T.T.FITE

BLOCK BATTLE SURVIVOR GAME

A room battle for up to ten participants where multi-line clears become delayed pressure, defence or revenge.

PLAYERS2–10 humans or bots
GOALLast survivor
CRAZYBegins after 2 minutes

Defence uses attack power, not cleared rows

Illustrated rule example · a teaching scenario, not a recorded match.

Read the situation

With two incoming lines queued, clearing three rows creates two attack lines and can cancel the queue before it lands. Clearing two rows creates only one attack line, leaving one incoming line. A single-row clear creates no attack power.

Choose the safer move

If three rows are cleared while only one line is queued, one unit cancels that line and the remaining unit becomes a revenge attack. This example excludes the separate four-row all-player bonus. Read the incoming countdown before committing: cancellation must happen while the attack is still queued.

Try it yourself

A tall board may need a quick defensive clear even when another opponent is close to elimination. Keep room for garbage and monitor incoming pressure before selecting a target. Your own survival, the current queue and target lock timing determine whether a clear is useful offence or urgent defence.

T.T.WORLD game guide · updated 8 September 2026. Report a rule or guide error.

Game Overview

FiTE combines ordinary block clearing with opponent pressure. Players join by quick match or room, receive a shuffled Survivor number when the battle begins, select targets and try to keep their own stack below the top while incoming garbage approaches.

Room and Start

A battle needs at least two participants. A host can use START NOW once the minimum is met. Otherwise, when all human players are ready and nobody new joins, the room waits at most ten seconds before starting; a full room can proceed immediately. Hosts may add Easy or Normal bots. The actual battle follows a three-second countdown.

Targeting

Survivors are shuffled into numbered positions. Keys 1–9 select the matching available target. Key 0 returns to random targeting. Pressing the currently selected number again also returns to random. Mobile displays the same target choices above the movement controls. The target can still change before a queued attack locks.

Controls

← / →
Move the active piece.
Soft drop.
↑ / X
Rotate clockwise.
Z
Rotate counter-clockwise.
Space
Hard drop. Release after one placement; holding repeats.
1–9 / 0
Select survivor / random.
Q / Esc
Ready or rematch / return.

Attack Power

A single-line clear sends no attack. Clearing two, three or four rows at once produces one, two or three attack lines. A four-row clear also has a one-in-three chance to send one line to every other active survivor. The interface tracks the total attack lines created during the battle.

Timing, Defence and Revenge

An outgoing attack chooses its target after two seconds and fires after three. Incoming pressure normally waits five seconds. Additional incoming attacks reset that defence window, giving the defender one renewed period to clear lines. Your attack power first cancels queued incoming lines; any excess becomes a revenge attack toward the attacker.

Garbage and Speed

Garbage can arrive with different open-cell patterns rather than one identical hole in every row. Fewer than four rows rise one at a time with a short delay. Four or more rise together with a burst effect, without screen shake. For the first two minutes the game holds RiNT Normal's top speed. Crazy mode then advances through faster levels each minute.

Elimination and Rematch

A survivor is eliminated when incoming or placed blocks leave no legal spawn space. The match host allows a short resolution window before declaring the last active survivor, reducing contradictory results when boards fail almost together. If nobody remains, the result is a draw. After the result, human players can vote ready for another battle.

Battle Tips

  • Two-line clears are the first move that creates attack power.
  • Keep a quick clear available when incoming lines are flashing.
  • Changing target late can redirect a queued attack before lock.
  • Watch how many players are targeting you, not only one opponent.
  • Enter Crazy mode with a low stack and room to absorb garbage.

What Makes FiTE Different?

Every board affects the room. A strong clear can be offence, defence or revenge depending on the incoming queue, so the best local score is not always the best tactical choice. RiNG compares two independent races; FiTE creates a network of delayed attacks among several survivors.

T.T.FITE FAQ

Does clearing one row attack anyone?

No. Attack power starts at two simultaneous cleared rows.

Can I stop an incoming attack?

Yes. Clear enough attack power before the defence countdown finishes to cancel it. Excess power is sent back as revenge.

Why did the incoming timer restart?

A newly queued attack resets the five-second defence window so the total can be answered together.

What if all remaining players are eliminated together?

After the short result-resolution window, a battle with no survivor is recorded as a draw.

Can bots fill a room?

The host can add bots at Easy or Normal difficulty.

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