemy chain adjacent to one end of your chain becomes highlighted. Tap it to strike.
A chain is a contiguous run of your tiles along a ring or column. Attack compares the sum of your chain's numbers against the sum of the enemy chain's numbers at the point of contact. If your sum is higher, you capture the entire enemy chain — every tile in that contiguous run flips to your color and resets to number 1. If your sum is equal or lower, the attack fails and nothing happens. Green highlighting means you win; red means too strong.
Level Up
Rotate one of your tiles to cycle its number forward (1→2→3→1). Cycling 3→1 rings the bell: immediately move any one tile on the board (yours or your opponent's) to an adjacent empty slot as a bonus action.
End
The game ends immediately when a player's tiles control all 8 slots on a single ring, or at least two complete columns running top-to-bottom of the tower. That player is declared the winner.
Game Design: Simon Allmer