Compare the rules
Choose by the differences that change play.
Sichuan Blood Battle
Choose a void suit; winners leave while the others continue.
Rules and scoring
- 108 tiles: characters, bamboo and dots, without honors or flowers.
- Start with 13 tiles each; dealer receives one more. A normal winning hand has 4 sets and a pair.
- Declare a void suit. Discard tiles of that suit first and hold none of it when winning. No chows; pung and kong are allowed.
- A win has priority over pung/kong, which have priority over chow. Multiple discard wins are allowed. Concealed kongs and added kongs draw a replacement tile. An added kong can be robbed.
- A winner stops playing. The others continue until three players have won or the live wall is empty.
- Closed hands also allow seven pairs and thirteen orphans when the available tile set permits them. Four identical tiles may form two pairs.
- Table fan: basic win zero, all pungs one, seven pairs/full flush two, a root or kong bloom one, and self-draw one. Combinations stack. Points are 2 to the fan power, capped at four fan in Sichuan and eight in other tables.
- Kong payments at this table: an exposed discard kong receives two points from its discarder; an added kong receives one from each other active player; a concealed kong receives two from each. Discard wins are paid by the discarder; self-draw wins by all other active players.
- At a wall draw, remaining players are checked for the void suit and readiness: a flower pig pays 16 to each clean remaining player; an unready hand pays each ready hand its highest available capped win.
- The room starts with a five-minute deal limit and 40 seconds per turn. A timed-out turn is covered by a bot; an unfinished deal at the time limit ends without declaring a winner.
Reference:Rule-family reference
Sichuan Swap Three
Exchange three same-suit tiles before a blood-battle game.
Rules and scoring
- 108 tiles: characters, bamboo and dots, without honors or flowers.
- Start with 13 tiles each; dealer receives one more. A normal winning hand has 4 sets and a pair.
- Before play, each player chooses three tiles of one suit; all selections are exchanged simultaneously in one randomly determined direction.
- Declare a void suit. Discard tiles of that suit first and hold none of it when winning. No chows; pung and kong are allowed.
- A win has priority over pung/kong, which have priority over chow. Multiple discard wins are allowed. Concealed kongs and added kongs draw a replacement tile. An added kong can be robbed.
- A winner stops playing. The others continue until three players have won or the live wall is empty.
- Closed hands also allow seven pairs and thirteen orphans when the available tile set permits them. Four identical tiles may form two pairs.
- Table fan: basic win zero, all pungs one, seven pairs/full flush two, a root or kong bloom one, and self-draw one. Combinations stack. Points are 2 to the fan power, capped at four fan in Sichuan and eight in other tables.
- Kong payments at this table: an exposed discard kong receives two points from its discarder; an added kong receives one from each other active player; a concealed kong receives two from each. Discard wins are paid by the discarder; self-draw wins by all other active players.
- At a wall draw, remaining players are checked for the void suit and readiness: a flower pig pays 16 to each clean remaining player; an unready hand pays each ready hand its highest available capped win.
- The room starts with a five-minute deal limit and 40 seconds per turn. A timed-out turn is covered by a bot; an unfinished deal at the time limit ends without declaring a winner.
Reference:Rule-family reference
Blood Flow · Swap Three
Swap three, declare a void suit, then keep playing after a win.
Rules and scoring
- 108 tiles: characters, bamboo and dots, without honors or flowers.
- Start with 13 tiles each; dealer receives one more. A normal winning hand has 4 sets and a pair.
- Before play, each player chooses three tiles of one suit; all selections are exchanged simultaneously in one randomly determined direction.
- Declare a void suit. Discard tiles of that suit first and hold none of it when winning. No chows; pung and kong are allowed.
- A win has priority over pung/kong, which have priority over chow. Multiple discard wins are allowed. Concealed kongs and added kongs draw a replacement tile. An added kong can be robbed.
- After winning, reveal and lock the waiting hand. Keep drawing: win again on suitable tiles, otherwise discard the drawn tile. No new exposed melds; a concealed/added kong is legal only if the waiting tiles remain unchanged.
