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Game Rules
Rules of Mahjong
Objective of the Game
The objective of the game is to collect tiles to form a Mahjong hand. Players take turns picking one tile from the wall and discarding one tile. When a player picks up a tile that gives a valid Mahjong hand, the player wins.
Tiles
Full Set: 144 tiles.
Three Suits: Bamboo, Characters and Circles.
Each suit has tiles numbered one to nine. There are four of each tile.
Honour Tiles: Dragons and Winds.
Dragons: Red, White and Green. Winds: East, South, West and North. There are four of each dragon type and four of each wind.
In many rule sets there are also four season tiles and four flower tiles.
The Game Flow
Players start with 13 tiles each. Each player is assigned a wind (East-South-West-North). East starts the game by picking a tile from the wall. Players then take counter-clockwise turns picking a tile from the wall and then discarding one tile from the hand. It is also possible to claim a tile discarded by another player under certain circumstances. In such cases, the player to the right of the claiming player becomes next in turn so some players may lose their turn. Players shall always have a total of 13 tiles in hand and/or declared, until Mahjong is declared. (A Mahjong hand contains 14 tiles.) In games that consist of several hands, the concept of prevalent wind is used. The game will then consist of one to four rounds, each with a prevalent wind (starting with east). In a round, players switch winds after each hand (with some exceptions in some rule sets), i.e. the player who was east becomes south, south becomes west and so on until all players have played as east. When the round is finished, the prevalent wind is changed (from east to west, west to south, south to north) and a new round starts. The prevalent wind is shown in the middle of the table.
Claiming Tiles
- A player may claim a discarded tile from the player to his left (i.e. if the claiming player is next in turn) to declare a chow (a three-tile same-suit straight).
- A player may claim a discarded tile from any other player to declare a kong (four-of-a-kind) or pong (three-of-a-kind).
- A player may claim a discarded tile from any other player to declare Mahjong.
In case several players want to claim the same discard, the following priority list is used:
If two players want to claim a tile for the same reason, the player who is closest to being next in turn gets the tile. Note that it is not always wise to claim discarded tiles. For example, sets that have not been declared are worth more than declared sets when going Mahjong.
Mahjong Hands
A Mahjong hand normally consists of four sets of three or four tiles and one pair. A set is a same-suit triplet (pong), a same-suit quadruplet (kong) or a same-suit straight (chow). Each rule set also has a number of special hands that allow Mahjong or a better score than usual. Also, many rule sets have additional requirements for actually going Mahjong (see below).
Scoring
The score for a hand is calculated in two steps. First, the sets and the pair give minipoints. Going Mahjong also usually gives minipoints. The amount of points and which sets and pairs that give minipoints vary with the game rules.
Second, the hand is analysed for patterns that depend on the game rules. Fans (also called funs, or yakus) are awarded for the different patterns. Each fan doubles the minipoints once. The resulting score is the hand score.
In some rule sets, the hand score is irrelevant and only the number of fans is counted.
Tournament Scoring
Table points are awarded according to the players' score after each tournament round. The player with the highest score gets four table points, the second highest gets two table points and the third player gets one table point.
Settlement
When a game is over, the money entered into the game is divided amongst the participants. The settlement type for a specific table is shown in the table information box in the game. The following settlement types are used:
Winner Takes All
In some games, the player with the highest score takes the entire pot. The pot is the sum of the buy-ins from all participants. A feeding penalty may also be present, which means that a player that discards the winning tile pays extra (the feeding penalty) and the players who did not discard the winning tile pays less (the feeding penalty divided by the number of non-feeding players).
Riichi House Rules
In games that use Riichi House Rules, the players split the pot proportionally to the number of hand points they have at the end of the game. In addition, there is a placement bonus, where the player with the least points pays a specific amount of money to the winner, and the player ranked third pays a smaller amount of money to the runner-up.
Hong Kong House Rules
Settlement in Hong Kong games works like in Riichi games using House Rules without the placement bonus.
Tournament
In tournaments, the pot (and any money added by the game operators) is divided amongst participants according to the table points accumulated by players and the payout structure defined for the tournament. The payout structure is usually dependent on the number of participants and is described in the tournament information box.
Buy-in
To enter a table, a player must pay to buy-in and additionally have funds to cover the largest possible loss on the table. These are shown in the game lobby as <buy-in>/<maximum loss>. In some rule sets, the loss is limited to the buy-in, while in others there are additional penalties for not winning and/or for discarding the winning tile.
In winner-takes all type of games, the winner will receive the sum of the buy-ins of the players at the table, less rake. In other games, the sum of the buy-ins is divided amongst the participants proportionally to their respective scores at the end of the game.
The buy-in for tournaments will usually include a fee, which is taken by the house as payment for tournament participation. No rake is deducted from winnings in tournaments, however.
Terms
| Draw | Drawing a tile from the wall. |
| Discard | Discarding a tile from ones hand, either the tile just draw or a tile that was already in the hand. |
| Claim | To take a tile discarded by somebody else. A player can claim a tile discarded by any other player if it completes a pong or allows the player to go Mahjong. A tile that completes a chow can only be claimed if discarded by the player to the left. |
| Declare/Meld | If a player claims a tile he/she must declare the resulting meld, i.e. show the tiles face-up on the table. The same applies if the player has a kong in his hand and wants to use it as such. |
| Concealed | A hand or set that has not been declared. |
| Hand | The tiles that a user has. |
| Pong/Pung | Three-of-a-kind. |
| Kong/Kaan | Four-of-a-kind. |
| Chow/Chii | A three tile straight. All tiles in a chow must be of the same suit (Bamboo, Characters or Circles). |
| Fan/Fun/Yaku | A combination (pattern) of tiles that is special in some way. Many rule sets require a winning hand to have at least one such combination. Each fan also doubles the player´s score in many rule sets. |
| Minipoint | The collected point value of all sets and pairs in a hand. |
| Hand point | The final point value of a hand, after Fans have been applied. |
| Wall | Where tiles are that have yet not been picked. |
| Furiten | A player is Furiten when he or she has previously discarded the tile that he or she needs to go Mahjong. Applies to Riichi Mahjong only. |
| Riichi | When a player is one tile away from declaring Mahjong with a concealed hand, he or she can declare Riichi. Riichi is worth one yaku, so the player declaring Riichi must put 1000 extra points into the pot. The game plays itself for players who have declare Riichi until somebody wins or there is a draw. Applies to Riichi Mahjong only. |
| Tenpai | A player is Tenpai is he is one tile away from having a valid Mahjong hand (four sets and a pair; this must not necessarily be a hand the player can declare Mahjong with). Applies to Riichi Mahjong only. |
Riichi
Basic Premises
- Flower and season tiles are not used.
- Wind rotation after each hand except if East wins or is Tenpai.
