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Equipment
To play mahjong all you need are 3 dice and four of each of the following tiles, for a total of 136 tiles.
Bamboos
If you haven’t learned Chinese numerals yet, make sure to play with a set that has Arabic numerals too!
Dots
These are the Green, Red, and White dragon tiles. If your set has English letters, the green dragon is labeled F, red
is C, and white is P or B. In Japanese sets, the White dragons are completely blank tiles. In American sets, the
Green and Red dragons may be depicted with a dragon graphic. The White dragon may also be a white tile with an
empty blue border.
Winds
If your set has English letters, they are labeled E, S, W, and N, respectively.
If your mahjong set comes with other tiles besides these (usually flowers, jokers, red tiles and/or blanks), then put
those extra tiles away. These tiles are used for variations of the game.
Flowers (also known as bonus tiles) are collection of both flower and season tiles. There isn't any standard or set
graphic for these tiles and may vary from set to set what is show here. Most commonly, however flowers are just
depicted. Other themes may include occupations (fisherman, woodcutter, farmer, and master), means of
transportation, or structures (bridge, gate, pavilion, and pagoda)1.
Flowers
These are flower tiles numbered one through four in Arabic numerals, representing: plumb, orchid, chrysanthemum,
and bamboo. It is commonly depicted with blue characters (or numbers).
Seasons
Same deal as flower tiles. There is one each bonus tile, representing: spring, summer, autumn, and winter. It is
commonly depicted with red characters (or numbers).
There are eight tiles total when playing with both sets (four flowers and four season tiles). Each number corresponds
to a player the same way each player is assigned a wind: 1 = East; 2 = South; 3 = West; 4 = North.
In Chinese forms of mahjong, they serve no purpose towards completing a hand; you cannot chow, pung,
or kong flowers. Instead they act as bonus points during the tabulation of your score. The flowers never count
towards the points necesary for a minimum hand. This means that, while though a flower may give you an extra faan
in Hong Kong mahjong, or an extra point in Korean mahjong, they do not contribute to having the minimum 3 faan
which is common in Hong Kong mahjong nor the 2 points necesary in Korean rules. They are strictly bonus points.
… …
These are pungs
A chow is a set of three tiles of the same suit and consecutive numbers.
… …
These are chows
Dragons and winds can't be used in a chow. A chow cannot loop from 9 back to 1.
… …
These are NOT chows
…
These are kongs
Each set can either be concealed or melded/exposed. Concealed sets are made of tiles from your initial hand and
tiles you draw from the wall. Melded sets are formed by claiming discard from other players and are explained later
in the special moves section. Concealed sets are not shown to other players unless you win the hand. Melded sets
are immediately shown when they are formed.
As explained earlier, the goal is to get four sets and a pair. The first player to reach this goal wins the hand. Most of
the time, the winning hand will have exactly 14 tiles. If the hand includes kongs, it will have more than 14 tiles. The
following are all valid winning hands:
Example 1
Example 3
Each player will be assigned a wind. A good analogy is to think of this as board game, but instead of being assigned
a colored token you are assigned a direction for your seat.
In casual play, randomly assign one player to have the East seat wind. The rest of the players assume seat winds
as specified by the image below: the player to the right of east is South, the player across is West, and the player to
the left is North. This assignment of winds DOES NOT match the cardinal directions on a compass.
One wall
All players move their walls towards the center of the table, making a big square like this:
Counting themselves as number one, East counts off players counter-clockwise around the table until they reaches
the sum. This determines whose wall they will break. For example, if East rolled 12, then they would break North's
wall.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
E S W N E S W N E S W N E S W N E S
Next, starting from the right side of the indicated player's wall, East counts off stacks clockwise until they reach the
sum. They then take the next two stacks (four tiles) after the last stack they counted. South takes the next two
stacks, West takes the next two, then North takes the next two. All players continue to take stacks in turn until each
player has six stacks (12 tiles). Note: players take turns going counter-clockwise, but tiles are drawn from the wall
going clockwise. This applies when dealing tiles and during gameplay.
Lastly, the players take their final tiles as shown below. East takes his two tiles, then South takes one, West takes
one, and North takes one. After this step, east should have 14 tiles, and the rest of the players should have 13.
Here is what the tile distribution would look like if East rolled a sum of 12:
The above seating determination is casual. Formal seating determination goes as follows:
Separate out one copy of each of the directions and shuffle them facedown, and stacking the tiles on top of one
another. A random player will cast the three dice and starting with themselves as 1, count off counterclockwise until
the number is reached. That player draws from the top tile in the stack, and players draw counterclockwise until all
four cardinal tiles are drawn. The player who draws the East tile chooses a seat and the other players arrange
themselves according to their drawn directions.
The players shuffle the direction tiles back in with the other tiles and then build the wall as indicated above. When
the walls are brought together, the player who drew the East tile casts the dice and counts off, starting with
themselves as 1. The indicated wall is the breaking wall, and should be broken at the set of tiles by counting from
right to left the rolled dice number. Importantly, the player associated with this wall is considered the first dealer and
East seat to begin the game.
Gameplay
East starts the game by discarding one tile from his hand and placing it face-up in the area in the middle of the
walls, which is called the river. If nobody claims East's discard, then play resumes with the player to his right, South.
