
No Mahjong experience needed! A strategy card game focused on crafting Hu (winning hands). Easier to Hu, but takes deeper strategy. Form melds on a grid, and use items to complete Hu with multiple Faans (scoring patterns). Every game unfolds differently—adapt on the fly and play with the flow!
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*The following text was NOT written by AI. The parallel phrasing of the headings is simply a personal preference.
The same pairs, chows, and pungs you know from Mahjong—but on a 3×7 grid, they can be formed both across and down.
A tile placed at an intersection becomes part of two patterns at once
Forget “four melds and a pair.” As long as every tile in your hand forms part of a valid meld, you win.
Newcomers only need to learn three basic melds to understand the game.
Experienced Mahjong players, meanwhile, will discover an entirely new way to think about waits and ready hands.
With winning redefined, the Faans you know have gained entirely new possibilities.
For example, 【All Honors】 no longer has to consist of four pungs and a pair.
【Four Identical Chows】? Come try 【Six Identical Chows】!
Wait for a monster hand every game? Here, you may not have the time. Your available turns are tied to your HP.
Rather than going big every round, a quick win with a small Faan—and knowing when to stop—can sometimes take you much farther.
Freely edit the tile deck, force a specific build, and chase exponential scoring? None of that is the point of this game.
Every round asks you to weigh your options on the spot and judge which tiles may still come. Items can help, but you must still find the answer within your opening hand.
Adapt to the situation and play with the flow. Isn’t that the essence of Mahjong?
Handcrafted pixel and voxel Mahjong tiles. Hover over them, pick them up, and place them down —every action comes with smooth, responsive feedback.
Your items range from everyday folk objects to mythical treasures. Your opponents are legendary figures and a whole host of deities. Behind every effect, there may be a meaning waiting to be discovered.
Immerse yourself in the pleasure of crafting Mahjong hands, presented in a bright and clean art style.
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Themes across 96 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
好玩!!! 感覺rummy+麻將 如果出在ps5 會再買一次 遊戲性S 積分特效 和 音效 可以再更好點 會更有爽快感 背景音樂單調些
很不错的肉鸽麻将,纵横的设计有着一定的策略性。就是目前番种不那么全(居然没有九连宝灯),希望后面可以补齐一些新的番种。
[h1][b]明明是麻将,居然玩出了拼图的感觉[/b][/h1] 随着棋牌游戏肉鸽化的浪潮,基于国粹麻将的改编也多了起来,虽然有珠玉在前,《纵横麻将》依然拿出了一套极具趣味的排列玩法,配合构筑元素,仅需简单拖拽便可组成牌型,非常有意思。 本作的基础框架沿用了《小丑牌》那套,每次对局都要在特殊的规则限制下进行,目的是达成越来越高的得分。 玩法核心集中在“纵横”二字,其打破了麻将的一字横向排列传统,允许玩家同时进行纵横排列,这样一来,一张牌就可以参与到多个牌型的组合之中,此外对子牌型也可以出现多次,大幅提高了胡牌机会。 游戏开始后,玩家和电脑轮流出牌,电脑不会组牌胡牌,因此玩家只需要专注于自己的牌型即可。 组牌区由7×3的格子组成,可随时拖拽麻将进行任意排列,当电脑打出可用的牌时,系统会高亮这张牌和己方相关牌,此时便可以选择吃、碰、杠等操作,需要注意的是拿过来的电脑牌会横置放下,并且绑定到对应牌型上,这个牌型暂时无法拆开了,因此拿之前最好先规划一下布局。 游戏在上述基础上加入了能从底分、倍数、摸牌等各方面进行加成的道具、能在关键时刻提供作用的消耗品等,再配合传统的番型计分,使得构筑上限非常高,合理搭配的话赢一局便可完成整圈分数。 此外本作也有不同颜色的麻将、难度之分,可玩性和趣味性都不错,喜欢麻将类型和构筑类肉鸽的话值得一试。 [quote]热爱游戏,畅玩游戏,分享游戏,专注鉴赏评测与深度解析 欢迎关注[url=https://store.steampowered.com/curator/44110339/]游理游据[/url],走进游戏世界,品味第九艺术[/quote]
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Languages: Simplified Chinese, English, Japanese, Traditional Chinese
Hours played at review time, across 96 reviews with recorded playtime.
