Skip to content
LEARNING ROOM / 03 / BATTLE RULES

READ AND COUNTER INCOMING GARBAGE

See the difference between lines cleared, attack points, cancellation and the rows actually sent.

PREPARED LESSON / NO TIMERUNSAVED

Prepared teaching position. There is no timer.

LINES
0
SCORE
0
PIECES
0
CANCELLED
0
SENT
0

Work the position.

Three already-ready teaching rows are incoming. Use the vertical I to clear four lines. Watch cancellation happen before anything is sent.

Focus the board for keys. ← → move · ↑ / X rotate · Z / Ctrl reverse · A flip · C / Shift hold · ↓ soft drop · Space hard drop.

On a touch screen, use the buttons below the board. The full competitive game is designed for a desktop keyboard.

This session stays in this tab. It awards no XP, rank, leaderboard record or Shop Credits. Leaving or refreshing resets it.

1. Separate lines from attacks

A cleared line is a row you remove from your own field. An attack point is potential garbage pressure. In a fresh, ordinary clear with no combo, back-to-back or perfect-clear bonus, a single gives 0 attack, a double 1, a triple 2 and four lines 4. Full T-spin singles, doubles and triples give 2, 4 and 6 before bonuses.

Fresh ordinary clears, before bonuses
CLEARATTACK
Single0
Double1
Triple2
Four lines4

2. Cancel first, send what remains

The prepared battle position has three incoming garbage rows that are already ready to rise. This lesson skips network delivery and the initial warning so you can study the placement itself. Move the vertical I into the right well and clear four lines. This clear produces four attack points: three cancel the incoming queue and one goes out. The panel reports CANCELLED 3 and SENT 1. The spare block above the four rows deliberately prevents a perfect-clear bonus.

For another example, if five rows are incoming and a fresh double produces one attack point, four rows remain queued and nothing is sent. Cancellation uses attack points, not the number of lines cleared. The queue is not an additional score bonus.

3. Know what a clear streak protects

In current finite battles, every consecutive line-clearing placement holds uncancelled incoming rows. Even a clear that produces zero attack can preserve this protection. The red ceiling and INCOMING display show queued pressure; the HOLD or BLOCKING state tells you that the queue is waiting during your clear streak.

A placement that locks without clearing ends that protection. Up to eight ready, uncancelled rows can then rise from the bottom, with a gap in each garbage row. Newly received attacks have a warning before they become ready; a clear streak can hold ready rows longer. A high board plus a broken streak can therefore be dangerous even if your last clear looked strong.

4. Read the bonus before predicting the result

Consecutive clears build combo attack, difficult clears can receive back-to-back bonuses, and a perfect clear adds six attack points. A single after another clear may produce combo attack even though a fresh single produces none. Treat the table above as base values, not a promise for every situation.

The lesson is a finite battle example. Solo practice has no opponent. Rush TON 618 has its own flight and hazard rules, so do not assume that finite-battle blocking works identically there.

Take it into a real match

Before a drop, check the incoming count, your planned clear and the space above your stack. Choose a small safe clear when it keeps your streak alive. If a non-clearing placement is unavoidable, leave room for the ready garbage instead of building to the ceiling.