Every move, explained.
The rules for the modes currently available in Mahjong Rivals.
Single Player
Tiles and pairs
A tile is free when it is uncovered and its left or right side is open. Lift a tile, then select the same symbol to remove the pair. Lifting the first tile can free its neighbours.
Formation and scoring examples
Two identical tiles make a pair. Two different tiles do not.
Single Player example: complete a level for the first time and rank first by time: 10 + 10 = 20 account points. Removed pairs do not each award 100 account points.
Levels and points
Single Player has 11.000 levels with no time limit. Levels divisible by 10 are HARD. Difficulty rises progressively. Levels 10.001–11.000 are available only in Single Player.
Completing a level for the first time earns 10 account points. Your time can also earn a bonus: 10 points for first place or 5 for places 2–10 on that level’s leaderboard. Your first completion can therefore earn 20 points (10 + 10) or 15 points (10 + 5). Equal times share a place.
You can replay a level for a better time. First-completion points are not repeated. For the same level version, the 5-point Top 10 bonus and the 10-point first-place bonus can each be earned once: after 5 you may later earn 10, but after the first-place bonus you receive no further time bonuses for that version. At most one time bonus is awarded per completion.
Points earned in Single Player, including time bonuses, count towards AMR, Weekly and Daily within each ranking’s corresponding period.
Doubling is optional and available once per reward. Use the options shown in the game: 1 Joker or an ad, if enabled for that mode. The Joker cost is deducted separately. With no Jokers in your account, the button opens the Shop.
Back to contentsJokers and retrying
In Single Player and Classic multiplayer, select a tile then Joker, or press Joker then select a tile. One use removes the pair associated with the chosen tile and spends 1 Joker from your account; it does not automatically search for a three-move rescue. The current limit is 2 uses per round, and the game shows uses remaining. Spent Jokers are not refunded when restarting a level.
If you exhaust available retries, the game shows the refill time and refill options. Replaying for a better time does not award first-completion points again.
Back to contentsMahjong Strike
You have 10 throws. Targets are replaced as you play. The game ends after 3 misses. Between 1 and 4 tiles appear at random at a time, regardless of how many games you have played.
Earn 1 Joker by scoring at least 90 points before doubling. “Double” doubles all prizes you earned: points and Jokers. Watch an ad or pay 1 Joker. The cost is deducted separately; doubling does not award a Joker if you did not earn one.
Doubling is optional and available once per reward. Use the options shown in the game: 1 Joker or an ad, if enabled for that mode. The Joker cost is deducted separately. With no Jokers in your account, the button opens the Shop.
Back to contentsClassic Multiplayer
Quick Match
Quick Match: only the winner earns points: 20 for completing the board, 15 without completing it. The final score decides the winner. Moves are accepted for 0.5 seconds after the first board is completed. If at least two players finish, the first receives a 200-point round-score bonus. The loser and tied players receive 0.
If everyone scores 0, nobody earns Quick Match points or tournament TP.
Back to contentsRound scoring
A pair is worth 100 points. If the time since the last removed pair exceeds the round record, it is worth 200; the first pair sets the record. A crucial pair, the only one that allows the board to be solved at that moment, is worth 300. Tapping a blocked tile deducts 100 from the round score. This score is separate from account points.
Formation and scoring examples
Two identical tiles make a pair. Two different tiles do not.
Classic example: two ordinary pairs and one crucial pair: 100 + 100 + 300 = 500 round points. If you win Quick Match and clear the board, the reward is 20 account points; everyone else gets 0.
Classic multiplayer also has a combo bonus for consecutive pairs without a Joker, with at most 3 seconds between your removals: the third pair adds 10, the fourth 10, the fifth 15 and the sixth 15 to your round score. No further bonus is added in the same streak after the sixth. A longer pause, a mistake or using a Joker breaks the streak. This bonus is not paid separately into your balance.
Classic multiplayer rounds currently have a 100-second limit and may end earlier after 20 seconds without a pair removal, when the board is completed or following abandonment, according to the table state.
Back to contentsArena
Arena: 4 players, 3 rounds, with 5-second breaks. Final standings use the combined score. Prizes are 80 / 40 / 20 / 0 points; tied totals share the prizes for the occupied places.
Back to contentsTournaments
The schedule, duration, minimum participation and prize pool appear on each tournament’s page in the game. Tables have 2–4 players. Final standings use TP; ties favor earlier registration, then account ID. Displayed prizes are awarded when the tournament ends.
Tournament TP by place: 4 players — 40/20/10/0; 3 players — 30/15/0; 2 players — 20/0. If the leader does not complete the board: 30/20/10/0, 20/15/0 and 10/0 respectively. The final score decides the winner. Moves are accepted for 0.5 seconds after the first board is completed. If at least two players finish, the first receives a 200-point round-score bonus.
Tournament ties share the awards for the occupied places equally, rounded down, before the ×1–×6 multiplier.
If everyone scores 0, nobody earns Quick Match points or tournament TP.
Each tournament uses the entry options shown on its page: 1 Joker, an ad, a choice between them, or free entry. Round TP counts toward tournament standings; account points come from the final prizes.
Back to contentsChampions Tournament
Entry requires at least 1000 points earned as tournament prizes during the current week. The Champions Tournament requires at least 16 registered players at its scheduled start. With fewer players, it is cancelled.
Win the Champions Tournament. Earn a copy for each victory in this tournament, instead of the regular tournament cup.
Back to contentsBoard Multiplayer
How to play
You play at a table with 2–4 players. The first to hold 4 sets and a pair wins. A set is a Pong (3 identical tiles) or a Kong (4 identical tiles). There are no runs.
Each round starts with 78 tiles: 10 regular symbols randomly chosen from the full catalog × 6, exactly 2 current-season symbols × 6, and exactly 6 Jokers. Jokers and seasonal symbols are excluded from the selection of the 10 regular symbols.
When dragging the last discarded tile, its drop position and the adjacent rack tiles determine the claim. If a valid Kong can be formed there, Kong is chosen; otherwise Pong is checked. Only tiles in the adjacent set are used, including Jokers you placed there. Jokers elsewhere are not chosen automatically, and a discarded tile cannot be taken freely without a valid set.