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核聚变上玩过,好玩爱玩
该麻将游戏做到了以对顺刻杠的简单组合和纵横交织复用为胡牌方式的创新。番种表涵盖一色,三色,刻子,顺子,幺九,聚数等多个方向。使得玩家在每一局牌局中都需要因为体力和开局,摸牌,对手特性带来的变数进行多样化的对局。这样的设计对没打过麻将的人相对友好,也不至于气死会打麻将的人。游戏玩法在低难度下百花齐放,每个番种方向都有通关的方式,拥有相当不错的娱乐性和休闲性,值得一玩。在写评论时我已经打到了绿色麻将牌的难度10,我认为高难度的设计有待商榷。 评分:8/10 简明攻略: 每一局的得分受到符数区,番数区和倍率区的乘法加成。符数由对顺刻杠等简单牌型组合提供,番数由玩家手牌满足番种表的条件后提供,倍率区由胡牌方式提供,而道具对此可能都有加成。 前期可以刻意做一些三色三步高,五门齐,三色同顺,混一色,清龙,花龙等中档牌型加速通关,换取商店的刷新货币和金币购买道具和有用的消耗品。 在道具和消耗品中,最泛用的是过牌类,无论是道具过牌,还是消耗品的抽4,都很容易形成超过14张的过抽,这使得再从过抽的牌局里找出接近天胡的牌是相对省血的通关方式。 一些局外成长类和降低番种成型难度的道具也可以适当取用,如23,78视为幺九的道具得到后可以把把走混幺九-十三幺流派。 现存缺陷: 游戏存在触发条件不明的CPU性能问题,会导致偶发卡顿。 难度5以上不推荐游玩,单纯增加三圈且提升了数值,不仅拖长游玩时长,还降低了休闲和娱乐性,体验也没有太大变化,一局一小时的情况下,高饱和画风对眼睛也相对不适。 难度8以上进一步提升了通关数值要求,而道具和番种表的数值往往是跟不上的。通关的核心瓶颈从做大牌能力变成了血量-每次摸打潜在得分的比例。 在难度9以上,最后一圈玩家需要用50次摸打来达成1000000分的苛刻通关条件,而数值解不够的情况下,其实就是在逼迫玩家打天胡无限。(希望作者看到有人打无限不要找人弄它) 在四杠,清一色六同顺等大牌(而且没道具加成摆出来可能也只能得到100000-200000分,然而这需要多少次摸打?对比无损的几万分天胡依然不够用)无法通过简单几次摸打胡牌的情况下,只要开局发的不好就等于鬼抽,而天胡的得分基本是听天由命,玩家将不再重视做大本身,而在于极致的速胡刮痧。而过牌道具的价值也会因此无限拔高,无疑这让游戏的玩法多样性稍微打了点折扣。
[h1] 借鉴高材生!麻将版小丑牌[/h1] 先说结论,这游戏还是非常好玩,虽然是借鉴了《小丑牌》的玩法,但自己也有创新的地方,并不只是单纯的凑牌型,在3×7的格子中自由排列组合,竖排和横排单独计算,所以一张麻将牌可以被多次利用,很适合用来凑清一色的牌型,并且还不用考虑番数等进阶的东西,只需要凑成对子、顺子和刻子就可以胡。并不要求像小丑牌那样在一场对局中就把分数打满,游戏过关的条件还是挺宽松的,只要在生命值降到零之前,无论多少局,只要把分数凑齐就算过关。 《纵横麻将 Matrix Mahjong》是一款专注于做牌的策略麻将游戏。本作也是闯关制的,需要轮流闯过一圈,既从西风到北风。在此期间,玩家需要多个回合才能把当前的目标达成,而每一个回合都将遭遇到不一样的敌人和这些敌人都有不同的负面效果,比如说禁用卡牌急在某些条件下会触发的负面效果。快速小胡来避免强大的负面能力也是一种策略,除此之外,玩家还可以购买道具和消耗品,道具是一些全局效果,能够赋予玩家更多的成长空间,比如说固定给牌,以及每四个回合能够选牌等。消耗品就更重要了,直接猛猛抽牌,直到拿到想要的牌型,所以玩家想要玩好的话,对于经济的运营必不可少。 但九个格子还是太少了,如果将道具与消耗品的存放分隔开会更好一些,等到了东风或者北风的时候,玩家的金币就已经用不完了,但是因为某些道具太过重要,根本替换不了。特别是那个每局给消耗品的道具固定,就要占两个格子,所以目前本作的系统还是有所欠缺的,特别是在道具栏这方面,不像《小丑牌》那样会有更好的传说小丑用来替换,本作并没有品质的区分,所以有时候很难分辨出好坏,售价方面的设定也一塌糊涂,也很期待更多关于麻将的道具登场,最好能够衍生出某种流派打法。 本作的策略性非常强,特别是想象力方面还是挺重要的,并且会有一个关键性道具在纵向时也可以连接,这让玩家在玩同一种牌型时会更有优势,比如说万牌、条子,组成顺子的时候会相当方便。但目前,相比于同类型的作品还是少了附魔的选项,而且玩家和对面用的是同一副麻将,如果玩家在对方回合不吃的话,就再也看不到这张牌了,所以还是挺难崩的。 主要是因为本作的玩法分为两个阶段,一种是主动从牌山里摸一张牌,然后再弃一张,等到对面回合会打出来三张牌,如果有能组牌型的话,玩家就能选择吃或者碰,但请注意车的这张牌在得分上会比普通的要少。并且当玩家胡牌的时候才会计算番数,比如说全对子或者清一色等,当玩家触发了敌方的负面buff或者超出持有牌上限胡牌的话,很有可能就将零分胡牌,所以最好还是自摸会更好一些,或者看开局拿到的卡牌用来组一些大牌型,非常推荐拿花色牌弃牌时能额外抽两张牌的道具。 总的来说,本作在《小丑牌》的基础上增添了纵横交错的玩法,也比较考虑策略性,特别是玩家自己的摆法,如果只是简单的一字排开就很没意思,多尝试一下竖排以及其他的连接方式。虽然道具以及卡牌附魔方面上没能跟进,但潜力还是有的,也很期待制作组更新更多内容的一天。目前的游戏内容也很好玩,很考验策略性,如果玩腻了同类作品,不如来试一试这款以麻将为基础的肉鸽卡牌游戏。 [quote]关注「 [url=https://store.steampowered.com/curator/42276832//]鸿源鉴游组」 [/url] [/quote] [u][b] 会当逢佳游,始可见鸿源。 [/b][/u]
Matrix Mahjong is a clever reinterpretation of Mahjong that turns the familiar process of assembling melds into a spatial strategy game with roguelite influences. Developed and published by Chao8games, it does not attempt to reproduce a conventional Mahjong match. Instead, it takes recognizable concepts such as pairs, chows, pungs, winning hands, and Faans and rebuilds them around a 3x7 playing grid. The result feels approachable enough for people with little Mahjong experience while offering established players an unusual ruleset that requires them to reconsider habits developed through traditional play. The 3x7 grid is