How to Play
If you have played mahjong before, this is the game you know. If you have not, the Playground deals you a free hand against three AI opponents who explain what they are doing.
How to play
- 1Connect — sign in with Google to derive a Sui wallet instantly, or connect an existing Sui wallet.
- 2Top up your credit — one deposit covers many hands. The lobby tells you the minimum for the table you are looking at.
- 3Take a seat — Quick seat drops you at the next table with room, or open a room of your own and set the game, the stakes and how many hands it plays.
- 4Play the hand — draw, discard, and claim what you want off other people's discards. You have 20 seconds a turn and 7 seconds to claim.
The hand
Thirteen tiles each, drawn from a wall of 144. On your turn you draw one and discard one. A finished hand is four sets and a pair — a set being three of a kind, four of a kind, or a run of three in one suit.
You can also take the tile somebody else just threw, if it finishes a set for you. If two players want the same discard the higher claim wins, and claims are resolved when the window closes rather than in the order they arrive — otherwise the fastest connection would win every contested tile, which is a competition about internet service rather than about mahjong.
What it takes to win
Not every finished hand is a winning hand. On a Hong Kong table you need three faan — four plain runs and a pair scores nothing and cannot be declared. That rule is what makes mahjong a game rather than a race to fourteen tiles.
Flowers and seasons count toward the total, so a concealed hand with no bonus tiles is already most of the way there. If three faan sounds steep, the three-handed and Singapore tables let the host lower it, all the way down to any finished hand.
What a hand pays
A hand is worth its faan, up to the limit of 13. How that is split depends on how it was won:
Multiply by what a faan is worth at your table. The winner receives the same total either way — throwing the winning tile does not make the hand more expensive, it moves who pays for it. That is the half-shot rule: the thrower carries their own share plus half of everybody else's.
Leaving, and going quiet
Walking out of a live hand costs four times what a faan is worth — 0.2 to 20 SUI depending on the table — paid to the seats that stayed and not raked. The lobby prints that figure next to the table before you sit down, because a price you first meet in the exit dialog is a price you have met too late.
Closing the tab costs exactly the same. A dropped connection is not a confession of anything, but a penalty you can dodge by closing a window is a penalty nobody ever pays — and closing the window is also the version that leaves everyone else sitting through three full clocks. Leaving between hands is free, always.
Leaving is not a refund. The other players committed against the hand you were dealt, so your tiles stay in play and settle without you.
When a hand cannot finish
If a seat misses three turns in a row the hand ends and everybody is refunded, rake-free. From our side a walk-off and a dead connection look identical, so refunding is the safe answer.
Tables play on with as few as two players and deal the next hand after a short intermission. Seats that have run their credit down below the cheapest possible hand are dropped between hands — never mid-hand — and dropping costs nothing, because the credit never left the ledger.
The Playground
A free table with three AI opponents, each of whom plays differently and will tell you what they are thinking if you ask. It holds no money at all: a practice table is created with a stake of zero and returns before every payment path, so a practice hand cannot reach the leaderboard, the archive or your rewards — by never entering them, rather than by writing zeroes and hoping every future reader remembers to filter them out.