Tiny Tower

LQ: 8


Brain grade: 8.6
Fun score: 7.3

Game Type: , ESRB Rating: N/A Platform/Console: , , LWK Recommended Age: 9+ Thinking Skills Used: , Academic Skills Used:

iTunes / Google Play

Tiny Tower transforms players into the landlords and managers of a rapidly rising skyscraper. Players are tasked with overseeing the expansion of their tower from its humble beginnings as a ground floor lobby, to a towering community of shops, restaurants, and residences. The promise of a luxurious apartment and the career of their dreams lures “Bitizens” from the surrounding metropolis into the player’s lobby elevator. Charged with effectively managing and overseeing the growth of the high-rise, it is the player’s responsibility to balance the needs of Bitizens with the needs of the tower. Managing the creation and administration of newly constructed floors, players must keep inventories stocked, apartments full, businesses running, and cash flowing, while keeping track of the happiness and success of the tower’s tenants. Tiny Tower contains no graphic or offensive content, but the wide variety of options and monetary decisions may be confusing for younger players, so the game is recommended for players ages 9 and up.




Developing a systematic approach for setting and achieving goals.

Tiny Tower allows players to build and expand a combination of residences and businesses within their skyscraper. Faced with numerous choices on how to most effectively fill empty floors, staff and stock businesses, and occupy apartments, good Planning skills are required to achieve the best possible results. Setting and achieving goals for the operations of the tower requires forethought and strategizing. Players who set concrete goals and create viable paths for achieving these goals will far outperform players who fail to do so.

Time Management

Being efficient and aware of our use of time and effort.

Tiny Tower is an open-ended game without a concrete finishing point; however, players must still compete with the clock. Most actions require a predetermined increment of time to complete. For example, players who wish to construct a new floor on their skyscraper are informed they must wait for construction to complete before stocking their new business or renting new apartments. Different items in businesses require different amounts of time to stock, as well. Failing to successfully stock a business could result in the establishment closing, cutting off a vital cash flow to the tower. As the height of the tower increases, the amount of time required for construction increases in correlation. Players must negotiate the time constraints of a variety of stock items and construction projects in order to maximize profits and the potential to expand their tower.

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