Tower is one of the simplest-looking games in any casino lobby and one of the most mathematically transparent — there’s no hidden paytable, no bonus round, no scatter symbols, just a grid, a hidden bomb in every row, and a multiplier that climbs with each safe click. Players browsing the casino games on 1xBet will find it listed as Tower, styled around a neon night-city skyline rather than the generic tower art used in similar games elsewhere, and its entire risk profile is something the player sets before the round even begins. That makes it one of the few casino games where the underlying odds can actually be reverse-engineered from the numbers shown on screen — which is exactly what this review does, level by level, grid by grid.
| Parameter | Value |
|---|---|
| Full title | Crypto Tower |
| RTP | 96.00% |
| House edge | 4.00% |
| Grid options | 2×3, 3×6, 4×9, 5×12, 6×15 |
| Min bet | $0.10 |
| Max bet | $250.00 |
| Max win | $250,000.00 |
| Tile outcomes | Safe tile or bomb tile, one bomb per row |
| Play modes | Manual and Auto |
| Provably fair | Yes, verifiable per round |

Tower Gameplay at 1xBet
The game screen is split into two halves. On the left is the control panel: a Bet Amount field with quick-adjust buttons (÷2, ×2, Min, Max), and a Select Grid row showing all five available sizes. On the right is the tower itself, rendered against a dark blue skyline with a crescent moon — a LEVEL counter (e.g. “0/9”) and a MULTIPLIER display (starting at “x1.00”) sit beside the grid, and a green shield icon in the corner marks the round as provably fair and verifiable.
A round plays out in a fixed sequence:
There is no bonus feature, no wild symbol, and no random trigger anywhere in Tower — every outcome is the direct result of the tile the player selects, which is what makes its odds fully calculable rather than just advertised.
The five grid options aren’t just cosmetic — each one changes two things simultaneously: how many tiles sit in every row, and how many rows the tower has in total.
| Grid | Tiles per row | Total levels | Bombs per row |
|---|---|---|---|
| 2×3 | 2 | 3 | 1 |
| 3×6 | 3 | 6 | 1 |
| 4×9 | 4 | 9 | 1 |
| 5×12 | 5 | 12 | 1 |
| 6×15 | 6 | 15 | 1 |
Every single row hides exactly one bomb, regardless of grid size — the risk doesn’t come from more bombs, it comes from fewer safe tiles to choose between. On a 2-tile row, the odds of surviving are a straightforward 1-in-2. On a 6-tile row, five of the six tiles are safe, so the odds of surviving any individual level look much better on paper (5-in-6) — but the tower is also five times longer, so that safer-looking single step has to be repeated fifteen times instead of three.