- It is possible to declare Riichi on any hidden hand that only needs one more tile to be a winning hand. 1000 points will be placed, as an extra bet by the player declaring Riichi and the game will play itself until somebody wins or there is a draw. The player who has declared Riichi may expand a pong to a kong if the right tile is drawn. If a player who has declared Riichi declines to go mahjong on a tile is still Riichi, but may then only declare Mahjong on a drawn (not discarded) tile. The winner of the hand takes the extra 1000 points. In case of a draw, the points will be transferred to the next hand.
- A player will become Furiten if he or she needs a tile that he or she has already discarded to go Mahjong. A player who is Furiten may only declare Mahjong on a self-drawn tile. A player will stop being Furiten if he or she discards tile(s) so that the tile needed for Mahjong is no longer one that he or she has already discarded.
- The game ends if a player goes below 0 points.
- A player will be Tenpai if nobody wins and the player is only one tile away from a Mahjong hand.
- Dora, Kan Dora and Ura Dora are used (see the Special Hands section for details).
- Red fives are not used in any Riichi rule set on this site.
Variations
We offer Japanese Riichi, EMA Riichi and Kansai style Riichi. EMA and Kansai differ from the standard Riichi rule set as per below.
EMA Riichi
- All Simples (Tanyao) hand must be closed (i.e. a concealed hand).
- Twice Pure Double Chows (Ryan Peikou) must also be closed.
- Blessing of Man (going Mahjong on a discard in the first round) is allowed and is a yakuman.
- Multiple Ron is allowed.
Kansai Style Three Player Riichi
- Players are East, South, West ? never North.
- Tiles 2-8 in the characters suit are not in the tile set.
- A pong of North scores 1 yaku, open or concealed.
- Players are not allowed to claim discarded tiles to complete a chow, except when going Mahjong.
- Some yakus, such as Mixed Triple Chow cannot be achieved due to the lack of Character tiles.
- No "All Riichi" Abortive Draw. Contrary to regular 4 player riichi the hand will not proceed to an abortive draw when all players have declared riichi. The hand will continue until exhaustive draw or at least one of the players declares mahjong.
Going Mahjong
At least one yaku (fan) is required to go mahjong. See Special Hands below. Note that losses are limited; a player cannot go below 0 points.
Special Hands
The following special hands score one or more yakus.
Yaku Patterns
| Name |
Open |
Conc. |
Description |
| Riichi |
- |
1 |
Going out with mahjong after having declared Riichi. One extra yaku is awarded if you go out within the next uninterrupted go-around, inluding your next draw from the wall (Ippatsu). One extra yaku is awarded if riichi was declared in the very first uninterrupted go-around (Daburu riichi). |
| Fully Concealed Hand (Menzen Tsumo) |
- |
1 |
Going out on self-draw with a concealed hand. |
| All simples (Tanyaou Chuu) |
1 |
2 |
A concealed hand consisting only of suit tiles 2-8. (Scores -/1 in EMA Riichi) |
| Pinfu |
- |
1 |
A hand that gives no minipoints beside those awarded for going out. The hand must consist of four chiis and a pair which is not in dragons, seat wind or prevalent wind, and the hand must be won on a two-sided wait. |
| Pure Double Chii (Iipeikou) |
- |
1 |
Two chiis of the same value and suit. |
| Mixed Triple Chii (San Shoku Doujun) |
1 |
2 |
Three chiis of the same value, with one in each suit. |
| Pure Straight (Itsu) |
1 |
2 |
Three consecutive chiis (1-9) in the same suit. |
| Dragon Pon (Fanpai/Yakuhai) |
1 |
1 |
A pon or kan in dragons |
| Seat Wind (Fanpai/Yakuhai) |
1 |
1 |
A pon or kan in the players wind. |
| Prevalent Wind (Fanpai/Yakuhai) |
1 |
1 |
A pon or kan in the prevalent wind. |
| Outside Hand (Chanta) |
1 |
2 |
A hand where all sets contain a terminal or honor tile, and at least one of the sets is a chii. |
| After a Kan (Rinchan Kaihou) |
1 |
1 |
Going out on a replacement tile for a kan. |
| Robbing a Kan (Chan Kan) |
1 |
1 |
Going out by robbing a kan (see ????) |
| Bottom of the Sea (Haitei) |
1 |
1 |
Going out on the last tile of the live wall, or the discard thereafter. |
| Seven Pairs (Chii Toitsu) |
- |
2 |
A hand consisting of seven pairs. Note, that this is one of the two special hands that don?t follow the standard 4 sets plus 1 pair formula. It is also special in that you are awarded 25 points for going mahjong with a seven-pairs hand. |
| Triple Pon (San Shoku Dokou) |
2 |
2 |
One pon or kan in each of the three suits, all having the same number. |
| Three Concealed Pons(San Ankou) |
2 |
2 |
Three concealed pons or kans. |
| All Pons (Toi-toi hou) |
2 |
2 |
A hand with four pons/kans and one pair. |
| Half Flush (Honitsu) |
2 |
3 |
A hand with tiles from only one suit plus honor tiles. |
| Little Three Dragons (Shou Sangen) |
4 |
4 |
Two pons/kans of dragons plus one pair of dragons. (No extra yakus are scored for the dragon pons individually.) |
| All Terminals and Honors (Honroutou) |
2 |
2 |
A hand consisting of only terminals and honors. |
| Terminals in All Sets (Junchan Taiyai) |
2 |
3 |
A hand with atleast one chii and where all sets contains terminals. |
| Twice Pure Double Chiis (Ryan Peikou) |
2 |
3 |
Two pair of chiis, where each pair consists of two identical chiis. |
| Full flush (Chinitsu) |
5 |
6 |
A hand with tile from only one suit and no honor tiles. |
Yakuman Patterns
Yakuman hands are all treated as 13+ yakus in terms of scoring.
| Thirteen Orphans (Koku Shimusou) |
One of each honor tile and terminal plus a fourteenth tile forming a pair with one of thos |
| Nine Gates (Chuuren Pooto) |
A hand consisting of the tiles 1112345678999 in one suit plus one extra tile in the same |
| Blessing of Heaven (Tenho) |
East wins on the initial hand. |
| Blessing of Earth (Chiho) |
A hand won on self draw in the first go-around. |
| Blessing of Man (Renho) |
A hand won on discard in the first go-around. Only possible in EMA Riichi. |
| Four Concealed Pungs (Suu Ankou) |
Four concealed pons or kans. |
| Four Kans (Suu Kan Tsu) |
Four kans. |
| All Green (Ryuu Iisou) |
A hand consisting of only green tiles, i.e., green dragons and bamboo 2, 3, 4, 6 and 8. |
| All Terminals (Chinrouto) |
A hand consisting of only terminal tiles. |
| All Honors (Tsuu Iisou) |
A hand consisting of only honor tiles. |
| Big Three Dragons (Dai Sangen) |
A pon or kan in each of the three dragons. |
| Little Four Winds (Shou Suushi) |
A pon or kan in three of the winds and a pair in the fourth wind. |
| Big Four Winds (Dai Suushii) |
A pon or kan in each of the four winds. |
Dora, Kan Dora and Ura Dora
The face-up tile in the wall is the Dora indicator. The next tile in sequence is the Dora. So if the Dora indicator is Bamboo 2, the Dora is Bamboo 3, if the indicator is Character 9, the Dora is Character 1. If the Dora indicator is a dragon or a wind, the following sequences are used: the dragon sequence is Red, White, Green; the wind sequence is East, South, West, North.
