#More tarot cards / QP2 mods
4887 messages · Page 5 of 5 (latest)
OH BOY IM EATING TONIGHT!
Looks like the (yet another) unmantained thread I made where I shitposted Tarot cards
like the Race one xd
when the garbage suggestions dont have suggestions abt garbage
Delayed Clears
Tarot Card: The Moon
Completed lines are only cleared after placing the next piece
Reversed - Absolute Zero
- Only surge can send/cancel lines
- Surge starts at B2B x1 and is doubled
- Completed lines are only removed after the next non-B2B clear (this clear included)
Kagaris in qp???
yeah just gotta climb
One old relic stuck in the very top of this thread.
-# YES, this is an acutal tarot card. I made it way back in September 2024.
The Others
-# Scale the tower, with more people.
Have up to THREE players scale the tower with you.
- The climbing scale is equally shared to make things more fair for other people (Ex; Three people share 1/3x of current climbing speed, four people share 1/4x of current climbing speed.)
Reversed Counterpart: The Fakers
-# Fear, xenophobia, or denial of intuition.
Have up to 3 people play with you.
- All effects of
, but randomly sent to one of your two/three partners - Climbing speed is shared
- Once you or any of your partners perform a line clear, there's a chance that that/those lines will be moved to someone else, elxcluding themselves.
Ultra Reversed Counterpart: Gruesome Heartship
-# Unity, integration, and transcending duality.
Have only two people play with you.
- All effects of

- Climing speed is decreased by 25%
- Have double the lines moved to someone else, with the chance increased significantly.
Lag board
A concept I came up with for reverse duo while discussing how silly swamplite + 1 reverse would be (DIFFERENT FROM BLEEDING HEARTS)
Forever Entangled
"What is undone cannot be reclaimed"
• Hold is replaced with the ability to send the piece to the other players que on a two piece cooldown. (Pieces will show up at the front of the next bag)
• If a player dies the player still alive will receive both players bags (they get set to 14bag at the start of the next bag)
• every revive adds +1 permanent line to the reviving players board up to a max of 5
• All mods are shared between both players, also allows for the player that's not hosting (Person without reverse duo) to take other mods along with the ability to take reverse mods (max of 1 like the normal game)
Hi
The Abyss
-# Towards the stars and the abyss!
-
Starting on the 10th floor (1650m)
-
The meter gradually decreases. ( - Meter possible)
-
Climbing speed is changed to the fall speed, if it is above a certain speed [Free Fall (Reverse Hyper Speed)] Entry
-
In this situation, the surge is disabled
-
Gravity immediately becomes 3
-
Deal sent doubles.
Unlock method
- Go down 1650M cumulatively with
mode applied
so just no surge, more gravity, [??? what does "deal sent doubles" mean]
but with some absolutely fucked achievement progression if you do it by floor count
(
550m,
1000m,
1350m,
1600m,
1650m)
and some cosmetic changes for no reason, and a strict score range of [0~1650] which probably isnt hard to max for people who've f10d vol and/or grav
this is
im sorry
??? the requirement here is weird
Freefall mentionned?!!?
its kinda just normal uex playtime
but it moves faster for higher floors
wow only me can play
Remember #1355003158182625290 exists chat
Negative meters are allowed here, but it's still
as negative floors need a new composition.
fall 1650m 
at once?
Cumulative
it's just grind then
just use meters
Explosions (no it's not what you're thinking)
Tarot Card: The Sun
Effect:
One random mino in one random piece every third bag will have a bomb with a countdown on it (20 at F1, slowly dwindling to 11 on F10)
This countdown decreases by one for every piece placed
If any bomb's countdown hits 0, receive increasing wound lines
the first time: 4 wounds with countdown 12
the second time: 6 wounds with countdown 16
the third time: 8 wounds with countdown 20
the Nth time: 2N+2 wounds with countdown 4N+8
maybe not a good QP2 mod but maybe as an event mod or SSL gimmick it could work 
-# go play bejeweled twist btw
how do you survive 40 wounds
you don't
that's the point
ok actually hold on
then have achievement "most bombs survived in explosion" (must un-wound the wound to count it as 'survived')
Knight
Effect
- Only Tetris is activated.
- BTB chaining
- The deal sent is 1.5 times and the deal received is 0.5 times.
- The garbage cap changes to 3 lines.
- The climbing speed changes by 0.7 times.
‐--------------------------------------------------
How to unlock
Do tetris 1000 time in 
Hunting
Reverse Effect:
- Only single, double, and triple will be activated.
(Single: 2(Effective 4) garbage,
Double: 3(Effective 6) garbage
Triple: 4(Effective 8) garbage) - Gravity margins as soon as it starts.
- The deal sent doubles and the deal received 2.5 times.
- The garbage cap turns into 14 lines.
- I-mino changes to two per bag (8-mino)
- Windup Step 5 will be added
- Combo has disabled
Is there an interest in forcing tetrises only
or making only tetrises count, encouraging them to be made mostly
to me that feels like a very default basic thing
sounds like a worse version of talentless
yeah
I compared it to I-mino because I thought of using a sword
I'll take that back and replace it with this
only quads and I-spins
unfortunately, I-spins are janky
what even is "activated"
Spin disabled
why
cuz noob
surge = noob ???
what is "combo has disabled"
- can combo, gives no bonus
- attack is not sent while combo
1
so first of all
why would they subtract altitude
csp1 gives 0.25 per atk
second of all
literally just normal gameplay???
this is the most nothing effect
reverse is genuinely something new
but sadly not interesting
gameplay wise
unless like
it becomes kinda
mr boardwide-y
where you have to use all the columns instead of just 9-0 quad spam
It's sort of similar to the Talentless achievement
not even
in talentless you have to vary your clears SOME amount
"nospin" is just 9-0
#1393108794141048856 (1 message) was moved here.
yea i guess that works. Check this out ^
interesting but too buffy
and you kinda show that when you say it
allows players of lower skill levels to reach higher climb speeds and therefore higher floors
echo (floor 6 music) is already 65 bpm
but... 32.5 bpm...
too slow
What’s the problem with more people getting higher? If it’s bad for the garbage economy I guess you could half (or some other multiplier) damage to non-mod players.
Again, the slow music idea was only Hyperspeed, at least for me lol. Also very secondary
Basically it’s meant to be a “half time” mod like in osu or something. (which is actually a misnomer for that game because it’s 75% but 🤷🏻♂️)
"From the outset, I already knew that I didn’t want difficulty decreases. This is because it’d ruin the progression of seeing more of the tower as you improve, and make the experience of reaching a new floor less special. I also wanted to avoid having players perceive more or less “legitimate” ways of accomplishing something. If you reached floor 10, it means you were skilled enough to reach floor 10."
I guess if that is the intention, then it makes sense why this doesn't exist already.
in that case, I guess, just make each floor twice as tall if you have the mod enabled? or cut effective climb in half (same idea, different implementations)
then floor 10 is still hard to reach, but the game is slower paced for those who can't react/play as fast
cut climb in half?
but
you doubled the effective climb speed
what im saying with that is like
why add an additional effect to cancel a different effect
when you could just remove the one youre canceling
make climb speed unaffected
Sorry, I wasn’t clear: half the climb speed decay rate, but also cut the multiplier that the current climb speed gives.
then both become useless
it now just makes leaderboard show "wrong" data
and how would you communicate this to a player
just leave csp unaffected
i was very hyped when setting f7, 9 and 10 for the first time respectively
i think having a mod that just makes everything easier ruins the fun
if u want hyperspeed just supercharge and break at f5
ZA WARU- i mean The World - Zone
You can toggle Zone from TE:C by either a new keybind or holding harddrop.
To compensate, you recieve way more garbage - either a small share of ALL attacks sent in your current floor (as suggested in #1272352916606550118 message), or just make you targeted more often.
dead chat
wat
this guy is gonna go nuts when they realize they can scroll down into archived threads in #1020054329782186065
imagine tetrio gets dmca by ttc for a mod
physically cannot happen
you can't copyright game mechanics
even if TTC were to try, they'd most definitely fail
nintendo unfortunately somehow managed to :/
with how theyre desperately trying to screw over palworld
Nintendo has way more influence compared to ttc though
also the whole legal battle's hosted by japan
Antimatter
Tarot Card: The Sun
One random mino in one random piece in every 2nd bag will manifest as an Anti-Mino. Anti-Minos have a timer on them, starting at 10 and decrementing for every piece, until the mino is cleared. Should an Anti-Mino's timer reach zero, all minos directly adjacent to it (orthagonally and diagonally) will be destroyed.
so you need to clear it within a certain # of pieces
#1394928434530226257 (0 messages) was moved here.
Berserker
The Chariot
- Climbing speed is 1.5 times higher.
- The garbage line comes up immediately.
- When you reach each floor, you get 10 surge.
- As the bibliography builds up, the climbing speed magnification decreases by 0.05
- It's x1.5 damaging and easy to be a target for people.
Reverse
- Climbing speed is 1.2 times higher.
- The damage received doubles and is easy to become a target for people.
- When reaching each floor, the surge 10 decreases, and when there is no surge to be reduced, a permanent garbage line is obtained.
- When you reach the 10th floor, the climbing speed is x1
And you get two lines of semi-permanent garbage lines (like all-spin penalties).
Mech heart: Destroys reverse mod cutely
Blockades
Tarot card: The empress
Effect: Every 10th line of garbage that enters your board gets 4 extra holes (can stack with double hole).
Excavation (Reversed blockades)
Effect: Every 7th line of garbage that enters your board has 6 holes. At the start of the run and when there are no lines of garbage with 6 holes left on the board inject a garbage line with 6 holes. All garbage lines below the highest garbage line with 6 holes are invisible.
CHARIOT MENTIONED
IT WILL NEVER BE STOPPED 🗣️
The Chariot (Colour Clears Only)
- Cancel Sickness disabled.
- Clears that do not result in Perfect Clears or Colour Clears do not send attacks.
- Colour Clears send 3 bonus attacks.
- B2B charge instead counts the number of consecutive Perfect Clears / Colour Clears achieved and breaks when garbages enters the board.
-# The road paved for perfection.
Reversed Chariot: The Highway to Hell
- Base effects as The Chariot
- Bonus attacks from Colour Clears removed.
- A timer will be introduced, which progressively becomes shorter with the altitudes climbed. Failure to find a Perfect / Colour Clear within that time limit will add 10 garbage to the board. The timer resets when a PC/CC is found, or when the penalty garbage is applied.
