Tower of Typhoon
Most stacking games ask whether you can keep your hand steady. Tower of Typhoon asks whether you can keep your hand steady while five other people blow a gale at your tower.
The tower is built from 42 chunky wooden floors, and a turn is brutally simple: place a floor, then flip a wind card. That second half is where the game lives. Wind cards are physical instructions, not modifiers. Eastern Gust means every player leans in and blows at the tower from the east side; Updraft means you slide the shared base plate up one notch; Squall makes you swap the top two floors without lifting them off. Because the base plate sits on a lazy-Susan ring, a single card can rotate the whole structure and hand your carefully braced side to the player across the table.
Games run about 15 minutes and end in a collapse more often than not, which is the point. The noise level climbs as the tower gets taller, people hold their breath before a gust card, and the reset takes thirty seconds. The wind die, rolled after every third card, is the best kind of cruel: on a six everyone rotates one seat and the tower comes with you, which stops a six-player table from settling into six comfortable corners.
It is a family game first. Kids grasp it in one turn, adults get genuinely tense by the fourth floor, and the whole thing packs into a box you can carry to a picnic. If your group treats dexterity games as filler between heavier titles, this is a strong closer. If you get frustrated when a loss comes from a drafty window rather than your own hands, the wind cards will annoy you, though the rulebook includes a no-blowing variant for exactly that table.
What we like
- Wind cards change the physical problem every single turn, so it never becomes a plain stacking contest
- The rotating base means a tower's weak side keeps moving, so there are no solved positions
- Teaches and resets in under a minute, which is what a filler needs
- Scales cleanly from 2 to 6 players without extra rules
What we don’t
- Because judgement comes from blowing, a drafty room can decide games
- Wooden floors skitter under sofas, and you will lose pieces
- Tower height on turn one matters a lot, and going last is a slight disadvantage
Verdict
A stacking game with a genuinely new idea at its centre, and one of the few that stays exciting at six players. 8.0, the best kind of noisy, fast and slightly unfair.