A Cat-astrophe Waiting to Happen
There is something inherently entertaining about watching a carefully constructed tower wobble because someone has placed a wooden cat in precisely the wrong spot. Dexterity games have always understood this particular pleasure. Give players a collection of oddly shaped pieces, a structure that looks increasingly unstable and a reason to keep adding more, and sooner or later someone will make a questionable decision that ends in a spectacular collapse.
Cat and the Tower, designed by Masakazu Takizawa and published in English by Arcane Wonders, takes that familiar formula and gives it an unexpectedly tender story. Players work together to help Toto, a young black cat, climb a tower in search of his mother, who he believes has become a star. The journey involves building floors, balancing mismatched walls and positioning Toto's feline friends to help him climb higher.
It is an adorable premise, although the game itself can be surprisingly nerve-racking. The tower gets taller, the available building options become increasingly awkward, and every player must decide whether their hands are steady enough to pull off the next move.
One Small Cat, One Very Tall Problem
The objective in the cooperative game is straightforward: help Toto reach the tenth floor without the tower collapsing. Players take turns selecting from two available action cards, which determine whether they will add to the tower or position one of Toto's feline companions.
Building the tower is where most of the dexterity comes into play. Players use a collection of wall pieces in different shapes and heights, including bricks, arches, windows, pillars and angel-shaped pieces. These are placed between floor tiles to create the next level. The problem is that the pieces are not uniformly shaped or sized, so building a stable structure requires a little thought.
You might have a perfectly sensible plan for the next floor, only to discover that the available pieces leave you with an awkward gap or an uneven surface. Sometimes you must make the best of what the cards offer, which is where the game starts becoming entertaining.
The feline friends introduce another consideration. These little wooden cats are placed on different levels of the tower and can help Toto climb higher. Their positioning matters, though, because they can also get in the way of future construction. A cat placed to help Toto now might become an obstacle when someone attempts to add another floor.
The game is therefore balancing two things at once: keeping the structure stable and making sure Toto has the support he needs to continue climbing.
It is a simple combination, but one that gives players plenty to worry about once the tower starts getting taller.
Building Something That Probably Shouldn't Stand
The most enjoyable part of Cat and the Tower is the physical construction. The different wall pieces make each new floor a small puzzle, and the shape of the existing tower determines how difficult the next placement will be.
There is no guarantee that the available pieces will cooperate with your plans. A wall might be too tall for one side, another might leave an awkward opening, and the next floor could end up resting on a structure that already looks rather questionable. You can spend a few moments studying the available options, but eventually somebody has to put a piece down.
This is where the game finds its rhythm. Players discuss possible placements, suggest alternatives and occasionally disagree about whether a particular wall is actually going to hold. The person taking the turn gets to experience the full responsibility of making the placement, while everyone else watches with the sort of confidence that only comes from not having to do it themselves.
The consequences of a collapse are also handled in a forgiving way. Not every piece that falls means immediate defeat. Wall pieces that fall become debris, and the game only ends when five or more wall tiles have fallen. Floor tiles and feline friends that fall can be returned to the available supply.
This gives the group a little room to recover from mistakes. A minor wobble or an isolated accident doesn't necessarily end the adventure, although repeated mishaps can quickly become a problem.
I particularly like that the game doesn't demand absolute perfection. Dexterity games can become frustrating when one small mistake destroys an otherwise successful run. Here, players have some breathing room, which is important for a game aimed at families and younger players.
However, that leniency also means the difficulty can vary considerably depending on how the tower develops. Some games will produce an awkward structure surprisingly early, while others may give you a relatively stable foundation for several floors. The available cards and the resulting construction puzzle have a significant influence on how challenging a session becomes.
The Cats Are Here to Help. Mostly.
Toto's feline friends are more than decorative additions. They are part of the game's central progression system, and placing them correctly helps Toto advance up the tower.
The goal cards introduce conditions that players need to satisfy before Toto can move higher. These objectives generally involve getting the feline friends into particular positions relative to him. Completing them allows Toto to climb, bringing the group closer to the tenth floor.
This creates an interesting relationship between the construction and objective systems. You cannot simply concentrate on building the highest possible tower. You also need to arrange the cats in a way that satisfies the available goals, sometimes requiring you to place them in locations that make the next building action more difficult.
The action cards are the mechanism that ties everything together. Players choose between two available options, and each card presents a particular action or dexterity challenge. Some ask you to construct the next part of the tower, while others involve placing or interacting with the feline friends.
There is a small but meaningful decision in choosing which card to use. One might help with the immediate objective but leave the structure in an awkward state, while another might offer a more useful construction opportunity. You are constantly weighing the current condition of the tower against the requirements of the next goal.
It is not particularly deep decision-making, but it is enough to prevent the game from becoming a simple exercise in stacking pieces until somebody loses their nerve.
A Surprisingly Sweet Story
The premise of Toto trying to reach his mother gives Cat and the Tower a little more emotional character than you might expect from a dexterity game.