-# Stop and you will be run over by the weight of your own sin.
the board's chariot cannot be stopped
i love rng
can't wait to try holdless gravity colour clears only
no but really this does seem very rng
imagine f8/f9/f10 garbage with "GET A COLOR CLEAR, YOU WILL DIE IN 10. 9."
wait sorry
i entirely skipped past that line
cancel sickness disabled???
so it is just pc loop mod
reminder that https://discord.com/channels/673303546107658242/1355003158182625290 exists for any and all ideas 
this one here is just blitz 2 electric boogaloo
ngl if you have to add "no cancel sickness" as an effect then um 
clearly the game is trying to prevent what youre trying to do yk
boring af blitz meta 🥱
i just wanted to turn your attention to this ^
(it is #1355003158182625290 but uh it kind of uhhh yea
)
This thread has been inactive for while...
this ended up getting flooded out by somehow worse suggestions, so reposting here for fun
apologies to anybody using a trackpad or controller
wait it literally says disables controller
???? people. USE that. for a reason?
literally discarding a part of player playstyle preference
there is a reason you posted these to garbage suggestions, no?
i like how these synergize with 
the second is the Reverse of the first so its just force-mouse
but still like
Is This Fun is a question that you leave behind when entering #1355003158182625290
but you need to remember to pick it back up when you leave
actually this+
just doesn't work
it'd make
easier (because you can absolutely cheat gravity on tetris.com)
and also the auto-rotating thing is one of the 2 actual patents TTC has but it's probably only for mobile so it's probably not a big deal just saying
fair, will remove from here
some mod idea
except it also contains mono/do/trio/tetro minos
its just All-29 from jstris
add that in tetrio
its... suprisingly more playable than i expected
true
would be interesting to see a mod thats like
"some bags may contain a random pentomino"
just do mech heart 
currently the only pentomino is I5
GOODLUCK WITH RANDOM PENTOS
Idea for reversed
No clue how to fix the trackpad/controller issue for base version though
oh oops
@void lotus
this is impossible to track for >95% players
you can take that concept back to #1355003158182625290 as an addendum
is it really that unintuitive
i guess it does have the intrinsic issues of 1kf
anyways you mean that for reversed mod players right
exile has the same issue if not
exile is something you can learn quickly
wait
im thinking warlock
exile you can learn instantly
It is pure memorisation so if u mess up ur cooked
Very good practice tho
1kf mod requires
0. ignoring the quality or enjoyment of the mod
- adding the controversial 1kf to the game
a. this is anticheat hell - learning 40 new inputs
a. your controller layout shows a stick split into 10, which is unintuitive and unheard of
b. find a way for the game to "teach" this in any capacity
c. people not using the necessary hardware just cant play
d. normal player can barely play anyway
e. players who already know just plainly get unfair advantage (see: fortissims UWRs using 1kf - this doesnt mechanically change the game AT ALL except for scrambling your inputs
you made it intentionally bad because you were posting in garbage thread.... so obviously its Bad
i do think 1-2 are fair and i can agree
/nsrs
but where do you get the idea that i intentionally made it bad
wait
you do say it is because i posted in garbage thread of course
i am
i mean @dollaryap
what
oh
I may be doubly doopid
you posted it then deleted it
lmao
I just saw the first forward and didnt read sorry
anyways my originaly motivation for posting there was because i couldnt think of a way to support controllers when i first thought up the idea
you're fine dw
i probably shouldnt have deleted it, in hindsight
ok now i will address my concerns with 3
a. fair
b. fair
c. i don't quite understand
d. i don't see an issue with this, considering it is meant to be the reversed
e. i don't quite understand
c: some people use controlling methods that just literally dont work
smaller keyboards, touchscreen, or controllers that dont have the two sticks + [?] buttons required
e is like
13.300 replay: https://jstris.jezevec10.com/replay/97824122 (played 7/21/2025)
13.298 replay: https://jstris.jezevec10.com/replay/97877585 (played 7/23/2025)
Twitch Videos: https://www.twitch.tv/videos/2518708649?t=01h38m43s https://www.twitch.tv/videos/2520446630?t=00h49m09s
Join the 1 Key Finesse Discord: https://discord.gg/xAzagQrJZA
**These...
ok
physically smaller or smaller layout
touchscreen has no official support, so shouldn't be considered imo
joycons?
anyways i don't see getting better at 1kf giving you an advantage in the 1kf mod to be a flaw
oh sorry that i keep forgetting to turn ping reply on
layout
this idea isnt worth defending its just all around not a good idea I think
well
i'm trying to understand its issues
unsurprising if i'm coming off as defensive though
hmm
because i assume you're posting flaws with it in good faith
fair
ignoring "1kf is controversial" and "it was posted to garbage thread":
- it is probably just not very fun to play. players who are new will find it maximally cumbersome, and players who are experienced will find it boring, and even possibly a buff
- the game has no way to teach this. other revmods can be "learned" in a few moments usually; the most obscure mechanics are in damnation (with blight..) and warlock (with a couple things), but even then, their basic mechanics (mega-hole garbage, and mega-wound w/ more variety needed) are still simple. 1kf for new players would be a combination of trial-and-error and "elderly person using a keyboard has to look down for every slow keypress"
- it plainly uproots the control scheme. in my opinion, controls is one of those things that should just not be touched, and if it is, then only in a minor way (e.g. left/right are swapped, at most). any player will try to start the run by using their control scheme, unless they know that the term "1kf" means itll be discarded. this means in practice that players will start their first run(s) by accidentally dropping random pieces in random positions
- what is the point of this as a modifier? what does this test or achieve? what skill is being tested here?
isn't it impossible to do spins in 1kf? maybe a more intuitive way to implement nospin mod could be something like "soft drop does not exist and becomes hard drop"
(which technically does allow spinning but you'd need to rely on grav)
from what ive seen, modifiers all test something imo:
and
: general skill, ability to work with standard garbage instead of relying on roll-in, and a generally harder climb, with tyrant forcing mostly constant action
and
: uh, nohold
which means maintaining a good stack and planning ahead, asc. changes the "planning ahead" to mean "planning ahead for any possible situation"
and
: downstacking, can no longer rely on the fact that garbage gives a clean well
and
: dealing with large amounts of garbage and knowing when to cancel. rVL makes this harder on three axes, and tests plonk/efficiency
and
: similar to
, but DH is kinder with wells, and now the player also cant rely on the fact that garbage can just be dumped into to Always downstack (which means more effort required). rDH requires navigating your pieces well (usually using spins)
and
: spinning
testing player ability to vary their clears instead of just quad spamming or LST spamming. rAS brings this to the extreme by forcing ALL spins, and they must vary in both size and piece instead of just one, which means more thinking of setups
and
: board memory/vision. knowing how to fix a misdrop without needing to re-process your entire board layout. normal IN gives some grace in its flashes, but rIN really tests your board vision
so
when making a modifier
so when you mean test something, you mean something that applies to nomod, right
yeah
- what mechanic is this teaching or testing?
- are there fundamentals changed that arent clear or arent learned within the first moments?
- can this be viably played by people without looking up how to do it?
- would this be interesting or useful to replay or improve in?
in my opinion, the answer to all of these for 1kf is No[ne]
also with the event mods:
adaptability to many board sizes, including keeping up with garbage. very obvious what the gimmick is after just a few moments of playing (and its also in the one-sentence description)
and
intentionally bad, but still succeeds these. cant rely on 7bag anymore (forgot to mention that for
), nor that pieces are normal at all. need to be more aware of how the pieces fit together. and its BLATANTLY clear as soon as you even load in to the run, upon looking at the queue
for rAS: piece still can be the same, it's only the clears that matters (ZSS -> ZSD is O.K, but ZSS -> TSS is K.O)
oh
i had it wrong
alright then its still more variety, e.g. not relying on just XSDs, and paying attention to how many lines a spin will actually clear (forgot this when i first listed it)
(because sometimes you just dont care How Many Lines are cleared)
- being a buff at a high skill level is not inherently a flaw (see magician). i do agree that getting used to a new control scheme is inherently cumbersome though, especially in contexts where you are already familiar with one workflow (this ties into the second bullet)
- this can definitely be remedied. the pop-ups when you enter qp2 for the first time come to mind first, but there is definitely a more thoughtful way of implementing an introduction to 1kf
- fair enough (that changing the controls is problematic). it's unfortunate that reversed mods only get a name and flavor text (neither of which can mention 1kf), but starting aimless isn't a huge issue. if anything, this behavior would probably inform them how 1kf works. not understanding how to play the mod in your first run(s) is a bit of a flaw, but if anything, that just mirrors first learning how to play tetris
- in terms of nomod, nothing. if this is an important criteria, i do agree that this is a major flaw in 1kf as a revmod. there does exist a skill being tested here though, given that playing 1kf more generally correlates with increased 1kf
i'll try not to write any more text walls
ties into the last point. i can't force you to agree, but i do think 3 and 4 are true. it's fairly easy to see the correlation between the key pressed and the piece position, and playing the game in such a different way is to me, interesting.
sometimes, i do feel like the application to nomod is overstated when conceiving mods considering the mod system is fundamentally just meant to challenge the player (in interesting ways)
- true i suppose
and
are buffs to those who learn them - theres only 4/5 tutorials there though, because really the only inputs are Move, Rotate, Drop, and Hold, with three of those not placing any pieces. with there being an input for every position, you cant make a concise tutorial for all the inputs especially when every input will place a piece
oop
didnt hold shift
you're fine
contd
- i think if the skill being tested is just [skill of the modifier itself] then it doesnt work well mechanically
you could change anything and the skill tested COULD be "playing Modifier X"
i agree, you can't cover every input in the same way when you enter qp2. you can create associations with keyboard column/stick angle and the key row/button though
well, why?
well like
cause it just isnt important, theres no point to a modifier that just exists to feed itself
its the "when are we going to use this in our lives" in school but for tetrio
that is fair, but that also applies to snowball to an extent
i suppose youre right
when's the last time you played a board that wasn't 10-wide outside of a custom room
i think event mods are generally just less important for "using this in other cases"
they more prioritize
fun and replayability
ic
and theyre both mechanically intuitive
remembering back to the
rejected snowman mods video
the minimum handling idea and the 



idea and such
i forget the reasons they were rejected actually
dont remember the video that well
i think
was rejected partly because its adapted to uber-easily by just making a 2w?
my personal opinion is that it just doesnt sound fun
sounds funny but not fun
no
it sounds very funny ngl
rejected because skill ceiling was too low
you're at f10 and you get windup and you recieve 5 o pieces
i'm still trying to think why this is an issue, i think we've ventured off too far into other territory
mmkay the problem imo
let me try to put it into words
the 1kf mod effectively just resets all skill for effectively all players. you cant really use your skill except for just knowing where to place pieces. with NO physical experience carrying over between 1kf and normal (and vice versa), the Point of the modifier gets reduced to "if you play X more, youll get better at X", which is true for literally everything ever? theres nothing to gain from this, its just making you a D player again but only for this one modifier.
it seems like if it were to be added, it would just exist for the sake of existing? and it forces complete relearning in a not fun way.
skill reset more or less happened with pentos, and what mods are fun is subjective
kinda agree
though in its current state, it is probably unsuitable as a mod
(it's definitely unsuitable as an event mod)
"learn 1kf in one week" 
yeah i can't get past the logistical issues
i mean they hardcoded CTRL+Z and the complaints have never ever stopped ever
i don't think you can just reasonably assume everyone has QWERTY (US) and be done with it
the only reason existing 1kf clients get away with it is because like eight people care to use them 
and those people would just absolutely dominate all leaderboards
free fortissim KMs while everyone is fumbling around in f1-3
lol right
It seems like TETR.IO keybinds can identify key positions which remain the same regardless of layout. For example, pressing P on Colemak still activates keybinds set to "KEYR"
Jstris doesn't seem to have this since it uses keycodes instead
When Its Ready the redesign will come along and apparently support Many controllers and buttons from what ive seen in a teaser (that I failed to find 😔)
?
any player will try to start the run by using their control scheme, unless they know that the term "1kf" means itll be discarded.
then hint at it in the revmod flavor text
I saw your forward and thought you were OP which you werent
Just have an idea for the garbage = water mod, game mechanics underwater will become slow tetris (no inf softdrop, no 180 spin, line clear delay) and that above water is fast tetris.
