Pymetrics Tower Game
What It Measures & How to Practice
The pymetrics tower game: rearrange stacked pieces into a target in the fewest moves. How it's scored, why planning first wins, and free planning practice.
TL;DR: The tower game shows you a starting arrangement of stacked pieces and a target, and asks you to get from one to the other in as few moves as possible, usually under a clock. It measures planning — specifically whether you work the sequence out before you start moving. Unlike the risk and trait games in the same battery, this one is genuinely trainable, and the training is mostly a habit rather than a capacity.
What the task involves
You are shown pegs or columns holding coloured pieces, plus a target picture of how they should end up. You move one piece at a time, and there is a move limit or a target number you are being measured against.
It is a version of a classic planning paradigm psychologists call the Tower of London (a cousin of the Tower of Hanoi puzzle). The rules are trivial to understand — the difficulty is entirely in sequencing.
Harver, which now runs pymetrics, doesn't name the tower game or publish its mechanics. Its game-based assessment page (checked 4 November 2026) describes the suite only as "12+ interactive, gamified experiences" that take "approximately 25 minutes" on average, and lists attributes such as attention, decision-making, effort, risk tolerance, focus and learning. Prep sites that list the games describe "Towers" as "a Tower of London-style puzzle where you rearrange disks or blocks to match a target configuration in the fewest moves" (ClavePrep, July 2026). The battery varies by employer, so your invitation and its tutorial screens are the source of truth, including over this page.
What it actually measures
Three things load together, and separating them tells you what to practise:
Forward planning. Can you see the whole sequence before committing to move one? The task is built so that the obvious first move is frequently wrong — you often have to move a piece away from where it needs to end up in order to free something underneath.
Impulse control. Harver doesn't publish the scoring, but starting to move immediately and correcting as you go is exactly what a fewest-moves task penalises. That approach almost always uses more moves than the minimum, which is exactly what is being counted.
Working memory. Holding the planned sequence in mind while executing it, without losing your place halfway.
Employers read the combination as a proxy for thinking a piece of work through before starting it, rather than diving in and reworking.
The one habit that decides your score
Plan the full sequence before you touch anything.
That sounds obvious and almost nobody does it under time pressure. The instinct is to start moving because moving feels like progress. On this task it is the opposite: every unplanned move you have to undo counts against you twice.
Concretely, before your first move:
- Look at the target, not the start.
- Identify which piece must end up at the bottom of each stack — those have to be placed first, so everything above them must be moved out of the way.
- Work out where the temporarily displaced pieces will park.
- Only then begin, and execute the plan without improvising.
A useful discipline: if you find yourself moving a piece you have already moved once, stop and re-plan. You have left the plan and are now solving by trial and error, which is what the minimum-move count punishes.
Where to practise it
Pathfinder puzzle is the closest match we have. It trains exactly the habit above — map the whole route before you move, then execute — and it punishes improvising in the same way. This is the one to drill.
Supporting the planning are the memory capacities that let you hold a sequence while carrying it out:
- Corsi block visual memory — spatial sequences and positions.
- Digit span — holding an ordered series without it decaying.
- N-back — keeping a mental state updated while new information arrives, which is what executing a plan under a clock feels like.
Each run is scored server-side against fixed norms and returns a percentile, so you can see whether the habit is actually taking hold rather than guessing.
What first attempts look like. On our score benchmarks, as of November 2026, the median first attempt on GamePrep was 5 blocks recalled in order on Corsi (137 players), 6 digits on digit span (419 players) and 13 out of 100 on 2-back (204 players), which most people find hard the first time. On the pathfinder puzzle the median was 5 puzzles solved (144 players), and most first-timers reach the top of the scale, so use it to build the plan-first habit rather than to chase a number. These are people practising, not pymetrics candidates.
Where the tower sits in the pymetrics battery
The tower is one of the 12 or so short games Harver describes. The crucial thing to know is that they are not all the same kind of task, and treating them alike wastes your preparation:
- Cognitive games: memory span, attention, processing speed, numerical judgement, and this planning task. Trainable, and worth your time.
- The stop game: prep sites describe it as "a classic 'go/no-go' task: you are told to press a key rapidly for most trials but withhold the press when a specific stop signal appears" (ClavePrep). It reads impulse control, the same quality that costs moves on the tower when you start moving too early. Our go/no-go test is a pymetrics-style inhibition drill: press on green, hold back on red. It isn't Harver's game, but it gets you used to holding a response back under speed.
- Trait and risk games: the balloon task, money-exchange and effort tasks. These read who you are, have no high score, and trying to perform a profile tends to produce inconsistency that reads worse than an honest run.
The complete pymetrics games guide covers all of them, and Harver vs pymetrics explains why your invitation might name either company.
FAQ
What is the pymetrics tower game? A planning task: rearrange stacked pieces from a starting position into a target arrangement using as few moves as possible, usually against a clock. It is a version of the Tower of London paradigm.
What does it measure? Forward planning, impulse control and working memory — chiefly whether you work out the whole sequence before you start moving.
Can you practise for it? Yes, and more than most of the battery. Much of the gain is a habit rather than a capacity: plan fully, then execute. That transfers directly from puzzle practice.
Is there a minimum number of moves I should hit? The optimum varies per arrangement and pymetrics does not publish targets. Aim to plan completely rather than to hit a number — the move count follows from the planning.
Does speed matter more than move count? Move count is the headline, but the clock is real. A fast solution that took twice the minimum moves scores worse than a slightly slower optimal one.
Should I restart if I make a mistake? Assume you cannot, and do not count on it. The better protection is the pre-move plan.
Is the tower game the same as the balloon game? No, and they could not be more different. The balloon reads risk appetite and has no correct answer; the tower has a measurable optimum and rewards preparation.
How long is the whole pymetrics assessment? Harver says its game-based assessment takes about 25 minutes on average and has "12+" games. The tower is one short game within that.
Is there a pymetrics stop or go/no-go game? Prep sites describe a stop game in which you press quickly on most trials and hold back when a stop signal appears. Like the tower, it rewards impulse control. Our go/no-go test practises the same kind of response.
GamePrep is an independent practice platform and is not affiliated with pymetrics or Harver. Game sets vary by employer and change between cycles — treat your invitation and its official practice materials as the source of truth. We provide related practice only — no leaked questions or answers.






