TETERI
Technique and strategy
Overhangs and Tucks: Placing Pieces Under Things
A covered space is not lost space. Rotation kicks can reach under an overhang that sliding cannot.
An overhang is a filled cell with empty space beneath it. A tuck is placing a piece into that space. Learning to tuck turns a category of accidents into a category of tools.
Why sliding does not work
A piece moving horizontally cannot pass through a filled cell. If the space you want is covered, sliding into it is impossible: the piece stops at the obstruction.
Why rotation does
Rotation is not a slide. When you rotate a piece, the game tries a list of offsets, and several of those offsets move the piece down and sideways in a single step. That can place cells into a space no horizontal movement could reach.
So the technique is: bring the piece adjacent to the covered space, in the orientation from which a rotation will kick it into place, and rotate.
The pieces that tuck well
L and J. Rotated so the long edge is vertical and the foot points into the gap, they slide under a one-cell overhang cleanly. These are the workhorses of tucking.
T. Fits a one-cell notch under an overhang, and this is exactly the T-spin mechanism.
S and Z. Can tuck into a step under an overhang, though the geometry is fussier.
I. Vertically, into a covered column, if the entrance is clear.
When you need it
Recovering from your own mistake. You created an overhang by accident. Tucking under it is far cheaper than clearing the rows above it.
Deliberate setups. T-spins are covered spaces by design.
Late-run digging. When the stack is high and messy, the spaces you need are usually covered.
Practising it
The drill is simple. Build a stack with a deliberate one-cell overhang, then practise getting an L, a J and a T underneath it. Try rotating both directions, since the kick lists differ and often only one works.
Once the motion is automatic you will start seeing covered spaces as usable rather than as damage.
Read next
- The Nine-Column Stack and the Open WellFill nine columns flat, leave one open, and wait for the long piece. The standard shape for a high score.
- Six-Three Stacking and Why Some Players Prefer ItSplitting the board into two flat regions instead of one gives you somewhere to put the awkward pieces.
- Read the Queue, Not the Falling PieceIf you are deciding where the current piece goes while it falls, you are already too slow for level ten.
- Use Hold on Purpose, Not as an Undo ButtonThree good reasons to hold, and one very common bad one.
- 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.
- Where Pieces Spawn and Why the Buffer ExistsA couple of hidden rows above the visible field give rotations somewhere to go.