- Closed hands also allow seven pairs and thirteen orphans when the available tile set permits them. Four identical tiles may form two pairs.
- Table fan: basic win zero, all pungs one, seven pairs/full flush two, a root or kong bloom one, and self-draw one. Combinations stack. Points are 2 to the fan power, capped at four fan in Sichuan and eight in other tables.
- Kong payments at this table: an exposed discard kong receives two points from its discarder; an added kong receives one from each other active player; a concealed kong receives two from each. Discard wins are paid by the discarder; self-draw wins by all other active players.
- At a wall draw, remaining players are checked for the void suit and readiness: a flower pig pays 16 to each clean remaining player; an unready hand pays each ready hand its highest available capped win.
- The room starts with a five-minute deal limit and 40 seconds per turn. A timed-out turn is covered by a bot; an unfinished deal at the time limit ends without declaring a winner.
Reference:Rule-family reference
Blood Flow · Discard Three
Remove three same-suit tiles; win with three sets and a pair.
Rules and scoring
- 108 tiles: characters, bamboo and dots, without honors or flowers.
- Deal 13 tiles each, plus one for the dealer. Remove three tiles of one suit from each hand. Subsequent hands use ten concealed tiles plus a draw, winning with three sets and a pair.
- Declare a void suit. Discard tiles of that suit first and hold none of it when winning. No chows; pung and kong are allowed.
- A win has priority over pung/kong, which have priority over chow. Multiple discard wins are allowed. Concealed kongs and added kongs draw a replacement tile. An added kong can be robbed.
- After winning, reveal and lock the waiting hand. Keep drawing: win again on suitable tiles, otherwise discard the drawn tile. No new exposed melds; a concealed/added kong is legal only if the waiting tiles remain unchanged.
- Table fan: basic win zero, all pungs one, seven pairs/full flush two, a root or kong bloom one, and self-draw one. Combinations stack. Points are 2 to the fan power, capped at four fan in Sichuan and eight in other tables.
- Kong payments at this table: an exposed discard kong receives two points from its discarder; an added kong receives one from each other active player; a concealed kong receives two from each. Discard wins are paid by the discarder; self-draw wins by all other active players.
- At a wall draw, remaining players are checked for the void suit and readiness: a flower pig pays 16 to each clean remaining player; an unready hand pays each ready hand its highest available capped win.
- The room starts with a five-minute deal limit and 40 seconds per turn. A timed-out turn is covered by a bot; an unfinished deal at the time limit ends without declaring a winner.
Reference:Rule-family reference
Guangdong Mahjong
136 tiles; self-draw or rob an added kong, with horse bonuses.
Rules and scoring
- 136 tiles including honors.
- Start with 13 tiles each; dealer receives one more. A normal winning hand has 4 sets and a pair.
- No chows. Pung and kong can claim other players’ discards. Wild red dragons cannot be punged or konged.
- A win has priority over pung/kong, which have priority over chow. Multiple discard wins are allowed. Concealed kongs and added kongs draw a replacement tile. An added kong can be robbed.
- Win only on your own draw or by robbing an added kong; ordinary discard wins are not allowed.
- The deal ends after a winning claim is resolved, or when the live wall is empty.
- Closed hands also allow seven pairs and thirteen orphans when the available tile set permits them. Four identical tiles may form two pairs.
- Table fan: basic win zero, all pungs one, seven pairs/full flush two, a root or kong bloom one, and self-draw one. Combinations stack. Points are 2 to the fan power, capped at four fan in Sichuan and eight in other tables.
- Kong payments at this table: an exposed discard kong receives two points from its discarder; an added kong receives one from each other active player; a concealed kong receives two from each. Discard wins are paid by the discarder; self-draw wins by all other active players.
- One tile is reserved as a horse. Its rank counts seats from dealer (one); east/south/west/north/red/green/white count one through seven. The dealer mirrors that seat’s settled payments; a horse on dealer doubles dealer’s own payments.
- The room starts with a five-minute deal limit and 40 seconds per turn. A timed-out turn is covered by a bot; an unfinished deal at the time limit ends without declaring a winner.