J

Every player gets 13 tiles. The first player gets a 14th tile and starts straight away by discarding one.






J

On your turn you draw a tile from the stacks, then discard one by dragging it from your rack onto the table. The first player only discards, since they already hold 14 tiles.


If you are next in turn, you may claim the last discarded tile before taking a tile from the wall: press Pong or drag the discarded tile beside two matching tiles. With three matching tiles still in your hand you can claim Kong. The tile group is exposed, then you continue your turn and discard a tile.

J
A Joker can replace one tile in a Pong or Kong. Three Jokers form a Pong, and four Jokers form a Kong. A mixed Kong contains exactly three identical tiles and one Joker. A pair contains two identical tiles or two Jokers. When extending an exposed Pong, you may add a Joker only if that Pong consists of three Jokers.







J

With 4 groups of matching tiles and a pair, press Close. You can win with a tile taken from the wall. To win using another player’s last discarded tile, you must be next in turn and must not have taken a tile from the wall yet.
Set points
Formation and scoring examples
1 bamboo + 2 bamboo + 3 bamboo: invalid sequence. Sequences are not accepted in Board multiplayer. Natural tiles in a formation must be identical; Jokers have only the exceptions explained below.
Winning hand example: four Pongs and a pair
40 + 5 + 100 = 145 round points, without a draw or concealed-hand bonus. With a Joker pair: (40 + 10 + 100) × 2 = 300.
Round score is not the account reward. For example, with Quick Match Board rewards set to 100 / 200, an ordinary winning hand awards 100, and a winning hand with a Joker pair awards 200; everyone else gets 0. Current rewards are shown in the game.