For each Dora tile a player has in a winning hand, one additional yaku is awarded. Only having a Dora tile in ones hand does not make the hand qualify for Mahjong, however.
If a Kan is declared, another tile is turned face up, indicating another Dora tile (a Kan Dora).
If a player has declared Riichi and goes Mahjong, the tile beneath each Dora indicatoris exposed. The newly exposed tile(s) indicate Ura Dora(s) which work just likeDora tiles.
Scoring
The final score of a hand is complicated to calculate by hand, so it is presented in the form of tables here. If the winner has less than 5 yaku, minipoints need to be calculated first.
| Combination |
Minpoints if open |
Minipoints if concealed |
| Pong of simples |
2 |
4 |
| Pong of terminals/honors |
4 |
8 |
| Kon of simples |
8 |
16 |
| Kon of terminals/honours |
16 |
32 |
| Combination |
Minpoints |
| Pair of dragons |
2 |
| Pair of seat wind |
2 |
| Pair of prevalent wind |
2 |
| Edge wait, closed wait or pair wait |
2 |
| Self-draw except with pinfu hand |
2 |
| Open pinfu |
2 |
| Wining with concealed hand |
30 |
| Seven pairs (not cumulative)
| 25
|
| Open hand/self draw
| 20
|
Based on the number of minipoints and yakus in the player´s hand, losers shall pay the points to the winner according to the below tables:
| Winner is East and wins on self draw (Tsumo) |
| Minipoints |
1 yaku |
2 yaku |
3 yaku |
4 yaku |
| 20 |
- |
700 |
1300 |
2600 |
| 25 |
- |
- |
1600 |
3200 |
| 30 |
500 |
1000 |
2000 |
3900 |
| 40 |
700 |
1300 |
2600 |
4000 |
| 50 |
800 |
1600 |
3200 |
4000 |
| 60 |
1000 |
2000 |
3900 |
4000 |
| 70 |
1200 |
2300 |
4000 |
4000 |
| 80 |
1300 |
2600 |
4000 |
4000 |
| 90 |
1500 |
2900 |
4000 |
4000 |
| 100 |
1600 |
3200 |
4000 |
4000 |
| Winner is East and wins on discard (Ron) |
| Minipoints |
1 yaku |
2 yaku |
3 yaku |
4 yaku |
| 25 |
- |
2400 |
4800 |
9600 |
| 30 |
1500 |
2900 |
5800 |
11600 |
| 40 |
2000 |
3900 |
7700 |
12000 |
| 50 |
2400 |
4800 |
9600 |
12000 |
| 60 |
2900 |
5800 |
11600 |
12000 |
| 70 |
3400 |
6800 |
12000 |
12000 |
| 80 |
3900 |
7700 |
12000 |
12000 |
| 90 |
4400 |
8700 |
12000 |
12000 |
| 100 |
4800 |
9600 |
12000 |
12000 |
| Winner is any wind except East and wins on self draw (S,W,N/East)(Tsumo) |
| Minipoints |
1 yaku |
2 yaku |
3 yaku |
4 yaku |
| |
|
|
|
|
| |
|
|
|
|
| Winner is any wind except East and wins on discard (Ron) |
| Minipoints |
1 yaku |
2 yaku |
3 yaku |
4 yaku |
| |
|
|
|
|
| |
|
|
|
|
If the winner has more than 5 yaku, losers pay as follows:
| Limit hands |
| Hand |
Yaku |
East Wins |
Other Wind Wins (S,W,N/East) |
| Mangan |
5 |
4000 |
2000/4000 |
| Haneman |
6-7 |
6000 |
3000/6000 |
| Baiman |
8-10 |
8000 |
4000/8000 |
| Sanbaiman |
11-12 |
12000 |
6000/12000 |
| Yakuman |
13+ |
16000 |
8000/16000 |
Classic
Basic Premises
- Flower and season tiles are used and give bonus points. They can be declared one by one at any time.
- Winds are rotated after each hand except on east win and draw.
Going Mahjong
Four sets and pair are sufficient. Also see Special Hands below
Special Hands
| Name |
Description |
| Heaven´s Blessing/Heavenly Harmony |
When East immediately goes out with a mahjong hand, after having drawn his/her 14 first tiles (and replacing any Bonus tiles). |
| Earth´s Blessing/Earthly Harmony |
When South, West or North player immediately goes out with a mahjong hand, by claiming the first discarded tile from East player. |
| The Thirteen Unique Wonders / Thirteen Grades of Imperial Treasure |
One 1 and one 9 from each suit, one of each Dragon, one of each Wind, and a fourteenth tile that will make up a pair with any of the others. Only the last tile may be claimed (or drawn from the Wall). |
| Catching the Moon from the bottom of the Sea |
When a player draws the last available tile from the 'live' section of the Wall, this tile is 1 of Circles, and the player goes out with this tile (regardless of how the actual sets in hand score). |
| Gathering the Plum Blossom from the Roof |
When a player goes out by drawing the 5 of Circles tile as a replacement tile (for a Bonus tile or after having completed a kong) from the Dead Wall (regardless of how the actual sets in hand score). |
| The Three great Scholars |
A pong or kong in all three Dragons, plus any pong or kong and any pair. Tiles may be claimed to complete any or all of these sets. |
| Four large Blessings |
A pong or kong in all four Winds, plus any pair. Tiles may be claimed to complete any or all of these sets. |
| Twofold Plenty / Kong on Kong |
When a player first completes a kong (by drawing or claiming), then with the help of the replacement tile completes another kong, and then with the help of this next replacement tile goes out. |
| Fourfold Plenty |
A hand consisting of four kongs (any kongs) plus any pair. Tiles may be claimed to complete any or all of these kongs. |
| The Nine Gates / The Gates of Heaven / The Nine united Sons |
A concealed hand consisting of the tiles 1-1-1-2-3-4-5-6-7-8-9-9-9 from the same suit, but no other suits and no Winds or Dragons. Any tile 1-9 from that same suit, drawn from the Wall or claimed, will now complete the mahjong hand. |
| Buried Treasure |
A hand consisting of four pongs (but no kong), plus any pair. All tiles, including the one completing the mahjong hand, must have been drawn from the Wall and may not have been claimed. |
| All Honours / Greater Honours |
A hand consisting of four pongs or kongs, plus a pair, entirely in Winds and Dragons in any combi- nation. Tiles may be claimed to complete any or all of these sets. |
| All Green / Imperial Jade |
A hand consisting entirely of all green tiles: Green Dragons plus 2, 3, 4, 6 and 8 of Bamboos, in any combinations making up four sets plus a pair. One or more chows may be included. Tiles may be claimed to complete any or all of these sets. |
| Heads and Tails |
A hand consisting of four pongs or kongs plus one pair, and which must be made up entirely of 1´s and 9´s, from any or all of the suits. Tiles may be claimed to complete any or all of these sets. |
| The Wriggling Snake |
A pair of 1´s plus 2-3-4-5-6-7-8-9, all of the same suit, and one of each wind E-S-W-N. Only the last tile, whichever it is, may be claimed (or drawn from the Wall). |
Scoring
As soon as a player has achieved a mahjong hand and gone out, play stops and everyone exposes the tiles still in hand.
