CARDAVIA
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Table

Full rules

4 players · you against three AI · one deal

Choose a missing suit, then build your hand through draws, pungs and kongs. Play continues after a win until three players are out or the wall runs dry.

  1. Objective

    • After winning, stop playing while the others continue. End when three players have won or the wall runs out. Settle each player’s wins, kongs and drawn-deal penalties together.
  2. Setup

    • Use only the 108 suited Chinese tiles: characters, dots and bamboo, without honors or flowers. The dealer receives 14 tiles and others 13. Each player declares one missing suit. While any of that suit remains in hand, discard it first. You cannot pung, kong or win.
  3. Playing a turn

    • On your turn, draw one tile and discard one. Select a tile and confirm the discard. Matching copies retain separate physical identities.
    • No chows. Pungs, exposed/concealed/added kongs and robbing an added kong are allowed. Wins outrank pung/kong claims. Equal-priority calls follow seating order. Multiple winners on one discard are allowed and all declared wins are settled. Winners no longer draw, discard, claim, or pay later self-draw and kong charges.
    • Four matching tiles can form a concealed kong. A fourth tile can extend an existing pung into an added kong. Draw a replacement after any kong, then discard. Added kongs can be robbed for a win. Concealed kongs cannot. Kongs require an available replacement. After a chow or pung, discard before declaring a concealed or added kong.
  4. Winning hands and scoring patterns

    • A standard hand has four melds and a pair. Seven pairs is also allowed, with four matching tiles counting as two pairs. The declared missing suit must be absent. Basic hand: 0 fan. All pungs: 1. Seven pairs: 2. Outside hand: 2. All 2/5/8 pungs: 3, replacing all pungs. Full flush adds 2. Single-pair wait with four declared melds adds 1. Each set of four identical tiles adds 1 root fan. Kong replacement, robbed kong and last-tile wins add 1.
  5. Scoring and ending

    • Base points are 2 raised to the fan total, capped at five fan or 32 points. The discarder pays the base amount on a discard win. On self-draw, each remaining opponent pays the base amount plus 1. An exposed kong collects 2 from its supplier. An added kong collects 1 from each active opponent. A concealed kong collects 2 from each. A robbed added kong earns no kong payment.
    • On wall exhaustion, unready players who have not won refund kong income. A player still holding their declared missing suit is a flower pig and pays 32 to each non-pig player. Other unready players pay each still-active ready player that hand's highest possible win value (ready-hand check), excluding self-draw and event bonuses.