TETERI
Rules and mechanics
The Complete Scoring Table
Every value in the game, what multiplies what, and the order the bonuses apply in.
Every base value below is multiplied by your current level. The whole table is worth reading once, because the ratios drive every strategic decision in the game.
Line clears
| Clear | Base points |
|---|---|
| Single | 100 |
| Double | 300 |
| Triple | 500 |
| Four rows, a Teteris | 800 |
Four singles score 400. One four-row clear scores 800. That factor of two is why the entire game bends towards holding out for the big clear.
Spins
| Clear | Base points |
|---|---|
| T-spin, no lines | 400 |
| T-spin single | 800 |
| T-spin double | 1200 |
| T-spin triple | 1600 |
| Mini T-spin, no lines | 100 |
| Mini T-spin single | 200 |
| Mini T-spin double | 400 |
A T-spin double scores four times a plain double. This is the single largest skill-dependent gap in the table.
Bonuses
Back-to-back: 1.5 times, on any difficult clear that follows another difficult clear.
Combo: plus 50 times combo length times level, added after the base value.
Perfect clear: plus 800, 1200, 1800 or 2000 for a clear of one, two, three or four rows that empties the board.
Drops: 1 point per row soft dropped, 2 per row hard dropped.
The order it applies in
- Take the base value for the clear.
- Multiply by level.
- Apply back-to-back if it is live.
- Add the combo bonus.
- Add the perfect clear bonus if the board is empty.
What the numbers tell you to do
Read as strategy, the table says three things clearly.
Always prefer four rows to fewer. The ratio is not close.
Learn one T-spin setup. A T-spin double is worth more than a four-row clear and needs only three columns of space rather than a full well.
Protect the back-to-back chain. A live chain turns every subsequent difficult clear into 1.5 times for as long as you avoid ordinary clears.
Read next
- 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 Ghost Piece and Why It Is Not CheatingThe outline showing where a piece will land removes arithmetic, not difficulty.
- Score Chasing, Speedrunning and Community RecordsA game with no ending produces a different competitive culture to one with a finish line.
- The Lawsuit Over Who Could Publish ItTwo versions on the same console, one of them recalled, and a ruling that turned on what had actually been licensed.