4 players · 108 tiles

Chengdu Mahjong

Also known as: Sichuan Mahjong, Blood battle

Choose a missing suit. Play through to the end.

Four players use characters, dots and bamboo. Clear your missing suit before claiming or winning. Winners leave play; others continue until three win or the wall runs out.

Four-player friend rooms and computer practiceIndependent match points and saved resultsReconnect or let autoplay finish after leaving
Players
4 players
Ways to play
Friend rooms · Play with bots
Clubs
Club rooms supported
Chips & scoring
No chips
Category
Mahjong
Platforms
Web · Telegram · Android
Chengdu Mahjong · Game illustration

Fair play in Chengdu Mahjong, without exploitation

The server shuffles randomly and applies the room’s action and scoring rules. Membership tier is not an input to dealing. Per-game cryptographic verification records are not currently available for this game.

Fair play without exploitation: funded by memberships, not player losses. No manufactured hands or advantages for sale. Membership never changes the deal, rules, or outcome. No real-money play.

See fairness mechanisms and verification scope →

Learn the basics. Then take a seat.

  1. 01

    Choose a missing suit and discard those tiles first.

  2. 02

    After clearing your suit, pung, kong or win, but never chow. A discard may have several winners.

  3. 03

    Other players continue after each win. Exhaustion settles missing-suit penalties, listening checks and kong refunds.

Chengdu Mahjong · Rules and scoring

These are the rules used by BluffKing. Regional variants can differ; check the game settings before playing.

How results are settled

Match points: positive wins, negative loses, zero draws. Platform chips are unchanged.

Playing rules

  1. Four players use 108 suited tiles. Choose a missing suit and discard it first whenever present. Pung, kong and win require clearing your missing suit first; chow is not allowed. No opening tile exchange.
  2. Base score 1. Plain hand ×1, all triplets ×2, seven pairs ×4, pure suit adds ×4, each four-of-a-kind adds ×2. A kong draw, kong discard or robbed kong adds ×2; hand value caps at 16. Self-draw adds 1 point from each active opponent; a discarder alone pays discard wins. Match points do not change platform chips.
  3. A discard may have multiple winners. Winners leave subsequent play and payments. End after three winners or an empty wall. Exposed kong costs the discarder 2; concealed kong costs each active opponent 2; added kong costs each 1. At exhaustion, missing-suit holders pay every other player, including winners, 16. Other non-listening players pay each listening player their maximum hand value. Active non-listening players refund kong income.
  4. Timed-out and departed players act automatically. Passing a win blocks discard wins until your next draw.

Before you play