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Strategy

How to Win at Mahjong Solitaire More Often

How to Win at Mahjong Solitaire More Often

Most boards are decided long before the last few tiles, and the deciding move is usually a match that looked completely safe. Win rates go up when you stop treating a layout as a search for pairs and start treating it as a supply problem: a fixed number of matching partners, a fixed number of tiles that need uncovering, and an order in which those two facts fit together. Everything below is about that order.

Look at the worst tile first, not the easiest match

Open a fresh layout and the eye goes straight to the obvious pair on the rim. Ignore it for twenty seconds and find the opposite instead: the tiles carrying the most weight, sunk under two or three layers with neighbours pressing on both sides. Note what they are. Those tiles set the schedule for the whole game, because they can only come out once enough of the stack above them has been spent on matches, and a layout never gains extra pairs after the deal. Mahjong The Endless Journey Mini is one of the layouts kept on this site.

A rim tile with two open edges is not urgent. It will be just as liftable at the end of the game as it is now. Treat it as a partner held in reserve rather than a move waiting to be made.

Count to four before every match

Every design in the set has four copies and a match spends two of them, so the real question at each click is not whether these two match but what happens to the other two. Three answers matter. If the other two are liftable now or obviously will be, the match is free. If one of them is buried under a stack you can still dismantle, the match is a loan against work you have to do later. If the other two are stacked one on the other, or wedged so that each blocks the only open side of the other, the match is a sale and what you are selling is the board. A layout of that kind in the catalogue here is Solitaire Mahjong Classic.

The mistake that costs a whole board

Here is the classic, and it looks like nothing at the time. Four white dragons: two sit on the outer wings of the layout, both liftable, and two sit in the centre spine with one lying directly across the other. You take the pair on the wings, because they are right there and the match is legal. The two in the spine are now unmatchable forever, since the lower one is covered by its own twin and the twin has no partner left anywhere in the set.

The cost is not one pair. Those two tiles stay on the spine, so everything underneath them is locked as well, and in a symmetrical layout that is often four to six further tiles. A single careless click on a perfectly legal match can strand a tenth of the board. The correct play needed exactly the same two clicks: wing tile with the top of the spine, then the other wing tile with the spine tile it just uncovered, and all four leave the table. The other ways a board dies are variations on this one.

Peel, do not sweep

Given a choice, remove from the top. A tile lifted off a stack hands its open edges down to the tile below it; a tile lifted from the end of a row only makes the row shorter. Sweeping the rim clean feels efficient because the tile count drops quickly, but it converts flexible partners into empty table and leaves the tall part of the layout untouched with fewer designs available to take it apart.

Two tiebreaks for when two matches sit at the same depth. Prefer the one on the busier side of the board, since the quiet side will still be workable later. And prefer the one that pulls a tile out from under a spire over one that opens more space beside a tile which is already free.

Keep flowers and seasons for when you need them

Most versions let the eight flowers and seasons match within their group rather than by exact design, which makes them the most flexible tiles on the table: any flower will take any other flower. That flexibility is worth hoarding. Using two of them for a convenient early match throws away a wildcard that could have broken open a stuck corner twenty moves later.

The endgame is arithmetic

Once the board is down to a dozen tiles, stop playing by feel and count. List the designs still standing, pair them off in your head, and check that each pair has an order in which both halves are liftable on the same click, since two tiles cannot be matched unless both are free at the same moment. Where two designs each have a copy blocking the other, decide which one you can free first and take that route. Boards this small can be solved completely rather than guessed at, and a solved endgame turns a coin flip into a finish.

Where to practise the order

Any stacked layout will do, though the shape decides how punishing your mistakes are. A wide turtle forgives a great deal; the tall layouts forgive very little, which is why crown-and-base timing gets a piece of its own. The standard solitaire layouts sit between the two, and Mahjong Titan is a plain enough board to watch your own removal order on without the shape distracting you. The wider argument behind all of it, table game included, is in the strategy pillar. The site’s own example of it is Mahjong Turtle.