God of Sparrow 太歲 — How the Game Works 遊戲機制百科 · mechanics reference

A plain-language walkthrough of every system in the game, written from the live code (sparrow.html) so the numbers are the real ones. Companion pages: Item wiki (every charm, consumable, voucher, boss) · Art, sound & music review · Developer notes.

Overview 概覽

God of Sparrow 太歲 is a single-player Hong Kong mahjong roguelite. There are no opponents at the table — the "opponent" is a rising score target. Each round (a blind) you are dealt a fresh hand from a fresh wall, you draw and discard a limited number of times, assemble up to 4 melds + a pair on the board, and then Eat 食糊 once to score. Beat the target → you earn gold and visit the shop; miss it → the run ends.

Between blinds you build an engine: Charms 護符 (passive scoring modifiers, up to 3 slots), Consumables (gems, runes, scrolls, spirits; 2 held slots), Vouchers (permanent run upgrades), tile enhancements, editions and sigils. A run is 8 Winds 八圈 (antes) × 3 blinds each; the last blind of every Wind is a Boss with a rule-bending effect, and Wind 8 is a Final Boss.

The core loop in one line: deal 18 → draw/discard → place melds → Eat → score = chips × 2fan → beat target → shop → next blind.

Tiles & the Wall 牌與牌牆

Every blind builds a new 144-tile wall (seeded shuffle):

Melds are validated exactly as in mahjong: Chow 上 = 3+ consecutive tiles of one suit · Pong 碰 = 3 identical · Kong 槓 = 4 identical · Pair 雀頭 = 2 identical. Honours can only form pongs/kongs/pairs. Wilds adopt the identity the meld needs.

Flowers are never melded. When you draw one it is set aside automatically (轉運 Changing Luck) and you get a free replacement tile from the tail of the wall. They matter for flower fan.

A Blind, Turn by Turn 一局流程

  1. Deal. You receive 18 tiles (16 on the Big Eater wall), auto-sorted. The game guarantees an opening hand that has at least one legal play.
  2. Resources. Each blind you get 6 draws 抽 (D) and 3 discards 棄 (X). A discard swaps up to 8 selected tiles at once — they are removed from the game and you immediately redraw the same number (free, does not consume a draw). Walls, stakes, vouchers and charms shift these numbers; unused draws pay out as gold at the end.
  3. Tail draw 摸尾. The Dragon's Reach charm grants 1 draw per blind from the tail (dead wall) instead of the head.
  4. Build. Select tiles and Place (Space) them into one of 4 meld slots or the pair box. Board tiles can be lifted back into hand and rearranged freely until you Eat. Suggest (A) shows legal melds in your hand (limited uses per blind; some bosses disable it).
  5. Eat 食糊 (Enter). Scores whatever is on the board — see Scoring. You Eat once; it ends the blind. The button needs at least a pair on the board, and warns before an empty Eat.
  6. Result. Score ≥ target → Blind cleared, gold is paid, the shop opens. Score < target → run over (the landing screen shows your stats; seeds let you retry the identical run).
Tempo tip: there is no "pass" — every blind is a puzzle of how much fan can I reach with 6 draws and 3 eight-tile swaps. Discards are your strongest tool: swapping 8 tiles is almost a redeal.

Scoring 計分

base chips = Σ meld value (Chow 20 · Pong 40 · Kong 80) + Σ tile chips (tile rank · wild = 30 · enhancement bonus) + gem / charm chips
mult = 2fan (+ charm ×Mult / +Mult, stacked in charm-row order)
score = floor(chips × mult × boss factor)

The three tiers of hand

HandWhat you needScores
🀄 Winning hand 糊4 melds + pair, fan ≥ the Wind's minimumchips × 2fan — fan includes per-meld fan, whole-hand patterns, flowers and a +1 self-draw 自摸 baseline
🐔 Chicken hand 雞糊4 melds + pair, but fan below the Wind's minimumbase meld value only (no multiplier)
🧩 Partial 半糊pair + fewer than 4 meldschips × 2per-meld fan — no patterns, no flowers, no self-draw; a few strong melds can still out-score a junk full hand

Per-meld fan 每副番

MeldFan
Dragon pong/kong 三元牌+1
Seat-wind pong/kong 門風+1
Prevailing-wind pong/kong 圈風+1
Terminal pong/kong (1s / 9s) 么九刻+1
Kong bonus 槓+1

