弈
弈方 YIFANG · THE ART OF PLAY
中文

Mahjong·Play

First: what counts as winning?

Separate winning a hand from winning a whole match. An ordinary completed hand has four sets and an identical pair: three consecutive tiles in one suit form a chow, three identical tiles a pung, and two identical tiles a pair. A legally declared kong has four identical tiles but counts as one set, so a hand with kongs is not simply fourteen tiles. Special shapes such as seven pairs have separate rules. Your selected Japanese, Chinese Official or Sichuan table determines whether you may declare a win and when play ends; do not mix their rules.

Characters 123 / characters 456 / dots 234 / bamboo 678 / East-East gives four sequences and a pair. Do not ignore Chinese Official scoring or riichi yaku and claim a universal win.

The fixed guided exercise omits kongs and teaches only four sets and a pair. Its popup means structure complete, not a regional game won. Random free play and friend matches use the selected table's rules and explain actual wins and scoring. In Sichuan blood-battle play, others may continue after one player wins; that does not necessarily end the hand.

Sichuan Blood Battle · Random full-hand practice

This is Yifang Blood Battle, not Japanese or MCR mahjong. Use 108 character, dot and bamboo tiles. Win with four sets and a pair, or seven pairs, with none of your declared missing suit. A set is three identical tiles or three consecutive ranks in one suit; a pair is two identical tiles. Winners leave the hand; others continue until three have won or the wall is empty.

You are seat 1; three simple computers see only their own tiles. “One computer action” advances one step. No backend, accounts or money. Each hand starts independently at zero points.

Before starting: table rules and scoring

Exchange three, then choose a missing suit

The dealer starts with 14 tiles and others with 13. This table uses exchange-three: choose three of one suit, then everyone simultaneously passes to the next seat and receives from the previous seat. Each player next selects characters, dots or bamboo as their missing suit. Choices reveal after all four commit. While holding that suit, discard it first; do not call pung/kong or win.

Points are not money

Each hand starts at zero points and can go negative. There are no purchases or deposits. A basic hand has multiplier 1. If your discard completes a win, only you pay the winner. For a self-draw, each other active player pays. Example: a basic discard win costs 1 point; a basic self-draw costs each payer 2 because this table adds 1 for self-draw. Retired winners do not pay later self-draws or kongs.

Patterns, quads and the cap

Choose the highest base pattern across all legal decompositions, not the sum of overlapping base patterns. Four identical tiles form a root that doubles the multiplier; dragon pairs already consumes one such root. The win amount is capped at 32 before the extra self-draw point, so each payer pays at most 33 for self-draw. A multiplier is not the whole table’s payout: also check who pays.

Pung, kong and the replacement tile

Chow is not allowed. Pung combines two identical tiles from your hand with a discard. A discard kong uses three held tiles plus the discard: its discarder pays 2. A concealed kong uses four held tiles: each other active player pays 2. An added kong upgrades a pung only with its just-drawn fourth tile: each other active player pays 1. Draw its replacement from the wall’s end; no kong is allowed without a replacement.

Robbing a kong and multiple wins

An added kong waits for responses. Winning on its fourth tile is robbing the kong: the original pung stays and no kong fee is charged. Multiple eligible winners all count regardless of click speed. Robbing, winning on a replacement draw, or winning on the first discard after a kong each doubles the win multiplier once, within the cap. This preset has no kong-income transfer, liability override or heavenly/earthly bonus.

After declining a win

Declining an available discard win, including choosing pung/kong instead, blocks further discard wins until your next draw. Self-draw remains possible. This preset does not force automatic wins on the last four tiles. A win pauses on its explanation before acknowledged continuation; it does not flash past.

Why points can change when the wall ends

Only non-winners are checked. A player still holding their missing suit pays 32 to each player without that fault, including retired winners, without an additional not-ready penalty. A clear-suit non-ready player pays each still-active ready player their maximum theoretical pattern value, capped at 32 and without self-draw or robbing bonuses. Ready means one more tile completes the hand; the tile need not remain in the wall for this theoretical check. Missing-suit and non-ready players also refund kong income to its original payers.

MCR Mahjong: separate rules practice

MCR Mahjong · Step-by-step 16-hand practice

How to win: complete a legal shape, usually four sets and a pair, AND score at least eight points excluding flowers. A scoring pattern describes your tiles; points are not the number of tiles. Compare cumulative scores after 16 hands. Negative scores are allowed; these are not money or account balances.

Illustrated lesson: tiles, sets and the eight-point minimum

You are seat 1. Three simple computers use only their own views and move once per click. This is a 16-hand match with fixed seats and a rotating dealer; choose Next hand after all four confirm. Replace opening and later flowers one at a time; the dealer discards only after all opening flowers are replaced. This platform uses a fixed-seat MCR preset, without physical tournament seat swaps, referee penalties or a tournament clock.

Online play · Create / join a room ↗
Read the written lesson first

Hands-on lesson · Your actions, step by step

Read each task, then draw or select a discard. White Dragon and East are honours; characters, dots and bamboo are numbered suits. This example teaches basic combinations, not betting or regional scoring. Wrong answers explain and let you retry.

My hand (13)

Characters 1Characters 2Characters 3Characters 4Characters 5Dots 2Dots 3Dots 4Bamboo 6Bamboo 7Bamboo 8EastWhite Dragon

My discards

No tiles yet

Step 1 / 6

Count your tiles

This is a no-flower structural exercise without calls or kongs, not a complete scoring variant. You have thirteen tiles before your draw. Draw dot 9.

Read the written lesson

Japanese riichi · Free practice

Play three local computers, starting at 25,000 points each. The highest score wins the East-round match. A usual winning hand has four groups and a pair, plus at least one qualifying yaku; dora alone is not a yaku. This is shuffled free play, separate from the fixed lesson above.

Controls and table rules

On your turn, click an enabled tile to discard. Computers draw and discard automatically. Claims appear only when legal; pass to decline. Riichi deposits 1,000 points and locks your hand, usually forcing subsequent drawn-tile discards. Learn the basics first. No red fives; open tanyao; no counted/double yakuman; combined yakuman allowed. East-only, no extension; dealer repeats on win/ready hand; negative points end the match. Local simulation only: no accounts, money or networking.

Rules engine license