MAHJONG MATE
Learn. Practice. Play.
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Choose classic Chinese symbols or large English names and numbers. The tiles and rules stay the same.
Choose a set. Tile symbols stay the same.
You are East, with 14 tiles. The three computers begin with 13. Discard a tile, then play proceeds East → South → West → North. On your next turn draw, then discard.
After a discard, all other seats can claim a valid Mahjong, pung or kong. Only the next seat can chow. Mahjong beats pung/kong; pung/kong beats chow. If two seats can win, the nearest in turn order wins. Choose Pass to decline a legal claim; there is no timer. If you have no legal claim, play continues automatically.
Choose rules for the next deal in the table toolbar: Basic Mahjong enables the ordinary hand only; Special hands enables the available special catalogue without exposed chow claims; Older saved deals may include both modes. The current catalogue is incomplete. Changes apply when you start a new deal.
Ordinary Mahjong needs four sets and a pair in one numbered suit, with optional honours and at most one chow. Special hands follow their individual exposure restrictions. A winning discard may complete a concealed hand.
Flowers and seasons are set aside and replaced from the back of the wall. Kongs also receive a replacement. An exposed pung can be extended to a kong, but another seat may claim that tile to win. Concealed kongs cannot be robbed in this rules profile. There is no reserved dead wall. Once the last discard’s winning claims are resolved, an empty wall ends the hand.
No scoring. New deal starts another independent hand with you as East. Computers see only their own tiles and public table information.