Mahjong Planet

Play Sichuan Blood Battle Mahjong online

Try Sichuan Blood Battle to the End (xue zhan dao di), a four-player Mahjong variant played with 108 suited tiles. Exchange three tiles, declare a missing suit, and build a winning hand. The first winner leaves the hand while the other players continue.

Play a complete, untimed practice hand against Maple, Clover and Fern. No account is required. Choose a comfortable bot pace, pause whenever you like, and resume your saved hand on the same device. Every win and end-of-hand payment is explained in the results.

This is the Mahjong Planet v1 preset: no honors or chow calls, no minimum fan, a three-fan cap, and fixed rules for kongs, multiple winners and wall exhaustion. It is Blood Battle, not Blood Flow, where players can win repeatedly. Regional rules vary; read the table below before playing.

Join public tables, find four players through Quick Play, or create an invitation-only table with optional computers. Online games require a free account. Rated games use a separate Sichuan rating and a 60-second decision clock. Casual games are untimed and do not affect ratings.

Mahjong Planet Blood Battle rules and scoring

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).

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.

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.

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.

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.

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.

Base hand value, before self-draw payments
FanPoints
01
12
24
38
Scoring patterns
PatternFanRule
Standard hand0Four groups and a pair. No minimum fan.
All pungs1Every group is a pung or kong.
Pure suit2All tiles, including exposed groups, are in one suit.
Seven pairs2Closed hand with seven pairs; four identical tiles count as two pairs. Replaces all pungs.
Root1Each tile type present four times, including kongs. A quad in seven pairs also earns a root.
Golden hook1Four declared groups and a winning pair. Adds to all pungs.
Kong replacement1Self-draw immediately after your kong.
Robbing an added kong1Win on the fourth tile added to an exposed pung.
Last tile1Win on the final wall tile or its discard.