Low key relying on 180 spin too much in tetrio messes up my stacking vision in ppt or t99
sounds creative
ideas:
Panic Climber
how to unlock: go from the least fast climbing speed to the highest in 15 seconds
buff: climbing speed is capped at 2x the normal rate
debuff: climbing speed goes down 2x faster, and lose one rank of climbing speed every time a b2b is broken
Reverse
buff: normal climbing from attacking is multiplied by 1.5x
debuff: every climbing speed is decreased by 2.5m/s and now requires 3x more to increase climbing speed
Combo Professional
how to unlock: get a 15 or more combo
buff: combos deal 1.5x more
debuff: everything that is not in a combo will deal /1.25 damage
Reverse
buff: combos deal 2x more, climbing speed increases 2x quicker
debuff: if you don't start a combo for 10 pieces, you receive 20 lines of garbage immediately
csp is
not capped
and thus there is also no "highest"
so what do you mean
we also do NOT need 4w mod
especially with the buffs
the reverse is basically just 1-combo farm cause otherwise its not sustainable
probably highest means white (where there is no visible change)
#1403498676386664529 (2 messages) was moved here.

one thought on The Oracle - you probably want to reduce canceling and/or incentivize clearing garbage (like Damnation) to make players play around the mechanic
aw cmon
"upright": has bomb
"reversed": doesn't...?
bombs are a really dangerous mechanic to introduce to qp because of how much spike potential they give and how much easier they are to downstack
reversed effects always have the upright effects by default unless stated otherwise
but honestly yeah bombs only garbage is too op
oh shit ur right
not so good wording
i think one of 15 or so lines will contain a bomb
what is below penta
is tst below penta
example of penta+ (octa) clear
it's possible with clean bomb garbages
4w board example
i mean
how would "below penta" work with tspin
as tspin is already more valuable compared to nonspin
mtsk
would be considered void unless there's bombs beneath the spin clear
also bombs are more frequent in reversed effects
t isn't touching bomb
fuck
i forgot how bombs actually work
place a mino on top of bomb = auto clear
double csp gain just always seems iffy to me
even if drain is doubled.. gain is also doubled so you just get it back
so just
csp -> csp*2
shit
yes but autocommit converts the current piece. the next pieces are fine
#1409951443913543780 (0 messages) was moved here.
@late grail nice art 
Thank you!
doesn't purify happen on every clear in that game
Idea: (I don't know what it should be called)
Set the rotation system to SRS-X, all non-180 spin will always result in mini spin and all 180 spin will always result in full spin.
There will be a 180 check to avoid exploit after the spin, if you attempt to do 180 from where it spin into and ending up doesn’t need any kick (commonly for T, J, L) or ending up in the exact same place (commonly for I, S, Z), then it will count as mini as well. O will always count as mini.
For example, this will count as Full Spin because after the check it will ending up above the hole
This will count as mini because after the check it remain in the same place
After the 180 test, we should also add CW and CCW test to test is 180 the only way to spin into. this is a problem
This will count as Full Spin because 180 is the only way to going into
This will count as mini because it's possible to enter by doing a non-180 spin
the idea of spin check to avoid the same exploit seen in Multimino
It's been a while ever since I've made mod combos, specifically The Fool. So, I took @tiny lake's ideas (go to the reply to see all the ideas, scroll down before my old mod combos for their suggestions, excluding Amnesia), and made some combo names with them.
Here they are:
- Penta All-Spin = The Jester
- Penta Power = The Smart One
- Weakened PENTR.IO = The Weakling
- Penta Expert = Oblivious King
- I5 PENTR.IO = WHAT
- Penta Duo = Flawed Lovers
- Penta Bombs = Was It the Red Wire?
- Penta Volatility = Intrusive Thoughts
- Penta Invisibility = Blind Follower
- Penta Messiness = Cluttered
- Chained PENTR.IO = Wrapped
- Organized PENTR.IO = Clear State of Mind
- Penta Sickness = Stage Four Cancer
- Penta No Hold = The Newbie
- Penta Double Hole = Foolish Temptations
- Penta Gravity = Bunge Jumper
- Penta Spiking = How 2 B Overassertive
- Boosted PENTR.IO = Overcaffeination
- Colored PENTR.IO = Saturated Mess
- Penta Impairment = Severe Short-Term Memory Loss
- Debuffed PENTR.IO = Unfortunate Soul
(Thanks to ZC:AFM for The Jester, Oblivious King, Flawed Lovers, Inrusive Thoughts, Blind Follower, Cluttered, The Newbie, Foolish Temptations, and Bungee Jumper)
Also sorry MILLION LIVE ALL-SPIN for pinging you, it's just to get to your idea faster.
was it
Timer mod:
Game started with a 3 minute countdown on the timer.
For every 1 line of attack sent, 1.2 seconds are added to the timer.
The amount of added time will decrease as the altitude increase (i.e. Floor 10: 0.5 seconds for 1 line of attack sent).
When the timer reaches 0, 20 lines of garbage is sent to the board every second until the timer reaches more than 0 again.
Reverse Timer mod:
Start with 3 minutes also.
Timer countdown is 1.5x faster.
The ratio of added time / 1 attack line sent decrease faster (i.e. Floor 10: 0.3 seconds for 1 line of attack sent).
Game over when timer hits 0 (instant kill by 20 lines of permanent garbage with a 0 symbol within).
Garbage amount received and messiness are amplified proportionally if the timer goes higher than 3.5 minutes.
It kinda feels like mech heart/4 wide Cus of the offensive pushes and the ability to spam lots of counter attacks
I assume cancelling sickness should do its job properly for mech heart and for 4 wide, you take time to build the stack and the attack gain shouldn't be worth it in the long run. Also, a little reminder on the fact that cancelling garbage lines will not add time
Since I'm just a U rank my simulation may not be correct
Ik about cancels and sickness but there are times where people prevail and just destroys it
Well then that's not my job lol
All spin is also mech friendly in that sense
And exile
Sometimes people can utilise other cards to their advantage to stay alive e.g (I got to floor 8 with 0.85app with volatile using mech heart)
But mainly just free style
It also kinda feels like zenith speedrun on a timer
It is supposed to be heavy time pressure gamemode without caring about getting hyperspeed
And it goes beyond f10
True
And I assume the way people with less skill grind zenith speedrun is to spend time building btb and break it at floor 5. At least that's how I got my zenith speedrun achievement and it doesn't really feel like a speedrun for me
spiker i hope you're not recreating that massive message because i can just repost it
uhhh

yeah I was (trying to find out what i did wrong)
I thought I didn't post it lmao
so shall i?
yes!
-# concept by ↑ @wheat star
🧛 The Vampire
You have to drain the blood of those who attempt to reach the top
Halloween Specific Event.
What if QP2 was a Roguelike?
- Includes all
Expert mode Downsides - After reaching a Floor you have to choose one upside, one downside xor one neutral card.
- If enough blood has been drawn, you can choose a neutral card instead, however doing so makes you a bigger target, receiving more damage and rewarding more blood.
Downside cards may include:
- +30f Line clear delay
NoHold
Invisible
Extra Hole
Chaotic Garbage- +5 Fatigue Lines
- Column Fatigue
- Void Lines (non-spin clears do not deal damage)
Neutral Cards may Include
- -1 Queue
All Spin
Volatile Garbage- a Random T or I is added to every bag... sometimes another piece.
- Gravity Up, Line Clear Delay Down
Positive Cards may Include
- T-Spin Up! n+1▫️
- All Clear Up! (5+2▫️
- Double Hold
- Double Points (For this floor)
- Quad Up! 4+1▫️
- Mini Up! (minis now count towards surge)
- Messines Down!
Downside
- Choosing mid game might break the pace, so the cards could be randomly drawn, and make so that the blood replaces the up & down with a neutral card.
thanks
- I also later realized that straight increase in attack even if in one category is a bit lame, im sure there could be better ideas, but this is the gist of it
A few issues on the vampire I noticed that would be very annoying.
- What would the keybind for the default of 2nd hold feature Cus may have different ways of pressing the keybind and it might be extremely confusing as well.
- When you mean no hold, do you mean remove added hold features or completely disabling you from holding?
- Don’t minis already count for surge?
- Doesn’t each floor already increases gravity?
Some improvements I would do (but might be hard to implement)
- Make a grading system for each section of the cards that they choose before the round starts e.g (Neutral: 1. Volatile 2. All-Spin etc) so they will choose the ones they want the most from the set cards that appears.
- If there is 5 fatigue lines chosen, reduce the total fatigue lines on them from 15, to 13 to make it more survivable if a
occurs
the xor is ambiguous, add brackets
choose (pack of one upside card + one downside card) XOR one neutral card
- Cyclic (hold 1, then hold 2.) a few stacker games already do this.
- I thought of having 2 or more holds but it creates an infinite stalling method.
-
Cards cancel each other, 'no hold' can appear until no hold boxes are left.
-
No, Mini Zero do not count.
-
Yes, but we can go further [insert dicaprio here], we can even reduce lock delay like

-
I instead thought of a weight system to make the draw of the cards more balanced, however I didn't wanna overcomplicate things, otherwise the post would be like that one gif of the crazy guy on the whiteboard.
