Game guides

Sichuan Mahjong

Choose a suit · Battle on

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A regular winning shape4 + 1

sets + pair

tiles14
The rule to rememberClear the missing suit

The rule to remember

Clear the suit you chose as missing

Not enough

Missing suit: bamboo

A bamboo tile remains: you cannot win. Discard missing-suit tiles first.

Requirement met

Bamboo cleared

No missing-suit tiles remain. You still need a legal hand; chow is not allowed.

These diagrams explain one requirement at a time, not a complete winning-hand check.

These guides describe the rules played on mahjchina. Local Mahjong rules vary; check the room settings before you start. Learn to play →

A regular hand, explained

4 sets + 1 pair = 14 tiles

Sequence
Characters
Sequence
Characters
Sequence
Dots
Triplet
Dots
Pair
Characters

This illustrates the tile structure only. A complete shape must also satisfy the winning requirements of the chosen game. Kongs count as sets but contain four tiles.

One turn, three decisions

  1. 01

    Draw

    Take a tile from the wall.

  2. 02

    Choose

    Keep useful groups together.

  3. 03
    Chosen discard

    Discard

    Place one tile face up.

A cropped hand illustrates an ordinary draw-and-discard turn. Calls and replacement draws follow their own rules.

Four building blocks

Sequence

Three consecutive numbers, one suit.

Triplet

Three identical tiles.

Kong

Four identical tiles; draw a replacement.

Pair

Two identical tiles.

Three suits and a missing suit

Sichuan Blood Battle uses 108 tiles: characters, dots and bamboo, without winds, dragons or flowers. On mahjchina there is no three-tile exchange. Choose a missing suit before play and discard those tiles first while you still hold them.

Winning does not end the hand

You cannot win while still holding your missing suit. Chow is unavailable. Several players may win on the same discard; winners stop taking turns. The hand continues until three players have won or the wall runs out.

Self-draw example

For an ordinary self-draw with base 1 and no roots, collect 2 from each opponent who has not already won. With four players still active, the changes are +6, −2, −2, −2 in private-room points. Coins pay a fixed game entry fee; wins and losses change competitive points, not coins.

What happens when the wall is empty

The end of the wall can trigger ready-hand payments, missing-suit penalties and kong refunds. A hand without a winner can still change your balance. Check the room options and the separate settlement items, especially after declaring a kong.

Scoring & calculators →

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Questions about this rule profile

Can I chow, and must I clear the missing suit?

Chow is not allowed in mahjchina’s Sichuan profile. Before winning, the hand must contain no tiles of the chosen missing suit. Four sets and a pair alone do not satisfy every winning condition.

Why are previous kong payments missing from the result?

This calculator scores one winner under the selected conditions. Earlier kong transfers and payments to previous winners are separate; the displayed result is not a complete blood-battle settlement.

Primary references and their scope →

In-play details

Winning conditions, calls, draws and settlement for this ruleset.

Sichuan blood battle: choose a missing suit

Use 108 tiles in characters, dots and bamboo. There is no three-tile exchange and no chow. Choose a missing suit before play; choices are revealed after all four players choose. Discard that suit first while you still hold it. You cannot win while holding it, or pung or kong that suit.

Turns and multiple winners

Winning takes priority over pung and kong; several players may win on one discard. Winners stop drawing and discarding and no longer pay for ordinary wins or kongs. The hand ends after three winners or an exhausted wall.

Passing and robbing a kong

After passing a win, you must draw a tile yourself or be offered a win with a higher total gain before you can win again. Passing a pung blocks that tile until your next draw. An added kong can be robbed; a pending kong is not a confirmed payment. Pung and kong are unavailable when the wall is empty.

Read the win score

Scoring uses the best combination of base pattern and roots, with base points capped at 8. Results show base points, roots, payment per opponent and all four deltas. Event bonuses follow the room cap option. Example: an ordinary self-draw with base 1 and no roots collects 2 from each opponent who has not won. With all four still playing, the deltas are +6, −2, −2, −2. If one opponent has already won, they are +4, −2, −2, 0.

Kongs and an empty wall

An exposed kong collects 2 from the discarder. A concealed kong collects 2 from each other player who has not won; an added kong collects 1 each. An empty wall can trigger kong refunds, ready-hand payments and three-suit penalties. Ready-hand payments use the highest possible winning base score. A player still holding all three suits pays 8 to each recipient allowed by the room option. These adjustments can occur even if someone already won earlier in the hand.

