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.
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.
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.
| Hand | What you need | Scores |
|---|---|---|
| 🀄 Winning hand 糊 | 4 melds + pair, fan ≥ the Wind's minimum | chips × 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 minimum | base meld value only (no multiplier) |
| 🧩 Partial 半糊 | pair + fewer than 4 melds | chips × 2per-meld fan — no patterns, no flowers, no self-draw; a few strong melds can still out-score a junk full hand |
| Meld | Fan |
|---|---|
| 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 |
| Pattern | Fan | Pattern | Fan |
|---|---|---|---|
| All Chows 平糊 | +1 | Big Three Dragons 大三元 | +8 |
| All Pongs 碰碰糊 | +3 | All Honours 字一色 | MAX |
| Half Flush 混一色 | +3 | All Terminals 清老頭 | MAX |
| Full Flush 清一色 | +7 | Small / Big Four Winds 小四喜 / 大四喜 | MAX |
| Small Three Dragons 小三元 | +5 | Nine 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.
| Source | Fan |
|---|---|
| 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 |
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.
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.
| Wind | Round wind 圈風 | Min fan | Base | Small | Big | Boss |
|---|---|---|---|---|---|---|
| 1 東1 | East | 0 | 500 | 500 | 750 | 1,000 |
| 2 東2 | East | 0 | 1,800 | 1,800 | 2,700 | 3,600 |
| 3 南1 | South | 1 | 6,500 | 6,500 | 9,750 | 13,000 |
| 4 南2 | South | 1 | 23,000 | 23,000 | 34,500 | 46,000 |
| 5 西1 | West | 2 | 84,000 | 84,000 | 126,000 | 168,000 |
| 6 西2 | West | 2 | 300,000 | 300,000 | 450,000 | 600,000 |
| 7 北1 | North | 3 | 1,100,000 | 1.1M | 1.65M | 2.2M |
| 8 北2 | North | 3 | 4,000,000 | 4M | 6M | 8M (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).
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:
| Roll | Omen | Effect |
|---|---|---|
| Triple (x-x-x) | Heaven's Triple 天三 | +1 fan on all wins this Wind |
| Total 8 | 發 Prosperity | +$10 |
| Total 18 | Great Fortune 大吉 | First Tea House item free |
| Total 14 | 實死 Ill Omen 凶兆 | Boss target +10% |
| Total 3 | Inverted Wall 倒牆 | Head and tail of the wall swap |
| Total 7 | Seven Stars 七星 | Next flower counts double fan |
| 1-2-3 | Small 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).
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.
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.
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 |
| Key | Action | Key | Action |
|---|---|---|---|
| D | Draw a tile | X | Discard selected (up to 8) |
| Space | Place selected tiles on the board | Enter | Eat 食糊 (score the board) |
| S / C | Sort hand by number / by suit — the hand then auto-sorts in that mode after every deal and discard | A | Suggest legal melds |
| V | View the whole tile collection / wall | Esc | Close panels / clear selection |
| ? | In-game help | Drag | Reorder 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.
localStorage at every shop boundary; Continue Run on the landing screen resumes it. Volume and mute settings persist separately.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.