-
No. (though I did think to reduce it by 3 if you already have 10 lines)
- But it could be weighted as harder with the system above.
- Alternatively I thought of them being wound lines.
footnote: The original idea was to draw 'experience' from other players and level up your hand instead of being per floor.
(I also forgot to add that, 'slower garbage rise speed' and a bunch of positive queue cards to potentially get rid of the
downsides mid run)
sorry for not specifying
the cards are just an outline. I didn't put much thought in the process
It is partially inspired by the 'Random Buff' mod from Rain World.
you can get even crazier with it.
Like making the whole board move left and right if you hit the walls
make a +1 180° unSpinnable piece between the bags appear
and any other headache type card, but that could quickly turn very frustrating if you can't choose the card, and as I said, choosing cards mid game breaks the pace
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If you've played actual lategame connected vs against capricorn, you'd know that broken pieces are very, very difficult to play around with and commonly, people will try to avoid using them as much as possible (just two really bad broken pieces is all it takes to completely ruin a boardstate). I think the 'broken' piece variants work better as a reverse variant due to certain pieces effectively acting as unavoidable garbage. I think the standard version could simply just remove pieces from the tetriminos
@sweet gulch ^
so... you want the mod to be Trimino...? or literally have gaping holes in the minos?
gaping holes
or if you want to keep the theming of brokenness due to hanged man, you could make it broken triminos
which removes a few specific pieces such as L/J with missing center and L3/J3 but adds new ones like diagonal I3 piece
does anyone already talked about instead of garbage leaving a well, instead, the garbage itself is the well?
like:
this seems like a flawed idea but I'm not sure how to articulate my reasoning for why
damn
If you're lucky you won't be killed by garbage if it doesn't block the spawn
if a mino ever enters the middle 3 columns of row 30 or above, implode

what if some garbage is normal and some garbage is inverted (like image above)
The Dagger
- Each bag has 2 I3 pieces and 2 L3 pieces (tromino), and 14 tetrominoes.
Reversed: Punctured
The world of pain awaits you.
- Each bag has 3 sets of 7 tetrominoes, as well as one I3 and one L3 piece.
- Attack sent and canceled is halved.
- If you clear a line with a tromino, you will become SHARPENED, allowing your next attack to send triple the normal amount.
- Garbage cap is set to 4.
Forgiveness
- KO's now cause you to descend instead of going up.
- Sending attack stops passive ascension for 3 seconds, once per 6 seconds.
Reversed: The Unwilling
Do what you don't have to.
- KO's now cause you to descend instead of going up.
- Sending attack stops passive ascension for 8 seconds and causes you to go down by 7 meters, once per 16 seconds.
- All altitude gain is cut to 70% of original values.
wouldn't trominos make the game somewhat easier?
at least makes it easier to stack spins and/or recover from misdrops
Changed
sending attack is generally a required part of the game
and also
doubling ko penalty and halving all gain??
firstly, KOs are entirely random
KO at only csp 4 is -30m and you need to send 60 attack to make that back (+14 each time the penalty is procced)
Changed again
#1355003158182625290 is that way sire
-# as in there's less jugjment and less focus on quality there
-# so if your suggestion is actually goot it will be redirected here. maybe
Card: The Empress
Mod: (unnamed)
Effect:
- Climb speed will never decay, but climb speed gain got massively reduced
- Garbage multiplies by the climb speed multiplier (capped at x4 at speed 12)
- Cancelling is x1.5 if speed > 6, x2 if speed > 12
- Garbage messiness and targeting factor is slightly reduced if you reach climb speed of 8 or higher before floor 3 or climb speed 11 before floor 8
Reverse Mod: (unnamed)
Effect:
- Immediately start with climb speed 12, climb speed is fixed, thus garbage gain remains x4
- Targeting Factor is massively reduced but drastically increased for each floor and time played
- Cancelling is x4, decrease by 0.1 every 8s (down to 1x)
- The Tyrant’s fatigue will start 4 minutes sooner, except Garbage messiness (which will be removed)
Revive my mod idea
CSP12 too powerful I think
for upright idk why youd give a buff if the player reaches a high csp
idk to me messing with csp balance is seldom a good idea
especially here where youre removing csp balance
Perpetuation (remix of fantasticthedragon's The Empress)
Normal
- Receive more garbage based on climb speed (max x4 at CSP 10)
- Cancel 1 additional line at CSP 6, 2 lines at CSP 9, 3 lines at CSP 12
- The CSP drain cooldown from speed changes is removed
Reversed: Abolishment
- All effects from the normal variant except cancelling
- Garbage is capped at x1.5 at CSP 10
- For the first 28 pieces, altitude gain is doubled
- Reaching a new floor will increase targeting rate
- Cannot cancel garbage, 2.5s garbage delay on all floors
- Halved garbage receiving rate, 4 garbage cap
- Different fatigue system
- 6:00 - Some things took a weird route… Garbage received becomes 20% messier
- 7:00 - You get the feeling it wouldn't be interesting... -2 next pieces
- 8:00 - It might be that it's not like you... +3 permanent lines
- 9:00 - "[Player's name], what are you doing!?" Garbage enters your board faster (1.5s delay)
- 10:00 - And you knew what it was. +5 permanent lines
- 11:00 - The curtains are about to close on you... Line clears now have a 0.75s delay
- 12:00 … +12 permanent lines
two criticisms from me
firstly is that 2x+ garbage with no canceling is a little harsh even if cap is lower
secondly is more minor, just "you could barely feel your five senses blur together" is two different concepts combined, where the combination doesnt make sense
Changed. I'll be looking forward to change more based on your feedback
Could you imagine that
forces you to use ARS?
The Eclipse
-# As light and shadow trade places, you ascend beyond both worlds
☀️ Solar phase:
- Your “ghost” (past self overlays on your current board, probably like 20% opaque or smth) will appear every 3 seconds.
These ghosts can stack and once the stack gets to 4, the ghosts will erase and a punishment will be received (tbd). These ghosts can be cleared by doing any hard line clear (one at a time) - next in queue are hidden
- b2b gain can increase by 2 when clearing a ghost, though slowly decreases over time.
-# Maxes out at 50. Sending attacks/surge at max will multiply by 1.5 (maybe?)
-# OR surge sends immediately once capping
[encourages focus and more aggressive movement, acts as the high-tempo side]
🌙 Lunar phase:
- The board enters a dark veil (heavy vignette of some sort) and minos become a silhouette; ghost piece also invisible.
- When clearing a line, the board lights up around the clear for .5s.
- There’s also an audio cue that happens every 10s, and sending attacks in the first 3s of that audio cue will grant a punishment (tbd).
[encourages awareness and timing, acts as the cautious side]
There will also be a very coolio visual shift from each phase
- Each phase lasts for about 45s and ofc timing window for some mechanics and stuff gets smaller as you climb the floors
dunno if anyone had a similar idea cause I’m too lazy to scroll through everything. I thought it would be epic to make a mod a tier higher than reversed difficulty for a new/final challenge that isn’t literally impossible but more on the psychological pressure side 
thoughts on first draft?
The Sweetness (Attraction)
A scent so sweet that it doesn't just attract, but promises.
- Pieces may become Sweet Pieces with a 10% chance. When a piece is dropped on the same row as a sweet piece, it will move in the direction the arrow on a sweet piece is pointing.
Temptation (Reversed Attraction)
You can't resist the meaning of what's making you do it.
- All pieces are sweet pieces.
- Start with 2 garbage lines.
-# what if.. alternative set of modifiers named after sins (probably not that great an idea but could be neat)
The Sloth
- Cannot go into HYPERSPEED
- climb speed takes twice as much to rank up
- clearing garbage gives a small clear delay that stacks, does not go away until the combo ends
The Glutton
- Held pieces are destroyed after 3 pieces are placed
- Lose a bit of climb speed every time a piece is destroyed
The Prideful
- climb speed is slowed based on the amount of garbage on your board
- take increased garbage when you have less than 4 lines of garbage
- cancel less garbage on non-quads unless they are spins
The Greedy
- Holding a piece now requires you to place one piece before you can retrieve it safely
- Retrieving a piece before placing another will still be allowed, at the cost of inflicting a wound line
isnt greedy one just buff
bc it allows you to hold again without placing piece, disabling mishold blunder
(also: wound doesn't stop PC)
original: cannot retrieve before placing a piece
greedy: can do it at a cost of 1 wound
moreso meant you have to place an extra piece before you can use hold again, probably better without the wound thing tbh
"cannot HYPERSPEED" is an effect of every modifier already
true..
The Chariot with the ability of minos on board*csp = alt gain seems interestring to me
(or less minos = higher climb idk you would have to talk about it)
The Hanged Man: Garbage disables attack
- When garbage enters the board, B2B surge breaks and all subsequent outgoing attacks become zero until all garbage lines are cleared.
- With garbage on the board, B2B surge cannot be built.
- Cancelling remains unchanged.
-# Letting go is the first step towards moving on.
The Hang Man Reversed: The Tightening Noose
- Base effects from The Hanged Man.
- With garbage present on the board, any incoming garbage cancelled will return to the queue. Standard garbage delay time applies.
- Clearing garbage lines no longer resets sickness.
-# A fitting end for those unable to move on.
i wish in Quickplay 2. there is:
ClassicMode (Just like a normal first Classic Brick game)
Mini Board (Make the board into size: 4x4. but climbing you may be divided into 3. the people that attacking the player. will triple the garbage block)
Beat Mode (Play with the beat to double the meter. not following the beat will drag you slower) [Similar like Betrix]
REVERSE MODDED CARD:
[This doesn't include the Reversed modded card]
Mini Board.EXE ( Wind up will always spawn + you will get game over until the time will reach 5 minute or more)[Mini Board]
Endless beat (If you don't follow the beat just once. you got game over immediately)
Please. i can't wait for this mod in Quickplay
THIS MODDED HAVE TO REACH FLOOR 10 "Platform of the God" to unlocked this mod
That is what i'm thinking about 🙁
mini is 
beat was suggested countless times
but the snowflake will expand the board size right?
this was already a tetrio event
that "2" won't increased the board size.
classic is 
mini is either 4w spam/ 
Beat is requested + prob the star tarot card.
Of the tarot cards remaining: (cuz)
High priestess, Empress, heirophant, chariot, justice, hanged man, death, star, moon, and sun.
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#1355003158182625290 message
Death - Sturdy Garbage
"Withstand or accept the flow of change."
Garbage may spawn as a sturdy garbage, requiring two clears to get rid of.
INEVITABILITY - Reverse Sturdy Garbage
"None can resist what is to come."
