Draw like mahjong.
Score like poker.Then the mountain changes the rules.

A hybrid of tile formations and changing conditions. You’ll be playing Pairs and Full Houses comfortably — until a round decides odd numbers don’t count. Or a Guardian hides every tile’s number and leaves you only its family.

Fifteen minutes on a break, or hours pushing deeper 22 Guardians that rewrite the rules A mode with no bottom No ads, no purchases, plays offline
A hand lifting a tile off the board in Yama

See it played

Four moments, straight off the phone.

Real recordings. Nothing edited, nothing sped up.

A Grand RunFive Water tiles in a row for 695, then the Pair this round asked for.
A Full HouseThree 8s and two 4s, on another set of tiles.
Small formations onlyNothing over three tiles scores this round. A Trail does, and levels up.
Round wonA Trail for 2,070 clears the target, and the Merchant opens.

Easy to pick up

If you know a Full House, you can already play.

From mahjong: the tiles — three families numbered 1 to 9, Grove, Water and Ember, plus Winds and Dragons — the wall you draw them from, and the rule that a run stays in one family. From poker: the hands — a Pair, Two Pair, a Flush, a Full House, and eleven more.

Grove
Water
Ember
Wind
Dragon

A round, in three moves

  1. 1Take or dig

    The board is six columns of tiles, and only the top tile of each is face up. Take it into your hand, or dig it away to reach the one beneath. Deeper tiles score more, but digs are limited.

  2. 2Build

    Keep taking, and discard what doesn’t fit, until your hand holds a formation. The harder it is to make, the more it pays.

  3. 3Play

    Play it to score, and reach the round’s target before your plays run out. A round takes a minute or two.

In Japanese mahjong, the wall you draw tiles from is called the yama: the mountain. Here it is the board you dig into, and the game calls it the Vein.

A round in play: the board with only its top tiles face up, and a formation picked out in hand, ready to play

It teaches as you go

Your first round is a guided one. After that, each new thing is explained the first time it turns up on your board — a cracked tile, a Guardian, the Merchant — in a sentence or two, and never before you need it.

Your first expedition is always The Shallows, the gentle road. The other roads open once it ends.

A short note explaining cracked tiles, shown the first time one appears on the board

Scoring

Two numbers, multiplied.

Every score is Jade times Echo. Jade is what the formation and its tiles are worth, and Echo multiplies it. Most of what you pick up on the way down raises one or the other, so by Depth 6 a single play sets off a chain of bonuses before the total lands.

(Jade + tiles) × (Echo + Momentum)

Jade What the formation and its tiles are worth. The big number.
Echo The multiplier. Small, and everything on the left is multiplied by it.
Momentum Every formation you play builds it, and it adds to Echo for the rest of the round. Small ones build the most: a Pair builds ten, a five-tile formation one.

That is the trick: the best round is rarely one huge play. Open with a Pair, and the Momentum it builds multiplies the big formation you finish on.

A three-tile Trail scoring 90 times 23, for 2,070

Why you come back

You get stronger. The mountain pushes back.

A full expedition is eight depths of three rounds each. Win a round and you shop; miss a target and it’s over. And just as your build starts working, the mountain moves: your Idols switch off, digs start costing Amber, the formation you lean on scores nothing.

What you build

After every round you win, the Merchant opens. Spend the Amber you earned on:

  • Idolsadd to your score, every round.
  • Toolsalways on: an extra play, discard or dig each round, and more.
  • Offeringswork once, when you tap them.
  • Marksupgrade one tile you choose.
  • Riteslevel up one formation.
The Merchant: six items on the shelf, with Leather Gloves selected

What pushes back

From Depth 2

One more thing to do.

Besides the target, a round can ask for one thing more. It comes in three kinds: a goal to meet before the round ends, a rule for your first formation, or a rule for every formation. You always see it before you touch a tile.

Every third round

A Guardian changes a rule.

The last round of every depth belongs to a Guardian, and it changes one rule for that round. The game tells you which one is waiting, so you can build for it.

For the rest of the run

Some rules stay.

Beat a Guardian and it can leave a Hex: a rule that lasts until the expedition ends. Everything else resets each round. Hexes pile up.

One expedition at a high difficulty, drawn. Each seal is the Guardian at the bottom of that depth; the red marks are the Hexes you carry once it is beaten (at the easier levels, one every other depth). The target climbs too, from 1,075 at Depth 1 to 24,160 at Depth 8 — but your build climbs faster. The number is not the hard part. The rules are.

