Triple Town

LQ: 9.3


Brain grade: 9.1
Fun score: 9.4

Game Type: , ESRB Rating: N/A Platform/Console: , , LWK Recommended Age: 6+ Thinking Skills Used: , , ,

iTunes / Google Play Store

Triple Town is a puzzle game that challenges players to build a village one random item at a time, using a match-three (or more) approach similar to Bejeweled. In Triple Town, however, instead of simply disappearing, three or more matching objects placed in proximity to each other are combined to make bigger and more valuable structures. Items vary from a tuft of grass, a shrub, a tree, a bear, a bot, a crystal, and other objects depending on the game mode. Three tufts of grass placed adjacent to one another become a shrub, three shrubs become a tree, three trees become a small house, and so on, up to mansions, castles and treasure chests. Players will also have to place bears, which wander freely in the open spaces of the village and will often hamper the matching of other objects. Add and combine items to rack up points until no more space remains on the game board or until the clock runs out.

Triple Town contains no inappropriate content aside from the extremely mild cartoon violence of a bear being turned to a tombstone. The free mode does require viewing a commercial video for more playtime in certain modes, and there are in-app purchases offered. The game has a gentle learning curve but carries opportunities for complicated point combinations, making it suitable for children 8+ years.




Developing a systematic approach for setting and achieving goals.


Players have goals, large and small, to shoot for in Triple Town. The goal in “Standard Map,” the game's basic play mode, is to score as many points as possible before all of the spaces on the board are used up and no more matches can be made. In “Boom Town,” players work against the clock. While in a tournament round, competitors don't see an opponent's game board and must not only play against the clock but also strive to get as many points as they can in hopes that they will outscore the other. On a smaller scale, players must plan out each move carefully. Since items in Triple Town are doled out to players one-at-a-time and at random, it is crucial to plan accordingly.


Adapting and adjusting to changing conditions and expectations.

As has been mentioned, players have little control over which item they are given, requiring that they be flexible. In "Standard Map" especially, there is a wide range of possible items that will be given at random, and the most challenging of these are bears. Trapping bears with other objects until they have no roaming space, or placing a bot on one of them, is the only way to be rid of them. Trapped bears will turn into tombstones – three or more of which can also be matched to morph into more valuable structures. Flexibility will be even further tested by the occasional appearance of ninja bears that jump into any available open space at random and can only be reduced to a tombstone by the use of a bot. Being able to switch momentum from making common combinations to dealing effectively with a bear or ninja bear will help players maximize their scores.


Arranging and coordinating materials in order to complete a task. 

Wherever the final item in a matching combination is placed, that's where the resulting structure will appear.  Leaving spaces open for future combinations is key, but leaving too few gaps or gaps that aren't big enough will decrease the chances that a player can make the necessary moves to advance their village. It is crucial to stay organized so as not to be without a much-needed rarer item when spaces get tight. Players are given a space at the top of their game board to place one item at a time to hold for later. This is handy if players are provided a bot or crystal--items that appear less frequently--that they don't want to use yet, an item that would be better used after a certain other combination is completed, or if they are given a bear that they just don't have the space to deal with at the moment.


Managing our actions, feelings and behaviors.

Self-control plays a large part in success in Triple Town. Simply placing objects willy-nilly in the village will fill the board up quickly and waste a player's limited turns without netting many points. By resisting that impulse, and planning out moves, a player tallies up more points, and thus more coins to trade for extra objects or playtime. Keeping calm while the clock ticks down can allow players to pull off some pretty amazing combos at the last minute, and persevering through frustration--whether at a loss against the clock or another opponent--allows for growth within the game and outside of it.

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