All garbage will spawn as a sturdy garbage, requiring two clears to get rid of. Some garbage has a chance to spawn with regular garbage within its line and sturdier garbage can spawn as well, requiring three clears instead. Mixed sturdy lines left uncleared will be left behind as residue. Climb speed gained from clearing non-garbage lines is halved When no garbage has been cleared in a while, the lowest part of the stack will begin continuously converting into sturdy garbage lines, going upwards until garbage lines are cleared again .
i assume the mino inside a sturdy hole will disappear
but when multiple holes are created using rSG do they all disappear
yes
think of it like the frozen pieces from tgm except they eventually expire
The reverse looks like damnation, but it doesn't have anything to prevent full cancelling
that was my main concern, i didn't want this to just be damnation lite but it's kind of hard to find a way to make the objective any different apart from the fact that multilayered garbage minos are a nightmare to go through
clearing lines won't lower your board right away and will leave you with a worsening board state with each clear (unless the initial idea i had for it with the garbage getting cleared and teleporting back to the bottom of the board to allow you to clear the next ones without jeopardizing upstacking would be considered, which has its own set of challenges)
loaded dice counters full cancelling through the line clear delay, and damnation disincentivizes it through a combo of upstacking having 0 power, garbage clearing being mandatory, and garbage automatically injecting itself when below layer 5. i think inevitability could handle full cancelling without copying damnation by making it that if you don't have any garbage, the floor will slowly 'infect' your stack and start replacing your own minos with sturdy and sturdier ones, thus making it inevitable to deal with the reverse's gimmick
and as to make sure the infection state doesn't start immediately, the reverse mod starts you with an unfavorable map similar to loaded dice's 6 and damnation's checkerboard
i wonder how did you make that and do that
which one
oh i just edited a screenshot
but that's so damn creative
first one is a regular qp run while the second one is a freefall run because it's the only reverse mod that gives you clean garbage without compromising the screenshot (tyrant has the expert mode board, asceticism has a modified piece queue, and last stand has a shorter board)
i've made plenty of mockups using just ingame screenshots and a bit of photoshop work but they all kind of vary in quality
that photoshop is sick 🔥
looking at the past stuff i've did i think these are a lot cleaner than the one i posted
there's a lot of very obvious editing artifacts especially in the reverse screenshot if you zoom in and i'm not entirely happy about the reinforcement indicators either (was discussing about it in #1355003158182625290 for any alternatives because simply making the garbage darker causes some accessibility issues)
its pretty good editing nonetheless imo
this might be fun.. imagine mixing this with all the garbage mods (death + volatile + double hole + messier 🔥🔥)
Good idea imo. Have double hole sturdy have one mino or smth in each sturdy row not be and to clear normally.
direct mod synergies would be so fun to see but unfortunately sturdy + double will just result in the sturdy garbage having a chance to spawn with two holes
nice
What would Hanged Man be?
Remaining tarot cards:
The High Priestess
The Empress
The Hierophant
The Chariot
Justice
The Hanged Man
Death
The Moon
The Star
The Sun
Judgement
The World
What's stopping you? Double hole + Allspin has one with wound lines.
that's not an intentional synergy. that's just how it works. wound lines are still garbage lines, and garbage lines can spawn with two holes
applying the same logic to sturdy means the garbage can spawn as both sturdy and with two holes, straightforward as that. ironically, trying to make a new gimmick between these two mods by making a double sturdy garbage line spawn with one hole and one normal garbage only separates the interaction of both mods as you only have to worry about them one at a time
It was added in a later update. It wasn't there to begin with.
The wounds not producing double hole garbage was an oversight, and people used it in escape artist to bypass having to deal with actual double hole garbage by just producing a lot of wounds early on
They chose to add it after this. Meaning they wanted it there. It feels intentional to me.
Anyways, even if it wasn't intentional, it doesn't prevent us from trying something new.
and my point still stands that changing the dhg+sturdy interaction to produce a garbage with 1 hole and one standard garbage, while mechanically interesting because it brings a part of the reverse mod to a standard modset, isn't really all that great. double hole makes it so that you have to clear out two parts of your board in order to clear some garbage and sturdy makes it so that some garbage are twice as punishing, and it would be far more interesting to see the two mods actually directly overlap and make you have to clear out the same pair of garbage twice rather than just once
just to clarify, i would still love to see some actual cross-mod interactions that's not possible with only one of the base mods and i think this is worth its own suggestion entirely, but i also don't think there's any such case that exists within the game right now and allspin+double hole producing double hole wounds feels more like an edge case they had to deal with to keep one of the mods in play instead of letting people bypass it
it's outside the scope of my mod suggestion, but i think someone else could come up with unique interactions for the existing mods that produces a new gimmick as a result of certain mods present at the same time and suggest that in this channel
honestly the wounds producing double hole garbage feels more natural because they just spawn a garbage line like any other (except that it's very messy)
Snowball fight - reverse Snowball board idea
In addition to upright effects your piece queue in addition to T, S, Z, I, J, L, tetrominoes contains all O pieces from 1x1 to nxn where n is 1/3 board size rounded up.
We did it
We found a good suggestion
Hold on
Maybe this could work as a counter to full cancel
Since your pieces also have hard cells, they basically turn into garbage too
In terms of strategy, you'd want to place your pieces to put as many hard cells as you could in a single line (to clear them faster)...or none at all.
If you fill a line with 0 hard cells, it clears. If you fill a line with 10 hard cells, it clears. But if you fill it with one hard cell and 9 regular cells, it now becomes a line with a single regular cell and 9 dead cells. Now you have to fill them all in again. If you instead fill it with 9 hard cells and one regular cell, it becomes 9 regular cells and a hole. If you fill that hole with a regular cell, that line clears.
does it give bonus if you clear with full hard (like counting as 2 lines)
I missed this message
Sure
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you said "mode"
emm
you said effectively a concept for a new card unlocked by reaching f10
What if while using
Warlock, when you're in a combo, you can't repeat the same type of clear within the combo?
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(↑ too generic • really don't think that's a feasible ask in any case)
sounds more similar to https://discord.com/channels/673303546107658242/1344075450020007986
well kind of
instead of "custom tower w/ custom mods" its "custom mods [but the devs code the mod every week]"
code a new mod every week that isn't gonna get used ever again, that sure sounds upsetting for both developers and community
isnt this what the SSLs are for already
random bullshit mods that are too unpolished to be in the main game but too fun to just leave out as an existing concept
~~half of the SSL stuff is just custom maps anyways ~~
I basically had the idea and wanted to but it out before I forgot or let it linger
the early ones, yes. but the last two SSLs introduced a good amount of gimmicks of varying quality
what's SSL?
Super Streamer Lobby, a [yearly?] event that attracts hundreds and generally has each round be a different unique/strange/surprising experience
ah neat
often includes custom pieces, e.g. "jumpsquare" contains a 3x3 
i'm counting custom pieces/bags as "custom maps" to be clear
the only dimentio lobby I was in had those crazy camera effects I didnt even know could be done
..obviously not a contender for modifiers but shows lobbies could be more 🥹
Slimmer board
Tarot card: The High Priestess
Effect: The board width is 8, clearing a quad injects two wound lines to your board with a wound counter of floor + 5. Quads no longer progress clearing wounds (even those from all spin).
Insecurity (reversed slimmer board)
Effect: Clearing quads now injects 3 wounds. You don't create attacks with line clears (for sending or blocking), the only way to attack or block is by releasing surge. Back to back gain is doubled. Attacks received are multiplied by 0.7 + 0.02 * back-to-back. Garbage takes 5 seconds to enter regardless of floor.
and 8-wide
11 wide board when?
4wide simulator
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is this possible to play (reverse)
I'm not sure (cuz I didn't play it) but you can in theory still have 1app without utilizing garbage or doing PCs. And if you don't have too much surge you receive reduced attacks
Ramdom 3am thought
Death - wound garbage
Upright: Garbage received sometimes become wound lines, but are less punishing than those from all spin and is as clean/messy as normal garbage, and doing the same clear type also reduces the wound count (except those from all spin mode)
Reversed: all garbage received becomes wound lines
Sorry for digging this up but this gave me more "Chariot" than "Empress" vibes
all of the mods that aren't based off of the major arcana could be reskinned as minor arcana
for example this could be the 'ace of swords'
this reminds me of the 'three of swords' as well
Backfire
Tarot card: Justice
Effect: 50% of attacks you send (not block) are also sent to you (rounding RNG)
Reckoning (reversed backfire)
Effect: The backfire becomes 100%. When leaving floors you receive garbage equal to 30% of all attacks you sent on that floor (after reaching F10 at 1650m, the next breakpoint is 2000m and then every 400m). You are no longer slowed down when approaching the end of a floor and you don't need to clear a line to cross to the next one, but you won't get the 3m boost for crossing. KOs give no altitude.
canceling attack sent is gonna be a nightmare
i like this one
april fools card 2026: make it something stupid rng based instead of something that one person is good at
I'm trying to make that two
Bleeding hearts but solo
not exactly, bleeding hearts injects the attacks directly to the board (unclear) and my mod idea adds them to the garbage queue (backfire) allowing for them to be blocked. Also rev Duo triggers regardless if you send or block and my mod idea triggers only on sending
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April fool Idea: reversed field
mino falls from lowed to upper
reversed: vortex
fields always spinning
or field behavior (moving field when moving mino, doing spins or something) becomes exaggerated?
Osk would need to sponsor me a vomit bag
vertically flipped and 180 rotated boards have been featured twice in the SSL custom games and tbh they feel more like a novelty thing than something on par with the other april fools modes we've had
(This is idea based on Flashlight mod of osu! game)
Card: The Star
Mod: Illuminate
May the light guides you through darkness...
Mechanics: The board will be covered in darkness, and there is only a small, illuminated area around the piece. You can still see hold pieces and next 5 pieces like usual. The illuminated area will shrink down as floor advances, but you can increase the illuminated area by clearing lines (max cap is the initial area you start at floor 1). Garbage line is still visible
Reversed Mod: Fake Star
Description: Only Yami is eternal.
Mechanics:
- Start with a very small, illuminated area around the pieces.
- You can only increase the illuminated area based on B2B combo (Max cap will be decided later)
- If a chain combo is made, but the clearing is not B2B, shrink the area down
- The entire whole playfield is covered in darkness, except area around the pieces, and area around the mouse (You might use that to find out next 5 pieces, though, it will be tricky if you don't have B2B)
- Garbage line is also covered in darkness
reversed one seems kinda unfair
mabye this: reverse the visibility; the better you are the less you see
meaning that the piece radius will be black
(maybe expcept for the piece itself with a slight outline)
the higher the floor/the more time passes more "black particles" grow on your board getting bigger too
though this may be easier for some people
and this feels very much like invis
Mmm, that's good idea
It might look like invis
But blocks are hidden in darkness, meaning that you can still see blocks if you navigate the current block to see the surroundings
reminds me of this
(invis rework that makes it more accessible while keeping the essence of the mod's challenge for higher level plays by making the invisibility / light weakness scale with performance)
This is perfect for Illuminate
For Fake Star, I want to make that + osu! Flashlight mod mechanics
How many mods does it give at a time? Is always 2, is it random or does it scale by floor?
