How to Play · Modes

Difference Between Mahjong Modes: 11 Games, 5 Families, One Rule Swapped

Eleven games in the menu, and most players start with whichever looks busiest. Board size is not a difficulty slider here. It follows from the one rule each mode swaps.

Eleven games, five families, one rule swapped

Solitaire deals 112 tiles. Relaxing deals 108. Tower deals 120. If these were difficulty settings, the deck would stay put and only the clock would move.

Each of the eleven games on the site changes one rule, and it is always the same one: the rule that decides what counts as a valid pair. Board size, tile count and the shape of the decision all follow from it. Sort the eleven by that rule and five families fall out.

Family one: a free tile on a board (six modes)

Solitaire, Pyramid, Tower, Timed, Relaxing and Blitz ask the same question: which tiles are free right now? Free means nothing stacked on top and at least one long side clear. A tile on the outer edge is always free. One in the middle of a row never is.

Geometry and the clock separate them. Solitaire builds 112 tiles in four layers, 72 on the base and then 28, 8 and 4. Timed uses that exact same outline, tile for tile, with 300 seconds running against you instead of a stopwatch counting up.

Pyramid shrinks to 60 tiles split 32 + 18 + 8 + 2. Tower climbs to 120 across five layers, and only 38 of them are clickable at the start. Blitz drops to 76 tiles and a 60-second limit. Relaxing sits between them at 108 tiles in three layers, and it is the one mode where losing is impossible.

Tile count does not track variety. All six draw from the same 34 faces, so Tower spreads 120 tiles over 34 faces and Blitz spreads 76 over the same 34. A larger count buys more copies of each face and more open pairs at once, not more different faces.

Family two: a path with two turns at most

Connect and Chain never ask whether a tile is free. They ask whether it is reachable. Two matching tiles clear when a route joins them with no more than two turns, running through empty cells and around the outside edge of the grid. A tile buried in the middle pairs with one on the far side as long as the corridor exists.

Both boards are 8 by 10: eighty tiles, forty pairs. The deck is thin, though, at 16 faces instead of 34. The four winds, the three dragons and the 1, 5 and 9 of each suit. Each face appears five times, which makes repetition the standard case rather than the lucky one.

The payout splits the two. Connect scores pairs. Chain pays 10 times the current combo, and the combo survives only if the next pair lands within 4.5 seconds. Miss the window and the count drops to zero.

Family three: the face is turned down

Mahjong Memory has no free tile, no corridor and no queue. It has 36 cards in 18 pairs with every face hidden. Those 18 faces are fixed for the whole round, so the shuffle moves positions, not the deck. A wrong pair locks the board for one second, and that is the only window where a click costs no move.

Family four: a queue of twelve slots

Slide abandons the board completely. Twelve slots in a row, five tiles at the start, and a pair closes only between immediate neighbors. Two matching tiles with a third between them never meet, because nothing ever changes position. It is the one mode where you manage order instead of choosing tiles.

Family five: four players and 144 tiles

Classic is not a harder solitaire. It is a different game, four players drawing and discarding, and it runs on a separate engine inside a frame on the page. The 144-tile set includes the eight flowers and seasons that no other mode touches, and a win is a fourteen-tile hand rather than an empty table.

Only three modes keep a point total

Blitz, Chain and Slide display a number that climbs. Blitz pays 10 a pair and stops at 60 seconds with no multiplier. Chain pays 10 times the combo. Slide pays 10 times the level, and the level rises every ten pairs without ever falling.

The other eight count something else: pairs cleared, time left, tiles still on the table. That changes what a good move is. In Solitaire the pair that frees the most tiles beats the obvious pair. In Blitz both pay 10, so take whichever sits closer to the cursor.

Sixty seconds, three hundred, or none at all

Three modes run on a short clock: Blitz at 60 seconds, Timed at 300, and Slide, which has no timer but ends the moment the queue fills with no pair touching.

Timed is the only one where the clock moves both ways. A pair returns 2 seconds, a miss takes 1, a hint costs 3 and a shuffle costs 5. The bonus has a ceiling too: thirty pairs in a row still leave you at 300.

Picking one in ten seconds

  • Learning the free-tile rule: Solitaire, 112 tiles, no clock.
  • The same board under pressure: Timed, 300 seconds.
  • Guaranteed to finish: Relaxing, 108 tiles and automatic reshuffles.
  • Spatial reasoning over luck: Connect or Chain, 80 tiles, two-turn routes.
  • Reflexes: Blitz, 60 seconds.
  • Memory: Mahjong Memory, 36 cards.
  • The smallest table here: Slide, twelve slots.

The mistake when you switch modes

The first habit Solitaire teaches is scanning the whole board for a pair. That habit fails in the path modes. A visible pair can be walled off, and the tile that opens the corridor is worth more than the pair.

Slide inverts it again. No corridors, no locked tiles, just order. The right move is usually the one that leaves two matches touching after the refill.

With five minutes to spare, open the how to play mahjong guide and pick by time budget rather than difficulty. The exception is anyone who already plays the real game: Classic is the only mode here that teaches you to draw, discard and build a fourteen-tile hand.