日本語 / English
Raku Mahjong is a free mahjong game you can play right in your browser. Beyond the standard "Normal Game," it offers several modes: a "Special Game" with joker tiles and special abilities, three-player play, and a 2v2 team battle. With a hand-checking feature and AI assist, even beginners can play with confidence.
Mahjong is a table game for four players (three in three-player mahjong). Each player repeatedly draws and discards tiles, aiming to complete a hand of "four sets (melds) and one pair" by adding a 14th tile to a 13-tile hand. Completing it is a "win" (agari).
Winning on your own draw is a "tsumo"; winning on another player's discard is a "ron." If the wall runs out before anyone wins, the hand is a "draw" (ryukyoku), and points move based on who was ready (tenpai).
Match length can be "Single hand," "East-only (Tonpuu)," or "Half-game (Hanchan, East + South)."
| Mode | Description |
|---|---|
| Normal Game (4-Player) | Standard four-player mahjong. |
| Normal Game (3-Player) | Three-player mahjong with 108 tiles (2–8 man removed). Includes North-tile bonus. |
| Special Game (4-Player) | The Normal Game plus joker tiles and special abilities. |
| Special Game (3-Player) | Three-player play plus joker tiles and special abilities. |
| Team Battle (2v2) | A team game where you and your left-hand player are allies (4 players). |
Mahjong rules vary by region and style. These are the rules used in this game (4-player). Starting points: 25,000 (begins at East 1).
| Rule | This game | Details |
|---|---|---|
| Open Tanyao | Yes | Tanyao is valid even with called melds. |
| Swap calling | No | Discarding the same/sujitile right after a call is prohibited. |
| Atozuke | Yes | A yaku just needs to exist at the moment of winning (no strict pre-declaration). |
| Red dora | Yes | One red 5 each in man, pin, and sou. |
| Multiple ron | Double ron: Yes | Two simultaneous rons both win (no head-bump). Three simultaneous rons end the hand as a draw. |
| Abortive draws | Yes | Nine terminals, four-wind discard, four-kan, four-riichi, three-ron. |
| Noten penalty | Yes | A total of 3000 points moves between ready and not-ready players. |
| Tenpai renchan | Yes | Dealer repeats on a dealer win or a draw while the dealer is ready. |
| Agari-yame | Yes | The game ends if the dealer wins while leading in the final hand. |
| Bankruptcy end | Yes | The game ends in the hand where any score goes negative. |
| West round | Yes | If no one has 30,000+ at the end of South 4, play extends to the West round. |
Based on common three-player rules. Starting points: 25,000 (begins at East 1; a half-game runs through South 3).
| Rule | This game | Details |
|---|---|---|
| North bonus tile | Yes | The North tile is set aside as a bonus dora; draw a replacement each time. |
| Tsumo loss | Yes | On a non-dealer tsumo, the absent fourth player's share is not paid, reducing the take. |
| Tiles used | 108 tiles | Man is only 1 and 9 (2–8 man unused). Pin, sou, and honors are full sets. |
| Red dora | Yes | One red 5 each in pin and sou (no red 5 man). |
| Open Tanyao | Yes | Tanyao is valid even with called melds. |
| Swap calling | No | Discarding the same/sujitile right after a call is prohibited. |
| Atozuke | Yes | A yaku just needs to exist at the moment of winning. |
| Multiple ron | No | Two simultaneous rons are treated as a draw, not a win. |
| Abortive draws | Yes | Nine terminals, four-kan, three-riichi, double-ron draw. |
| Noten penalty | Yes | A total of 3000 points moves between ready and not-ready players. |
| Tenpai renchan | Yes | Dealer repeats on a dealer win or a draw while ready. |
| Bankruptcy end | Yes | The game ends in the hand where any score goes negative. |
| West round | No | No extension is played. |
The "Special Game" adds two special elements to the Normal Game. Starting points can be 25,000 / 50,000 / 100,000.
Four wild tiles that can stand in for any tile are added (140 tiles total in 4-player; 112 in 3-player).
Each player picks one ability before the game (one per player, no duplicates). The main abilities are:
| Ability | Effect |
|---|---|
| Hyper Call | The draw right after a call becomes a useful tile; the starting hand favors calling. |
| Hyper Dealer-Keep | The hand after a win starts with a strong deal and easier useful draws, aiming for a bigger hand. |
| Hyper Insight | Your next 6 draws are predicted, and you can see opponents' winning tiles. |
| Hyper Dora | Dora gather in your hand more easily, and ura-dora hit more often. |
| Hyper Deal | A 50% chance to start with a ready (tenpai) hand. |
| Hyper Stealth | Your discards are hidden from others, and you can't be ronned even if you discard their tile. |
| Hyper Kan | Calling a kan lets you draw a useful tile; the hand favors kan. |
| Hyper Random | A random ability is chosen at the start of each hand and active only for that hand. |
| Hyper Joker | One joker is guaranteed in the deal; an 80% chance to draw a joker each turn. |
| Hyper Flush | A 70% chance the deal skews to two suits or fewer. |
| Hyper Pick | Each turn, look at the top 3 tiles of the wall and draw the one you want. |
| Hyper Recover | A "Recover" button lets you swap one tile in hand with one from anyone's discards. |
Four players split into two teams. You and your left-hand player are allies; the player across and to your right are opponents. The winner is decided by the combined score of the two teammates. Since a teammate's win counts for your team, you can enjoy cooperative play unlike standard mahjong.