Either 1 or 8 mod.
8 mod will on if is heading to world record
Its going to be randomized every 15 seconds
But in the example image you've sent it gave 2 mods
I forgot to edit that mb.
i like the idea
but it may seem too random i think
maybe too random to actually play it/have fun with
That is why i named it randomizer
(swamp water + lite edition are more like a challenge -> therefore kinda "fun")
your idea is supposed to be playable i guess so it might be frustrating instead
It is playable. Hope this one came 🙁
yes it is, i just think that the randomness may bring in too much frustration
It doesn't seem challenging but it could be cool to have to adapt to different things during the run
Though it's too random to be competitive
THE EXCAVATION (DESCENT)
NORMAL
Underneath all of this is something worth looking.
You will passively descend instead of climbing. Sending lines will stop this effect for a while. For each floor, the descending rate will increase, making you descend faster. It is possible to move down between floors.
At floor 1, descending will stop for 3s after sending an attack (this is not reset when you send lines during this time), and it will decrease per floor, with the minimum being 0.8s at floor 10. Descending rate is 2m/s at floor 1 and increases gradually until floor 10, where it is 10m/s.
REVERSED - DEEPEST DEPTHS
Venture all the way down to uncharted depths beyond recognition.
Descending rate will gradually increase when no attacks are sent (up to a maximum of 20m/s) and this will occur faster on higher floors. Singles and Doubles do not send any lines or increase climb speed.
I love tyrant
im kinda confused as to how this is different from tyrant though
- sending attack stops descension
- floor boundaries are not soft checkpoints
- no other tyrant effects
- faster descent speed (tyrant is a quadratic increase from 0.6 to 6.0)
- reversed concept is entirely different in execution
no but like the entire point of tyrant was the descension gimmick so i think theres basically a massive overlap between these two modes
additionally the "sending attack stops you from descending temporarily" part isnt all that different from tyrant imo
It takes time for the altitude to be gained after sending attack normally anyways so tyrant seems like it has something similar to a short pause before dragging you down again
Wait. Base of the past question. I just realized i was wrong
Actually the image that i showed. That is just the example
Only
The image just represents example only.
There is 1-8 mod
I thought you were talking about the rules. Not the image
The Chariot
"APM" check mod
The "APM check" will record the amount of attacks you made every minute.
A countdown will appear on the board after the first minute to indicate how many attacks you have to make in the current minute. Failing the "APM" check (fewer total attacks made than in the previous minute) will be instant death.
"APM" check will update if your current "APM" is higher than it.
Special rule for surge:
Surge attacks will not count towards the "APM" check requirement update but surge attacks can be used to fulfill the "APM" check.
Basically score same amount or more attacks every minute.
-# this "APM" is not the apm meter
Shatter - Judgement
A shattered heart. Lonely journey of ascension.
Mechanics:
- All 7-bag randomizer will have certain tetrominoes:
,
,
,
are still same
reduced to 2-block tetromino that has "/" shape
,
are cut into only 3-block "L-shaped/J-shaped" tetromino
- Board will now have 9 column instead of 10
- All-spins are still possible
- Receive backfire damage equal to line sent, however, surge will never deal backfire damage once it pops. If you clear Quad and All-Spin while cancelling your pending garbage, or clear those when the cleared lines are garbage line, you don't receive backfire damage
Effect:
5:00 "Your loneliness grows"
+30% garbage received
6:00 "Your family is your enemy"
+4 permanent lines
7:00 "Old memories linger your thought"
Garbage now has 3 holes
8:00 "The faith darkens, love is fake..."
Garbage is messier
9:00 "Struggling to draw a smile"
Pieces now have -1 block (min 1 block/piece)
10:00 "End of sorrow."
+8 permanent lines
Fake Heaven - Reversed Judgement
Solitude. Yami. And a False God.
Mechanics:
- All 7-bag randomizer will have certain tetrominoes:
,
,
,
are still same
reduced to 2-block tetromino that has "/" shape
,
are cut into only 3-block "L-shaped/J-shaped" tetromino
- Board will now have 6 column instead of 10, 16 rows instead of 20
- Garbage messiness will be scaled more extreme by floor
- Receive damage backfire equal to line sent*2, however, surge will never deal backfire damage once it pops. If you clear Quad and All-Spin while cancelling your pending garbage, or clear those when the cleared lines are garbage line, receive backfire damage by line sent/4, rounded up
Effect:
5:30 "You distrust people more"
+35% garbage received
6:30 "You still hope kindness will repay"
Garbage is much more cleaner
7:30 "The loneliness speaks louder"
- 2 permanent lines
8:30 "The ascension finalizes"
Slow down the gravity by half
9:30 "It was all fake, and you are false god..."
+4 permanent lines, triple the gravity speed, garbage is becoming more messy
10:00 "Sad End of the World."
+4 permanent lines
this kinda just feels like mutation again
It looks like Mutation, but it has no garbage receive limit
theres an absolute cap on mutation?
Correct
I tested to see how much I receive at max,and I can only receive, maybe around 8-10
Any others and it is auto-cancelled, with the sound of kicking plastic can
d-d-d-damn son
The Fake Heaven one, is the sequel of 
Also
The Mutation one is different, pieces will eventually grow more than 4 blocks. But Shatter and Fake Heaven, all use same 7-bag randomizer, and all the bag sequences have exact pieces like that
what?
So L,J,T,I,/,cut j &cut l?
All clear spammable with reverse :D
Hold up
I have an idea
You will also be backfired with your own damage, at a damage of line sent/2
There we go
If you go for AC, get ready for 12 lines on ur board prepared on ur board
U sure? 
Even with 1x Backfire rate?
It ain't even possible to get past floor 8 if you do it
In under 10 min
Wtf
If you go too aggressive at the start, you'll top urself out
So you have to go slowly
Ye, intended as it is
Then f10 is possible in under 10 min I suppose
That will prevent from being death for no reason
And I don't mean the perm garbage kills u
How would u cancel 3 lines of garbage when ur about to get killed by ur own quad and then non clear
Oh then, I forgor the cancel garbage
U did specifically say sent and not cancelled
I meant like putting a quad but one garbage line was sent back to u and u die in 2 non clears
There it is
If you clear Quad and All-Spin while cancelling your pending garbage, or clear those when the cleared lines are garbage lines, you don't receive backfire damage, that's for normal one
For the reversed, receive backfire damage/4, rounded down
I wanna implement the idea of self-damage
Thanks for idea too
Implementation time: 10 years
a backfire mod would be cool
correction, 4. (only flat +3 compared to +10)
12 damage was so last season now.
(even if they would do it 3 times in a row, the second AC would cancel the backfire from the first one)
Wait, so only 4 line sent????
yeah.
so only 2 lines of backfire (0.5x Backfire)
Hmmmmmmm
Thinking about that, shouldn't the backfire rate be 1x for normal and 2x for the reversed?
Backfire being 2x makes it physically impossible to reach f10 because 3 separate quads all tanking garbage is already enough to kill you and t spins are more devastating
It just became a full cancel mode
Making it 0.5x non reverse and 1x reverse is already balanced imo
You can still progress with <1x backfire but anything equal or above is full stalling, singles no combo, and canceling
Even with the additional help
1x is already punishing enough but making it more is making it more likely for u to die
1 TST= 12 lines
14 if b2b
16+ if b2b+(3+ combo)
Ok I read it wrong
Nope I didn't read it wrong
But I realised my calculations were incorrect
:|
Having the backfire like that is actually somewhat beneficial since you can clear it constantly, giving you one line for each quad/tsd thus repeating the cycle though it is difficult
Just hope it appears on an open lane
Mmmm
Is having a mod be this complicated a good idea?
simplicity is best in tetrio
particularly in stuff like this
case and point: damnation has a lot under the covers
Not really. Almost every mechanic in damnation is very clear from the start
do you know the exact buff of blighted? no
Well I do but I read QP2 rule doc
But someone could see that with damage numbers
At least kinda
garbage protection on reverse mods? you know how that works and which mods have it?
Yea that one is very hidden but iirc it reduces targeting factor for each garbage line on the board (up to 5) in damnation, loaded dice and warlock
The attack received multiplier on tyrant is also hidden
you want simplicity?
i got you
garbage backfires x0.5 on you if you arent canceling garbage
all done
#1272352916606550118 message did that already (and I probably wasn't first)
h
And mmmm, 16×6 board
Also, for this idea
The phrase "Sad End of the World" is a reversed pun of "Happy End of the World", an artcore music that's composed by xi
"End of Sorrow". The sorrow thing is acutally... I got inspired by The Black Silence Roland (Library of Ruina)
And "It was all fake, and you are false god...", the idea actually came from the track False God itself, composed by Dr Ocelot
Should i expand this information mod here. Cause i have alot of idea to explain about this mode “Randomizer”
I’m planning to make a new mod related to beep test
Hello guys, this is the reversed "Randomizer" mod. i'm going to give the example image. mabye soon.
cause this week and next 2 month, i think i'm going to be so busy for doing IGCSE Exam. if you have anyquestion. you may chat me in private chat. YOU MAY REQUEST ME TO CHANGE SOMETHING OR ADD SOMETHING
MOD NAME: HAPHAZARD : “What you can see is raining chaos and dice.”
(Not clear information? Chat me in my discord private chat)
it is not always 
one of the mod could be

Unfortunately, Expert mod won't be available at this time
Please this mod will be available 😭😭
Due to the 1 billion game played
I want this to be available ;w;
Same to ya :D
15 sec apperar kinda short
you could stall during this time period
but making it too long means that a few lucky mods might be already WR, like all spin + vola (for example)
20 seconds could be possible right?
Just a few questions, suggestions, and assumptions. how exactly is it going to be displayed on the board without it feeling cluttered? What would be the background if it is that mod? Do you mean 1 next queue is visible? I think that a bar can be substituted for numbers to give a quick and easy read on it. I assume that the board does not shrink from
and gravity gradually increase over the span of 1-2 secs in
to avoid insta dying from pieces being piled.
How does
even work with the blight mechanic?
good question
wait. let me give you more information for this mod.
