Tower Climb

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How to play

The tower has nine floors. Each floor is a row of doors, and behind some of them sits a trap. You choose one door per floor; gold sends you up a level and grows the multiplier, a trap drops the round and the bet with it.

  1. Choose a difficulty. It sets how many doors each floor has and how many of them are traps.
  2. Place your bet with the chips (100, 500, 1,000 or 5,000) on the bet spot, anywhere from 100 to 10,000 credits in steps of 100.
  3. Press Start climbing. The lowest floor lights up.
  4. Tap a door. Gold moves you to the next floor; a trap ends the climb.
  5. Once you have cleared a floor, Cash out collects your bet times the current multiplier. Clear the ninth floor and the top-floor prize is paid automatically.

Traps for all nine floors are placed when you start, before your first pick. At the end of the round every floor opens up so you can see where they were.

The four towers

DifficultyDoors per floorTrapsSafe pickFloor 1Floor 3Floor 5Top (floor 9)
Easy4175%×1.29×2.29×4.08×12.91
Medium3167%×1.45×3.27×7.36×37.29
Hard2150%×1.94×7.76×31.04×496.64
Expert3233%×2.91×26.19×235.71×19,092.51

Hard is the cleanest to read: every floor is a coin toss, and every floor almost doubles your multiplier (×1.94 each step). Expert flips Medium around. There are still three doors, but now two of them are traps.

How often does a full climb succeed? On Easy about 7.5% of the time, on Medium about 2.6%, on Hard 1 in 512, and on Expert roughly 1 in 19,700. Those top-floor prizes look huge because the trip is rare.

How the multipliers are set

Each floor’s multiplier is the fair payout for surviving that many floors, cut to 97%. On Easy you pass a floor three times in four, so each floor multiplies the fair price by 4/3; after nine floors that’s (4/3)⁹, about 13.3, and 97% of it gives ×12.91.

The result is that when you cash out never changes the average: one floor or nine, the long-run return is 97% of the bet, minus a little rounding to whole credits. There’s no hidden pattern in where traps go. Each floor is shuffled on its own, and every door on it has the same chance.

The Next box spells out the multiplier for the floor above and the chance of reaching it, so you always know what one more pick is worth.

Strategy

Door choice doesn’t matter; picking left every time is as good as anything else. What you can control is how high you aim and which tower you climb.

  • Easy, two or three floors is the low-swing way to play. Three floors on Easy succeed about 42% of the time for ×2.29.
  • Hard is a doubling ladder. One floor is a 50/50 for ×1.94; two floors is 25% for ×3.88. Treat each pick as a coin flip, because it is.
  • Expert is a lottery ticket. The first door alone is a 1-in-3 for ×2.91. Going past the third floor turns a single round into a very long shot.
  • Set your floor before you start. The tower is built to tempt you upward, and the Next box keeps showing a bigger number.
  • Don’t read streaks. Clearing four floors says nothing about the fifth.

For a version where you pick tiles on one 5×5 grid and choose the number of hidden dangers yourself, try Mines. Road Cross strips the choice down to a single button.

If you enjoy Tower Climb, try Treasure Hunt or Treasure Picks next.

Return to player

BetRTPHouse edge
All bets (optimal play) 97.00% 3.00%

Computed exactly from the game's rules and checked by its tests on every release. More on fairness and return to player.

Frequently asked questions

Are the credits real money?

No. Credits are virtual and exist only in this game. They can't be bought, cashed out or exchanged for anything.

What happens if I run out of credits?

You can collect 10,000 free credits and keep playing.

Is the tower decided in advance?

Yes. The traps on every floor are set when you press Start climbing, before you choose any door. Your picks can't move them.

Does it matter which door I choose?

No. Every door on a floor has the same chance of hiding a trap.

Why can't I cash out right away?

Cash out unlocks once you've cleared the first floor. Before that there's nothing to collect beyond your stake.

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