Whole-hand patterns 牌型 (complete hands only)

PatternFanPatternFan
All Chows 平糊+1Big Three Dragons 大三元+8
All Pongs 碰碰糊+3All Honours 字一色MAX
Half Flush 混一色+3All Terminals 清老頭MAX
Full Flush 清一色+7Small / Big Four Winds 小四喜 / 大四喜MAX
Small Three Dragons 小三元+5Nine Gates 九蓮寶燈 · Thirteen Orphans 十三幺MAX

MAX = 20 fan (220 ≈ 1.05 million mult). Thirteen Orphans is the one hand with no melds: place the 13 terminals/honours as junk groups + one duplicate as the pair and it is recognised automatically at Eat (it scores from a 16-chip limit base). The displayed fan keeps climbing past MAX for the fireworks tiers (超凡 15 · 神級 20 · 超現實 25+); the multiplier itself is capped at 240, which no real hand reaches.

Flower fan 花番

SourceFan
Each flower matching your seat wind (East = Plum/Spring · South = Orchid/Summer · West = Chrysanthemum/Autumn · North = Bamboo/Winter)+1
Complete set of 4 (all flowers or all seasons)+2
7 or more flowers 七花齊MAX

Minimum fan gate 最低番

Later Winds demand a minimum fan for the 2fan payout: 東1–東2: 0 · 南1–南2: 1 · 西1–西2: 2 · 北1–北2: 3 (+1 on the God of Gamblers stake and above). Below the gate a complete hand is a chicken hand. Because every winning hand carries the +1 self-draw, the gate only bites from the South round on.

Chips in detail

Run Structure 賽程

A run is 8 Winds — 東1 東2 南1 南2 西1 西2 北1 北2 — each with three blinds: Small Blind 小盲 (×1.0) → Big Blind 大盲 (×1.5) → Boss Blind 終局 (×2.0) of that Wind's base target. Clear the Wind-8 boss to win; the game then continues into endless with targets growing ×3.6 per Wind.

WindRound wind 圈風Min fanBaseSmallBigBoss
1 東1East05005007501,000
2 東2East01,8001,8002,7003,600
3 南1South16,5006,5009,75013,000
4 南2South123,00023,00034,50046,000
5 西1West284,00084,000126,000168,000
6 西2West2300,000300,000450,000600,000
7 北1North31,100,0001.1M1.65M2.2M
8 北2North34,000,0004M6M8M (Final Boss)

Targets are then scaled by the wall/stake you chose (e.g. Pearl Game +10% Small, Boss's Cut +30% Boss, Tea House +20% boss tribute), by some boss effects (a boss can replace the ×2), by the Ill Omen dice result (+10%), and by the Immortal Wall charm (+50% for infinite draws).

Seat wind 門風 is rolled by the dice at the start of each Wind; it decides which wind pong and which flowers are "yours" for fan. Round wind 圈風 is fixed by the Wind number (two Winds per direction).

Dice & Omens 擲骰

Before each new Wind you roll three dice. The total mod 4 sets your seat wind (1 = East, 2 = South, 3 = West, 0 = North). You may re-roll for $2 → $4 → $8. Special totals trigger omens:

RollOmenEffect
Triple (x-x-x)Heaven's Triple 天三+1 fan on all wins this Wind
Total 8發 Prosperity+$10
Total 18Great Fortune 大吉First Tea House item free
Total 14實死 Ill Omen 凶兆Boss target +10%
Total 3Inverted Wall 倒牆Head and tail of the wall swap
Total 7Seven Stars 七星Next flower counts double fan
1-2-3Small Ladder 小梯+2 draws

The roll also lands on a hot zone of the wall that colours the deal: Flower Garden (+flower chance) · Dragon's Nest (dragons cluster) · Honour Vein (dense honours) · Cursed Stretch (tiles −2 base) · Golden Seam (+1 coin per tile drawn).

Bosses 終局

The third blind of every Wind is a Boss: the target doubles and a boss effect applies for that blind — fewer draws, a fan cap, pattern fan disabled, a tax on your lowest meld, tiles stolen from the wall, discards that cost gold, and so on. Bosses are drawn from a pool of 39 in four tiers gated by Wind (Tier I openers → Tier IV finishers); Wind 8 always draws a Final Boss. Each boss has a bilingual lore card and a cinema-poster portrait — the full list with effects is on the Item wiki, and every poster is on the art review.

