Free Towers
A tower of covered tiles, a trap on every row and a cash-out multiplier, played with chips that are worth nothing, with the odds of every row printed beside the tower.
Play chips
1,000
No real money, no prizes, nothing to buy.
The tower
No round yet
Row 1 pays 1.485×
Row 2 pays 2.2275×
Row 3 pays 3.3412×
Row 4 pays 5.0118×
Row 5 pays 7.5178×
Row 6 pays 11.2767×
Row 7 pays 16.915×
Row 8 pays 25.3726×
- Difficulty
- Medium
- 2 of 3 tiles safe in each row
- Rows climbed
- 0 of 8
- Multiplier
- None yet
- Shown rounded down
- Cash-out value
- 0
- On a bet of 10
Pick a bet and a difficulty, then start a round.
Session coach
Last round
Nothing played yet. After each of your rounds the coach says what the round cost and what decided it.
Decide the cost before you start
Gambling is entertainment with a price, like a concert ticket. The useful question is not how much you might win but how much the evening is allowed to cost. Pick that number first, and treat reaching it as the end of the session. You can set one below and the coach will hold you to it.
Next bet
10 chips at a 1% house edge: an expected cost of 0.1 chips.
- Rounds played
- 0
- Chips bet in total
- 0
- Bets raised after a loss
- 0
Where the result came from
- House edge, on average
- 0
- Luck
- 0
- Result
- 0
The report fills in as you play. See how a wider spread changes the chance of running out
Set a session limit
This table is for practice and entertainment only. How to keep gambling safe
What the next row costs
- Chance the next pick is safe
- 66.67%
- 2 safe among 3 tiles, every row
- Multiplier if it is
- 1.485×
- The first cash-out point
- Chance of getting this far
- 100%
- 0 safe rows in a row
- Average return, wherever you stop
- 99%
- The house keeps 1%
The house takes its 1% once, on the bet. After that every row is an even trade: the multiplier rises by exactly as much as the chance of surviving falls. So no stopping row and no choice of tile changes what a round costs on average. Stopping low returns a little, often. Climbing high returns a lot, rarely.
| Rows climbed | Chance | Multiplier |
|---|---|---|
| 1 | 66.67% | 1.485× |
| 2 | 44.44% | 2.2275× |
| 3 | 29.63% | 3.3412× |
| 4 | 19.75% | 5.0118× |
| 5 | 13.17% | 7.5178× |
| 6 | 8.78% | 11.2767× |
| 7 | 5.85% | 16.915× |
| 8 | 3.9% | 25.3726× |
| Difficulty | Reach the top | Top pays | Return |
|---|---|---|---|
| Easy | 10.01% | 9.8888× | 99% |
| Medium (selected) | 3.9% | 25.3726× | 99% |
| Hard | 0.39% | 253.44× | 99% |
Difficulty changes the spread and not the cost. A harder tower pays more and is climbed less often, in exact proportion, so every row of every difficulty returns 99%, give or take the rounding of what is printed. See how a wider spread changes the chance of running out
This session
- Rounds played
- 0
- Chips bet
- 0
- Net chips
- 0
- Expected at a 1% edge
- 0
The expected figure is 1% of the chips you have bet on finished rounds, whatever difficulty you chose and wherever you stopped. A short session can land far from it in either direction, and further the harder the tower and the higher you climb.
Built by Alexander Korsager · last updated October 3, 2026 · corrections
- Returned on average, at every row of every difficulty
- 99%
- House edge, taken once, on the bet
- 1%
- Combinations of difficulty and stopping row, all at the same price
- 24
- Top of the hard tower, reached 0.39% of the time
- 253.44×
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A tower that prices every row
Towers is a climbing game with two decisions in it.
You choose a difficulty, which sets how many tiles in each row are safe, and then you climb a tower of 8 rows one tile at a time. Each safe tile raises a multiplier, you can take the bet times that multiplier after any safe tile, and a trap loses the bet. How hard a tower to pick and how high to climb both feel like skill. This table exists to show that neither is.
- Row 825.3726×
- Row 716.915×
- Row 611.2767×
- Row 57.5178×
- Row 45.0118×
- Row 33.3412×, climbed
- Row 22.2275×, climbed
- Row 11.485×, climbed
3 safe tiles in, a cash-out pays 3.3412× the bet. Getting this far happens 29.63% of the time, and one trap on the next row loses the bet.
The multiplier is the odds turned upside down, less the house's share.
On medium, 4 rows are climbed 19.75% of the time and pay 5.0118×. Multiply the two and you get 99%. Do the same for any row on any difficulty and you get 99% again. The top of the easy tower pays 9.8888× and the top of the hard one pays 253.44×, and they cost exactly the same on average. Difficulty changes how the result swings, not what it costs.
| Stop at | Reached | Pays | Returns |
|---|---|---|---|
| Easy, 4 rows | 31.64% | 3.1288× | 99% |
| Easy, the top | 10.01% | 9.8888× | 99% |
| Medium, 4 rows | 19.75% | 5.0118× | 99% |
| Medium, the top | 3.9% | 25.3726× | 99% |
| Hard, 4 rows | 6.25% | 15.84× | 99% |
| Hard, the top | 0.39% | 253.44× | 99% |
The last column is the first two multiplied together. It is the same on every row of every tower, before a payout is rounded down.
