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STACK WITH INTENT.

Learn the controls, keep room for your next piece, and turn a good clear into pressure on your opponent.

Your first session

Create an account and save the recovery code somewhere private. It is needed to reset a forgotten password. Start with Training in Solo Player: place a few pieces, try Hold and practice turning into gaps before entering a battle.

Default keyboard controls

These are the default keyboard bindings. Settings also offers alternate bindings and handling adjustments. Click the game to focus it before playing.

KEYACTION
← / →Move left / right
↓Soft drop
SPACEHard drop and lock
↑ / XRotate clockwise
CTRL / ZRotate counterclockwise
ARotate 180°
SHIFT / CHold a piece
ESCForfeit / leave
RRetry a solo run

Clear lines, keep space

Fill a horizontal row to clear it. The Hold slot saves a piece for later, and the Next queue helps you plan ahead. Use the ghost outline to check where a hard drop will land. If new pieces can no longer spawn, you top out.

Rotations and spins

Clockwise, counterclockwise and 180-degree rotations can kick a piece around nearby walls and floors when the rotation rules permit it. Practice fitting pieces into tight spaces. Full T-spins have their own attack values; trapped spins with other shapes use normal line attacks and can keep back-to-back.

How battle attacks work

A double sends 1 garbage row, a triple sends 2, and a four-line clear sends 4. Full T-spins send 2, 4 or 6 for a single, double or triple. Consecutive clears build combos. Back-to-back difficult clears add pressure, and a perfect clear adds 6 rows.

Your attacks cancel incoming garbage first. The meter beside your field shows queued attacks and their one-second warning. After that warning, up to 8 ready, uncancelled rows can rise after each piece locks. A line clear is a chance to defend as well as attack.

Win together, or be the last one standing

Ranked 1v1, 2v2 and Multi Arena are elimination battles. They do not end after 40 lines. In 2v2, teammates cannot attack each other; the team wins when both opponents are eliminated. Finite battles have a ten-minute limit and can end as a draw. Rush Tower follows its separate continuous tower rules.

After being eliminated from a finite battle, stay to watch the remaining players. You can select a surviving player to spectate. In private Friend Rooms, the host can start another round; everyone readies again without sharing a new room code.

Rank, APM and PPS

Your ranked skill level appears after 20 wins in ranked 1v1. APM describes attacks per minute; PPS describes pieces per second. They are useful ways to compare your own matches, but surviving and making clean decisions matters too. Open your profile for recent results and personal records.

Tune the feel

If pieces move too far when you hold a key, review horizontal repeat settings in Settings. Adjust audio, motion and visual effects to suit your computer. Reduced motion and lower visual quality can make a busy match easier to read.