.. and more
THE HAPHAZARD mod
ASCETICISM: The hold and the next queuing is disable. it only shows the grey
block(similar like after you already hold the block). (when this is disabled. it will show again. but the new block (next 2-5 row will be randomised, except the hold). except the hold. even you keep the block) 🟡🟢
LOADED DICE: its the same thing as the normal reversed mode (when this disable, you can clear the block without delayed) 🟡
FREEFALL: its the same thing as the normal reverse mode (when this disable. the speed of the block fall will slow down and back to normal) 🔴
LAST STAND: The board will not shrink. but the Garbage that you receive will multiply by 3 (when this disable, nothing multiplies) 🟡🟢
DAMNATION: Too bad. The garbage line will have too many holes. but the opponent gives you spike will divided by 2. there is no "Blighted". all spins are allowed (when this is disabled, it will back to normal) 🔴🟢
EXILE: its the same thing as the normal reverse mode (when this disable. the block will be visible again)🔴
WARLOCK: Still need to be careful; this is the same thing like the normal reversed mod. HOWEVER, clear a single, double, triple, or quad is no longer a "void" (when this disable, you are safe 🔴🟢
🔴 = ONLY 1 Reversed mod is active
🟡= CAN BE COMBINED WITH THE OTHER MOD (except the reverse mod)
🟢 = the rules of the mod are change/new
TIPS: REVERSED MOD ONLY APPEARED RANDOM. THERE IS NO MORE THAN 1 REVERSE MOD ACTIVE.
Unfortunately. Expert mode in "haphazard" are not avaliable at that time
Don’t mind for the example image
Divine - The Sun
You are lonely in this journey. But your target is clear. Defeat the Corruption and Ascend.
Mechanics:
- Every floor is now tied to a mod. Replaces previous mod with new floor when the floor changes. (F1: None, F2:
, F3:
, F4:
, F5:
, F6:
, F7:
, F8:
, F9:
, F10:
)
Effect:
8:00 - THE LONELINESS BECOMES CLEAR…
+2 permanent lines
9:00 - YOUR HANDS GROW WEAK…
Receive 40% more garbage
10:00 - THE JOY CAN'T BE FELT ANY LONGER…
+3 permanent lines
11:00 - YOU FEEL DECEIVED BY THE GODS…
Garbage becomes messier (+30% messiness)
12:00 - THIS IS THE END.
+5 permanent lines
Ambrosia Lite - Reversed The Sun
Yami. Heresy. And a Corrupted God.
"An extreme challenging journey, for those who dare..."
Mechanics:
- Every floor is now tied to a mod. Replaces previous mod with new floor when the floor changes. (F1: None, F2:
, F3:
, F4:
, F5:
, F6:
, F7:
, F8:
, F9:
, F10: Ambrosia - All the reversed mod ) - Cancelling sickness is much more unforgiving.
- For this mod,
does not affect the height of the board, but receive 4x (???) garbage and cancel 2x (???) garbage instead. For this mod, modify how
works: Starting at F3 and F10, if there are 3+ garbage lines, the top 3 lines will be converted into 2 "dice" squares) (Suggested by Raphael)
Effect:
6:00: YOUR DISTRUST TOWARDS PEOPLE GROWS STRONGER…
Receive 25% more garbage
7:00: YOU START LOSING FAITH TO THE GODS…
Garbage becomes much messier (50% messiness)
8:00: IT BECOMES CLEARER…
+4 permanent garbage
9:00: YOU COMMIT HERESY AGAINST YOUR OWN WILL…
Targeting rate increased (+40%)
10:00: THEY HAVE BEEN SLAIN.
Gravity increased
11:00: YOU ARE A FALSE GOD.
You can no longer place pieces above the board
12:00: THE SAD END OF AN ERA.
+12 permanent lines
(Effect suggested by @ mattmayuga)
This is Ambrosia you all asked for 
Somehow it makes me think it can be paired quite well with haphazzard
Just the none tarot with this then tarot for the other one
Swamp - The World
The worst of all worlds. But you insisted on it.
Mechanics:
- All mods (
) will appear all at once, at the same time
Effect:
7:00 - "It is night time. Your vision is blurring."
Tetrominoes except garbare are now shown briefly every 8 seconds instead of 5
8:00 - "You fell into the sludge pond."
+25% received garbage
9:00 - "You are sinking, and something scratches your body."
+1 more wound lines every same clear or Spin twice in a row is performed
10:00 - "You need some help."
Garbage is way messier (+20% messiness)
11:00 - "You are sinking faster."
Gravity increases by 30%
12:00 - "Suffocated by the sludge."
+5 permanent lines
Ambrosia - Reversed The World
Praise the Yami. Become the heretic with us.
"We've never been so cooked, ever." - garbo
Mechanics:
- Every reversed mods (
) will appear all at once. - Cancelling sickness is heavily unforgiving
- B2B, All spins are still available to be built
Effect:
6:00 - "The journey is stagnating..."
Garbage is messier (+50% messiness)
7:00 - "You start to question your effort."
+30% received garbage
8:00 - "The battle is more intense."
+3 permanent lines
9:00 - "God is going all out"
+4 permanent lines
10:00 - "With all luck, God is dead"
+40% Chance of being targeted
11:00 - "Everyone sees you as villain."
+30% received garbage more
12:00 - "Only Yami is eternal."
+7 permanent lines
The true Ambrosia that y'all asked for 
o yea. simillar
ambrosia lite in floor 10 will be a nightmare for everyone T^T
Yep. Its playable
I’m kinda scared to reach floor 10 😭😭
Ah xd
Thanks! 
F10 all reversed is impossible due to


Also is this just swamp water with custom fatigue?
Ain't it possible for like, ~20 seconds (or at least 50 - 100m)?
Yep, simply that, since a lot of ppl want Swamp Water more than themed floor mod
I mean that you can't travel up because you almost can't send attacks and tyrant will pull you down back to 1650m
Because the reversed mod is chosen. Its no longer a swamp water
Its a swamp ocean now 😭
"
does not add 6 squares, but garbage is 20% messier" is redundant as it already is "max messy"
maybe if garbage is there already turn the garbage into those 6 squares
(or only one row square)
Alright, I removed the "messier" thing. For the term "Does not add 6 square, I don't want the case that add several lines that shape 6 squares upon entering F3. The maximum that I can do for this is, if there are 3+ garbage line, the top 3 lines will be converted into this shape
Updated
It is not possible to get to floor 10 with it but say only one of each mechanic (and an addition to its 1 non reverse mod mechanic if possible) is used e.g
you can only see one next and no hold
clear delay (0.5s) and messier garbage
lock delay (reduced by 1 frame from base each floor) reduced and increased gravity
increased garbage received (2.5x at most) but not increase the canceling rate
blight and 2 holes (always have 2 garbage lines
just full invis
one repeat of clear is instant death but attack is increased (void not included with non spins) (warlock buffs apply)
likely just expert with reduced altitude gain from kills(Cus it's too hard with losing altitude)
It should be possible to get to floor 4 or 5 with enough luck
(Targeting likelihood is decreased by at least 2x)
Can substitute see 1 next with full random or increase see 1 next
No b2b is not affected negatively
Some debuffs from reverse cards are purposely lightened to give players an actual chance
(6+2)*1.75+1+1=16 potential dmg from 1 spin triple applied with b2b buff, blight, and clearing garbage
@finite gorge here is the information. You may check it out
My thing answering the ambrosia is not rlly related to it
every now and then someone just reinvents ambrosia and i don't understand why people want it so badly
like i get that the idea is cool and i did make my own spin on it (that's isolated from the main game) but i don't think most of these are fun to play
-# for context, my take on the ambrosia modset is a separate gamemode that triggers (and is unlocked to be played separately) when dying at F10 with a reversed mod for the first time #1372258930536747169 message
mods do not appear randomly and instead appears in a specific order in increasing magnitudes and the player has infinite lives but a set time limit
Yeah, full ambrosia is just literally unplayable
I even think that F2 can't be reached by humans with ambrosia
i dont think it can even be reached by TAS to begin with
if we combine all forms of quirks in one, this aint playable at all
That depends on the spin system, is it All-spin, is it T-spin, is it mini only or is it sth different
not to mention this
most reverse mods arent compatible with each other cuz theyre more of a boss version of an existing mod
literally the only way i can think of making it just barely playable is nerfing these a lot and resolving conflicts
Yeah, if you have everything then you start with a 14 high board, with 12 rows taken by garbage and 13 lines of garbage in the queue
like the only thing i can think of when doing this is like
14-bag or classic randomizer with 3 previews (3 next)
disable/harshly nerf fall speed from tyrant
ARE is slightly smaller
maybe allow cancelling twice as much or only give twiice as much garbage
full invis but garbage is fully visible
idk how to balance warlock
so yea
aint working
I put my thought into this
i think it's more a matter of it being really easy to (re-)invent than anyone actually wanting it that badly
i dunno why but i kinda want kaliente mode (april fools 2023 event) to return as a playable modifer in qp but idk how to balance it with qp
give it the justice card or something
actually maybe i can try to cook with this but i dunno if its gonna be good
Justice can work
But how would the reverse work?
thats the thing
im still trying to figure out how to balance kaliente for qp
one idea i had for justice is that b2b surges can also be used to heal HPs but doesn't increase altitude like zenith clickers b2b
Also I had modifier ideas that could be mapped to a tarot card
Backfire Garbage:
- Sending uncancelled garbage lines are also sent to you
- Targeting factor is halved
Cascade: - Clearing lines causes pieces to fall into holes
- Slight line clear delay occurs
- Cascades send half the garbage to a combo, can also break b2b unless the cascade is a quad or better
Death Block: - 1 in 7 of the pieces spawned in the queue is enlargened
Transform Piece: - The player's active piece may become another piece at random
- The transforming piece is indicated as a rainbow
okay i tried to cook with this idea
idk if this is gonna be fun or not so
Justice (Kaliente Mode):
- You are given a set amount of HPs (preferably 750HP like in the April Fools Event). If it reaches 0, it's game over. You take damage by tanking garbage or topping out. When you are topped out, the whole board is cleared instead of leaving residue.
- You are given 2 garbage hole indicators like in Last Stand, and you can parry attacks by clearing a garbage line with any part of your piece in the indicated column.
- Parry chaining works by parrying multiple attacks in a row instead of parrying 1 singular attack multiple times.
- B2B surges can be used to heal, but you won't gain any altitude. If your HP is maxed out but you still have leftover surge, they'll be converted into attacks instead. Surge heals are worth 5 HP per attack. (For example: A 15 surge would heal 75 HP, and a 50 surge would heal 250 HP)
Unfairness/Injustice (Reverse Kaliente Mode):
- Garbage enters instantly. (like in Expert)
- Only one garbage hole indicator, parry chaining is disabled.
