DOGEPY · HOUSE RULES
Tetris modes, hold and scoring
Avoid buried holes before chasing four-line clears. Marathon, sprint and friend matches reward different goals.
Before you play
- The visible board is 10×20; the seven piece types arrive in shuffled bags.
- Fill a horizontal row completely to clear it.
- Marathon targets score; sprint ends at 40 cleared lines.
- Hold stores or swaps a piece once before the next lock.
- Versus double/triple/four-line clears create 1/2/4 base attack lines, cancelling incoming lines first. Blocking the top loses.
Playing a hand
- Choose marathon, sprint or a friend match.
- Move with left/right; rotate with Up/X or Z.
- Down soft-drops, Space hard-drops, C/Shift holds. Mobile buttons offer the same actions.
- Check the ghost and next pieces before locking. P pauses solo play.
A worked play example
- Level 2 double → 300 × 2 = 600
- Triple attack 2 − incoming 1 = send 1
- Hold → lock before holding again
A scoring example
Base clears score 100/300/500/800 times the current level. A level-two double without bonuses earns 600. Manual soft drop adds one point per cell and hard drop adds two per cell.
Consecutive clearing pieces add combo points after the first clear. A four-line clear following another without an intervening one-to-three-line clear receives a 1.5 base multiplier. There is no separate T-spin scoring. Level rises every ten lines up to twenty.
Cancel pressure before sending it
A triple creates two base attack lines. With one incoming line pending, it cancels that line and sends only one. Combos and back-to-back four-line clears can add attacks.
Locking without clearing adds up to eight pending garbage rows. Keep accessible clears instead of building a high wall while waiting only for an I piece. Hold delays a difficult decision but cannot be swapped repeatedly before locking.
Rules checked: 2026-10-23. These describe Dogepy’s implementation, which may differ from other tables.
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