Shisen-Sho

Match pairs of identical mahjong tiles by joining them with a line that turns no more than twice and never crosses another tile. Clear the whole board to win.

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ver 1.0.0 · Updated

Release notes
  1. · ver 1.0.0Added the version label and release notes.
  2. First published.

How to play Shisen-Sho

Shisen-Sho is a solo puzzle played with mahjong tiles. The tiles are laid out flat in a grid, and your job is to remove them two at a time. You may take a pair only if the two tiles are identical and you can join them with a line that bends no more than twice. Clear every tile and you win. You don’t need to know anything about the four-player game of mahjong – if you can spot two matching pictures, you can play.

The game is also known as Shisen, Four Rivers and, in Japan, Nikakudori, which means “taking with two corners” and describes the main rule nicely. Many online versions call this style of puzzle mahjong connect.

The board

A board of mahjong tiles in 4 rows and 6 columns. A dotted yellow frame marks the empty lane around the board, and two 3 of Dots tiles on the top row are joined by a line that runs along that outside lane.
The line may also travel around the outside of the board (the dotted yellow lane).

Unlike stacked mahjong solitaire, every tile sits on a single layer, so there are no hidden tiles underneath. Whether a pair can be removed depends only on the path between the two tiles. The path is made of horizontal and vertical segments – never diagonal. It may not pass over any tile, but it can run through empty squares (spaces where tiles have already been removed) and through the empty lane that surrounds the whole board.

The tiles

Chart of the tiles: Dots 1 to 9, Bamboo 1 to 9, Characters 1 to 9, the four Winds (East, South, West, North) and the three Dragons (white, green, red). The 1 of Bamboo shows a bird and the White Dragon is blank.
The large board uses all 34 kinds, four of each – 136 tiles in total.

There are three suits numbered 1 to 9: Dots (circles), Bamboo (sticks) and Characters (the tiles with a number written above a red symbol). On top of those come four Winds – East, South, West and North – and three Dragons: white, green and red. Every tile appears four times. Two tiles fool beginners: the 1 of Bamboo is drawn as a bird instead of a single stick, and the White Dragon is a blank tile. If the numbers are hard to read, switch on “Numbers” and each suit tile shows its value in the corner.

Shisen-Sho rules: how tiles connect

No turns: neighbors and straight lines

Left: two East Wind tiles side by side, joined by a very short line. Right: two 9 of Dots tiles in the same row with three empty squares between them, joined by a straight line.
Tiles that touch, or that face each other across empty squares, connect with a straight line.

The easiest pairs are identical tiles that are right next to each other, either side by side or one above the other. Tiles in the same row or column also connect with a straight line if every square between them is empty. As the board thins out, pairs that were far apart become straight-line matches.

One turn: the L shape

Left: a line runs from the 3 of Characters at the top left, along the top row and down at the corner to the other 3 of Characters. Right: two South Wind tiles joined by a line with a single corner.
An L-shaped line with one corner. The corner square has to be empty as well.

When two tiles are neither in the same row nor in the same column, the line must turn. One turn gives an L shape. Remember that the corner square itself must be empty. Every pair has two possible L shapes – go across first, or go up or down first – so check both.

Two turns: Z and U shapes

Left: two 5 of Dots tiles joined by a Z-shaped line that goes right, down and right. Right: the two West Wind tiles at both ends of the top row, joined by a U-shaped line that runs above the board.
Up to two turns are allowed. U shapes around the edge are very common.

The line may turn twice. That allows Z shapes (right, down, right) and U shapes that step out and come back. Tiles on the edge of the board can use the outside lane, so at the start of a game the outer tiles are the easiest ones to reach.

What doesn’t count

Left: joining the two North Wind tiles would need a line with three turns around the outside, so they cannot be removed. Right: the two 7 of Characters tiles have a tile between them and tiles above and below, so no legal line exists.
A line with three turns, or one that crosses a tile, is not allowed.

Two identical tiles cannot be removed if every possible line needs three or more turns, or if every route is blocked by other tiles. When you try such a pair here, the tile flashes red and a short note explains why.

