You are defending the tile frontier. Drive your tank, smash the mahjong-tile walls to harvest supplies, and shoot down incoming enemy planes and ground armor. Every shot is a real American-mahjong tile.
Each zone is a stretch of frontier to hold. Tile walls are supply caches — break them to grab LIFE, ENERGY, NAV, SHIELD, MISSILE, BOMB and the rare JOKER. Enemy aerospace planes sweep in from the sky and drop bombs; your tank and your homing MISSILES can shoot them down. Enemy tanks drive the ground in two paint schemes — their turrets track you and lob slow tracer shells you can sidestep, or hide behind a tile wall (walls stop their shells). Some balloons are bombers — a blinking red hatch under the basket means it drops bombs at you. Clear the field, fill the Merge Meter, and topple the Boss Wall every few zones. You have 3 lives (shown top-right) — each time your HP hits zero you lose one life and soft-revive at full health. Lose all three and the wave soft-restarts (chips halved, same zone) — there is no hard game-over, but staying alive now matters.
The cannon auto-aims the nearest target — the barrel swings onto the closest enemy plane, ground armor or tile wall on its own, so you can shoot while dodging instead of having to drive into a target first. A short sightline shows exactly where shells will fly. On desktop, move your mouse and the tank follows the cursor smoothly (WASD / arrow keys also work). On mobile, drag the joystick to steer. Tap DASH (or hold Shift / Space on desktop) for a quick nimble burst that slips past incoming bombs with a flash of i-frames.
Every broken wall drops a mahjong supply tile, color-coded by type: LIFE heals you, ENERGY gives an overdrive (faster, harder hits), NAV boosts speed and aim, BLUE SHIELD wraps you in a glowing azure bubble that is fully bulletproof for ~12s — bombs and hits simply bounce off, MISSILE arms auto-locking homing missiles that seek and hit targets for a while, BOMB fires a big blast, and the rare JOKER clears the field and makes you invincible for a few seconds. Tiles fly straight to your tank, so the field stays clean.
The walls are supply caches built from real mahjong tiles — they slowly advance toward you, and every hit crumbles tiles away so you can see how much is left. When you break one, its tiles are read as a winning hand — the better the hand, the better the loot: a Pair drops one supply, a Chow (run) or Pung (triplet) drops two, a Kong or Flush drops two or three with a high chance of BOMB, and a wall seeded with a JOKER wild drops the best haul. Aim for the rich walls!
Collecting tiles fills the Merge Meter. When it fills, your tank levels up: more damage, faster fire, bigger blasts.
Every time you clear a zone your tank is upgraded — brighter titanium paint, then gold trim, then a glowing neon halo at the top zones, with a small size bump. You will see it climb from 1★ to 5★ (stars above the tank) as you advance, so the longer you hold the frontier the fancier your ride becomes.
Broken tiles fall into the combo slot. Line up a Run (1-2-3 of one suit), Triplet (three of a kind), Flush (five of one suit) or a Joker Combo for bonus chips.
Each zone is a different clean world — grassland, forest, lakeside, snowfield and the neon city. The backdrop changes as you advance, but the play stays calm and readable.
Random events — Dice Rain, Neon Storm — shake up every run. Every few zones a giant Boss aerospace plane sweeps in from above with weak points and multiple phases.
Pick 2–4 players on the start card for Pass & Play: each player takes a turn, then the run ranks everyone by Chips and time.
Mahjong Tank Blitz is an independent practice game. It is not affiliated with the National Mah Jongg League (NMJL); the current official NMJL card remains the final authority on every rule.