The Guardians

Twenty-two Guardians. None of them just takes points off.

A Guardian never stops you playing. It takes away the line you were about to play, and leaves you to find another.

A round at Depth 24 of The Further Deep

The Serene One
The Serene One — Echo Capped at 4

Echo stops at 4, and every point above that becomes a little extra Jade instead. The multiplier you spent the whole run building stops paying, so the tiles that add Jade are suddenly the best things you own.

Before the round ends

Five Tiles Exactly Score one formation of five tiles, or the round is lost — even if you reached the target.

Your first formation

No Pair First Your first formation cannot be a Pair. If it is, it scores nothing.

Every formation

No Winds or Dragons Any formation with a Wind or a Dragon in it scores nothing.

In the game these three kinds are called a Demand, an Oath and a Law. This deep, a round carries all three at once.

Choose your pressure

Four ways down, from gentle to no floor.

Two modes. The Mountain is the main expedition: eight depths down to the Heart, on the road you choose. The Further Deep is the same mountain with no bottom, and it opens once you have finished The Descent.

Each road also has nine levels of Intensity, 0 to 8. Win a level and the next one opens: higher targets, a smaller hand, harder Guardians sooner — and from level 5, two extra depths.

The title screen, with The Mountain and The Further Deep

Start here

The Shallows

  • Targets about a fifth lower, an extra discard every round, and half as many cracked tiles.
  • Gentler Guardians for longer — and the gentle ones leave no Hex.
  • Stuck with no move? It rescues you, once a round.

The true expedition

The Descent

  • Full-strength targets, and every Idol can turn up at the Merchant.
  • Guardians get harder as you go down, and from Depth 3 they start leaving Hexes.
  • Get stuck with no move and the expedition ends.

Bring a real build

The Abyss

  • Targets much higher — hardest at the start, before you have a build.
  • One tile less in your hand, one discard less, and more cracked tiles.
  • Harder Guardians from Depth 3. Pays 2 extra Amber a round.

No floor

The Further Deep

  • The Descent for eight depths — then it keeps going.
  • From Depth 9 the mountain takes tiles from the board for good, and new rules keep arriving: two things to do each round, then three; the Guardian stays for two rounds, then never leaves.
  • No victory. Your score is how deep you got.

The first three are won by clearing Depth 8. The Further Deep has no last depth, so there is nothing to win — only how far you got. New rules land on named depths the whole way down, and the game always tells you which one is next.

What is in it

Plenty to dig through.

34

Tile faces

15

Formations

22

Guardians

52

Idols

31

Hexes

37

Round rules

16

Tile sets

37

Boards

12

Story pieces

29

Achievements

62

Things to earn

24

Rounds a run

0–8

Intensity levels

1–2 min

A round

40–60 min

A full run

The sixty-two are earned, never bought: fifteen tile sets, thirty-six boards, and eleven Idols the Merchant only stocks once you have done what they are named for.

Twelve pieces of story across fourteen painted panels, unlocked as you go deeper.

Make it yours

Same board, your way.

Same round, same Guardian, same target — these are ten screenshots of the same moment. Only the art changes: sixteen tile sets and thirty-seven boards, nearly all of them earned.

Every set keeps the number in the same corner, in the same ink. A tile set can change anything except how fast you read a tile.

The fit

Why Arcade.

Nothing to remove

There is no monetisation in it.

No purchases, no ads, no analytics — none of it was ever written. The only currency is the Amber the game hands you.

Offline

It stays on the phone.

No account of its own and no consent screen. It plays on a plane and saves after every round; only achievements leave the phone, through Game Center.

Two ways to play

Short rounds, a long pull.

A round is a couple of minutes and a run is one sitting. The roads, the Intensity levels and The Further Deep are what bring somebody back tomorrow.

Register

It is a quiet game.

Painted, unhurried, about a mountain. The kind of thing you open on a train and look up from twenty minutes later.

The proposal

Yama on Apple Arcade.

Yama is finished. Every depth, Guardian and tile set on this page is playable today on iPhone, from the first screen to the last. We’d love to bring it to Arcade — and to hear what you’d sharpen first.

Playable build

TestFlight, on request.

Press kit

Trailer, screenshots and art at full resolution.

Feedback

Write to us at feedback@playyama.com — we read every message.

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