02 / 03
Rules at this table
Easy tower
- Tiles in a row
- 4
- Safe tiles
- 3
- Each pick is safe
- 75%
- Row 4 is reached
- 31.64%
- The top is reached
- 10.01%
The top row pays
9.8888×
99% of the bet on average, like every other row
Medium tower
- Tiles in a row
- 3
- Safe tiles
- 2
- Each pick is safe
- 66.67%
- Row 4 is reached
- 19.75%
- The top is reached
- 3.9%
The top row pays
25.3726×
99% of the bet on average, like every other row
Hard tower
- Tiles in a row
- 2
- Safe tiles
- 1
- Each pick is safe
- 50%
- Row 4 is reached
- 6.25%
- The top is reached
- 0.39%
The top row pays
253.44×
99% of the bet on average, like every other row
- The tower has 8 rows, climbed from the bottom. You pick one tile on each row.
- There are 3 difficulties: easy has 3 of 4 tiles safe in every row, medium has 2 of 3 and hard has 1 of 2. The table starts on medium.
- Bets are 5, 10, 25, 100 chips. The traps on every row are placed when the round starts and do not move.
- A safe tile raises the multiplier and opens the row above. A trap ends the round and loses the bet.
- After any safe tile you may cash out for the bet times the current multiplier. There is nothing to cash out before the first row.
- The first row pays 1.32× on easy, 1.485× on medium, 1.98× on hard. Reaching the top row cashes the round out by itself, at 9.8888× on easy, 25.3726× on medium, 253.44× on hard.
- When a round ends, the tower shows where every trap was.
- Tab
- Reach the tiles, bottom row up
- Space
- Pick the tile in focus
- Enter
- Pick the tile in focus, start a round or cash out
FAQ
- Is this towers game played for real money?
- No. The table uses play chips that have no value, cannot be bought, and cannot be cashed out or exchanged for anything. If you run out, you are handed another stack for free. There is no account and nothing to download.
- Does a harder difficulty pay better in towers?
- It pays more per row and less often, in exact proportion. On easy the first pick is safe 75% of the time and pays 1.32×. On hard it is safe 50% of the time and pays 1.98×. Both come to 99% of the bet on average. A harder tower means bigger swings for the same expected cost.
- Is there a best row to cash out on?
- No. Every stopping row returns 99% of the bet on average, because each multiplier is set to the inverse of the chance of reaching it, less 1%. Cashing out low gives small returns often. Climbing high gives large returns rarely. The average cost is the same, so there is no stopping rule that beats the game and none that makes it cheaper.
- Is one tile in a row safer than the others?
- No. On every row each tile is equally likely to be a trap, so left, right, the middle and any pattern you like all have the same chance. The rows are also drawn separately and fresh each round, so where a trap was on the row below, or in the last round, says nothing about where the next one is.
How this game works
When a round starts, the traps for every row are placed in your browser, each row drawn separately so that every tile in it is equally likely to be the trap. Nothing is decided later: picking a tile only shows what was already there.
On a difficulty with s safe tiles among t in each row, the chance of climbing k rows is s divided by t, multiplied by itself k times. The multiplier after k rows is the inverse of that chance times 99%. The house edge is therefore 1% of the bet at each of the 24 combinations of difficulty and stopping row, and the test suite checks every one of them with whole-number arithmetic, with no decimals to round. It then plays every possible layout of traps through the same engine this page uses and adds up what was paid.
Put another way, the edge is taken once, on the bet. After the first safe tile, each further row is an even trade on what you could cash out: the multiplier rises by exactly as much as the chance of surviving falls. That is why no difficulty, stopping row or choice of tiles changes the average, and why the only thing they do change is the spread of results. The risk of ruin calculator shows what a wider spread does to the chance of running out of chips at a fixed edge.
Rounding goes one way. A cash-out pays the bet times the exact multiplier, rounded down to a hundredth of a chip, and the multiplier on screen is rounded down too, to four decimal places. Rounding down can cost at most 0.07% of the bet more, on the smallest bet, and never moves anything in the player's favor.
The expected figure in the session panel is the edge multiplied by the chips you have bet on finished rounds.
Limits
- This is one invented table with a 1% edge. It is not a copy of any real game. Real versions set their own edge, tower height and difficulties, and some cap the largest payout.
- The largest multiplier here is 253.44×, for the top of the hard tower, a chance of 0.39%. On a 100-chip bet that is 25,344 chips.
- The traps are placed with your browser's ordinary random number generator. This table does not publish seeds, so a round cannot be verified after the fact the way a provably fair game can.
- Rounds are fast. A real stake at this pace runs through far more bets per hour than a table game does, and the 1% is charged on each one.
- Play chips do not feel like money. Cashing out low and stopping after a loss are both harder with a real stake.
This is a practice game for adults. It has no real-money play and links to none. Towers played with money keeps its edge on every bet, and no difficulty, cash-out row or pattern of tiles changes that: on this table each of them returns 99% on average, a fraction less after rounding, and never more.
Gambling can cause serious harm. The National Problem Gambling Helpline is free, confidential and open 24/7, call or text 1-800-MY-RESET (1-800-697-3738), or chat at ncpgambling.org/chat.
03 / 03
Go deeper
- Risk of Ruin Calculator The chance of running out before a session ends, at a given edge and spread of results.
- Variance Simulator How far results swing over a session at a fixed edge, and how deep a losing run can go.
- House Edge Comparison What every common casino bet keeps, side by side, and what it costs per hour.
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