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Tower of London Test

Copy the goal pattern in the fewest moves: plan ahead, then move. About 5 minutes, free, no sign-up. We save scores, with your IP address and country, to build comparisons.

By the Helibrain teamReviewed by Robert, biophysics PhD candidatePublished Last reviewed

Copy the goal in the fewest moves

Move the coloured balls, one at a time, until they match the goal picture. Each problem shows the fewest moves it can be done in. Think first, then move.

16 problems, from 2 to 6 moves, getting harder. Only a ball on top can move, and a peg can't hold more balls than fit on it. A short practice problem comes first.

What this game measures

The Tower of London is a classic planning puzzle from psychology research. You move coloured balls between three pegs of different heights to copy a goal pattern in the fewest moves. It shows how well you think a few steps ahead before you act [1].

The neuropsychologist Tim Shallice designed the task in 1982 to study planning [1]. Each problem has a smallest number of moves, and the task records whether you reach the goal in that number, how many extra moves you need, and how long you think before your first move. It looks a little like the Tower of Hanoi, but the rules and the problems are different.

The number of moves is not the only thing that makes a problem hard. Problems where the goal leaves the order of the moves open, or where you first have to move a ball out of the way, take people longer to plan, even at the same number of moves [2][3][4].

How the game works

  • Three pegs hold 3, 2 and 1 balls. Move one ball at a time: only a ball on top can move, and never onto a full peg.
  • Each problem shows the goal and the fewest moves it can be done in. Copy the goal in that many moves for a perfect solve.
  • 16 problems, from 2 to 6 moves, getting harder. Each one ends after 60 seconds or 20 moves.
  • Tap a ball, then tap the peg to put it on, or drag it. On a keyboard, the keys 1, 2 and 3 pick up and put down.
  • A short practice problem comes first (you can skip it). Each run paints the balls in new colours, so a second try looks new but is just as hard.

We made our own set of problems. A computer search through all 36 positions of the balls checked that each problem's fewest moves is exact, and from 3 moves up every problem has only one shortest solution. The goals mix the three shapes researchers vary: all balls on one peg, two and one, and one per peg [2].

How to read your score

  • Solved in the fewest moves: your main score, the number of perfect solves.
  • Extra moves: moves beyond the fewest, on the problems you solved.
  • Thinking before the first move: how long you looked before touching a ball. Researchers call this initial planning time.
  • How you solved: the share of your time spent before the first move on the longer problems. A bigger share means you planned more of the solution in your head first.

In one study of 179 adults, people who spent a bigger share of their time planning before the first move tended to solve more problems in the fewest moves [5]. Telling people to plan first helped in one study [6] but not in another, where people planned longer without moving better [7]. So treat "how you solved" as a description of this run, not as a rule.

Once enough people have played, your result also shows where you stand among other players of this game, as a band: below typical, typical or above typical. A band, not an exact rank, because one run of this task says only roughly how you plan (see below). The other players are visitors of this site, not a representative sample.

What is a normal score?

There are no norms for this version. In a research version with 24 harder problems (4 to 6 moves), young adults solved on average about 17 of 24 in the fewest moves and adults aged 61 to 77 about 13 [8]. Our problems, time limits and screens differ, so these numbers are context, not a yardstick.

What this game can and can't tell you

The Tower of London is used in research on planning and in clinical assessment, but this page is a game, not a clinical test. It doesn't measure intelligence, and one run is a snapshot: tiredness and the device you use change how you do.

In a study of 79 young adults who did a computer Tower of London twice, two weeks apart, their move scores on the two days agreed only weakly (a correlation of 0.15), while they became faster at solving [9]. So treat one result as a rough guide, and look at several tries on different days rather than one number.

Frequently asked questions

What does the Tower of London test measure?

It measures planning: working out a sequence of moves in your head before you make them. The main score is how many problems you solve in the fewest moves. Researchers also look at how long people think before the first move and how many extra moves they make [1][5].

Is the Tower of London the same as the Tower of Hanoi?

No. Both move pieces between three pegs, but in the Tower of Hanoi you move a stack of discs of different sizes and may never put a bigger disc on a smaller one. In the Tower of London the balls are the same size, the pegs hold different numbers of balls, and each problem has its own goal pattern.

Is it better to plan first or to try moves?

Across people, those who spend a bigger share of their time planning before the first move tend to make fewer extra moves [5]. But being told to plan longer doesn't always help [7]. Try both ways and see which works for you.

Is the Helibrain Tower of London test free?

Yes. The game and your full result are free: no sign-up, no email, no payment. We save results to build fair score comparisons, as our privacy policy explains. Helibrain makes money from its app, which you don't need for this game.

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Sources

  1. Shallice T (1982). Specific impairments of planning. Philosophical Transactions of the Royal Society of London B 298(1089):199–209. doi.org/10.1098/rstb.1982.0082
  2. Kaller CP, Rahm B, Köstering L, Unterrainer JM (2011). Reviewing the impact of problem structure on planning: a software tool for analyzing tower tasks. Behavioural Brain Research 216(1):1–8. doi.org/10.1016/j.bbr.2010.07.029
  3. Kaller CP, Unterrainer JM, Rahm B, Halsband U (2004). The impact of problem structure on planning: insights from the Tower of London task. Cognitive Brain Research 20(3):462–472. doi.org/10.1016/j.cogbrainres.2004.04.002
  4. Berg WK, Byrd DL, McNamara JP, Case K (2010). Deconstructing the tower: parameters and predictors of problem difficulty on the Tower of London task. Brain and Cognition 72(3):472–482. doi.org/10.1016/j.bandc.2010.01.002
  5. Schumacher LV, Rahm B, Kaller CP, Schyle V, Weiller C, Unterrainer JM (2026). A novel index to measure pre-planning in the Tower of London task: test–retest reliability and known-group validity. British Journal of Psychology 117(3):1007–1025. doi.org/10.1111/bjop.70044
  6. Unterrainer JM, Rahm B, Leonhart R, Ruff CC, Halsband U (2003). The Tower of London: the impact of instructions, cueing, and learning on planning abilities. Cognitive Brain Research 17(3):675–683. doi.org/10.1016/S0926-6410(03)00191-5
  7. Phillips LH, Wynn VE, McPherson S, Gilhooly KJ (2001). Mental planning and the Tower of London task. Quarterly Journal of Experimental Psychology A 54(2):579–597. doi.org/10.1080/713755977
  8. Jablonska K, Stanczyk M, Piotrowska M, Szymaszek A, Lukomska B, Bednarek H, Szelag E (2022). Age as a moderator of the relationship between planning and temporal information processing. Scientific Reports 12:1548. doi.org/10.1038/s41598-022-05316-6
  9. Piper BJ, Mueller ST, Geerken AR, Dixon KL, Kroliczak G, Olsen RHJ, Miller JK (2015). Reliability and validity of neurobehavioral function on the Psychology Experimental Building Language test battery in young adults. PeerJ 3:e1460. doi.org/10.7717/peerj.1460

How we made this page: written by the Helibrain team from the studies listed above, and reviewed by Robert (biophysics PhD candidate) on 4 November 2026. We update it when the sources change.