Privacy and data
This describes the current implementation. “No account” does not mean “no network data.” Updated September 24, 2026.
Accounts, game data and browser state
There is no application account, login system or application backend database. After a Sichuan, MCR, Japanese riichi, four-player Hold’em or heads-up Hold’em match starts, recovery data is automatically saved in this tab’s sessionStorage. The host saves the original card order (each hand for Hold’em; each original wall for riichi; a shuffle seed that reconstructs it for MCR), action log and seat credentials; a guest saves only their visible state and credential. Connected chess, xiangqi, shogi and Go friend matches also save the full move record, original seat and recovery credential in this tab, separately for each game. Invitations and answers are not saved. Match data is not synchronized across tabs using localStorage. The remaining games currently keep state mainly in browser memory.
Saves support reconnecting after a refresh in the same tab, not cloud storage. Sichuan, MCR, Japanese riichi, four-player Hold’em and heads-up Hold’em need compatible saves from the original host and all guests. Chess variants and Go require both original players’ records to belong to the same match without divergent histories; mutual verification selects the more complete legal record. Fresh invitations are required. Closing the tab, clearing data, blocked storage or changing devices can prevent recovery. When not connected or after disconnection, the relevant game page offers a confirmed “Clear this tab’s save” action. Never share saves containing hidden cards or recovery credentials. Browser resource caching is separate from match storage.
What friend connections exchange
Manual connections exchange connection text to establish a WebRTC data channel. This configuration has no signaling, STUN or TURN service. Connection text contains network negotiation information: share it privately with the intended friend, not publicly. Safe play and refresh recovery across devices should use valid HTTPS. Localhost is an exception for the same device, not an address another device can open; plain HTTP on a LAN IP is not a secure context. An insecure context cannot create or join a friend match; an existing save is not cleared by this refusal.
Some two-player games also offer quick rooms using PeerJS. They start only when you select the mode and create or join: PeerJS defaults use public signaling and third-party STUN, and TURN may relay match data if direct transport cannot be established. Quick rooms are not fully service-free; choose Manual LAN connection to avoid these services. WebRTC may also expose network addresses to the other participant and should not be treated as anonymous communication.
The multiplayer host browser maintains the complete match; guests receive their own hands and permitted public table data. The host can technically access the full state. Play with people you trust: account-free connections are not an anti-cheat server. Disconnection stops play over the original connection in this version; automatic continuation is not guaranteed.
Website access and external services
Serving a page requires the hosting service to receive network information, such as an IP address and browser request information. It may keep access logs according to its configuration. The application has no custom access-log database; this is not a promise that the hosting provider keeps no logs.
The current application does not integrate advertising scripts or analytics SDKs. If advertising, analytics or persistent match storage is added, this explanation must be updated. Planning to apply for advertising is not the same as enabling ad tracking.
External rules and tools links lead to services with their own practices. Fonts are delivered as site resources through the application build; external links are not thereby made first-party services.
Email and your choices
When you email feedback, your mail provider and the receiving mailbox process the address, text and attachments you choose to send. Send only what is needed to investigate; omit sensitive personal data and other players’ private information.
You may avoid multiplayer and external links. To delete a match save from this tab, first leave or disconnect the match, then use “Clear this tab’s save” on its game page. You may also clear this website’s site data (including storage) in browser settings. Clearing only cached page resources does not necessarily remove sessionStorage, and data already sent to another player cannot be recalled from their device. For questions about privacy or email already sent, contact the address below and describe your request. No account registration is required.
Email:wyh93829@gmail.com
Tools (external website):oumashu.top
Visit the academy →