Banes are persistent debuffs (from the Cursed Tomb and similar) — on the Night Game stake and above they become permanent; the Absolution charm nullifies them while held.

Economy & Shop 經濟與商店

Gold after a cleared blind

reward = ( blind gold [ Small $3 · Big $4 · Boss $5 ] + interest min( $5 cap, floor(gold ÷ 5) ) + $1 per unused draw + charm/gold-tile bonuses ) × reward multiplier

Interest cap and multipliers are raised by vouchers; the Barefoot wall has no interest at all. Gold can go into debt up to a voucher-defined limit.

The shop (Balatro-style cards: icon + price; tap a card for its full description)

Items 道具 full lists on the item wiki

Charms 護符 · 144
Passive engine pieces in C/U/R/L rarity. They hook scoring phases, draws, blind start/end; neighbour charms read row position. Some are Banes (negative) that come attached to strong effects.
Consumables · 66
Gems (permanent chips/mult for a meld type) · Runes (one-shot play boosts: ×2/×3 mult, extra draws, gold) · Scrolls (tile enhancements, editions, sigils, destroy/transform) · Spirits (mahjong-themed wildcards). Two held slots.
Vouchers · 31
Permanent run upgrades in tiers (the second tier requires the first): more draws/discards, cheaper or frozen rerolls, interest cap, slots, odds in packs, debt limit.
Editions · 5 / Sigils · 4
Editions sit on charms (Polished, Holographic, Chromatic, Negative, Gilded); sigils sit on tiles (Gold, Red, Blue, Purple). Both usually arrive via scrolls and packs.

Walls & Stakes 牌牆與賭注

A wall is your deck choice; a stake is an additive difficulty ladder. Both are chosen on the run-setup screen; stakes unlock in order and each level keeps every modifier below it.

Wall 牌牆Twist
Street Game 街枱Classic 144 tiles, no modifiers
Dragon Court 龍門+1 fan per 中 pong/kong, −1 fan for the other dragons
Tea House 茶樓+$10 start, +1 draw/blind, boss +20% target
Slow Hands 磨牌+2 draws/blind, start $8 poorer
Flower Market 花墟10 flowers in the wall, flower fan doubled
Feng Shui 風水Even tiles +5 base chips, odd tiles −3
Barefoot 赤腳$0 start, no interest; +2 charm slots, +3 draws/blind
Big Eater 大食Hand size 16, −1 draw/blind
Stake 賭注 (cumulative)Adds
1 Casual Table 散枱nothing
2 Parlor Game 雀館shop +25%
3 Pearl Game 珠戰Small Blind target +10%
4 Night Game 夜場banes are permanent
5 Hard Slates 硬石−1 draw per blind
6 Boss's Cut 抽水Boss target +30%
7 God of Gamblers 賭神min fan +1 in every Wind, −1 more draw
8 Heavenly Game 天場shop +50%, first drafted charm is unsellable — clear it to become the God of Sparrow

Controls 操作

KeyActionKeyAction
DDraw a tileXDiscard selected (up to 8)
SpacePlace selected tiles on the boardEnterEat 食糊 (score the board)
S / CSort hand by number / by suit — the hand then auto-sorts in that mode after every deal and discardASuggest legal melds
VView the whole tile collection / wallEscClose panels / clear selection
?In-game helpDragReorder charms (row order is a mechanic)

While a score animation or deal is playing, every control goes inert (greyed) so a double-tap can't fire twice. On phones the game runs landscape-only. The first run offers a guided tutorial that spotlights each step; its callouts never cover what you need to tap.

Saves, Seeds & Unlocks 存檔與種子

Known drift: the in-game Help modal's target and fan-cap numbers predate the current tuning — the figures on this page come from the code and are the ones the game actually uses.

Built from sparrow.html constants: ANTE_BASE, BLIND_MULTS, MIN_FAN_RAMP, meldBaseValue, tileChipVal, MAX_FAN, FAN_MULT_CAP, _PACKS, _HOT_ZONES, _diceOmen, WALL_TYPES, STAKE_TYPES. If you change those, update this page.