Naturally, when playing at this site all the scoring is done automatically by the software and shown on the screen.
The scoring described below in Chinese classical mahjong applies to ALL the players, whether going out or not.
Chow/chi
Any chow/chi always scores 0 points. (This is for mathematical reasons - there are about ten times as many chow/chi combinations possible, as pong and kong combinations.)
Pair
A pair of Dragons, or of your own Wind - 2 points
All other pairs score 0 points. Your own wind is defined as your seating position right then: South if you are sitting in South position, and so on.
Pong
- An exposed pong in Simples (2-8) - 2 points
- An exposed pong in Terminals (1 or 9) or Winds or Dragons - 4 points
- A concealed pong in Simples (2-8) - 4 points
- A concealed pong in Terminals (1 or 9) or Winds or Dragons - 8 points
An exposed pong is one containing a tile claimed from an opponent. A concealed pong is one where you yourself has drawn all the tiles from the Wall.
Kong
- An exposed kong in Simples (2-8) - 8 points
- An exposed kong in Terminals (1 or 9) or Winds or Dragons - 16 points
- A concealed kong in Simples (2-8) - 16 points
- A concealed kong in Terminals (1 or 9) or Winds or Dragons - 32 points
Bonus tiles
For each Season tile or Flower tile 4 points
Basic Doubles
The following doubles apply ALL the players in Chinese classical mahjong, whether going out or not:
- For every pong or kong of Dragons - 1 double
- For every pong or kong in your own wind - 1 double
- For having all four Season tiles - 2 doubles
- For having all four Flower tiles - 2 doubles
- For having all eight Bonus tiles - 5 doubles
- For having two sets of Dragons and a pair of the third Dragon - 3 doubles
- For having three sets in all three Dragons (Three Great Scholars) - 5 doubles
- For having three sets of Winds and a pair of the fourth Wind - 1 double
- For having four sets in all four Winds (Four Large Blessings) - 3 doubles
- For three concealed pongs - 1 double
Note that some of the doubles exclude each other in a logical way: if you have two sets of Dragons and a pair of the third Dragon, the individual doubles for the two sets are already included in the 3 doubles. Note that all applicable doubles are cumulative, meaning that the points you score may for example be doubled three times over (2x2x2 is 8) where applicable.
Additional points for the winner only
The player going out by achieving mahjong may in addition to the Basic Points above also include the following additional points (before doubling), as applicable:
- For going out (always) - 20 points
- For having drawn the winning tile from the Wall - 2 points
- For going out with the only possible tile - 2 points
The only possible tile is defined as:
- the tile completing the pair when all other sets have already been completed, or
- the middle tile in a chow/chi (such as drawing or claiming 7 of Bamboos when you have 6 and 8 of Bamboos, which completes your mahjong hand), or
- the Terminal tile in a chow/chi which can only be completed this way (such as drawing or claiming 9 of Circles when you have 7 and 8 of Circles, and all 6 of Circles tiles have already been discarded or placed in exposed sets belonging to the other players), or
- the tile when you towards the end have two pairs left in hand and can only go out by completing one of them to a pong, since the tiles that would complete the other pair have already been discarded or placed in exposed sets belonging to the other players.
Note that "The only possible tile" refers to the one value needed to complete your mahjong hand. If you have 6 and 8 of Bamboos in hand and are waiting for the 7 of Bamboos and there are two or more such identical tiles remaining in the game, it does not matter which of these 7 of Bamboos tiles you draw or claim.
Additional doubles for the winner only
The player going out by achieving mahjong may in addition to any doubles listed above also apply the following doubles, where applicable:
- Going out by drawing the last tile from the Wall - 1 double
- Going out by claiming the last discard, after the last tile has been drawn from the Wall - 1 double
- Going out by drawing a replacement tile from the Wall (called Winning on the Roof) - 1 double
- Going out by drawing the last remaining tile of the Wall as a replacement tile (called Opening a Flower) - 2 doubles
- Going out with a worthless hand (only chows and a non-scoring pair) - 1 double
- For a hand containing no chows - 1 double
- For a hand consisting of sets in Terminals and/or Honours (no Simples) only, and any pair - 1 double
- For a hand of Honour tiles and one suit only - 1 double
- For a hand of tiles from only one suit, and no Honour tiles - 3 doubles
Also all these doubles are cumulative, where applicable. In order to simplify the calculations, it is suggested that you after you have calculated the points then calculate the number of doubles, and do the math.
1 double - multiply by 2
2 doubles - multiply by 4
3 doubles - multiply by 8
4 doubles - multiply by 16
5 doubles - multiply by 32
The limit
Since a player's score, using many doubles, could theoretically run into millions of points when winning with a very unusual and lucky hand, a limit on the number of points a player can score is applied. This limit is usually between 200 and 2000 and is set for each table in the Allstarmahjong game. (This limit applies regardless of whether you are playing East or any other position.)
Note that you may also go out with any of a number of special mahjong hands, which do not necessarily confirm to the "four sets, one pair" rule above! See the Special Hands section for a list of these special hands, which are all limit hands as they score the maximum number of points allowed in the game.
Scoring procedure
Once a player goes out, he or she scores his hand first, and receives that number of points from each of the other players.
Then, in Chinese classical mahjong, the other players in counterclockwise order score their hands and receive that number of points from the others - but NOT from the player who went out.
In a live game, the score is kept using tally sticks or chips - even poker chips will do nicely - or sometimes using just paper and pencil. When playing at this site, naturally all the scoring is done automatically by the software and shown on the screen.
An example of scoring
West went out, with a mahjong hand made up of the following combinations:
- A concealed pong in 9 of Circles - 8 points
- An exposed pong in 7 of Characters - 2 points
- An exposed kong in West Wind - 16 points
- A chow, 5-6-7 of Bamboos - 0 points
- A pair in 4 of Bamboos - 0 points
- One Flower tile (Chrysanthemum) - 4 points
- Drawing the winning tile from the Wall - 2 points
- For going out - 20 points
That gives a sum of 52 points.
In addition, the player receives a double for having a kong in his own Wind.
That gives a final sum of 104 points.
