Scoring, Levels & Combo Bonus
Once you understand how the scoreboard works, where to invest effort becomes obvious. This guide lays out the full scoring formula, the level-by-level drop speed table, and three practical takeaways from the numbers.
Base Points — Lines and Level
Clearing lines earns base points multiplied by the current level. Single 100, double 250, triple 450, quad 700. At level 3, a quad scores 700 × 3 = 2,100.
| Lines cleared | Name | Base pts | Per line |
|---|---|---|---|
| 1 line | Single | 100 | 100 |
| 2 lines | Double | 250 | 125 |
| 3 lines | Triple | 450 | 150 |
| 4 lines | Quad | 700 | 175 |
The rightmost column is the key insight: the same line is worth 100 to 175 points depending on how many lines it is cleared with. This is why clearing lines as soon as possible is not always optimal.
Combo Bonus — Consecutive Clears
When the piece right after a clear also clears a line, a combo starts. The bonus is 50 × (consecutive count − 1) × level. The first clear gets nothing extra; the second consecutive clear adds 50, the third 100, the fourth 150, all multiplied by level. One piece that clears nothing resets the counter.
Example: five consecutive singles at level 4. Base points: 100 × 4 × 5 = 2,000. Combo bonus: 50 × (0+1+2+3+4) × 4 = 2,000. The bonus equals the base score. Even without quads, never breaking the chain can double your output.
Drop points add on top: 1 point per cell for soft drop, 2 per cell for hard drop. A full hard drop from the top in an empty well gives about 30 points. Over 300 pieces that adds up to thousands, but it is still small compared to a few quads.
Levels and Drop Speed
The level rises by 1 every 10 lines cleared. Higher levels multiply all scores but also shorten the drop interval by 15% each level, flooring at 80 ms.
| Level | Drop interval | Lines needed | Quad score |
|---|---|---|---|
| 1 | 800ms | 0 lines | 700 pts |
| 2 | 680ms | 10 lines | 1,400 pts |
| 3 | 578ms | 20 lines | 2,100 pts |
| 4 | 491ms | 30 lines | 2,800 pts |
| 5 | 418ms | 40 lines | 3,500 pts |
| 6 | 355ms | 50 lines | 4,200 pts |
| 7 | 302ms | 60 lines | 4,900 pts |
| 8 | 256ms | 70 lines | 5,600 pts |
| 9 | 218ms | 80 lines | 6,300 pts |
| 10 | 185ms | 90 lines | 7,000 pts |
| 11 | 157ms | 100 lines | 7,700 pts |
| 12 | 134ms | 110 lines | 8,400 pts |
| 13 | 114ms | 120 lines | 9,100 pts |
| 14 | 97ms | 130 lines | 9,800 pts |
| 15 | 82ms | 140 lines | 10,500 pts |
| 16+ | 80ms (floor) | 150 lines+ | 11,200 pts+ |
Level 1's 800 ms gives nearly a full second per row — plenty of thinking time. The feel changes drastically around levels 7-9, where the interval drops below 300 ms. Soft drop speed (holding down) is 40 ms, so even at level 15 natural gravity is slower than soft drop.
100 Lines, Two Ways — Comparing Total Scores
Clearing the same 100 lines in different ways produces wildly different totals. The level rises every 10 lines, so over 100 lines the level goes from 1 to 11, and each clear is scored at the level in effect at that moment.
100 singles: summing the level for each clear gives 550, so the base total is 100 × 550 = 55,000 points. 25 quads: the level sum is 135, so the base total is 700 × 135 = 94,500 points. Same 100 lines, 1.7x difference. With combo bonuses and drop points added, the real gap is even larger.
There is no time factor in the formula, but level is driven purely by lines cleared, and level multiplies every score. Total score is ultimately a function of how long you survive and how many lines you clear. This is why the hole management from the previous guide is the foundation of every scoring strategy.
Three Practical Takeaways from the Numbers
One — Early on, focus on lines, not points. A quad at level 1 is 700 points but at level 6 it is 4,200. Forcing quads early is less efficient than stacking safely to level 5 and then scoring at the higher multiplier. The early goal is "reach level 5 with no holes," not "maximize score."
Two — Not breaking the chain matters as much as clearing big. The combo bonus grows steeply with consecutive clears. In some situations a steady stream of doubles and triples with an unbroken combo outscores an isolated quad followed by ten non-clearing pieces. This is especially true above level 8 where maintaining a four-row well is risky.
Three — Surviving longer is scoring in itself. There is no time bonus in the formula, but level rises only from lines cleared and level multiplies everything. Total score is a function of how long you survive and how many lines you clear. This is why the stacking discipline from the previous guide is the real foundation of every scoring strategy.
Scoring FAQ
Q. When is the score calculated?
At the moment the piece locks, using the current level. Even if that clear raises the level, the pre-level-up value applies. For example, clearing a quad at 9 lines cleared gives 700 × 1 = 700 points, and the level then rises to 2.
Q. Is there a cap on the combo bonus?
No. As long as every consecutive piece clears at least one line, the combo counter keeps rising. One piece that fails to clear anything resets the counter to zero.
Q. Does soft-dropping a lot add significant points?
Less than you might think. A full drop from top to bottom is about 18 cells, yielding roughly 20 points. Clearing one extra line is worth far more. However, dropping pieces faster lengthens the game, which is an indirect benefit.
Q. How does leveling up work?
The level rises by 1 every 10 lines cleared. A single quad contributes four lines at once, so it accelerates leveling. The moon next to the level indicator fills as the level increases.
Q. Does the score multiplier increase with level?
Yes. Both line-clear points and combo bonus are multiplied by the current level. This means most of your total score comes from the late game. The last minute of a long run moves the scoreboard more than the first five.
Q. How fast does it get?
At level 15 the drop interval is 82 ms per cell, and it floors at 80 ms after that. For reference, holding the down key (soft drop) moves at 40 ms, so even at level 15 the natural fall is slower than soft drop.