Tower Mini Grid
Tower’s multiplier table isn’t arbitrary — it follows a single formula that holds across every grid size tested:
Multiplier at level n = RTP × (k ÷ (k−1))ⁿ, where k is the number of tiles per row and RTP is 0.96.
The logic behind it is simple: if k−1 out of k tiles are safe, the “fair” payout for surviving one level (with no house edge at all) would be k ÷ (k−1) — a 4-tile row, for instance, has fair odds of 4÷3 ≈ 1.333x per level. Tower then scales every single level’s payout down by the same 0.96 RTP factor, which is why the 4×9 grid’s first level pays 1.28x (1.333 × 0.96) rather than the “fair” 1.333x.
This formula was checked against the in-game multiplier tables for the 2×3, 4×9, and 6×15 grids and matches the displayed values to within normal display rounding at every single level — confirming that the same 96% RTP applies uniformly, not just as an average across the whole game.
Below are the complete level-by-level tables. The 2×3, 4×9, and 6×15 columns are taken directly from the in-game display; the 3×6 and 5×12 columns are calculated using the formula above, since those two grids weren’t captured directly from the interface for this review.
2×3 grid (confirmed in-game):
| Level | Multiplier | Chance of reaching this level |
|---|---|---|
| 1 | 1.92x | 50.0% |
| 2 | 3.84x | 25.0% |
| 3 | 7.68x | 12.5% |
3×6 grid (calculated):
| Level | Multiplier | Chance of reaching this level |
|---|---|---|
| 1 | 1.44x | 66.7% |
| 2 | 2.16x | 44.4% |
| 3 | 3.24x | 29.6% |
| 4 | 4.86x | 19.8% |
| 5 | 7.29x | 13.2% |
| 6 | 10.94x | 8.8% |
4×9 grid (confirmed in-game):
| Level | Multiplier | Chance of reaching this level |
|---|---|---|
| 1 | 1.28x | 75.0% |
| 2 | 1.71x | 56.3% |
| 3 | 2.28x | 42.2% |
| 4 | 3.03x | 31.6% |
| 5 | 4.05x | 23.7% |
| 6 | 5.39x | 17.8% |
| 7 | 7.19x | 13.3% |
| 8 | 9.59x | 10.0% |
| 9 | 12.79x | 7.5% |
5×12 grid (calculated):
| Level | Multiplier | Chance of reaching this level |
|---|---|---|
| 1 | 1.20x | 80.0% |
| 2 | 1.50x | 64.0% |
| 3 | 1.88x | 51.2% |
| 4 | 2.34x | 41.0% |
| 5 | 2.93x | 32.8% |
| 6 | 3.66x | 26.2% |
| 7 | 4.58x | 21.0% |
| 8 | 5.72x | 16.8% |
| 9 | 7.15x | 13.4% |
| 10 | 8.94x | 10.7% |
| 11 | 11.18x | 8.6% |
| 12 | 13.97x | 6.9% |
6×15 grid (confirmed in-game):
| Level | Multiplier | Chance of reaching this level |
|---|---|---|
| 1 | 1.15x | 83.3% |
| 2 | 1.38x | 69.4% |
| 3 | 1.66x | 57.9% |
| 4 | 1.99x | 48.2% |
| 5 | 2.39x | 40.2% |
| 6 | 2.87x | 33.5% |
| 7 | 3.44x | 27.9% |
| 8 | 4.13x | 23.3% |
| 9 | 4.95x | 19.4% |
| 10 | 5.94x | 16.2% |
| 11 | 7.13x | 13.5% |
| 12 | 8.56x | 11.2% |
| 13 | 10.27x | 9.4% |
| 14 | 12.33x | 7.8% |
| 15 | 14.79x | 6.5% |

Tower Auto Settings
The genuinely useful thing this data allows is checking whether cashing out early or pushing for the top actually changes the game’s return — and the answer is no. Expected value (multiplier × probability of reaching that level) comes out to essentially the same number, roughly 0.96, at every level on every grid:
| Grid | Level | Multiplier | Survival probability | Expected value |
|---|---|---|---|---|
| 2×3 | 1 | 1.92x | 50.0% | 0.960 |
| 2×3 | 3 | 7.68x | 12.5% | 0.960 |
| 4×9 | 1 | 1.28x | 75.0% | 0.960 |
| 4×9 | 5 | 4.05x | 23.7% | 0.961 |
| 4×9 | 9 | 12.79x | 7.5% | 0.960 |
| 6×15 | 1 | 1.15x | 83.3% | 0.958 |
| 6×15 | 10 | 5.94x | 16.2% | 0.959 |
| 6×15 | 15 | 14.79x | 6.5% | 0.960 |
Bold takeaway: there’s no “smarter” level to target purely on expected value — cashing out at level 1 and pushing to the final level both return the same ~96 cents per dollar wagered on average. What actually changes between an early cash-out and a full climb is variance, not expected return: cashing out early means smaller, more frequent wins, while pushing to the top means rare, large payouts and far more total losses along the way.
A few concrete scenarios based on the tables above:
Tower offers two distinct ways to play:
Example Auto configuration: a $0.10 base bet, Auto Cashout set to level 4 on the 4×9 grid (3.03x), Number of Rounds set to 100, and Stop on Profit set to $20 — this would run up to 100 automated rounds, collecting 3.03x on any round that reaches level 4, and halt early if cumulative profit hits $20. Since the underlying RTP doesn’t change in Auto mode, this kind of setup manages session pacing and discipline, not the actual odds.

Tower 6×15 Grid
Because every level in Tower is an independent bet against a fixed, known probability, a session plan built around bet sizing and a pre-set cash-out target works better than deciding level-by-level in the moment:
Getting started only takes a standard registration, after which Tower is available directly from the casino section by searching the game name. It’s also fully playable through the Android app or the iOS app, with the same grid options, multiplier tables, and Auto mode settings as the desktop version.
These tools promote responsible play — a cornerstone of modern gaming design.