Official Rules

How to Wreck
That Tower

One shared tower. Ten blocks each. Swing the ball into the base — never the tower itself — and let gravity decide who wins.

2–4 Players
6+ Ages
10–15 Min a Round
100% Real Hardwood
⚠️

Golden rule: even if just one block falls off the tower, every fallen block must be picked up — no exceptions. Doesn't matter if it happened by your own mistake or from a direct Wrecking Ball hit.

🎯

The twist that makes this game: the Wrecking Ball never hits the tower itself — it swings into the base underneath it. That's what makes every hit unpredictable: sometimes nothing budges, sometimes the whole thing goes. No other stacking game works this way.

Step 1

Set Up the Tower

10
Blocks — Player 1
10
Blocks — Player 2

Each player gets an identical set of 10 blocks. Decide between yourselves who goes first.

6
Blocks — Player 1
7
Blocks — Player 2
7
Blocks — Player 3

Take turns picking blocks one at a time until the split lands at 6, 7, and 7. Roll a die or draw a card to decide who starts and the play order.

5
Blocks — Player 1
5
Blocks — Player 2
5
Blocks — Player 3
5
Blocks — Player 4

Take turns picking blocks one at a time until everyone holds 5. Roll a die or draw a card to decide who starts and the play order. Every player for themselves.

Team A
10
Shared Blocks — Players 1 & 3
Team B
10
Shared Blocks — Players 2 & 4

House rule variant — not in the printed rulebook, but a favorite for game night. Split into two teams of two and sit teammates across from each other, so turns naturally alternate Team A → Team B → Team A → Team B. Each team shares one pool of 10 blocks — either teammate can place from it on their turn — and the first team to place all 10 wins.

The first player to place all their blocks on the tower — without knocking it down — wins the game.

Step 2

Draw a Card, Make Your Move

+1/2/3

Place Blocks

Add the number of blocks shown, one at a time — no dropping two or three on at once. Every block you place brings you closer to winning.

−1/2/3

Remove Blocks

Take the shown number of blocks off the top of the tower, one at a time. Great for stalling — risky if the tower's already shaky.

⇄

Swap the Top Block

Trade the top block on the tower for one of your own. It doesn't change your block count, but it can set up your next move — or someone else's downfall.

Wrecking Ball

Swing the ball into the base of the tower. Pull it back to 90° and let go — don't throw it, gravity does the rest. Hover to see it swing.

What Happens Next

When Blocks Fall

Successful Hit

The tower loses blocks

With 2 players, your opponent collects every block that fell. With 3 or 4, the fallen blocks are handed out one at a time, in turn order, until they're gone.

Nothing Falls

Play passes on

Tower stayed standing? No harm done — it's simply the next player's turn.

Your Own Fault

You bring it down, you own it

If the tower collapses because of a card you played — placing, removing, or swapping — you take back every block that fell. Ouch.

Play Smarter

Offense or Defense?

Go Offensive

Build the tower tall and unstable to make life hard for everyone else. High risk, but it pressures opponents into mistakes.

Go Defensive

Ahead on blocks? Keep the tower stable and steady so you're not the one who brings it crashing down on your own turn.

Winning

First to Zero Wins

  • The first player to place every one of their blocks on the tower wins — as long as it's still standing.
  • Run out of action cards before there's a winner? Reshuffle the deck and keep playing until someone wins.
  • Keep the Wrecking Ball card in mind at all times — it can flip the entire game in one swing.
  • Every block you add or remove from the top can destabilize the tower — think before you place.

Ready to Wreck That Tower?

Get Wrecking Ball →