TETERI
Rules and mechanics
How the Game Knows You Did a T-Spin
Two conditions, checked when the piece locks: the last action was a rotation, and three corners are occupied.
A T-spin is not recognised by intent or by how clever the placement looked. It is a specific check the game runs when a T piece locks.
The two conditions
One: the last successful action was a rotation. If you rotated the piece and then slid it sideways, it is not a spin. The rotation must be the final thing you did.
Two: at least three of the four corners are occupied. The T piece sits in a three-by-three box; the game examines the four corner cells of that box. A cell counts as occupied if it contains a block or is outside the well. Walls and the floor count.
If both hold, it is a T-spin.
Full versus mini
There is a further distinction. Two of those corners are on the front of the T, the side the point faces.
- Both front corners filled produces a full T-spin, the valuable one.
- Only one front corner filled produces a mini T-spin, worth considerably
less.
There is one more rule: if the rotation required the last kick in the kick table, the most extreme offset the game will try, the spin is promoted to full regardless. That covers the T-spin triple, which is only reachable through that final kick.
Why implement it this way
Because "did the player do something clever" is not computable, and the corner test is a good proxy for it. Three occupied corners means the piece is genuinely wedged into a confined space, and requiring a rotation as the last action means sliding into an open gap does not qualify.
It is not a perfect proxy. Occasional placements score as spins without feeling like one, and a few genuinely impressive placements do not qualify. Every alternative anyone has proposed is worse.
Using the rule deliberately
Once you know the check, you can build for it. You need a gap the T fits into, three occupied corners around it, and an approach where rotation is the last move. That is the whole recipe, and every named T-spin setup is a different way of arranging it.
TETERI implements this check exactly, including the mini distinction and the final-kick promotion.
Common questions
Why did my T-spin not count?
Almost always because you slid or dropped the piece after rotating it. The rotation has to be the last successful action before the piece locks.
What is a mini T-spin?
A T-spin where only one of the two front corners of the T is occupied. It scores far less than a full T-spin: 200 points for a single rather than 800.
Read next
- How the Seven-Bag Randomiser WorksPieces are not drawn at random. Every group of seven contains each shape exactly once, which makes the queue countable.
- The Super Rotation System, ExplainedFour defined states per piece and a table of fallback offsets, which is what lets a piece spin into a gap it should not fit.
- Wall Kicks: Why Your Piece Moved When You Rotated ItA blocked rotation tries a list of nudges before giving up. Knowing that list turns a quirk into a tool.
- Lock Delay: The Half-Second That Saves Your RunA landed piece does not lock immediately, and nudging it restarts the clock, up to a limit.
- The T-Spin Triple and the Kick That Makes It PossibleThree rows from one T piece, using the most extreme offset in the kick table.
- Reading the Danger LineA marker six rows from the top, and what to do differently once your stack crosses it.