Keep the center open
Build your lines along the edges and corners. An open middle accepts almost every shape; a crowded one accepts almost none.
Think three pieces ahead.
Most block puzzle runs end the same way: a big piece arrives and there is nowhere to put it. These 15 tips, grouped by board shape, tray planning, scoring and boosters, are how you stop that from happening and push your score higher.

Space you can use beats space you have.
Build your lines along the edges and corners. An open middle accepts almost every shape; a crowded one accepts almost none.
The big square piece ends more runs than any other. Keep one 3×3 area free, and treat filling it as a last resort.
A one-cell gap surrounded by blocks can only be filled by the single-block piece. Fill holes as you make them, or avoid making them.
Two half-finished rows need twice the pieces to clear. Finish one line before starting the next.
Keep one empty row or column available for 4- and 5-long bars. When they arrive, they clear lines instead of blocking them.
A new tray only arrives after all three pieces are placed. Before you drop the first, check that the other two still have a home.
Small pieces fit almost anywhere; big ones do not. Use the space you have on the piece that needs it most.
If one piece completes a line, place it first: the cleared line may be exactly the space the other two pieces need.
Same lines, more points.
9. Set up double clears. Build a row and a column that cross at one empty cell, then finish both with one piece. Clearing several lines at once multiplies that clear and earns a power-up (a Bomb for two lines, Lightning for three or more).
10. Keep the streak alive. Clearing on consecutive turns builds a streak multiplier. A small clear every turn often beats waiting for one big clear.
11. Build single-color lines. Any line clears, but a line in one color adds a Color Bonus. Group pieces of the same color in the same row or column when it costs you nothing.
12. Save the big clear for Fever. When the combo meter fills, Fever multiplies every score for a few seconds. Have a double clear ready for that moment.
Shuffle trades your tray for three new pieces. Used early it wastes a booster; used when nothing fits it saves the run. More in the boosters guide.
The Hammer removes a single block. Use it on the one cell that stops a line or a 3×3 space from opening up.
Adventure: read the brief and count your moves. When the budget is tight, double clears are worth more than anything else. The boss guide covers the six bosses one by one.
Harmony: decide which color each line belongs to as soon as its first block lands; full mixed lines never clear there. See the Harmony guide.
King’s Challenge: speed beats perfection. Keep your hand moving and clear something every turn to hold the streak.
Clear two or more lines with a single piece and that clear is multiplied. Clear lines on consecutive turns and a separate streak multiplier builds up.
Usually one now, unless the double clear only needs a piece you already have in the tray. Free space keeps a run alive.
Keep a 3×3 space free. The big square is the piece that ends most runs.
Yes. Every mode uses the same board and rules; Harmony adds the one-color requirement and Adventure adds move budgets.