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Sichuan Blood Battle

Choose a void suit; winners leave while the others continue.

Rules and scoring
  1. 108 tiles: characters, bamboo and dots, without honors or flowers.
  2. Start with 13 tiles each; dealer receives one more. A normal winning hand has 4 sets and a pair.
  3. Declare a void suit. Discard tiles of that suit first and hold none of it when winning. No chows; pung and kong are allowed.
  4. 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.
  5. A winner stops playing. The others continue until three players have won or the live wall is empty.
  6. Closed hands also allow seven pairs and thirteen orphans when the available tile set permits them. Four identical tiles may form two pairs.
  7. 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.
  8. 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.
  9. 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.
  10. 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.

Play

Reference:Rule-family reference

Sichuan Swap Three

Exchange three same-suit tiles before a blood-battle game.

Rules and scoring
  1. 108 tiles: characters, bamboo and dots, without honors or flowers.
  2. Start with 13 tiles each; dealer receives one more. A normal winning hand has 4 sets and a pair.
  3. Before play, each player chooses three tiles of one suit; all selections are exchanged simultaneously in one randomly determined direction.
  4. Declare a void suit. Discard tiles of that suit first and hold none of it when winning. No chows; pung and kong are allowed.
  5. 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.
  6. A winner stops playing. The others continue until three players have won or the live wall is empty.
  7. Closed hands also allow seven pairs and thirteen orphans when the available tile set permits them. Four identical tiles may form two pairs.
  8. 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.
  9. 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.
  10. 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.
  11. 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.

Play

Reference:Rule-family reference

Blood Flow · Swap Three

Swap three, declare a void suit, then keep playing after a win.

Rules and scoring
  1. 108 tiles: characters, bamboo and dots, without honors or flowers.
  2. Start with 13 tiles each; dealer receives one more. A normal winning hand has 4 sets and a pair.
  3. Before play, each player chooses three tiles of one suit; all selections are exchanged simultaneously in one randomly determined direction.
  4. Declare a void suit. Discard tiles of that suit first and hold none of it when winning. No chows; pung and kong are allowed.
  5. 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.
  6. 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.
  7. Closed hands also allow seven pairs and thirteen orphans when the available tile set permits them. Four identical tiles may form two pairs.
  8. 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.
  9. 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.
  10. 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.
  11. 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.

Play

Reference:Rule-family reference

Blood Flow · Discard Three

Remove three same-suit tiles; win with three sets and a pair.

Rules and scoring
  1. 108 tiles: characters, bamboo and dots, without honors or flowers.
  2. 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.
  3. Declare a void suit. Discard tiles of that suit first and hold none of it when winning. No chows; pung and kong are allowed.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.

Play

Reference:Rule-family reference

Guangdong Mahjong

136 tiles; self-draw or rob an added kong, with horse bonuses.

Rules and scoring
  1. 136 tiles including honors.
  2. Start with 13 tiles each; dealer receives one more. A normal winning hand has 4 sets and a pair.
  3. No chows. Pung and kong can claim other players’ discards. Wild red dragons cannot be punged or konged.
  4. 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.
  5. Win only on your own draw or by robbing an added kong; ordinary discard wins are not allowed.
  6. The deal ends after a winning claim is resolved, or when the live wall is empty.
  7. Closed hands also allow seven pairs and thirteen orphans when the available tile set permits them. Four identical tiles may form two pairs.
  8. 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.
  9. 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.
  10. 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.
  11. 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.

Play

Reference:Rule-family reference

Red Dragon Wild

108 suited tiles plus four wild red dragons; self-draw wins.

Rules and scoring
  1. 112 tiles: the three suits and four wild red dragons.
  2. Start with 13 tiles each; dealer receives one more. A normal winning hand has 4 sets and a pair.
  3. No chows. Pung and kong can claim other players’ discards. Wild red dragons cannot be punged or konged.
  4. 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.
  5. Win only on your own draw or by robbing an added kong; ordinary discard wins are not allowed.
  6. The deal ends after a winning claim is resolved, or when the live wall is empty.
  7. Closed hands also allow seven pairs and thirteen orphans when the available tile set permits them. Four identical tiles may form two pairs.
  8. 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.
  9. 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.
  10. 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.

Play

Reference:Rule-family reference

Hong Kong · Three Fan

Chow, pung and kong; a win requires at least three fan.

Rules and scoring
  1. 136 tiles including honors.
  2. Start with 13 tiles each; dealer receives one more. A normal winning hand has 4 sets and a pair.
  3. Chow only the preceding player’s discard; pung or exposed kong may claim any other player’s discard.
  4. 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.
  5. The deal ends after a winning claim is resolved, or when the live wall is empty.
  6. Closed hands also allow seven pairs and thirteen orphans when the available tile set permits them. Four identical tiles may form two pairs.
  7. 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.
  8. 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.
  9. 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.

Play

Reference:Rule-family reference

Taiwanese · Sixteen Tiles

Flowers and replacement draws; five sets and a pair, scored in tai.

Rules and scoring
  1. 144 tiles with eight flowers; flowers are exposed and replaced.
  2. Start with 16 tiles each; dealer receives one more. A normal winning hand has 5 sets and a pair.
  3. Chow only the preceding player’s discard; pung or exposed kong may claim any other player’s discard.
  4. 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.
  5. The deal ends after a winning claim is resolved, or when the live wall is empty.
  6. 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.
  7. 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.
  8. 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.

Play

Reference:Rule-family reference