East, South and North now all pay 104 points each to the winner West. If all players started with 2000 points each, the score for the moment looks like this:
East: 1896 p. South: 1896 p. West: 2312 p. North: 1896 p.
(Note that mahjong is a zero-sum game: what one player wins, another loses. If all players started with 2000 points each, the sum total of all four players' scores must always total 8000 if all the calculations have been done correctly.)
West has finished scoring; now it is North's turn. She has a concealed pong in White Dragons in hand (8 points), an exposed pong in Simples (2 points) and one Season tile (4 points, but it is not her own). Her uncomplete hand is therefore only worth 14 basic points, but in addition she receives a double for her pong of Dragons, bringing the total up to 28 points. She receives this amount from East and South (but not West, since he won the hand), after which the score for the moment looks like this:
East: 1868 p. South: 1868 p. West: 2312 p. North: 1952 p.
East has two chows (0 points each), one pair in East Wind (which happens to be his own wind, so 2 points), an exposed kong in 8 of Circles (8 points), but otherwise worthless tiles. Sum total is 10 points, which he receives from South and North respectively.
South, finally, has a concealed pong in 1 of Bamboos (8 points), an exposed kong in West Wind (16 points), a Season tile (4 points), a Flower tile (4 points, and it is his own Flower), and a pair of Green Dragons (2 points). The sum is 34 points, which the double for his own flower brings up to 68 points. After scoring this as well, the final point standings after the hand are as follows:
East: 1820 p. South: 1994 p. West: 2312 p. North: 1874 p.
... and once again, the total of all players' points after this hand is 8000 in this example.
Note that it is actually possibly for a losing player to score more points than the winning player who went out, if the winning player has a very low-scoring hand but the other player has almost completed an exceptionally strong hand!
International
Basic Premises
- Flower and season tiles are used and give bonus points. The can be declared one by one at any time.
- Flower and season tiles given in the initial deal can be declared and replaced before the game starts or kept for later. Winds are rotated after each hand.
Going Mahjong
At least 8 fans are required to go mahjong. See Special Hands below for fan values of different patterns.
Scoring
As soon as a player has achieved a valid mahjong hand and goes out, play immediately
stops and he or she exposes the tiles still in hand (while taking care to note which
sets were concealed just before going out). In a live tournament, that player would
then count out loud, one by one, the scoring elements and combinations he/she claims
for the hand, summing up the points while being validated by the other players.
If that player forgets any scoring element or combination, it is his/her fault -
the other players are not obliged to point out this error (indeed, must keep silent
in a live tournament); and furthermore, once validated by the others and scored
the points stand, even if any mistake is noticed later.
Naturally, when playing at this site all the scoring is done automatically by the
software and shown on the screen - and no elements or combinations are overlooked!
The basic principles of scoring
The International game is pattern-based, subject to a number of stringent rules,
and differs severly in scoring from the Chinese Classical game.
First, the minimum required to go out is 8 points (not counting any Bonus tiles);
any hand failing to reach this minimum (even if it fulfills the formal requirement
of four sets and a pair) you are not permitted to go out on.
Second, once all the scoring elements and combinations (including the Bonus tiles)
have been added up, this forms the "basic score". To this 8 points are always added,
for the full score of the winning hand.
Third, only the winner gets paid by the other three players - these three do not
then exchange points between themselves, unlike in the Chinese Classical game.
Fourth, if the win is by self-draw (the winning player draws the final tile needed
from the Wall), the three other players all pay the winning score in full. If instead
the win is by discard (the final tile needed is discarded by another player and
immediately claimed by the winner), only the discarder pays the winning score in
full (as a penalty for his/her "carelessness"), while the other two players only
pay the winner the minimum 8 points each.
Fifth, in International Competition Mahjong points may be scored by combinations
of sets - such as for example having two chows, 1-2-3 and 7-8-9 in the same suit,
which each by itself would not give the player any points but do so when together
in the same hand ("Two Terminal Chows", see below). It is critically important to
know of all these scoring elements and combinations of elements which are possible,
and how to utilize them to your advantage when trying to achieve a winning hand.
Sixth, there are a few principles governing how a hand is scored, prohibiting for
example a repetition of the same combinations. When playing here the software will
automatically adhere to these principles, but in a live game you must know them
by heart - see near the end of this scoring section.
Seventh, the only five permissible hands not conforming to the "four sets and one
pair" rule are:
- Seven Shifted Pairs (#06, see below)
- Thirteen Orphans (#07)
- Seven Pairs (#19)
- Greater Honours and Knitted Tiles (#20)
- Lesser Honours and Knitted Tiles (#34)
- Knitted Straight (#35)
The scoring elements and combinations
There are eighty-one scoring elements and combinations (called fan in Chinese) in
total, worth from 1 point up to 88 points. Here they are, grouped and numbered in
the official order set out by the World Mahjong Organization:
88 points
- (01) Big Four Winds: A hand containing pongs or kongs
of all four Wind tiles, E-S-W-N.
It may not be combined with big Three Winds, Little Four Winds, All Pongs, Seat
Wind, Prevalent Wind, or pong of Terminals or Honours (all implied).
- (02) Big Three Dragons:
A hand containing pongs or kongs of all three Dragon tiles, Red-Green-White.
It may not be combined with pong of Dragons, or Two Dragons (both implied).
- (03) All Green: A hand in which all the chows, pongs/kongs
and the pair are made up entirely of combinations of "green" tiles: defined as 2,
3, 4, 6 and 8 of Bamboos, and Green Dragon.
It may be combined with either Half Flush or Full Flush. When combined with Seven
Pairs, Tile Hog may not be added.
- (04) Nine Gates: Holding (concealed) the 1-1-1-2-3-4-5-6-7-8-9-9-9
tiles in any of the three suits, creating the nine-sided wait of 1, 2, 3, 4, 5,
6, 7, 8 or 9 in that same suit.
It may be combined with Fully Concealed if the winning tile is Self-Drawn. It may
not be combined with Full Flush (implied), Concealed, Edge Wait, Closed Wait, Single
Wait, or Pong of Terminals or Honours.
- (05) Four Kongs: Any hand that includes four kongs (plus
a pair). These may be concealed or melded.
- (06) Seven Shifted Pairs:
A hand containing seven pairs of the same suit, each shifted one up from the previous one.
It may be combined with Fully Concealed if the winning tile is Self-Drawn. It may not be combined with Full Flush, Concealed Hand, or Single Wait (all implied).
- (07) Thirteen Orphans:
A hand containing one each of all the Dragons, all the Winds, a 1 and 9 of each suit, and the fourteenth tile forming a pair with any of the previous ones.
It may be combined with Fully Concealed if the winning tile is Self-Drawn. It may not be combined with Concealed Hand, All Types, or Single Wait (all implied).
64 Points
- (08) All Terminals: A hand made up entirely of 1 and 9
of the suit tiles, pongs or kongs and including the pair, without any Honour tiles.
