Tile Memory is a matching game built from real American mahjong tiles. Flip two tiles,
name them, and pair them up — first on your own through fifteen levels, then head
to head with whoever is sitting next to you.
How to play
Solo is a fifteen-level campaign that always starts at level 1 and unlocks one level at
a time as you clear the one before it. Level 1 lays out eight tiles, four pairs; the last
level lays out forty-six tiles, twenty pairs. Tap one tile to turn it face up, then tap a
second one. A match stays face up. Anything else turns both tiles back over after a
moment, so there is time to look and to remember where they were.
A move is one attempt at a pair, and the clock starts counting up on your first flip and
stops when the last pair lands. Each level keeps its own best move count and its own best
time, saved on this device. Clear a board and Next level unlocks; clear level 15
and the campaign is finished with a finale. Highest level reached is remembered too, so
you can pick up where you left off.
From level 7 the boards are seeded with blocked stones — tiles marked with a
cross that have no pair anywhere. They only ever flip back down, so they are clutter you
flip around rather than another pair to clear. The board stays at a phone-friendly size;
the difficulty comes from the stones, not from a wall of tiles, which is how the campaign
keeps climbing to twenty pairs without outgrowing a small screen.
Switch the menu to Pass & Play for two, three, four, five or six players
sharing one board. Turn up two tiles: match them and you score the pair, both tiles stay
up with your mark on them, and you keep the turn; miss and the turn passes to the next
player. Most pairs wins, and an even split is called a tie. Boards run Easy (5 pairs),
Medium (8 pairs) and Hard (15 pairs).
Four tile backs — Evergreen, Brass, Midnight and Ivory — are drawn from the
background and theme you pick from the menu, so the table keeps its look day or night.
Your choice is remembered. Hotkeys: F full screen, R restart, T day
or night, Esc close the menu.
What Tile Memory trains
Every tile here belongs to the real American set: dots, bams and craks one through nine,
the four winds, the three dragons, the flowers and the joker. Playing teaches you to
recognize them at a glance and to call them by their names — five craks, east wind,
soap dragon, flower 3, joker — which is the vocabulary every card line uses.
The memory itself is the part that transfers. Holding a picture of where a tile sat for
ten seconds is the same short-term recall you lean on to remember what has already been
discarded, what the Charleston passed you, and which tile you still need. Numbered tiles
also carry a small index numeral in the top-left corner, exactly like a physical tile, so
counting stays a check rather than a guess.
Tile Memory 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.