- All-spin is nerfed: Mini-spins keep B2B, but doesn't contribute to the surge. (For example: A Quad would add 1 attack to your surge, but a Mini-S Spin or Mini-T spin doesn't contribute to the surge.). This makes Quads and T-spins more reliable to send and build B2B like in S1.
- You'll get 10 lines of garbage residue similar to Damnation (each garbage line has 6-7 holes) after you're topped out.
- Surge only heals 1 HP per attack. (For example: A 50 surge only recovers 50 HP instead of 250 like in normal Justice). Leftovers surge after your HP is maxed out will not be converted into attacks.
this is either one of the peakest modes or the worst thing to play in the world lmao
well that is if people actually know what im talking about
mod icon for justice can be a fist like this or something

Judgement
Every 30 seconds, the prompt "You shall not have [x] piece!" will appear on the board (x can be any of the 7 pieces and is randomised).
Any [x] pieces in NEXT and HOLD will be replaced by any of the other 6 pieces.
Reversed Judgement
Prompt becomes "You shall not have [x] and [y] pieces.
the reverse b2b multiplier mechanic seems really interesting given that spins would break b2b
Cracked Heart - Judgement
Thrown into cruel world, with all trust withered, suffered from damaged heart, and lots of trauma, how will you survive in this world, that you will find happiness in the end...?
Mechanics:
- Start with the board, 10 rows of scar lines. Those spawn in different columns, from 1-10
- Initially, every spin will add 1 more wound lines.
- To clear the scar lines, one must sacrifice 20 block of tetrominoes by filling it into the "scar" holes, and let it eat all.
- Start with 80% messiness
- Clearing those scars line does not contribute to climb height
- Even if you clear all tetrominoes, you cannot get a PC if scar lines are there
- You will only award a PC if no scar lines are there, and no tetrominoes are in the board
Effect:
1:00 - "There are happiness that I wish to have..."
T-Spins and Mini will not cause any more wound lines
2:00 - "Maybe... I can join in with them...?"
All Spin does not cause any wound line
3:00 - "It is really fun, I just wish I can keep enjoying my life with buddies..."
Garbage is now cleaner (-70% messiness)
8:00 - "The family ruined it all."
Gravity heavily increases. Garbage received +25%.
9:00 - Loneliness sparks again.
+3 permanent lines
10:00 - "I wish I didn't exist"
Garbage received +25% more. Clearing Quad will spawn 2 Wound Lines
11:00 - "I have nothing to lose."
+40% more chance of being targeted. B2B Surge attack power is cut by 33%
12:00 - The end of journey.
+7 permanent lines
??? - Reversed Judgement
???
Mechanics:
???
Effect:
???
This can be paired with
for extra fun
Although, it is highly discouraged
The above mod, with
will give a hidden combo: "The Sorrow Artist"
and the effects between 3min and 8min are player specific
why the hell does every mode you make have a differentll fatigue effect

It is too underwhelming, so I spice it up a bit to make the mod have some interesting stuff. Inspired heavily from

yeah but you are literally adding different fatigue to normal variants as well (literally no other normal mods have that)

I understand reverse mods yeah but normal mods dont need this special treatment
wait... can't you just PC spam using the "scars" as void holes?
who cares if spins are penalized if you can build surge with PCs
unless I understand those wrong
whats the gimmick here?
at least the way i see it normal qp2 mods almost immediately explain how they work from just the title alone
You can't PC spam, unless you have very fast DAS and you have like 5+ pps. You will likely end up with a lot of scar holes in different column initially that you must feed 200 tetrominoes to clear them. And here's the thing: You really, very don't want to waste time feeding those scars when you can just build surge with Quad. And I forgot to add:
- Clearing those scars line does not contribute to climb height
- Even if you clear all tetrominoes, you cannot get a PC if scar lines are there
10 lines with scar already, and you still want to spin... Tf, you want to die quickly?!
- You have to feed tetrominoes to clear scar lines
- At the start of the game, you must never ever do anything rather than building the Quad setup until 1 - 2 mins have passed
Hmmmmm, I'd rather keep it blank
With the upcoming leak that TETR.IO might have character system, why not? It's like to see a different gimmick, with story-based gameplay
"Remember those void eating hole? Now it has a use" - Maguneshiumu
inconsistency is one
I wish i want to make my own tarot cards:3
you already did 
what the fuck is minus three
I want... More... Idea...
i had a suggestion like this (#1355003158182625290 message) but looking at yours, it actually seems to be a lot more thought out. I do like how there's an additional option of healing via surges
honestly i feel like this is better off with only having scar lines as its only gimmick and it appearing less frequently (like maybe per minute + floor transition). ssl had a mechanic that was exactly this and it was pretty fun in concept but with the actual game going on, survival was nearly impossible because you had to sacrifice too many pieces just to clear a single line
Hmmmmm... I have an idea to address it
U are a pecking genius C_rry
Scars - The Hanged Man
If only this life were less cruel...
Mechanics:
- Scar Lines will spawn as follows:
- Floor X -> X/2 Scar Lines
- Every minute passed will spawn 1 scar line
- You can still cancel the scar lines as normal garbage, but garbage is prioritized first
- To clear the scar lines, one must sacrifice 4 block of tetrominoes by filling it into the "scar" holes, and let it eat all.
- Clearing those scars line can contribute to climb height
- Even if you clear all tetrominoes, you cannot get a PC if scar lines are there
- You will only award a PC if no scar lines are there, and no tetrominoes are in the board
Effect:
Same as normal mods
Cracked Heart - Reversed The Hanged Man (Nerfed Ver.)
Thrown into cruel world, with all trust withered, suffered from damaged heart, and lots of trauma, how will you survive in this world, that you will find happiness in the end...?
Mechanics:
- Start with the board, 10 rows of scar lines. Those spawn in different columns, from 1-10
- Initially, every spin will add 1 more scar lines.
- To clear the scar lines, one must sacrifice 8 block of tetrominoes by filling it into the "scar" holes, and let it eat all.
- Start with 80% messiness
- Clearing those scars line does not contribute to climb height
- Even if you clear all tetrominoes, you cannot get a PC if scar lines are there
- You will only award a PC if no scar lines are there, and no tetrominoes are in the board
Effect:
1:00 - You find some happiness you wanted to have…
Buff: T-Spins and Mini no longer cause any more scar lines
1:30 - "Maybe... I can join in with them...?"
Buff: All Spins no longer cause any scar line
2:00 - You wish you could keep enjoying it with your friends…
Buff: Garbage becomes much cleaner (-80% messiness)
8:00 - …But everything was ruined by the family.
Receive 25% more garbage; gravity increased greatly
9:00 - Loneliness sparks again...
+3 permanent lines
10:00 - You feel like your existence wasn't worth it…
Receive 25% more garbage; +2 wounds per Quad (Not scar)
11:00 - You become one of those with nothing to lose…
Targeting rate increased (+40%); -33% Surge attack power
12:00 - Your journey comes to an end.
+7 permanent lines
(Fatigue titles are from mattmayuga's idea)
Scar +
+
=> The Suffering Artist
Scar +
+
=> The Strongest Artist
How did you even make the tarot card looks realistic 😭😭 its good
Finally
An idea that can please ppl
Sacrificial Offering now has a use
hmmmmm now that i think about it
how many mods (in this event) can be turned into actual qp modifers
we know that some mods in here basically work like fools 2 with the different pieces and stuff
tho i-sanity definitely doesn't work as a qp mod lmao
I don’t know
good me neither
Updated custom fatigue message
WOah
What tarot card fits best for void blocks?
Sacrifical offering could fit well for The Hanged Man
Hanged Man, I have this in my mind:
#1272352916606550118 message
#1500846038154608700 (0 messages) was moved here.
Double Hold
double hold lets you hold 2 pieces 🧠
Okay so
or the screenshot that was the explanasion:
but it is just qp senanegens (how do you spell that?), just putting here for fun
shenanigans
Idk what name but:
you can’t see your que/bag but you can see the next one (can see it changing when garbage sickness goes up or down)
Isnt that asceticism
tarot card suggestion:
Pacifist
-deals no damage
-will recieve 50% less damage
-garbage gets 10% messier each floor (starting from 0%)
reverse:
-recieves normal damage and normal garbage placement and deals 75% of normal damage but cancels normally
-only targets one person until they are dead
-KOs increase height way more
-can only increase height by KOs
6+2 would work with Asceticism-type garbage.
6+2 is kind of asceticism garbage (though it kind of works on a different garbage system), i crossed it out because the 6-wide makes it so free
1 how the hell do you climb if you cant send lines
2 Mods arent supposed to make the game easier
3 
assuming you can still get CS and your not stuck on floor 1 this just turns into playing
but with all of the fatigues applied as even with max climb speed it will take you ages to reach f10
Also Reverse has arguably worse design since qp2 is designed around automatically balancing garbage distribution to make it fun for all skill levels (f6 sends you more garbage then f2 for example) So imagine someone who is lets say B+ in this case is randomly targeted by someone who is lets say U rank, in the process they are subjected to 100~ APM because they got unlucky ontop of whatever garbage they get from being at the normal floor. And to add insult to injury because they arent using the mod, they are unable to reliably send garbage to the person who is targeting them. At best reverse turns into randomly ending a bunch of ppls games and hoping you dont get matched with someone who is better then you and can handle the random APM spike, more or less softlocking your run. I wouldnt even classify reverse as a harder version of the original mod
ye, imagine diao or manosaba playing the reverse
Reverse becomes exponentially easier with skill that's the funny part
Because skill to APM is exponential
fair
what about this
pacifist:
cannot send lines to other people(so cannot kill) but can gain more height and more climb speed from sending the lines
the range of people that can target you is multiplied by 1.5x
reverse:
masochist (double it and give it to the same person)(3)
-the range of people that can target you is doubled
-every line of garbage that isnt cancelled will send you down a bit and harm your climb speed(1)
-each 100 garbage taken, a 5 second countdown happens for you to prepare, because in the 5 seconds, only the biggest attack in your range(non surge) will be sent to you(no garbage cap) but it will deal 5x more damage (capped at floor x5 damage and that piece of garbage wont count to the next 100)
in the countdown you can build up reverse garbage which will cancel the incoming hit(including surge) also you cant climb in the countdown
(1)alternate: every garbage you receive, it is a scar garbage(?)(2)
(2)alternate: every garbage you receive, it is a permanent line that you can't recover from, then the 100 garbage taken wont exist and fatigue is disabled
(3)alternate: trash collector(this is so garbage)
a modifier that mangles the garbage economy might not be wise if I had to guess
thats what i thought as well but garbage wont be as split up
like it could be 2x damage but it allows for more quads
...but they aren't sending lines.
that's what garbage economy means
people contributing to receiving and sending lines
prob
epic
Shatter OSS
???
I mean this