It may not be combined with No Honours (implied), All Pongs (implied), or Outside
Hand (implied). It may be combined with Double Pong or Triple Pong. It may be combined
with Seven Pairs, but then the Tile Hog may not be added.
- (09) Little Four Winds: A hand containing three pongs
or kongs of Wind tiles, and a pair of the fourth Wind.
It may not be combined with Big Three Winds (implied) or Pong of Terminals or Honours
(implied). It may be combined with Seat Wind or Prevalent Wind.
- (10) Little Three Dragons:
A hand containing two pongs or kongs of Dragons, and a pair of the Third Dragon.
It may not be combined with Two Dragons, or Pong of Dragons (both implied).
- (11) All Honours: All pungs, kongs and the pair consist
of Honour tiles.
The Dragons and Winds may be exposed or concealed. It may not be combined with All
Pongs (implied), Outside Hand, or Pong of Terminals or Honours (implied). Points
for Seat Wind, Prevalent Wind and/or Pong of Dragons may be added.
- (12) Four Concealed Pongs: A hand containing four concealed
pongs or kongs (achieved without melding).
It may not be combined with Concealed Hand (implied) or All Pongs (implied). It
may be combined with Fully Concealed if the winning tile is Self-Drawn.
- (13) Pure Terminal Chows: A hand containing four Terminal
Chows, two each of the lower and the upper, all of the same suit, and a pair of
fives of the same suit.
It may not be combined with Full Flush (implied), All Chows (implied), Seven Pairs,
Pure Double Chow (implied), Mixed Double Chow (implied), or Two Terminal Chows (implied).
48 Points
- (14) Quadruple Chow: A hand containing four identical
chows of the same suit.
It may not be combined with Pure Double Chow (implied), Pure Triple Chow (implied),
Tile Hog, or Pure Shifted Pongs.
- (15) Four Pure Shifted Pongs: A hand containing four pongs
or kongs of the same suit, each shifted one of from the previous one.
It may not be combined with Pure Double Chow, Pure Triple Chow, Tile Hog, or Pure
Shifted Pongs Implied).
32 Points
- (16) Four Pure Shifted Chows: A hand containing four chows
of the same suit, each shifted up either 1 or 2 steps from the previous one (but
not a combination of both).
It may not be combined with Short Straight.
- (17) Three Kongs: A hand containing three kongs (exposed
or concealed).
It may be combined with points for concealment, see below. If all three kongs are
concealed, it may be combined with Three Concealed Pongs.
- (18) All Terminals and Honours: A hand containing pongs,
kongs and/or pair(s), all of 1 and/or 9 of the suit tiles and Honour tiles (Winds
and/or Dragons).
It may not be combined with Pong of Terminals or Honours (implied), Outside Hand,
or All Pongs (implied).
24 Points
- (19) Seven Pairs: A hand consisting of seven pairs, any
pairs. The pairs need not all be different - one may be two 7 of Characters, and
another pair the remaining two 7 of Characters, for example.
It may not be combined with Single Wait (implied) or Concealed Hand (implied). It
may be combined with Fully Concealed if the winning tile is Self-Drawn, and may
also be combined with All Types and Tile Hog.
- (20) Greater Honours and Knitted Tiles: A hand containing
one each of the four Winds and the three Dragons, plus any seven tiles in a knitted
straight (1-4-7 of one suit, 2-5-8 of another suit and 3-6-9 of the third suit),
but where the Wind and Dragon tiles are used as "jokers" to take the place of missing
suit tiles in the sequences. Differs from Lesser Honours and Knitted Tiles (#34,
see below) in that it must contain one each of all seven Honour tiles. This hand
does not contain a pair!
It may not be combined with Concealed Hand or All Types (both implied). It may be
combined with Fully Concealed if the winning tile is Self-Drawn.
- (21) All Even Pongs: A hand containing pongs or kongs
of 2, 4, 6 or 8 of the suit tiles, plus a pair of the same.
It may not be combined with All Pongs (implied) or All Simples (implied).
- (22) Full Flush: A hand containing tiles from one suit
only.
It may not be combined with No Honours (implied).
- (23) Pure Triple Chow:
A hand containing three identical chows of the same suit.
It may not be combined with Pure Shifted Pongs, or Pure Double Chow (implied).
- (24) Pure Shifted Pongs: A hand containing three pongs
or kongs of the same suit, each shifted one up from the previous one.
It may not be combined with Pure Triple Chow.
- (25) Upper Tiles: A hand containing 7, 8 and/or 9 tiles
only.
It may not be combined with No Honours (implied).
- (26) Middle Tiles: A hand containing 4, 5 and/or 6 tiles
only.
Again, it may not be combined with No Honours (implied).
- (27) Lower Tiles: A hand containing 1, 2 and/or 3 tiles
only.
Again, it may not be combined with No Honours (implied).
16 Points
- (28) Pure Straight: A hand containing the sequence 1-2-3-4-5-6-7-8-9
of the same suit, forming three consecutive chows.
- (29) Three-Suited Terminal Chows: A hand containing 1-2-3
and 7-8-9 of one suit (Two Terminal Chows), 1-2-3 and 7-8-9 of another suit, and
a pair of fives in the remaining suit.
It may not be combined with All Chows (implied), Two Terminal Chows (implied), or
Mixed Double Chow (implied).
- (30) Pure Shifted Chows: A hand containing three chows
of the same suit, each shifted up either 1 or 2 steps from the previous one (but
not a combination of both).
- (31) All Fives: A hand in which every set (chow, pong,
kong, pair) includes at least one 5 tile.
It may not be combined with All Simples (implied).
- (32) Triple Pong: A hand containing three matching pongs
or kongs of the same number, in all three suits.
- (33) Three Concealed Pongs: A hand containing three concealed
pongs or kongs (achieved without melding).
12 Points
- (34) Lesser Honours and Knitted Tiles: A hand containing
a knitted straight (1-4-7 of one suit, 2-5-8 of another suit and 3-6-9 of the third
suit), and with single Honour tiles (Winds and Dragons) making up the rest of the
hand as well as acting as "jokers" taking the place of any missing suit tiles in
the sequences. This hand differs from Greater Honours and Knitted Tiles (#20) in
that it does not contain one each of all seven Honour tiles. Also, this hand does
not contain a pair!
It may not be combined with Concealed Hand or All Types (both implied). It may be
combined with Fully Concealed if the winning tile is Self-Drawn. It may also be
combined with Knitted Straight, if no Honour tiles at all are used in the sequences.
- (35) Knitted Straight: A hand containing three special
sequences, 1-4-7 of one suit, 2-5-8 of another suit and 3-6-9 of the third suit.
It may not be combined with Edge Wait or Closed Wait. It may be combined with All
Chows, or with Lesser Honours and Knitted Tiles.
- (36) Upper Four: A hand containing 6, 7, 8 and/or 9 tiles
only.
It may not be combined with No Honours (implied).
- (37) Lower Four: A hand containing 1, 2, 3 and/or 4 tiles
only.
