Teeter Tower
Designed by: Aaron Crow,Ryan Scott
Teeter Tower is a co-operative stacking game where the goal is to use up all of the dice without the tower collapsing – if you can achieve that, you win. If the tower falls… you don’t.
The game’s very simple. There are three face-up cards to choose from with which you’ll build the next storey of your tower. On your turn your draw four dice from a bag and roll them, then choose which card to build with and which dice to place on them. A die can go on any of the ‘build’ spaces if the face-up number matches it, but if the colour of the die matches the colour of the card, you can ignore the numbers entirely and they simply become ‘wild’.
As the tower gets higher, so it gets less stable and you begin to run out of options: maybe all the orange cards have been used so choices on die placement become restricted. If you can collectively navigate this wobbly situation and place the final card – and place the topping-off piece on top of it all – you have successfully teetered the tower.
Sam says
While this doesn’t have the bonkers fun of Misfits or Bandu – where the sheer variety of pieces mean a variety of architectural wonders can be built – it’s easy to teach and, if you ignore the slightly over-sized box it comes in – highly portable. It’s also quite funny, with a sense of drama and luck-pushing as the options run out just as the tower gets increasingly unstable. Good fun.
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Take That!
None
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Fidget Factor!
Low – when it’s not your turn you can discuss options with the active player.
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Brain Burn!
Very, very low. The cognitive load here is feather-light: the challenge is more about weight distribution and risk-taking.
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Again Again!
As alluded to above, this doesn’t have the variety of some other stacking games, but it’s so rules-light and immediate that it’d feel churlish to begrudge it that. Plus it is, unlike many of it’s counterparts, a co-operative challenge, which may suit some groups.


