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Spell Tower

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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Spell Tower guide · rules, scoring, strategy

How to Play Spell Tower: Rules, Scoring and Tower-Saving 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.

Every number below comes from the game's own rules code: board size, letter values, timers and multipliers.

Spell Tower at the start of a Rise game: four rows of seven letter tiles with point values, one gold D and an orange-bordered rare Z
A fresh Rise game: four rows of letters, five empty rows above. The gold D doubles any word through it; the orange-edged Z is a rare letter that clears its whole row.

How to play

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.

  1. Trace a word. Drag through letters that touch, sideways, up, down or diagonally. Each tile can be used once per word. You can also tap tiles one at a time.
  2. Check the word bar. The word appears above the board with its points if it is valid. Tiles that will be blasted alongside it are tinted pink before you commit.
  3. Submit. Lift your finger after dragging, tap the last tile again, press Spell it, or press Enter. Backspace removes the last letter; dragging back onto the previous tile does the same.
  4. Watch the tower settle. Cleared tiles disappear and the tiles above drop down to fill the gap, which can line up new words.

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 and Calm modes

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.

Rise mode: seconds between new rows
LevelWords spelledSeconds per row
10 to 513.0
26 to 1112.15
312 to 1711.3
418 to 2310.45
524 to 299.6
630 to 358.75
842 to 477.05
1054 to 595.35
11+60 or more4.5

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.

Spell Tower in Calm mode with no timer bar, four rows of letters including a Qu tile and a rare X, and a plain Raise button
Calm mode: no timer bar, and the Raise button carries no bonus. Every 3 or 4 letter word here costs you a row.

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.

How scoring works

A word's score is built in four steps:

  1. Add up the letter values of every tile in the word.
  2. Multiply by the word's length.
  3. Double it for each gold tile in the word.
  4. Add 5 points for every extra tile the word blasts, then apply your combo multiplier.

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.

Letter values
PointsLetters
1A E I O U L N R S T
2D G
3B C M P
4F H V W Y
5K
8J X
10Q (Qu) Z

Combos

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×.

Real examples from one game

WordLetters × lengthGoldBlastedComboScore
FIZ15 × 3 = 45none6 tiles, +301×75
INDENT7 × 6 = 42×2 = 844 tiles, +201.25×130
VOX13 × 3 = 39none6 tiles, +301.5×104
AWAITERS11 × 8 = 88×2 = 17611 tiles, +551.75×404

Notice that the eight-letter AWAITERS, built mostly from one-point letters, outscored the Z word more than five times over.

The Raise button

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.

Blasts, rare letters and gold tiles

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×.

Which tiles a word clears: a five-letter word also clears tiles directly above, below, left and right of each letter; a word with J, K, Q, X or Z clears that tile's whole row 5+ letters: plus-shaped blast J K Q X Z: whole row clears TIGER ZIP word tiles extra tiles cleared, +5 each ZIP is 3 letters: no plus blast, but Z's row goes.

Strategy, beginner to advanced

Beginner

  1. Watch the tallest column, not the average. The game ends when one column overflows, even if the rest of the board is low. Aim words through the tallest stack first.
  2. Look for suffixes and prefixes. S, ED, ER, ING and RE stretch a three-letter find into a five-letter blast. AWAIT becomes AWAITERS if the letters line up.
  3. Use Qu. Because it counts as two letters, a QU word reaches the five-letter blast with one fewer tile, and it clears the Q's row as a bonus.

Intermediate

  1. Spend rare letters where they hurt most. A J, K, Q, X or Z clears its row no matter where it sits. Use one in a crowded row near the top of your tallest columns, not on a row that is already half empty.
  2. Raise early only when the tower is low. At level 1 a full-clock Raise is worth 130 points, as much as a decent six-letter word. Do it while the tallest column is 5 or below; stop well before the red border appears.
  3. Route long words through gold. A gold tile doubles everything, including the length bonus. Two golds in one long word is the biggest single score in the game.
  4. Save hints for emergencies. You start with 3 and earn one more each level, up to 5. A hint finds the longest word on the board up to 7 letters, lights up its first two letters and tells you its length. That is worth far more when the border is red than at the start.

Advanced

  1. Bank the combo, then cash it. In Rise, quick three-letter words inside the 7-second window build the multiplier. Once you are at 1.75× or more, play the big word. The multiplier hits the whole score, gold and blast included.
  2. Plan the collapse. When tiles clear, everything above drops. Clearing the letter between two halves of a word can bring the halves together, so look one move ahead.
  3. In Calm, refuse short words. Every 3 or 4 letter word adds a row, while 5+ letter words leave the height alone and blast extra tiles. Short words are a last resort, and with no clock, the combo builds as long as you never submit a misspelling.
AWAITERS traced through eight tiles including a gold tile, with blast tiles tinted pink and the word bar showing AWAITERS +404
AWAITERS: eight letters, a gold tile and eleven blasted neighbours at a 1.75× combo for 404 points. The red border means the tallest column is already 8 high.

Use the tower forecast

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.

Tower forecast panel listing column heights before and after spelling CEBOID, which clears 13 tiles including 7 blasted
The forecast for a six-letter word: 13 tiles cleared (7 blasted), and the tallest column stays at 6 of 9.

Surviving near the top

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.

Common mistakes

MistakeWhat happensFix
Spelling lots of 3-letter wordsFew points, no blasts, and in Calm each one adds a rowSpend a few seconds looking for a 5+ letter word
Guessing at wordsAn invalid word resets your combo to zeroOnly submit words you are sure of
Clearing the short side of the boardThe tall column keeps growing until it overflowsAlways aim at the tallest column first
Raising for points late in a runAdds a row when you have no headroomRaise only while the tallest column is 5 or lower
Wasting a rare letter on a sparse rowThe row clear removes only a tile or twoUse J K Q X Z where their row is full
Burning hints at the startNone left when the border is redHold them until you are stuck or in danger

FAQ

What is the minimum word length?

Three letters. The Qu tile counts as two, so a word like QUA counts as three letters from two tiles.

Can letters connect diagonally?

Yes. Any of the eight surrounding tiles counts as touching, and each tile can only be used once per word.

When does the game end?

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.

Do long words really slow the tower down?

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.

What do the orange-edged tiles do?

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.

Is my best score saved?

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