It may not be combined with No Honours (implied).
- (38) Big Three Winds: A hand containing three pongs or
kongs in three different winds.
8 Points
- (39) Mixed Straight: A hand containing three different chows, 1-2-3 of one suit, 4-5-6 of another suit, and 7-8-9 of the third suit.
- (40) Reversible Tiles: A hand made up entirely of those
tiles which are vertically symmetrical, meaning the tile looks the same when turned
upside down. These tiles are defined as the 1, 2, 3, 4, 5, 8 and 9 of Circles, the
2, 4, 5, 6, 8 and 9 of Bamboos, and the White Dragon.
It may not be combined with One Voided Suit (implied).
- (41) Mixed Triple Chow: A hand containing three chows
of the same numerical sequence, but in three different suits.
- (42) Mixed Shifted Pongs: A hand containing three pongs
or kongs, in all three different suits, each shifted one step up from the previous
one.
- (43) Chicken Hand: A hand that would otherwise score 0
points (not counting the Bonus tiles). The different elements in it must not qualify
for any scoring at all!
- (44) Last Tile Draw: Going out (making the mahjong) by
drawing the very last tile from the Wall.
It does not combine with Self-Drawn (implied).
- (45) Last Tile Claim: Going out (making the mahjong) by
claiming the very last discarded tile in the game.
- (46) Out With Replacement Tile: Going out (making the
mahjong) with the replacement tile drawn after achieving a kong (but not when replacing
a Bonus tile).
It may not combine with Self-Drawn (implied). If a Bonus tile is drawn as a replacement
after achieving a kong, and the new replacement tile lets you go out, the point
for Self-Drawn may be added but Out With Replacement Tile does not apply.
- (47) Robbing the Kong: Winning by claiming (for the mahjong)
a tile another player tries to add to a melded pong to create an exposed kong.
This is treated, points-wise, as winning by discard from another player. It may
not be combined with either Last Tile Draw or Last Tile Claim.
- (48) Two Concealed Kongs: A hand containing two concealed
kongs.
Note: This scoring element was originally valued at 6
points, but was upgraded to 8 points in the year 2006 by the WMO.
6 Points
- (49) All Pongs: A hand containing four pongs or kongs,
and a pair.
- (50) Half Flush: A hand that contains suits from one suit
only, in combination with Honour tiles (Winds and/or Dragons).
- (51) Mixed Shifted Chows: A hand containing three chows,
one in each suit, each shifted one step up from the previous one.
Note: This is an important scoring element, very frequently
used by master players.
- (52) All Types: A hand in which all three suits, and one
of the Winds and one of the Dragons, are present in making up the four sets and
the pair.
It may also be combined with Seven Pairs.
- (53) Melded Hand: A hand in which all four sets, AND the
pair, must be completed by claiming tiles discarded by the other players. All sets
must be exposed, and the player goes out by completing the pair off a discard from
another player.
It may not be combined with Single Wait (implied).
- (54) Two Dragon Pongs: A hand containing two pongs or
kongs of Dragon tiles.
4 Points
- (55) Outside Hand: A hand containing Terminals and Honours
in all four sets, as well as the pair.
- (56) Fully Concealed Hand: A hand which is completed without
any melds (any claiming of discards), and wins by Self-Draw.
It may not be combined with Self-Draw (implied) or Concealed Hand (implied).
- (57) Two Melded Kongs: A hand containing two exposed kongs.
Note that one melded kong and one concealed kong are 6 points.
- (58) Last Tile: Winning with a tile that is the last of
its kind. This fact must be clear to all players, the previous three having been
discarded or exposed in sets.
2 Points
- (59) Dragon Pong: One pong or kong of Dragons, concealed or exposed.
- (60) Prevalent Wind: A pong or kong of the Wind corresponding to the current Prevalent Wind.
- (61) Seat Wind: A pong or kong of the Wind corresponding to your own current Seat Wind (seating position, East, South, West or North).
- (62) Concealed Hand: A hand without any exposed sets (melds), and which wins by claiming a discard.
- (63) All Chows: A hand consisting of four chows (plus a pair), the pair not being made up of Honour tiles.
It may not be combined with No Honours (implied).
- (64) Tile Hog: Using four identical tiles from one of the suits, without using them as a kong - using them instead as two pairs, or in one pong and one chow.
- (65) Double Pong: Two pongs or kongs (or one pong and one kong) of the same number but in two different suits.
- (66) Two Concealed Pongs: Two pongs achieved without melding.
- (67) Concealed kong: Four identical tiles, all self-drawn, declared as a kong.
- (68) All Simples: A hand which does not contain any Terminals (1 or 9), nor any Honours.
1 Point
- (69) Pure Double Chow: Two identical chows, of the same
suit.
- (70) Mixed Double Chow: Two chows with the same numbers,
but in different suits.
- (71) Short Straight: Two chows in the same suit that run
consecutively, for example 3-4-5 and 6-7-8 of Circles.
- (72) Two Terminal Chows: Two chows, of 1-2-3 and 7-8-9
respectively, in the same suit.
- (73) Pong of Terminals or Honours: A pong or kong of 1
or 9 in one of the suits, or of one of the Winds.
Note that a pong of Dragons scores 2 points instead. A pong in one of the Winds
may be combined with Seat Wind or Prevalent Wind.
- (74) Melded Kong: A kong claimed from another player's
discard, or promoted from a previously melded pong by self-drawing the fourth tile.
- (75) One Voided Suit: A hand entirely lacking tiles from
one of the suits. Winds and/or Dragon tiles may be present in the hand.
- (76) No Honours: A hand formed entirely of suit tiles,
without any Winds or Dragons.
- (77) Edge Wait: Winning by drawing or claiming a 3 to
form a 1-2-3 chow, or a 7 to form a 7-8-9 chow.
It is not valid if waiting for more than one tile, or if the Edge Wait is combined
with any other waits.
- (78)Closed Wait: Winning by drawing or claiming a tile
whose number is on the "inside" to form a chow, for example a 6 to form a 5-6-7
chow.
It is not valid if waiting for more than one tile, or if the Closed Wait is combined
with any other waits.
- (79)Single Wait: Waiting solely for a tile to form a pair.
It is not valid if waiting for more than one tile, for example when holding 1-2-3-4
of a suit and waiting for either the 1 or the 4.
- (80) Self-Drawn: Going out (making the mahjong) with a
tile drawn from the Wall.
- (81) Bonus Tiles: Each Season tile or Flower tile will
award you 1 point when going out (making the mahjong). However, Bonus tiles do not
count toward the 8-point minimum score required to go out - the hand must be worth
at least 8 points on it own merits, before any points for Bonus tiles are added.
If you draw a replacement for a Bonus tile, and can go out with this replacement tile, it counts as Self-Drawn for 1 extra point.
The five principles governing how a hand is scored
In calculating the score for a hand, the following principles must be stringently
observed:
The prohibition against implied inclusion: When a higher-scoring
pattern cannot be achieved without also making a related lower-scoring pattern,
the lower-scoring pattern is said to be "implied" and may not also be scored.
