Drag through touching letters (diagonals too) to spell 3+ letter words. Keep every column below the top. Long words blast neighbours, gold doubles, J K Q X Z clear a row.
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Heights include required Calm rows and refills. The Rise clock keeps running.
Spell Tower guide · rules, scoring, strategy
Spell Tower is a word game played on a stack of letter tiles seven columns wide. You trace words through touching letters to clear them, while new rows keep pushing up from the bottom. If any column grows past nine tiles, the tower topples and the run ends. Long words, gold tiles, the letters J, K, Q, X and Z, and fast chains are what separate a 500-point game from a 5,000-point one.
The board is 7 columns by 9 rows, and a game starts with 4 rows filled. Each tile shows a letter and its point value in the corner.
Words need at least 3 letters and must be in the game's 83,526-word English list. A word that is not in the list is rejected with a message, your selection clears, and it also resets your combo, so guessing has a cost.
The Q tile reads "Qu" and counts as two letters, so QUIT is a four-letter word made from three tiles. That is a gift for long words and for the five-letter blast threshold.
Rise (timed) is the default. A bar under the score fills up, and when it is full a new row pushes in from the bottom, lifting every column by one. The bar is 13 seconds long at level 1 and shrinks by 0.85 seconds each level, bottoming out at 4.5 seconds from level 11 on. You level up every 6 words.
| Level | Words spelled | Seconds per row |
|---|---|---|
| 1 | 0 to 5 | 13.0 |
| 2 | 6 to 11 | 12.15 |
| 3 | 12 to 17 | 11.3 |
| 4 | 18 to 23 | 10.45 |
| 5 | 24 to 29 | 9.6 |
| 6 | 30 to 35 | 8.75 |
| 8 | 42 to 47 | 7.05 |
| 10 | 54 to 59 | 5.35 |
| 11+ | 60 or more | 4.5 |
The clock only starts once you touch the board, and it keeps running while you trace. If a row rises mid-word, your selection rides up with the tiles, so you do not lose it.
Calm (turn based) has no clock at all. Instead, the tower rises when you spell a short word: any word of 3 or 4 letters adds a row. Words of 5 letters or more do not. Calm is the mode for thinking, and it teaches the single most important habit in the game: find the long word.
In both modes the game keeps play moving: if the board drops below 14 tiles, rows rise automatically until there is enough to spell with. A fresh row always has between 2 and 4 vowels and at most one tough letter (J, K, Q, X, Z or V), so new rows are always spellable.
A word's score is built in four steps:
Step 2 is the one that matters. Because the letter total already grows with length, multiplying by length again means points climb roughly with the square of the word length. Six one-point letters score 6 × 6 = 36; three of them score only 3 × 3 = 9. Doubling the length quadruples the score before any bonus.
| Points | Letters |
|---|---|
| 1 | A E I O U L N R S T |
| 2 | D G |
| 3 | B C M P |
| 4 | F H V W Y |
| 5 | K |
| 8 | J X |
| 10 | Q (Qu) Z |
In Rise mode, each word you spell within 7 seconds of the previous one extends your combo. The multiplier is 1× for the first word, then rises by 0.25 per chained word: 1.25×, 1.5×, 1.75×, up to a cap of 2.5× on the seventh word in a row. Let 7 seconds pass, or submit a word that is not in the list, and it resets. The current multiplier shows in the score bar, and the points in the word bar already include the multiplier your next word would get.
In Calm mode there is no clock to break a chain, so the combo keeps climbing word after word until you submit an invalid word. Play carefully and every word from the seventh onward scores 2.5×.
| Word | Letters × length | Gold | Blasted | Combo | Score |
|---|---|---|---|---|---|
| FIZ | 15 × 3 = 45 | none | 6 tiles, +30 | 1× | 75 |
| INDENT | 7 × 6 = 42 | ×2 = 84 | 4 tiles, +20 | 1.25× | 130 |
| VOX | 13 × 3 = 39 | none | 6 tiles, +30 | 1.5× | 104 |
| AWAITERS | 11 × 8 = 88 | ×2 = 176 | 11 tiles, +55 | 1.75× | 404 |
Notice that the eight-letter AWAITERS, built mostly from one-point letters, outscored the Z word more than five times over.
Raise pushes the next row in immediately. In Rise mode it pays 10 points for every second left on the clock (rounded up), and the button shows the bonus live: "Raise +130" at the very start of a level-1 row. In Calm it simply adds a row, with no points. Raising when the board is low is free points; raising when it is high is how towers topple.
Long-word blast. A word of 5 or more letters also clears every tile directly above, below, left and right of each letter in the word (not diagonals). Each of those extra tiles is worth 5 points. A long word snaking through the middle of a crowded board can clear 15 or 20 tiles at once.
Rare-letter row clear. If your word uses a J, K, Q, X or Z tile, every other tile in that tile's row is cleared too. These tiles have an orange edge so you can spot them. The row clear works on words of any length, so a three-letter word like ZIP or JOT becomes a row eraser.
Gold tiles. Every new tile has a 6% chance to be gold. Each gold tile in a word doubles the score, so a word through two gold tiles scores 4×.
Under the controls, "Show tower forecast" opens a panel that compares every column's height now with its height after the word you have selected. It counts the cleared and blasted tiles, includes any rows a Calm short word or a refill would add, and tells you whether you would overflow. It is read-only, and the Rise clock keeps ticking while you look.
When the tallest column reaches 8, the board border turns red. At 9, the next row that rises tips it over. In Rise mode you get one timer cycle, which may be as little as 4.5 seconds at high levels. Forget points at that moment: take any valid word that removes a tile from the tall column, ideally a rare-letter word or a five-letter blast that eats into it from the side. Never press Raise with a red border.
| Mistake | What happens | Fix |
|---|---|---|
| Spelling lots of 3-letter words | Few points, no blasts, and in Calm each one adds a row | Spend a few seconds looking for a 5+ letter word |
| Guessing at words | An invalid word resets your combo to zero | Only submit words you are sure of |
| Clearing the short side of the board | The tall column keeps growing until it overflows | Always aim at the tallest column first |
| Raising for points late in a run | Adds a row when you have no headroom | Raise only while the tallest column is 5 or lower |
| Wasting a rare letter on a sparse row | The row clear removes only a tile or two | Use J K Q X Z where their row is full |
| Burning hints at the start | None left when the border is red | Hold them until you are stuck or in danger |
Three letters. The Qu tile counts as two, so a word like QUA counts as three letters from two tiles.
Yes. Any of the eight surrounding tiles counts as touching, and each tile can only be used once per word.
When a new row rises while any column is already 9 tiles tall. The red border is your warning once the tallest column reaches 8.
In Calm mode, yes: only words under 5 letters add a row. In Rise mode the timer is fixed by your level, but long words clear more tiles through the blast, which buys height back.
Those are J, K, Q, X and Z. Using one in any word clears every tile in its row, and each extra cleared tile is worth 5 points.
Yes, separately for Rise and Calm, on your device. Starting a new game mid-run still counts that run's score toward your best.
Go find a five-letter word through a gold tile and watch the blast.
Play Spell Tower