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Mahjong Game Type

Reference for the mahjong game type — a four-player tile game using Chinese Classical rules.

For platform-level configuration shared across all game types, see Shared Game Configuration.

Mahjong is a self-contained board game: unlike the adventure, mecha, and arena game types, it has no designer-authored content. The tile set, deal, and rules are fixed, so there is no game designers section for it — a published Mahjong game is ready to run as-is.


Game Parameter

Mahjong has no tunable game parameters. The tile set, hand size, and scoring are fixed by the rules below.


Overview

PropertyValue
PlayersExactly 4 — humans, with any empty seats filled by computer opponents when the run allows them
RulesetChinese Classical Mahjong
Tiles136
Turn processingSequential — one active player at a time, with reactive claims
GoalBe the first to complete a legal winning hand of four melds + one pair

At the start of a hand, seats and the dealer are assigned at random. The round wind starts at East. Play proceeds anticlockwise through the seat winds: East → South → West → North.


Computer Opponents & Invitations

Mahjong always seats exactly four players. When the run **allows computer opponents** (a run setting; see Shared Game Configuration), a joining player can use their join game turn sheet to:

  • Invite other players — enter a name, email, and optional note for each

person to invite. Each invitee receives a link to the same run.

  • Add computer opponents — choose how many computer opponents should fill

the remaining seats, capped at the seats still open.

The run starts once humans plus committed computer opponents reach four. Computer seats then take their turns automatically — drawing, discarding, and answering claims — so play never waits on them.

Named opponents with their own style. Computer seats are filled from a fixed cast of characters (Sparrow, Old Turtle, Lotus, Swift, Magpie, The Sage), each with a distinct, learnable play-style: the aggressor claims constantly, the defender stays concealed and passes, the purist chases a single-suit flush, the collector hoards honours. Their portraits sit around the board and their names appear in your turn recap. A computer opponent always takes a win when it can; when configured with an OpenAI API key the engine may play with an LLM, falling back to the character's built-in style otherwise.

Table talk. Opponents occasionally say a short line at the table (shown in your "Since Your Last Turn" recap), and on your draw/discard sheet you may optionally choose a phrase to say to the others. All phrases are drawn from a fixed, translated pool.


The Tiles

The wall is built from 136 tiles, with no flowers or seasons:

GroupTilesCopiesCount
Characters (man)1–94 each36
Dots / circles (pin)1–94 each36
Bamboo (sou)1–94 each36
WindsEast, South, West, North4 each16
DragonsRed, Green, White4 each12

That gives 34 distinct tile faces and 136 tiles in total.


The Deal

StepDetail
ShuffleThe 136 tiles are shuffled into the wall
Dead wallThe last 14 tiles are set aside as the dead wall (used for kong replacement draws)
Starting handsEach player is dealt 13 tiles
Dealer's extraThe dealer draws a 14th tile to begin, and takes the first turn

How to Play

A hand is a state machine that cycles between the active player acting and the other players optionally reacting.

Melds

A meld is a set of tiles claimed as a group:

MeldComposition
ChowA run of three consecutive tiles in the same suit (e.g. 3–4–5 bamboo)
PungThree identical tiles
KongFour identical tiles (draws a replacement tile from the dead wall)

A winning hand is four melds plus one pair (two identical tiles).

The Active Player's Turn

On your turn you draw a tile, then choose one action on your draw / discard turn sheet:

ActionEffect
DiscardPlace a tile from your hand face-up as the discard; other players may then claim it
TsumoDeclare a self-drawn win — only valid if your hand is already complete
KongDeclare a kong from your hand and the drawn tile, then draw a replacement from the dead wall and discard again

Claiming a Discard

When the active player discards, the other three players may react on a claim turn sheet:

ClaimRequirement
PassTake no action
ChowComplete a run with the discard — only the player seated immediately after the discarder may chow
PungYou already hold two matching tiles
KongYou already hold three matching tiles
RonThe discard completes your hand — you win

If a claim sheet is not submitted, it is treated as a pass.

Claim priority — when several players claim the same discard:

  1. Ron (a win) beats everything
  2. Pung / Kong beat a chow
  3. Chow is lowest priority

Ties between pungs/kongs are resolved in favour of the player nearest the discarder in turn order. The winning claimant takes the tile, forms the meld, becomes the active player, and play continues from them.

Winning

You win by completing four melds and a pair, either by:

  • Tsumo — completing the hand on your own drawn tile, or
  • Ron — completing the hand on another player's discard.

Ending a Hand

PhaseMeaning
DealingTiles are being dealt
Awaiting discardThe active player is choosing an action
Awaiting claimsA tile has been discarded and others may claim it
ScoringA winning hand is being scored
CompletedThe hand has ended

If the live wall is exhausted before anyone wins, the hand ends in an exhaustive draw.

Scoring

A winning hand is scored in fan (1 fan = 1 point), Chinese Classical style. The engine awards:

FanPoints
Base win1
Self-drawn win (tsumo)+1
All chows+1
All pungs+3
Each dragon triplet+2
Seat-wind triplet+2
Round-wind triplet+2
Half flush (one suit plus honours)+1
Pure flush (a single suit)+3
All terminals and honours+2

Scores accumulate on each player across hands; there is no separate money settlement.


Turn Sheets

SheetPurpose
mahjong_game_join_gameSent when a player joins; confirms their seat, and (when the run allows it) lets them invite other players and add computer opponents
mahjong_game_draw_discardThe active player's sheet — draw and then discard, declare tsumo, or declare a kong
mahjong_game_claimThe reactive sheet — pass, chow, pung, kong, or ron on the current discard
mahjong_game_recapRead-only summary of the completed hand

Because Mahjong processes as soon as the required sheets are submitted, play moves on without waiting for a shared deadline.

Seeing what happened between your turns

At a physical table you watch every discard and claim as it happens. Because Mahjong is played by post, your draw / discard and claim sheets rebuild that view for you. Each of those sheets shows:

  • The Table — a bird's-eye view of the board, drawn as a felt table with the four seats around a central wall and you at the bottom. It shows every seat's discard pond and exposed melds, the round wind, how many tiles are left to draw, and whose turn it is. Concealed hands are never shown — only what you would see across the table.
  • Since Your Last Turn — a short recap of what the other seats did while you were away (for example, "West discarded 7-sou", "North claimed your 5-pin to form a pung"). Each item is shown once, then cleared.

Following the Game

The table can be viewed live through the management table view. The table state is read-only for spectating and rendering — all actions are taken through the turn sheets, never through a live API call. It shows the phase, the wall size (count only), the dealer seat, round wind, hand number, the discards, the last discard, and each player's seat wind, hand, melds, discards, and score.