How to Play · Modes

How to Play Mahjong Slide: 12 Slots, 5 Tiles, Pairs That Only Close Side by Side

The queue holds twelve pieces and starts with five, and a pair only closes when the two sit touching. Treat the row as a pile of loose tiles and you lose by the tenth swipe.

A queue of twelve slots, not a board

Slide has no stacking, no locked tile and no clicking on a tile. What it has is a horizontal queue that holds twelve pieces, spaced 80 pixels apart with a 72-pixel tile, which leaves an 8-pixel gap between neighbors. The game opens with five.

The name oversells the motion. Nothing travels across the screen: when two matching pieces vanish, the rest close the gap and the row is compact again. The Left and Right buttons do not push anything. They choose which end gets fed.

Only neighbors close a pair

The check walks the queue end to end and compares each piece with the one directly beside it. Two matching pieces with a third between them never merge, and no move brings them closer: there is no empty space to push into and no piece ever changes position.

That changes what you manage. In solitaire you pick tiles. Here you manage order. Clearing whatever sits in the middle is the only way to bring two distant matches together, and it depends on the middle clearing itself.

Left and right score the same

The scan runs the same way in both directions, so the score does not care which way you swipe. What the direction sets is where the new piece lands: always at the end you swiped toward.

It also decides which of the two pieces survives. The survivor stays on the swiped side, and it becomes the neighbor of the incoming piece.

Ten points a pair, times the level

Each pair pays 10 points multiplied by the level. Level 1 pays 10, level 2 pays 20, level 5 pays 50.

The level climbs every ten pairs: 10 pairs reach level 2, 50 reach level 6, 90 reach level 10. The odds of a refill after each swipe climb too, from 64% at level 1 to 80% at level 5 and 100% at level 10, where every swipe adds a piece.

At level 1 only eight faces exist

The queue does not draw from all 34 faces at the start. The draw is capped at 6 + 2 × level faces, in deck order: the four winds, the three dragons, the nine characters, the nine bamboos, the nine circles.

At level 1 that comes to eight faces: East, South, West, North, the three dragons and the 1 Character. Bamboo only arrives at level 6, and only the first two. The nine characters are complete at level 5. Circles wait for level 10, and then only the 1 Circle.

The opening feels easy for an honest reason: eight faces for five pieces makes a repeat almost certain. The odds that all five differ are 20%, and the odds that a pair already sits side by side, ready for the first swipe, are 41%.

Three in a row pay two pairs

The scan does not skip a piece already marked for removal. In a run of three, the first comparison closes a pair and the second uses the middle piece again, closing another. One piece stays behind and the score takes two pairs.

Four in a row pay three. In general, n matching pieces in sequence yield n − 1 pairs and leave one. A swipe like that can cross the ten-pair mark and raise the level mid-move, which doubles what the next pair is worth.

The game ends at twelve, not eleven

Game over is declared only when the queue is full and no pair sits side by side. At eleven pieces with no pair the game keeps running: every swipe has a 64% to 100% chance of adding one, and the piece that arrives can be the one that ends the run.

In practice the end lands on the move after a good one. You clear a pair, the refill drops in, it does not match its neighbor, and the run is over.

No shuffle, no hint, no undo. The only button is New Game, and it resets the score. The high score lives in the browser, so switching devices resets the number.

Three hundred milliseconds per swipe

Every swipe locks the queue for 0.3 seconds while the animation runs. Clicks and key presses inside that window are ignored, capping the pace at three swipes a second.

The arrow keys work, and that is where speed turns on you: swipe on autopilot and you miss the piece that just landed at the far end.

Slide, Blitz or Chain

Blitz also pays 10 points a pair, but the score has a ceiling: 60 seconds, 38 pairs on the table and no multiplier.

Chain pays by combo, and the combo dies when the gap between two pairs passes 4.5 seconds. No combo here. A level, and the level never drops.

Anyone arriving from the how to play mahjong guide tends to look for the hint button first. Slide is the one mode on the site where the only help is the queue itself.

Your first game, three calls

Open Mahjong Slide and check both ends before the first swipe. If a pair already sits together, close it toward the end where the survivor will stay: the refill then arrives beside a face you just saw, and at level 1 the odds of chaining a second pair are one in eight.

At ten or eleven pieces, treat a pair as credit. Closing one drops the queue under the limit before the refill, and that is what keeps the end away.

The exception is a run of three or four: those pay two or three pairs for a single refill, the best trade on the table. Swipe either way.