The prohibition against identical patterns: Once a set
has been used to achieve a particular two- or three-set pattern, you may then not
use the same set to form an identical pattern with another set.
The prohibition against separation: Once one or more sets
have been formed into a particular scoring combination, you may not "separate" those
tiles and re-organize them into other sets to form a different scoring combination.
The prohibition against repetitive set usage: Once two
or three sets have been used to form a scoring combination, any other remaining
sets in hand may only be combined once with an already-scored set, in creating additional
two- or three-set scoring combinations.
The freedom of choice principle: If a set can be used to form a high-scoring pattern or a low-scoring pattern, the player is free to select the high-scoring pattern.
The table points in a tournament
After each game in a tournament, whether completed by playing all sixteen hands
or interrupted by time running out, a total of 7 table points are awarded. When
playing in a championship, the player scoring the highest total number of table
points after a pre-determined number of games is the winner. In case of a tie in
table points, the total number of "regular" points accumulated during all the games
is the tie-breaker.
After each game, the high scorer receives 4 table points; the second highest scorer
receives 2 table points; the third highest receives 1 table point; and the fourth
player receives 0 table points.
If two players' scores are equal, they split table points between them. In case
of a tie for highest score, both players receive 3 table points each, and the third
and fourth player 1 and 0 table points respectively. In case of a tie for second-highest
score, the first player receives 4 points, the tied players 1,5 points each, and
the fourth player 0 points. In case of a tie for third-highest score, the first
player receives 4,5 points, the second 2,5 points, and the tied players 0 points
each - and so on in logical fashion, for the remaining possible cases.
Settlements
In all international rules games, the winner takes the entire pot (less rake), regardless of points.
However, if a feeding penalty is present at the table, there is an additional rule for monetary settlement: If a player discards the winning tile, that player will pay twice his bet, and the other non-winners will pay half their bets.
Hong Kong
Basic Premises
Winds are rotated after each hand except on east win and draw.
Going Mahjong
A hand must be worth a specific number of fans to be eligible for declaring Mahjong. The number of fans needed is specified in the name of the table. See Special Hands below for fan values of different patterns. Only one player can go Mahjong (the first in turn to claim the tile in case of discard).
Special Hands
The following list of special hands is used:
| Name |
Fans |
Description |
| Chicken Hand |
0 |
Hand with no value. |
| Dragon Pung |
1 |
Hand includes a pung (or kong) of dragons. |
| Seat/Prevalent Wind |
1 |
Hand includes a pung (or kong) of the player´s seat or round wind. |
| All Chows |
1 |
Hand consists only of sequences and a pair. |
| Self-drawn Win |
1 |
Drawing the winning tile for mahjong. |
| Last Tile Draw/Discard |
1 |
Winning on the very last tile or the following discard. |
| Out on Replacement Tile |
1 |
Winning after drawing a replacement tile. |
| Robbing the Kong |
1 |
Winning on off a tile used to extend a kong. |
| All Pungs |
2 |
Hand consists only pungs, kongs and one pair. |
| Half Flush |
2 |
Hand consists only of honors and suit tiles of one suit. |
| Little Three Dragons |
4 |
Hand has two dragon pungs and a pair of the third dragon. |
| Full Flush |
4 |
Hand consists only of suit tiles of one suit. |
| Four Concealed Pungs |
Limit |
Hand has four concealed pungs and a pair and self-drawn win. |
| Big Three Dragons |
Limit |
Hand has three dragon pungs. |
| Little Four Winds |
Limit |
Hand has three pungs and a pair of winds. |
| Big Four Winds |
Limit |
Hand has four pungs of winds. |
| All Honors |
Limit |
Hand consists only of honor tiles. |
| All Terminals |
Limit |
Hand consists only of terminals. |
| Nine Gates |
Limit |
Concealed hand of 1112345678999 in one suit and winning on any tile of the same suit. |
| Thirteen Orphans |
Limit |
Hand made of single tiles of 12 honors and terminals, plus a pair of the 13th. Hand must be concealed. |
| Blessing of Heaven |
Limit |
East wins with initial hand. |
| Blessing of Earth |
Limit |
Non-east player wins on East's first discard. |
Limit hands are counted as 10 fans.
Scoring
Scoring in Hong Kong games is based on a fan-laak table. The fan-laak table is used to determine how many points the losers of a hand pay to the winner based on the number of fans in the winner´s hand. A player who discards a winning tile pays twice the number of points that the other players pay.
| Fans |
Points |
By discard |
Self drawn |
| 0 |
1 |
1+1+2=4 |
- |
| 1 |
2 |
2+2+4=8 |
4+4+4=12 |
| 2 |
4 |
4+4+8=16 |
8+8+8=24 |
| 3 |
8 |
8+8+16=32 |
16+16+16=48 |
| 4-6 |
16 |
16+16+32=64 |
32+32+32=96 |
| 7-9 |
32 |
32+32+64=128 |
64+64+64=192 |
| 10+/Limit |
64 |
64+64+128=256 |
128+128+128=384 |
Money is then settled according to the House Rules, based on the points each player has at the end of the game and what amount of money each point is worth. This means that if a single player hits the point limit set for the table, he will win all the money on the table.
Shenzhen / Bang-bang
Basic Premises
- Bet levels X and Y, where Y is twice X, is given in the table list.
- The winner becomes (or stays) East. Other players are assigned winds based on their seating relative to the winner.
- Players are not allowed to claim discarded tiles to complete a chow, except when going Mahjong.
- Self-drawn kongs are always declared immediately.
- Whenever a player draws a tile and thereby can extend an already declared pong to a kong, all other players pay the amount X to the player who performs the pong-to-kong.
- Whenever a self-drawn kong is declared, all other players pay the amount Y to the player who declares the kong.
- Whenever a player claims a discarded tile to declare a kong, the discarding player pays the amount X+Y to the player who claims the discarded tile.
- Points are never calculated; only kongs and going Mahjong matter.
- When a player declares Mahjong on self-draw, a lucky tile is drawn for a potential extra bonus.
- If any player at the table has less than 3Y in cash on the table, the game ends.
Going Mahjong
A player can declare Mahjong with a hand consisting of four sets and a pair, or with 13 orphans, or with seven pairs.
On win on self-draw, the other players pay the winner Y each. On win on discard, the discarder pays Y.
If a player wins by robbing a kong, the robbed player pays for the other players.
Lucky Draw (Horse)
If a player declares mahjong on self-draw (but not on robbing the kong), that player draws the next tile from the wall. If the winner is East and draws a East, 1, 5 or 9, the other players must pay the winner an additional Y. The same applies for South with South, red dragon, 2 or 6; West with West, green dragon, 3 or 7; North with North, white dragon, 4 or 8.
Special Hands
There are no special hands.
Scoring
There is not scoring, only monetary settlement.
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