the foundation of the experience. Melds can be constructed horizontally as well as vertically, allowing tiles positioned at intersections to contribute to two patterns simultaneously. This creates a satisfying layer of spatial optimization because placing a tile is rarely just about completing one combination. The player must consider how that position affects surrounding spaces and whether the same tile can contribute toward another meld. Successful boards gradually become interconnected arrangements where careful positioning can accomplish several objectives at once. Matrix Mahjong also changes what constitutes a winning hand. Rather than requiring the standard arrangement of four melds and a pair, the game considers the hand complete when every tile belongs to a valid meld. This adjustment makes the basic objective easier to understand while creating considerable strategic freedom. New players primarily need to become familiar with the fundamental meld types, whereas experienced Mahjong players must rethink concepts such as waits and ready hands because the grid permits arrangements that would never occur under conventional rules. Faans provide another major source of complexity. Since the structure of a winning hand has been altered, familiar scoring patterns can appear in unconventional configurations. Traditional expectations surrounding patterns such as All Honors no longer necessarily apply in the same way, while the grid can support unusually elaborate arrangements involving repeated chows. Pursuing these combinations encourages experimentation and gives players a reason to do more than simply complete the easiest possible hand. Finding a configuration where several valuable patterns work together is one of the game's most rewarding strategic challenges. There is also an important element of resource management because available turns are connected to HP. Waiting indefinitely for the perfect hand can therefore be dangerous. Sometimes completing a relatively modest Faan quickly is preferable to spending valuable turns pursuing an ambitious combination that may never materialize. This creates a compelling risk-versus-reward relationship. Players continually decide whether to secure a smaller success or continue searching for the tiles needed to produce something substantially more valuable. Despite its roguelite characteristics, Matrix Mahjong does not revolve around forcing predetermined builds or endlessly modifying the tile pool until an overwhelmingly powerful combination appears. Each round instead emphasizes responding to the opening situation and estimating which useful tiles could still arrive. Items can influence circumstances and provide additional possibilities, but they do not completely remove the need for thoughtful tile management. This focus on adaptation complements Mahjong particularly well because uncertainty and making the best possible decision from imperfect information are fundamental parts of its appeal. Items also prevent the core grid puzzle from becoming too predictable. They range