TETERI
Technique and strategy
When to Take a Single
A single is the worst clear in the game and sometimes the correct one. Knowing which is a real skill.
A single scores 100 base points, sends no garbage, and breaks your back-to-back chain. On paper it is the worst thing you can do. In practice it is sometimes the right move, and knowing when is genuinely difficult.
The case against
Every single you take is four singles you did not combine into one four-row clear worth twice as much. Take them habitually and your score is roughly half what it could be.
Worse, in versus a single sends nothing at all. You have cleared a row, given your opponent nothing to deal with, and let your own queued garbage land on the next dry placement.
The case for
Your stack is too high. Above about fourteen rows you are one bad piece from a topout. A single that brings the height down is worth more than any multiplier you are protecting.
You are digging. When downstacking towards a buried hole, points are irrelevant. Take whatever clears.
Incoming garbage. In versus, a clear cancels queued garbage before it lands. Sometimes a single is what you have and the alternative is eating four rows.
The well is compromised. If a piece has spilled into your well, the formation is broken. Clear it out with whatever is available and rebuild rather than waiting for a four-row clear that can no longer happen.
The judgement call
The honest heuristic: how many pieces can I survive if the next three are awkward? If the answer is fewer than three, take the clear. If it is more, hold out.
That converts a vague feeling into a countable question, which is what makes it usable under pressure.
The habit to avoid
Taking singles because the row happens to be complete and it feels satisfying. That is not a decision, it is a reflex, and it is the most common reason otherwise decent players score badly.
Read next
- Why You Plateau, and How to Get Past ItImprovement is not smooth. You stall at a level because one specific constraint became binding.
- Keep the Stack Flat: The One Habit That Matters MostA flat surface accepts every piece. A jagged one accepts a few. Most runs end because the board stopped accepting what the bag offered.
- Never Bury a HoleA covered gap costs you every row above it. Taking a worse placement to avoid one is nearly always correct.
- Downstacking: How to Dig Yourself OutClearing your way down to a buried hole is a distinct skill, and it is the one that turns bad runs into recovered ones.
- Hard Drop and Soft Drop: When to Use WhichOne slams and locks instantly, one accelerates and keeps your options open. They are not interchangeable.
- Cancelling: Why Attacking Is How You DefendYour outgoing attack eats incoming garbage before any of it lands. There is no defensive option.