Sichuan Blood Battle rules
Exchange three, declare a missing suit, and keep playing after the first winner leaves.
Mahjong Planet preset: planet-blood-battle-v1
Public and private tables, Quick Play and optional computers. Automatic scoring, separate Sichuan ratings and 60-second rated decisions; casual tables are untimed.
Tiles and the opening
Four players use 108 tiles: four copies of ranks 1–9 in characters, circles and bamboo. No honors, flowers, seasons, red fives, riichi or dora. Each player starts with 13 tiles; the dealer has 14.
Exchange three tiles of the same suit. One randomly selected direction applies to everyone: left, opposite or right. Choices stay hidden until all four players have selected. Then each player declares a missing suit (ding que).
Recognising groups
A sequence uses three consecutive ranks in the same suit. A triplet uses three identical tiles, a kong four, and a pair two. Sequences cannot wrap from 9 to 1. Honors cannot form sequences. A kong counts as one group and gets a replacement tile.
Turns, calls and leaving after a win
You must discard your missing suit before any other suit. You cannot call a pung, kong or win while you still hold that suit, and cannot call tiles of that suit. Sequences can be built in your hand, but chow calls are not allowed.
After winning, you leave the hand. Other players continue until three players have won or the wall is exhausted. Multiple players can win on one discard; winning takes priority over pung and kong. Otherwise the nearest eligible claimant in turn order has priority.
Hand values and payments
A standard hand scores 1 point. Add the fan in the table, cap the total at 3, then use 2^fan: 1, 2, 4 or 8 points. Patterns stack unless stated otherwise. There are no other hand bonuses in this preset.
For a discard win, the discarder pays the hand value to each winner. For self-draw, every other player still in the hand pays the hand value plus 1. Points are game points, never money.
| Fan | Discard payment per winner | Self-draw: each active opponent |
|---|---|---|
| 0 | 1 | 2 |
| 1 | 2 | 3 |
| 2 | 4 | 5 |
| 3+ | 8 | 9 |
Scoring patterns
| Pattern | Fan | Definition |
|---|---|---|
| Standard hand | 0 | Four groups and a pair. No minimum fan. |
| All pungs | 1 | Every group is a pung or kong. |
| Pure suit | 2 | All tiles, including exposed groups, are in one suit. |
| Seven pairs | 2 | Closed hand with seven pairs; four identical tiles count as two pairs. Replaces all pungs. |
| Root | 1 | Each tile type present four times, including kongs. A quad in seven pairs also earns a root. |
| Golden hook | 1 | Four declared groups and a winning pair. Adds to all pungs. |
| Kong replacement | 1 | Self-draw immediately after your kong. |
| Robbing an added kong | 1 | Win on the fourth tile added to an exposed pung. |
| Last tile | 1 | Win on the final wall tile or its discard. |
Kongs, robbery and passing
A concealed kong earns 2 points from each other active player. An added kong earns 1 from each. A kong claimed from a discard earns 2 from that discarder alone. Declared kong tile types are visible. A replacement tile comes from the end of the wall; no kong is legal without a replacement tile.
Only an added kong can be robbed. The fourth tile is not added to the pung, and no kong payment occurs, if anyone wins on it. A kong replacement discard has no special payment transfer in this preset.
Passing a discard win blocks further discard wins, including robbing a kong, until your next draw. Self-draw remains allowed. Passing a pung blocks another pung of that tile until your next draw. There is no permanent furiten.
Wall exhaustion and settlement
At wall exhaustion, only players who have not won take part in the hand penalties. A player still holding their declared missing suit pays 8 to each remaining player who has cleared theirs. This payment replaces that payer’s not-ready penalty.
Then each clean, not-ready player pays every clean, ready player the highest base hand value that player could complete. Ready means a legal structural wait with a physically possible fifth copy excluded; visible exhausted waits still count. Situational win bonuses and the self-draw extra point do not count here.
A remaining player who is not ready, including anyone with a missing-suit violation, returns all kong income to the original payers. Earlier winners may receive refunds of payments made before their win, but pay no later hand penalties. Ready players keep their kong income.
Rated play and clocks
Rated Hong Kong and Sichuan tables play one hand with a 60-second decision clock, with no reserve. The clock keeps running after a disconnect. On timeout, an available win is claimed, optional calls pass, and a legal drawn tile (or the last legal discard) is discarded. Sichuan opening timeouts exchange the first legal same-suit triple and declare the least numerous suit missing. Final hand points decide placement. Each variant has its own rating, starting at 1,500, with 10 provisional games. Casual and local practice never change ratings.
Practice and this preset
This is one fixed Mahjong Planet Blood Battle preset, not Blood Flow (where a player can keep winning). Public tables, private games, Quick Play and computer opponents use one-hand games. Rated games use a separate Sichuan rating and a 60-second decision clock. Casual tables and local practice are untimed and unrated.
Choose a comfortable computer pace, pause the hand, or resume it on the same device. The last ten practice results stay in this browser. Bots use their own hand and public information. Their points never change your rating.