Four room options

Private room options determine whether event fan share the cap; whether only non-ready players or all non-winners refund kongs; whether refunds include all original payers; and whether three-suit penalties go to all other seats. The last two alternatives can include earlier winners as an exception for end-of-hand adjustments. See room details for the selected rules.

Dealer rotation in friend rooms

In friend rooms, the first winner deals next; if nobody wins, the dealer stays. An exhausted wall still counts as a hand. Hand scores accumulate into the match total.

Value

mahjchina Sichuan profile: no chow, clear the missing suit, root-adjusted base capped at 8. Self-draw normally pays base + 1 from each active opponent; previous kong transfers are separate. Rule choices & sources →

Hand scoring calculator

Choose concealed tiles and melds. The last concealed tile is the winning tile. Patterns are detected using the game’s scoring engine.

Calculated on this device. The scoring engine downloads on first use.

Uses mahjchina’s rules and scores one winner. Other tables may differ. Rule choices & sources →

Concealed tiles, including the win

The last tile is the winning tile. Click a selected tile to remove it.

Characters
Dots
Bamboo
Winning context and advanced options
Players still active

Calculates one winner. Earlier kong payments, simultaneous winners, draw penalties and competitive points are not included. This is not server authorization to win.

Calculators show rule scores, not competitive points or rank stars.

Rule units, not coins

Regular hands and useful comparisons

Compare a regular self-draw, the same hand missing one tile, and the same complete hand won on a discard. Load any example to inspect or change its settings.

Regular self-draw

Called sets are shown separately. All other settings start at the calculator defaults.

Win method / discarder: Self draw

1m 2m 3m 4m 5m 6m 2p 3p 4p 7p 8p 9p 5m 5m

Base value: 1

  • Standard hand · 1

Player changes (You / 1 / 2 / 3): +6 / -2 / -2 / -2

Load this hand ↑

One tile missing

The regular example with its last tile removed. Add the missing tile before trying to score a complete winning hand.

Win method / discarder: Self draw

1m 2m 3m 4m 5m 6m 2p 3p 4p 7p 8p 9p 5m

Invalid tile count or identity. Check concealed tiles, melds and winning tile.

Load this hand ↑

Same hand, discard win

Only the winning source changes from self-draw to player 1’s discard. The tiles and other conditions stay the same.

Win method / discarder: Discard · Player 1

1m 2m 3m 4m 5m 6m 2p 3p 4p 7p 8p 9p 5m 5m

Base value: 1

  • Standard hand · 1

Player changes (You / 1 / 2 / 3): +1 / -1 / 0 / 0

Load this hand ↑

A worked scoring example

This is the same hand and default settings used by Load example. The last tile shown is the winning tile. Load it above and calculate to check the result.

No exposed sets; self-draw; East seat; no flowers or special events. Other special options are off. The missing suit is bamboo; all three opponents are still active.

1m 1m 1m 2m 2m 2m 3p 3p 3p 4p 4p 4p 5m 5m

Scoring breakdown

All Triplets base 2, no roots. Self-draw payment is 2 + 1 = 3 per active opponent; winner receives 9 points.

Payments: winner / players 1, 2, 3
+9 / -3 / -3 / -3

This example uses rule points, not money, coins or a complete match settlement.

Load example ↑

Patterns and scoring table

These are this game’s rules. Exclusions, repeated sets and concealed-hand conditions affect combinations: do not simply add table values. The calculator selects a valid interpretation.

Detected patternsValue · baseRequirement
Standard hand1Missing suit cleared; a regular four-set-and-pair win.
All triplets2Every set is a pung or kong, plus a pair.
Pure suit4Only one numbered suit, with no honors.
Pure triplets8One suit, all pungs/kongs and a pair.
Golden hook4Four declared pungs/kongs, leaving only the pair in hand.
Pure golden hook8Golden Hook with only one suit.
Seven pairs4Seven pairs, with no melds. In this profile, four identical tiles may form two pairs.
Pure seven pairs8Seven pairs in one suit.
Dragon seven pairs4Seven pairs containing four identical tiles; root doubling is applied separately.

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