Winning and getting stuck

You win when the board is empty. If no identical tiles can be connected any more, the game is stuck. In classic arcade versions that meant game over, but many modern versions let you shuffle the remaining tiles. This version does both: every deal is checked in advance to make sure it can be cleared, and if you paint yourself into a corner you can undo as far back as you like or shuffle what is left into a layout that can still be solved.

Using this game

Step 1: tapping the 3 of Characters at the top left gives it a yellow frame, and the matching tile it can reach glows blue. Step 2: tapping the glowing tile draws a yellow line between the two and both tiles disappear.
Tap a tile, then tap a matching tile that glows. The connecting line is drawn for you.

Tap or click a tile to select it. Every identical tile it can currently connect to glows blue. Tap one of those and the connecting line is drawn on the board before both tiles disappear, so you can always see why a move worked. If only one tile can be reached, a quick double tap removes the pair.

Undo goes back one move at a time with no limit. Hint points out a pair that keeps the board solvable and shows it with dotted frames and a dotted line; if the board can no longer be cleared, it tells you how many moves to undo. Shuffle rearranges the remaining tiles into a solvable layout when you run out of moves.

Board sizes and game modes

SizeTilesFeel
Small6 × 6, 36 tilesA few minutes. Good for learning
Medium8 × 9, 72 tilesBig tiles on a phone. A short break
Large8 × 17, 136 tilesThe classic full board

The smaller boards use fewer kinds of tile (still four of each). The daily deal is a Medium board that is the same for everyone on the same day, so you can compare times with friends. Deal by number lets you replay any deal. On a phone held upright, the long Large board is drawn standing on its side; the rules don’t change. Turn your phone sideways if you prefer it wide.

Shisen-Sho strategy and tips

1. Work from the outside in

Edge tiles can use the lane around the board, so they are the easiest to remove. Clearing the rim first opens up “doorways” that let lines reach deeper into the grid.

2. The last two of a kind are always safe

When only two tiles of a kind remain, they can only ever be matched with each other. If you can connect them, take them – removing tiles only creates more room for lines, so it never hurts.

3. With four of a kind, choose the pairing carefully

If all four copies are still on the board, which two you remove first decides how the other two must be paired. Before you commit, check that the remaining two will still have a route. If you can remove all four at once in two moves, that is the safest choice of all.

4. Watch out for the crossed square

If two kinds end up in a 2 × 2 square with the same tiles on opposite corners (A and B on top, B and A below), neither pair can be connected without a third turn. Break up shapes like this early, while there is still space around them.

5. Don’t split the board into islands

Taking tiles out of the middle can cut the board into separate clusters. Tiles buried inside a cluster are hard to reach, so try to keep the empty areas connected.

6. Use Undo freely

There is no penalty for undoing, so experiment. Only games finished without hints or shuffles count toward your best time, which gives you something to aim for once you know the rules.

Shisen-Sho FAQ

How is Shisen-Sho different from mahjong solitaire?

In classic mahjong solitaire the tiles are stacked in several layers, and a tile is free when nothing lies on top of it and its left or right side is open. In Shisen-Sho all tiles lie on one flat layer, and what matters is whether two tiles can be joined by a line with at most two turns. The goal is the same: remove every tile in matching pairs.

Is every deal solvable?

Yes. Each deal is checked by a solver before it is shown, so there is always a way to clear it. You can still get stuck by removing pairs in an unlucky order, but Undo and Hint will always get you back on track.

What does “Shisen-Sho” mean?

It is the Japanese reading of Sichuan, the Chinese province. The place has nothing to do with the rules; the name is usually thought to have been chosen simply to give the game an exotic flavor.

Are flower and season tiles used?

No. The classic 8 × 17 board holds exactly 136 tiles – the 34 regular kinds, four of each – so flowers and seasons are left out. Some computer versions add them and let any flower match any other flower, but that is less common.

Can I play on a phone or tablet?

Yes, in any modern browser, with no download or account. If you leave in the middle of a game, open the page again on the same device and choose Continue. Sound is off until you turn it on.

Where Shisen-Sho comes from

The flat, connect-the-pair version of the mahjong tile puzzle is usually traced to Japanese arcade games from around 1989, and it soon spread to home consoles and computers. It has been a favorite on desktop computers ever since, and countless “connect” puzzles with fruit, animals or other pictures use exactly the same two-turn rule.