Tower at Rainbet: difficulty levels, floors and knowing where to stop
Tower is a climbing game: floor by floor you pick a safe tile. Every completed level raises the multiplier. If you pick a trap, the climb ends. You can cash out at any time before you climb further.
Climbing one floor at a time
- Set your stake and difficulty level.
- Pick one tile per floor.
- With every safe level the multiplier rises.
- Cash out or keep climbing – at your own risk.
Difficulty, tile picks and cash-out
- Difficulty: sets the number of traps per level.
- Cash out: locks in the current multiplier.
- Tile selection: your pick on each floor.
Difficulty, a target floor and your balance
Higher difficulty offers bigger multipliers but more traps. One wrong step ends the round – plan your exit in advance.
Difficulty decides everything downstream of it: an easy tower with a single trap per floor usually lets you climb a few levels, while a hard one can finish on the very first pick. Pair the difficulty you choose with a floor you intend to leave on and take the cash-out there. Climbing until it feels wrong tends to mean climbing one floor too far, since the ladder looks most inviting on the step that ends the round.
Reaching the upper floors on a phone
A tower is a tall layout, which works in your favour on a phone: the floors stack down the screen and the row you are on stays near your thumb. The awkward part arrives near the top, where completed floors scroll out of view and the cash-out control can end up above the fold. Scroll through the whole tower once to see how it sits on your screen, so you are not hunting for cash-out in the middle of a climb.
What the difficulty setting tells you
Each floor resolves on its own terms: the safe tile on the level above is not fixed by the one you picked below, and the rows ahead stay hidden until you reach them. The difficulty you selected is the honest summary of your position, because it states how many traps sit on every row. The game info lists the difficulty options with the ladder that belongs to each, and that is the reference for what a cleared floor is worth.
Games where you choose when to stop
Tower: the questions that come up
It sets how many traps sit on each floor. More traps per row means a shorter climb on average and a steeper ladder of multipliers to go with it.
No. The ladder has as many steps as the tower has floors, and the figure at the top is listed in the game info for each difficulty.
No. Every new floor is its own pick with its own odds, regardless of how smoothly the climb has gone so far.
You cash out between floors, before committing to the next pick. Once a tile is chosen that floor resolves one way or the other.
There is none to find. A position that worked on one floor carries no information about the next one.
In the Tower game info on the platform. We leave the figures there because the operator is free to change them.