thematically from everyday objects to treasures inspired by mythology, while opponents draw upon legendary figures and deities. These Chinese cultural influences give the game considerably more character than a purely abstract tile puzzle would possess. The visual presentation reinforces that personality through handcrafted pixel and voxel Mahjong tiles. Bright environments, readable pieces, and responsive interactions when selecting and positioning tiles make manipulating the board pleasant while keeping important information easy to recognize. The presentation is relatively modest technically, but that suits the design. Matrix Mahjong is primarily concerned with clear tile recognition and strategic decision-making rather than elaborate graphical spectacle. Its lightweight hardware requirements also make it accessible to a wide range of computers. Players should nevertheless be aware that the developer's Steam disclosure states that the background music was produced using Suno Studio, while the game's pixel and voxel tile artwork is described as handcrafted. It also includes achievements, cloud support, Family Sharing, and multiple interface and subtitle languages. Perhaps the strongest aspect of Matrix Mahjong is how naturally its different systems reinforce one another. The intersecting grid changes how melds are constructed, which changes the requirements for winning, which consequently creates new possibilities for Faans. Limited turns and HP then force players to decide how aggressively those scoring opportunities should be pursued, while items introduce further variables. Instead of feeling like unrelated mechanics placed on top of Mahjong, these systems largely revolve around the same central question: how efficiently can the available tiles be transformed into a complete and valuable arrangement? Players seeking an authentic simulation of traditional competitive Mahjong may find the altered rules too different from what they expect. Matrix Mahjong is better understood as a strategy puzzle inspired heavily by Mahjong rather than a replacement for the traditional game. Within that framework, Chao8games has created something distinctive. It preserves the pleasure of recognizing melds and constructing valuable hands while using spatial placement and run-based pressure to create a fresh strategic challenge. Its rules are comparatively easy to grasp, yet the possibilities created by intersecting combinations provide enough depth to reward experimentation and increasingly sophisticated planning. Matrix Mahjong offers an imaginative transformation of familiar Mahjong principles into a compact single-player strategy experience. Its intersecting meld system, redesigned winning conditions, unusual Faan opportunities, resource pressure, and emphasis on adapting rather than forcing predetermined builds give it a strong identity of its own. Rating: 8/10
非常有意思,虽然很有意思,但缺点也很明显,在达成纵横后尤其是拥有多个纵横时完全不知道自己在听什么东西,希望可以加上听牌提示,拜此所赐,在中后期全程基本上按照正常麻将在进行游玩
游戏本体对于纵横的利用还是有点保守了,以及不喜欢平衡性方面的改动
好活
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