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LEARNING ROOM / 02 / PLANNING

MAKE HOLD AND NEXT WORK TOGETHER

Swap with a purpose. Learn why Hold can rescue a board—and why it cannot be used twice in a row.

PREPARED LESSON / NO TIMERUNSAVED

Prepared teaching position. There is no timer.

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SCORE
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PIECES
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Work the position.

The O piece is active. An I piece is waiting in Hold. Swap, rotate and line it up with the open right column.

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. Give Hold a job

Hold stores a piece for later. When the slot is empty, holding the current piece brings in the next one. When the slot contains a piece, Hold swaps them. You can hold only once before locking a piece; after a lock, Hold becomes available again.

The prepared board starts with an O piece active and an I piece in Hold. The right-hand well is one column wide and four rows deep. The O cannot fill that well. Press Hold or C, rotate the incoming I clockwise, move it into the open right column and hard drop. Your old O stays in Hold.

2. Read beyond the piece in your hands

Next shows the upcoming pieces in order from top to bottom. Before using Hold, ask two questions: does the swap improve this placement, and what will the next piece need? A rescue now is useful, but swapping every turn without reading the queue can leave the same awkward surface for the following piece.

All seven shapes are shuffled into bags. The bag system gives variety without making every individual piece independently random. It does not promise the piece you want will be next: a piece near the start of one bag may be followed by its next copy near the end of the following bag.

3. Try the failed swap on purpose

Reset the lesson, press Hold and then press Hold again. The second press changes nothing because no piece has locked between them. Now place the active piece. Hold becomes available again. This lock-first rule is why an accidental swap can be costly during a fast battle.

Hold is especially useful for keeping an I for an open well, postponing a piece that would bury a hole, or bringing a better fit into a low board. It is less useful when you have no landing plan for either the active piece or the one you are saving.

Take it into a fresh run

In Training, name a reason before each hold: “save this I,” “keep the gap reachable,” or “use the piece already stored.” If you cannot name the reason, try placing without swapping. After a few runs, compare whether your board stayed lower—not how often you pressed Hold.