10Pong

J10Pong with Joker



30Kong

5Pair
Work out a closing hand
Example hand: 4 Pongs (40), a pair (5) and 100 points for closing.
Table rules
- After each discard, the next player takes their turn immediately. Only that player may use the last discard for Pong, Kong or a winning hand, before drawing, during their own turn. There is no separate 5-second claim window. Other players cannot claim it, and it cannot be taken freely into the rack. Priority follows turn order, not who clicks first. To claim the tile, you must press Pong/Kong or drag the last discard beside matching tiles to form a valid combination. The game never makes Pong or Kong automatically, even if you have the required tiles. If you draw from the wall or your turn expires, you lose the chance to claim that tile; it is not then offered to the other players.
- You can make Kong with 4 matching tiles from your hand or by adding a tile from your hand to an exposed Pong, subject to the Joker rules. Another player’s last discarded tile cannot be added directly to an already exposed Pong: claiming that discarded tile requires 3 matching tiles still in your hand. After Kong you take a replacement tile from the wall.
- The first turn lasts 40 seconds and later turns 20. On expiry, the game draws if necessary and automatically chooses a tile to discard, trying to keep pairs, sets and Jokers; it does not spend paid Jokers or automatically claim Pong/Kong. A departed or disconnected player’s turn may be handled automatically after 5 seconds.
- Instead of drawing, you can take a paid Joker a limited number of times per round.
- If the piles run out without a closing hand, exposed formations determine the round score. This is not automatically an account reward: Quick Match and garden games award 0; Arena adds it to the round totals, and tournaments count it as TP.
Quick Match
Board Quick Match: only the player who closes and wins receives 100 points, or 200 with a closing pair of two Jokers. Everyone else receives 0 points. If nobody closes, no points are awarded.
The first time you enter Quick or Arena, the game shows you a demo hand against bots.
Back to contentsArena
Arena: 4 players play 3 rounds with a 5-second break between rounds. The total across all three rounds counts. Final prizes for places 1–4 are 400 / 200 / 100 / 0 points.
Back to contentsTournaments
Board tournaments are played at tables of 2–4 players. The schedule, minimum number of participants and prize pool are shown on each tournament's page in the game. Each round earns you TP equal to your round score: the points of the closing hand for the winner and the points of face-up sets for the others. Final standings are decided by TP, and the displayed prizes are awarded when the tournament ends.
Each tournament uses the entry options shown on its page: 1 Joker, an ad, a choice between them, or free entry. Round TP counts toward tournament standings; account points come from the final prizes.
Back to contentsPoints and rewards
Daily bonus
Points on days 1–10: 10, 20, 30, 40, 50, 60, 70, 80, 90, 100. From day 10: 100 points daily. One Joker every 5 consecutive days.
The daily bonus can be doubled once per day with 1 Joker or one ad, depending on the options available in the game.
Back to contentsMy Mahjong Garden
In the garden, Classic awards balance and ranking points when someone clears the board, with no minimum duration; if nobody clears it, points follow table scores only when the round lasted at least 30 seconds. By place: 2 players — 20/0; 3 — 30/15/0; 4 — 40/20/10/0. Ties split points as in tournaments, without a multiplier. Board Mahjong: 100 for going out, or 200 with two Jokers in the final pair. This panel totals awarded points, not round scores. Visit totals reset when the session ends; account and ranking points remain.
Each task costs the displayed points. Spent points are deducted from both your balance and your ranking score.
The first task takes 30 seconds; later tasks take at least 30 minutes, depending on cost. Only one task can be in progress. You have 3 free speed-ups per account across all gardens. After those, consecutive speed-ups cost 1, 2, 3… up to 10 Jokers. An ad can replace only the 1-Joker cost. The cost resets to 1 when the timer expires. Each completed garden awards 3 Jokers once.
In garden Classic, a tie between 2 players awards 0/0. With 3–4 players, tied-place prizes are shared equally, rounded down; if all scores are 0, no points are awarded. In Board, only the player who closes wins the prize; without a closing hand, everyone receives 0 account points.
Back to contentsRankings
How to participate and which points count
