Rules & objective
Uses all 28 double-six tiles, including double blank. First leader is chosen by lot or your selected seat; any own tile may lead. Match identical pips, including blank with blank. Block and Draw have only two ends; doubles are crosswise but never spinners. Choose a tile/end or a draw preview, then confirm. No pass if a legal tile must be played or usable drawing remains. Blocked means every seat passes in succession. End-of-hand tiles are revealed for scoring; otherwise only your hand is visible. Local handoff hides all private tiles until Show my tiles. Computer and hints use only own hand, public layout and unknown-tile possibilities, never future yard or opponents’ private tiles. Undo/redo restores real actions; computer undo includes responses after your last action. Restart repeats this deal/settings; New changes the deal. Rules and score details pause computers. Swipe pans without acting; zoom and rotation retain game and preview. This is untimed casual play with automatic scoring, not optional manual muggins penalties.
Block profile: two receive seven tiles each, three/four receive five. The remaining yard is never drawn. If unable to place, pass. A hand ends when someone empties their hand or all are blocked. Count each remaining hand’s pips: a unique lowest player scores all opponents’ pips minus their own; a tie scores nothing. First to at least 100 for two or 61 for three/four wins. The next hand’s leader rotates from the previous leader, even after a block.
Controls
Play directly on the cards or board with mouse or touch. Coordinate selectors are optional keyboard aids.
Worked example
With no tile matching either endpoint, pass. This block profile does not draw from the yard.
