Butterfly Shimai Beginner Guide
New to Butterfly Shimai or to connect-style mahjong games? This guide walks you through the rules in the order you'll meet them. You can play the game on our homepage while you read.
1. The goal
Every board is covered in butterfly wings. Your job is to remove them all by joining identical pairs. A matched pair becomes a butterfly and flies away, leaving two empty spaces behind.
2. What counts as a match
The two wings must be exactly the same. Many wings share colours, so look at the pattern and markings, not just the colour. If you pick two wings that don't match, nothing is cleared, so it pays to double-check.
3. The path rule
Identical is not enough: the two wings must also be connectable by a clear route that does not cross any other wing. In standard Onet connect games the route may change direction at most twice, and player guides for Butterfly Shimai describe the same rule. In practice this means pairs that are next to each other, in the same open row or column, or reachable around a corner are the ones you can take.
4. Blocking and order
Famobi's own description stresses that other wings will block your matches, so you have to find the correct path and order. A wing in the middle of a crowded board may have its twin in plain sight but no legal route. The fix is to clear the pairs around it first. Good players constantly ask: "Which match opens up the most new routes?"
5. Power-ups
When you can't find a match, power-ups help you out, for example by pointing to an available pair. Famobi notes that they are of limited use and run out quickly, so treat them as an emergency tool rather than a shortcut.
6. The timer
Boards are played against the clock, and guides report that each match gives back a little time. The exact values can change between versions, so follow the bar shown in the game. The practical lesson is to keep a steady rhythm of matches.
Next steps
Once you know the rules, read our tips & strategy page for ways to clear boards faster, or check the FAQ.