AMR, Weekly and Daily automatically use the rewards recorded for your profile; there is no entry fee or separate registration. Single Player is the same game from both menus, and its rewards are not counted twice. Use the same account and sync online to save results and see them on other devices.
Your balance is the number of points you can spend. Round scores determine a match result. TP determines tournament standings. Seasonal points determine campaign standings. These values are separate: a round score of 500 does not automatically mean 500 points in your balance or AMR.
AMR, Weekly and Daily include awarded points from Single Player and time bonuses, Quick Match, Arena, final tournament and Seasonal prizes, Strike, rewarded garden games and account bonuses: daily rewards and their doubling, welcome, email confirmation, activity and referrals. The actual award counts, including confirmed doubling, in the period when the server records it.
Jokers, points purchased in the Shop, intermediate round scores, TP and raw Seasonal scores do not count in these rankings. Ordinary spending and entry fees are not deducted from rankings merely because they reduce your balance. Spending points in the garden is the important exception.
Points spent on garden work are deducted from your balance and from AMR, Weekly, Daily and league scores in the period when you pay. Your ranking score can become negative. This spending does not reduce your Seasonal score or TP. For example, earning 100 eligible points and spending 30 in the garden on the same day gives a net increase of 70 in rankings for that period.
Back to contentsAnnual (AMR), Weekly and Daily
Annual (AMR, Annual Mahjong Ranking) uses the last 365 calendar days, including today. It is a rolling window, not a total that starts from zero on January 1. As days pass, older awards and deductions leave the calculation. This changes AMR, not your account balance.
Weekly covers the week from Monday at 00:00 through Sunday. Daily covers the current day from 00:00. All boundaries use Romanian time (Europe/Bucharest), including daylight saving time. A new day or week changes the ranking period; it does not erase points from your balance.
In AMR, Weekly and Daily, equal scores share the same rank: for example 1, 1, 3. Name order within a tie does not mean a better rank. Global shows all eligible players; a country filter recalculates ranks among profiles with that country. Zero totals are omitted from the general list, while your own position may be shown separately.
Available annual archives preserve the AMR standings at the end of completed years. They are not active rankings and do not change when you play now. There is no general monthly points ranking: the monthly reset described below concerns Single Player times.
Back to contentsSeasonal
For Seasonal, open the active campaign and choose Participate before starting the games you want to count. The campaign shows its start and end dates, group and prizes. Registration does not retroactively credit games already started. Each new campaign has its own registration and score.
Single Player and Classic multiplayer award 100 campaign points per valid Seasonal pair; Board multiplayer awards 100 per Seasonal tile in exposed sets or the winning hand; Strike awards 100 per broken Seasonal target. Reconnecting does not credit the same achievement again. Campaign score is not your balance; only the final prize points later enter your balance and AMR, Weekly and Daily.
Seasonal groups contain up to 30 players from the same league or two adjacent leagues. A group accepts entries for up to 24 hours after creation, no later than the season end. Your group stays unchanged for that season. In Strike, each broken Seasonal target earns 100 campaign points.
Prizes depend on the time from group creation to season end: complete 24-hour days, minimum 1. First place receives (days + 2) × 1,000 points and days + 2 jokers, capped at 30,000 points and 30 jokers. Points follow a quadratic curve down to 100 at rank 30: rounded to hundreds from 1,000 upwards, and rounded up to tens below 1,000. Jokers decrease by one per rank, to a minimum of 1. Every rank from 1–30 with a positive score receives prizes, regardless of group size. A score of 0 earns 0 prize points and 0 jokers.
Before joining, the list previews a group created now. After joining, the app shows your group’s prizes, fixed when it was created.
Ties favor the player who reached the score first.
For the leaderboard, start online and sync pairs before the season ends.
Back to contentsLeagues