The story unfolds through five story cards, with the first major milestone being the tenth floor. Once Toto reaches it and the tower remains standing for five seconds, the group wins the first challenge and gets to read the next part of his journey.
But reaching the tenth floor is only the beginning.
Players can continue the adventure by raising the target to the thirteenth, fifteenth, seventeenth and eventually twentieth floor. Each milestone increases the challenge and reveals another part of the story. If the tower collapses and the group loses, the next attempt starts again from the tenth-floor objective.
I like this approach because it gives the game a sense of progression without burdening it with a complicated campaign system. The story is simple, but it provides a reason to keep pushing the tower higher rather than treating every session as an isolated challenge.
There is also a slightly bittersweet quality to the premise. The artwork and wooden cats make the game look wonderfully cheerful, but Toto's motivation is rooted in loss. The contrast gives the journey a little more meaning, particularly for families who enjoy games with a story behind the mechanics.
I wouldn't describe it as a particularly elaborate narrative experience. The story cards are brief, and the game remains firmly focused on its physical challenge. Still, it is a nice touch that makes the experience feel more personal.
Not Just a Cooperative Game
The standard experience is cooperative, but Cat and the Tower also includes a competitive variant.
In this mode, each player has their own black cat and a pair of secret goal cards. Everyone still contributes to building the tower, but players are now trying to move their own cat as high as possible before the structure collapses. The shared construction creates an amusing situation where you might be helping build the tower while simultaneously trying to make sure your opponents don't benefit too much from it.
The competitive rules also change how players interact with the feline friends and complete objectives. Instead of simply helping Toto reach the next floor, you are looking for opportunities to advance your own cat and improve your position on the ranking track.
I appreciate that the option exists. A cooperative dexterity game can sometimes lose its appeal for groups who prefer a winner and a loser, and this gives them another way to approach the same physical challenge.
That said, I suspect the cooperative mode is where the game is at its best. The shared objective encourages discussion, creates moments of collective tension and makes a collapse feel like a group mishap rather than one player's failure. The competitive version is a welcome extra, but I wouldn't buy the game primarily for it.
The Components Do Much of the Talking
The production is a significant part of the appeal. The box contains 24 floor tiles, 54 wall tiles, 16 wooden feline friends, wooden black cat pieces, action cards, goal cards and story cards.
The different wall shapes give the tower plenty of visual character, while the wooden cats are an obvious highlight. They are charming little pieces that make the game inviting before anyone has even read the rules.
The artwork by Namiki is another strong point. It has a warm, whimsical quality that suits the story, and the visual presentation gives the game a personality beyond the usual assortment of wooden blocks and cards.
More importantly, the components are functional. The different shapes and heights of the wall pieces are central to the challenge, so having a varied collection is essential. This isn't a game where the components simply decorate an otherwise ordinary card game. They are the game.
The one thing I would mention is that dexterity games are naturally dependent on the physical condition of their components and the surface on which they are played. A slightly uneven table or an accidental bump can have consequences. It is worth giving the tower some breathing room, especially once it starts getting tall.
Is There Enough Game Here?
The biggest question with Cat and the Tower is how much longevity you can expect from a game built around a relatively simple dexterity challenge.
The escalating floor targets help, and the different action and goal cards provide some variation between sessions. The competitive mode also gives groups an alternative way to play. However, the central experience remains largely unchanged: build, balance, position cats and hope the tower survives.
That is perfectly fine for a short family game, but it does limit the strategic depth. Once players understand the available actions and the way the tower is constructed, the challenge comes primarily from physical execution rather than developing increasingly sophisticated strategies.
There is also a degree of luck involved in the cards you draw. You may find yourself with a choice between two awkward actions, neither of which is particularly helpful for the current state of the tower. That can be funny when the group is in the mood for chaos, but it can also make a difficult situation feel a little unfair.
The game is at its best with players who enjoy dexterity challenges and are happy to laugh when things go wrong. If your group prefers careful planning, meaningful strategic choices and a greater sense of control, the limited decision-making may become repetitive.
Final Thoughts
Cat and the Tower is a charming family game that understands the appeal of putting a precarious structure in front of people and asking them to make it even more precarious. The combination of uneven walls, wooden cats and goal-based progression gives the game enough variety to remain entertaining, while the cooperative format makes it easy to bring to the table with different age groups.
The story is a pleasant surprise, the components are appealing, and the escalating challenges give players a reason to keep trying after reaching the initial objective. The competitive variant is a useful bonus, although the cooperative experience remains the stronger offering.
It is not a game I would recommend to someone looking for a deep strategic experience. Its decisions are relatively light, and much of the excitement comes from the physical challenge rather than the choices leading up to it. But that is also its appeal. This is a game where everyone can contribute, everyone can make a questionable placement, and everyone gets to share the moment when the tower finally gives up.
And if you happen to be playing with children, watching them carefully place a tiny wooden cat on a tower that looks one sneeze away from collapse is worth the price of admission alone.
Toto has a long way to go, and the tower has a very short temper. Good luck to both of them.






