TETERI
Versus play
How to Open a Duel
The first twenty pieces decide more duels than anything that follows.
Both players start with an empty board and, in TETERI, the identical piece sequence. What you do in the first bag or two shapes the whole match.
The two openings
Fast pressure. Build low, chain clears, and start sending garbage immediately. The aim is to hit before your opponent has a stack that can absorb anything.
Build first. Set up a clean nine-column stack with a well, and land a big back-to-back attack a little later.
Why fast pressure is often right
An opponent building a well is committed to it for many pieces. Garbage arriving during that build forces a choice: abandon the setup, or eat the rows and get dangerously high.
Either way you have taken the initiative. They are now responding to you.
Why building first is defensible
Because early pressure is not free. A combo stack is low and messy, and if the opponent cancels your attack you are left with a bad board and no advantage.
If you build cleanly and they open with pressure, your well lets you cancel a lot at once and reply with a bigger hit.
The identical-sequence factor
Both players receive the same pieces. That has two consequences worth understanding.
Nobody gets unlucky. If you lose, it was not the bag.
You know what they have. Your queue is their queue. If you can see an I coming in three pieces, they have one too, and if their well is three deep you know a four-row clear is about to arrive.
That makes the opening partly a reading exercise. Watching their well develop while knowing exactly what pieces are available tells you when their attack is coming.
The practical advice
Open with a clean surface, take clears when they are available, and do not commit to a deep well until you have seen how your opponent is playing. Being flexible for the first bag costs very little and tells you a lot.
Read next
- The Attack Table: What Each Clear SendsEvery clear type converted into rows of garbage, plus the bonuses that stack on top.
- Combo Pressure: Why Small Attacks Can Beat Big OnesContinuous garbage denies your opponent the quiet piece they need to survive.
- Reading Your Opponent's BoardTheir well depth, their stack height and the shared queue tell you when their attack is coming.
- Defending When You Are BehindA tall stack and a full meter is recoverable, but not by playing carefully.
- Why the 1984 Design Barely Needed ChangingForty years of iteration refined the edges and left the centre alone, because the centre was already right.
- The Complete Scoring TableEvery value in the game, what multiplies what, and the order the bonuses apply in.