Tile Tower: rules and relic tips
2048 is a puzzle where you slide and merge equal tiles. Tile Tower turns the merge into an attack: the merged value is the damage, and every floor you clear lets you pick a relic. Rules, how this app behaves, and how to choose relics, in that order.
What this game is
It is the 2048 slide puzzle on a four by four board, with a short roguelike run on top. The value of every merged tile is damage to the enemy. Bring its HP to zero and you clear the floor, pick one of three relics, and climb with them.
Roguelike here means a loss sends you back to the bottom and every run plays differently because of what you picked. Everything comes from a seed, so the same seed gives the same board. If you want plain 2048, our sibling app 2048, one board a day, is separate.
Basic rules
The board and the push
The board is four cells by four. Press an arrow key or swipe and every tile slides as far as it can. Two equal tiles that meet merge into one with double the value. A tile merges at most once per move.
Merging is attacking
The merged value is the damage. Two 8s make a 16 and the enemy takes 16. If one push merges several pairs, a combo multiplier applies. In this app one pair is 1x, two pairs 1.5x, three pairs 2x, four or more 2.5x.
When a run ends
If no direction can move anything, the run is over. Empty cells can still be stuck behind blockers. Beat the enemy on the last floor and you have reached the top.
How this app works
Floors and enemies
The tower has 6 floors and one enemy per floor. Enemy HP runs 200, 360, 600, 950, 1400, 2000. The board carries over between floors and only the enemy HP refills. When you clear a floor, every blocker on the board disappears.
Blocker tiles
Every few moves the enemy drops a blocker into one empty cell. The gap per floor is 14, 13, 12, 11, 10, 10 moves, and the last floor drops 2 at a time. Stones never move and never merge, and they split a line. Fakes slide but never merge. The screen shows how many moves are left before the next one.
What is left to chance
A new tile lands in one empty cell, and it is a 2 nine times in ten and a 4 once (a 4 is 10%). Which empty cell a blocker takes is also drawn. Both come from the seed, so the same seed and the same moves give the same result. The three relic choices use a separate draw, so the way you moved cannot change them.
Seeds and saving
The daily run uses today's date as the seed. A new run builds its seed from the time you start. Progress is saved in this browser only. What is saved is not a picture of the board but the seed and your action log, and reopening replays that log from the start. If the log does not add up, it is dropped and you start fresh.
No loot boxes, no purchases
Relics never come from a box or a draw, and there is no paid currency and no checkout. You pick one of the three shown when you clear a floor, nothing else.
Basic tips
The basics of 2048 hold: keep your biggest tile in one corner and mostly use the two directions toward it. Here there is one more thing. A blocker that lands in that corner or its row shrinks the board at once, so watch the move counter and make empty cells before it hits.
Combos pay. Build a line where two pairs merge on the same push and then push, and the same tiles do more damage than merging one pair at a time. Empty cells are your remaining life, just like plain 2048.
Relics and combinations
Style over numbers
Twelve of the fifteen relics change how you play. Rewind Thread, Clear Water, Iron Hammer and Pair Up are once-per-floor emergency tools. Second Wind saves you at the moment you lose, and Stonebreaker breaks a stone when you merge. Only Fine Sand, Frost and Gold Leaf just change numbers.
Combinations
Damage relics (Eight Knot, Great Seal, Chain Spark) end floors fast, before blockers pile up. Defensive relics (Clear Water, Second Wind, Stonebreaker) let you last. Mixing both is steady, while going all in on one wins big when the board suits it. The balance table in our docs lists each relic and a sample of pairs.
Choosing from the three
Your first relic is used from floor 1, the weakest enemy. Decide in advance where you will spend a once-per-floor relic. If you do not use it, it refills on the next floor anyway.
Where you get stuck
A stone in the middle splits a line in two. Build pairs beside the stone, and if you hold Stonebreaker or Clear Water, use it at that moment. Fakes never merge but they do slide, so pushing them to a corner blocks less of the board.
With only one or two empty cells, pick the merge that frees cells over the one that deals the most damage. Save the hammer and Pair Up for that moment. If you lose, replay the same seed and make a different choice on the same board.