League participation is automatic after earning at least 20 eligible points in total from Single Player, Quick Match, Arena or tournament prizes. This is an earned-reward threshold, not a minimum balance you must keep; purchased points and daily bonuses alone do not unlock leagues. Your first league is Bamboo.
The eight leagues, in order, are Bamboo, Bronze, Silver, Gold, Emerald, Ruby, Diamond and Dragon. Your weekly group is separate from the global Weekly ranking, but uses the same point calculation, including garden deductions. At the end of the week, promotion or relegation by one league follows the table. A new group then begins; your attained league is retained and your balance is not reset.
Leagues admit players who have earned at least 20 points from Single Player, Quick, Arena or tournament prizes. Weekly groups contain up to 30 players from the same league, matched by approximate country region, Single Player level and multiplayer results. Group sizes are balanced; later entrants join a similar group with space. Players cannot drop below Bamboo or rise above Dragon.
Rankings use Weekly points. The round ends Monday at 00:00, Romania time. Ties are broken by who reached the score first, then player ID. Promotion and trophies require a positive score.
| Players | Promotion | Relegation |
|---|---|---|
| 30 | 5 | 3 |
| 21–29 | 3 | 1 |
| 10–20 | 2 | 1 |
| 1–9 | 1 | 0 |
The first player in the group with a positive score receives the league trophy. Group tie-breaks apply; tied players do not automatically all receive first place. Promotion and the trophy do not convert your Weekly score into another points award.
Back to contentsSingle Player times
Time rankings compare valid completions of the same level and board version. Each player keeps their best time; a lower time is better. Equal times share a rank. Times from different levels or layouts are not compared, and replaying a level does not duplicate first-completion points.
Time rankings reset monthly on the 1st at 01:00 Romanian time. The period ranking is cleared, not your progress, completed levels, balance, trophies or historical personal records. The monthly reset does not renew time bonuses already claimed for the same level version.
Back to contentsClub rankings
Club rankings sum the AMR contributions of current members, only since each member joined the club and within the last 365 days. Points earned before joining do not transfer into the club contribution. Eligible garden spending after joining also reduces that contribution.
When a member leaves, their contribution no longer counts toward the club total. If they rejoin, contributions start from the new joining date. Clubs with equal totals share the same rank. Joining a club does not transfer or spend the member’s balance.
Back to contentsTable standings, tournaments and trophies
Quick Match determines the result of one game. Arena ranks players by the combined score of three rounds, not the number of rounds won; tied totals share the prizes for the occupied places, rounded down. Tournaments require registration, TP accumulates only within that tournament, and the final points prize is separate from TP. Classic and Board scoring rules are explained in their mode sections.
The Trophy Room displays earned achievements, not an additional points balance. Trophies for AMR, Weekly, leagues, Seasonal or tournaments have their own conditions, shown beside each trophy. Likes received and Jokers are not added to AMR scores.
Back to contentsAccount and community
Account, community and fair play
You automatically receive a profile when entering the game. Add an email and password in Settings and confirm your address to access your account on another device. Discover players and clubs on the website. Do not use automation or connection exploits, or publish other people’s personal information.
Back to contentsGame access and invitations
Arena unlocks after 5 completed Single Player or Quick Match games. Tournaments unlock after 10 completed Quick Match or Arena games. Single completions are shared; Quick and Arena completions are checked for Classic or Board according to the chosen mode. Completing an Arena requires participating through all three rounds. The game shows your progress and any cost before entry.
When inviting a friend, choose Classic or Board and Quick or Arena; your last choice is saved. Classic Quick starts with the host and the first guest to accept, and other invitations are rejected. In Arena and Board Quick you can invite several friends: invited players have priority for 15 seconds from the first acceptance. With 4 players the game starts immediately; after the deadline, public waiting players can fill vacancies. Arena requires 4 players, while Board Quick can start with 2–4.
Back to contents