Reference:Rule-family reference
Red Dragon Wild
108 suited tiles plus four wild red dragons; self-draw wins.
Rules and scoring
- 112 tiles: the three suits and four wild red dragons.
- Start with 13 tiles each; dealer receives one more. A normal winning hand has 4 sets and a pair.
- No chows. Pung and kong can claim other players’ discards. Wild red dragons cannot be punged or konged.
- A win has priority over pung/kong, which have priority over chow. Multiple discard wins are allowed. Concealed kongs and added kongs draw a replacement tile. An added kong can be robbed.
- Win only on your own draw or by robbing an added kong; ordinary discard wins are not allowed.
- The deal ends after a winning claim is resolved, or when the live wall is empty.
- Closed hands also allow seven pairs and thirteen orphans when the available tile set permits them. Four identical tiles may form two pairs.
- This table uses a fixed base of two points per payer. A hand with no red dragons doubles that base. Four red dragons may win directly on your turn. Four bird tiles are reserved; each one, five, nine or red dragon adds two points per payer.
- Kong payments at this table: an exposed discard kong receives two points from its discarder; an added kong receives one from each other active player; a concealed kong receives two from each. Discard wins are paid by the discarder; self-draw wins by all other active players.
- The room starts with a five-minute deal limit and 40 seconds per turn. A timed-out turn is covered by a bot; an unfinished deal at the time limit ends without declaring a winner.
Reference:Rule-family reference
Hong Kong · Three Fan
Chow, pung and kong; a win requires at least three fan.
Rules and scoring
- 136 tiles including honors.
- Start with 13 tiles each; dealer receives one more. A normal winning hand has 4 sets and a pair.
- Chow only the preceding player’s discard; pung or exposed kong may claim any other player’s discard.
- A win has priority over pung/kong, which have priority over chow. Multiple discard wins are allowed. Concealed kongs and added kongs draw a replacement tile. An added kong can be robbed.
- The deal ends after a winning claim is resolved, or when the live wall is empty.
- Closed hands also allow seven pairs and thirteen orphans when the available tile set permits them. Four identical tiles may form two pairs.
- Require three fan. This table allows seven pairs (four fan); all pungs/half flush are three, full flush six, dragon/seat/round wind pungs one each, and self-draw one. Higher patterns are shown in the result; scoring caps at eight fan.
- Kong payments at this table: an exposed discard kong receives two points from its discarder; an added kong receives one from each other active player; a concealed kong receives two from each. Discard wins are paid by the discarder; self-draw wins by all other active players.
- The room starts with a five-minute deal limit and 40 seconds per turn. A timed-out turn is covered by a bot; an unfinished deal at the time limit ends without declaring a winner.
Reference:Rule-family reference
Taiwanese · Sixteen Tiles
Flowers and replacement draws; five sets and a pair, scored in tai.
Rules and scoring
- 144 tiles with eight flowers; flowers are exposed and replaced.
- Start with 16 tiles each; dealer receives one more. A normal winning hand has 5 sets and a pair.
- Chow only the preceding player’s discard; pung or exposed kong may claim any other player’s discard.
- A win has priority over pung/kong, which have priority over chow. Multiple discard wins are allowed. Concealed kongs and added kongs draw a replacement tile. An added kong can be robbed.
- The deal ends after a winning claim is resolved, or when the live wall is empty.
- Table tai: closed hand/self-draw/dragon or seat/round wind pung one each, all pungs/half flush four, full flush eight, big dragons eight, little/big winds eight/sixteen. Score one base plus tai, plus flowers and the dealer bonus; cap at 32 tai. Passing a winning tile blocks that tile until your next discard.
- Kong payments at this table: an exposed discard kong receives two points from its discarder; an added kong receives one from each other active player; a concealed kong receives two from each. Discard wins are paid by the discarder; self-draw wins by all other active players.
- The room starts with a five-minute deal limit and 40 seconds per turn. A timed-out turn is covered by a bot; an unfinished deal at the time limit ends without declaring a winner.
Reference:Rule-family reference