Remember, players take turns going counter-clockwise. For most turns, you will simply draw a tile and then discard
a tile.
Many of the moves below require you to "use the most recently discarded tile." That refers discards from other
players, not your own discards. For example, you can't discard a tile and then immediately claim it for a melded
pung.
If you claim a discard to make a melded set, that melded set cannot be integrated back into the concealed part of
your hand. The melded set remains visible until the end of the hand.
Normal Turn
At the beginning of your turn, you can
1. Claim the most recent discarded tile to make a melded pung, melded chow, or big melded kong, OR if you
can’t or choose not to, you can
2. Draw a tile from the wall.
If you claim the discard, follow the corresponding procedure in the Special Moves section.
Should a player fail to claim a tile to make a meld, he/she cannot claim any identical discarded tile until his next
draw.
Special Moves
Melded Pung
If you want to use the most recently discarded tile in a pung, you must already have two concealed tiles in your hand
that match the discard. You must:
1. Declare “pung”.
2. Take the discard. (Do not place the discard in your hand).
3. Lay down the three tiles of the pung face-up as a set in front of your hand. This set is called a melded pung.
4. Discard a tile. If nobody claims the discard, play resumes with the player to the right. Note: some players
might get their turns skipped.
+ =
Two concealed identical tiles + discarded matching tile = melded pung
Melded Chow
If you want to use the most recently discarded tile in a chow, you must already have two concealed tiles in your
hand that would make a chow with the discarded tile, and the discard must come from the player to your left. You
must:
1. Declare “chow”.
2. Take the discard. (Do not place the discard in your hand).
3. Lay down the three tiles of the chow face-up as a set in front of your hand. This set is called a melded
chow.
4. Discard a tile. If nobody claims the discard, play resumes with the player to the right.
Example 1
+ =
Concealed 4- and 5-bamboo + discarded 6-bamboo = melded chow
Example 2
+ =
Concealed 4- and 6-bamboo + discarded 5-bamboo = melded chow
+ =
concealed pung + matching discard = big melded kong
+ =
melded pung + drawn matching tile = small melded kong
Concealed Kong
If you draw a tile that matches a concealed pung you have in your hand, you may declare a concealed kong. Note
that you DO NOT have to use the tiles as a kong. If you do want to use the tiles as kong, you DO NOT need to do it
on the same turn you drew the matching tile. You can declare a concealed kong on any of your turns, but only
immediately after you draw a tile from the wall or a replacement tile. You must:
1. Declare “kong”
2. Lay down the four tiles of the kong face-down as a set in front of your hand. This set is called a concealed
kong.
3. Draw a replacement tile.
4. Optional: Declare a concealed kong or a small melded kong. If you declare one of these kongs, do not go on
to step 5. Instead, follow the rules concerning the concealed kong or small melded kong.
5. Discard a tile. If nobody claims the discard, play resumes with the player to the right.
Note: if you wish to use a concealed kong as one of your sets but you do not declare it, then you will not have
enough tiles to complete the four sets and the pair you need to win.
+ =
concealed pung + drawn matching tile = concealed kong
Order of Claims
If players claim the same discard, a pung or kong will supersede a chow. However, a claim of mahjong trumps all
other claims. If two or more players claim mahjong, then the next player counterclockwise from the discarder gets
the discard to win.
Replacement Tiles
When you declare a kong, you must draw a replacement tile from the back end of the wall (the ridge). That is to
say, you draw a tile from the end of the wall you normally WOULD NOT draw tiles from. If you don't get a
replacement tile, you won't have enough tiles to make the four sets and a pair you need to get mahjong.
Players may not declare kong when the wall is exhausted and there are no replacement tiles to take.
Mahjong
When you have a hand that requires only one more tile to make four sets and a pair, then your hand is ready. If you
draw the last tile you need, then you can declare "mahjong" to win by self-draw. If another player discards the last
tile you need, then you can declare "mahjong" to win by discard. When a player adds a piece to a pung to form a
small melded kong, if you require that tile, you can declare "mahjong" by robbing a kong.
If you declare mahjong, reveal your entire hand so that everybody else can see it and verify that your hand is valid.
After you win a hand, typically you would calculate your score and make your opponents pay. If you want to learn a
simple scoring system, I suggest you look up the scoring rules for Hong Kong Old Style.
For the next hand, if the winner is not the dealer, rotate the dealer and seat winds counterclockwise. The South
player of the first round becomes the new East, and the other players change seat winds accordingly. Shuffle the
tiles, rebuild the wall, and start again! If the winner is the dealer, he continues to be the dealer and the dealer is not
rotated.
Draw
If no player has won and there are no more tiles to take from the wall, then the hand is a draw and nobody wins.
Shuffle the tiles and start a new hand. All players keep their current seat winds.
Post Round
A round is over when the original dealer becomes the dealer again. After the round is over, the prevalent wind
changes, and the original dealer becomes East again. The order of the winds are East, South, West, North.
Post Game
A full game of mahjong ends when it is the North round and the original dealer would become the dealer again.
Stated another way, the original North player must lose when they are the dealer in the North round.
The player with the most points at the end of the game wins.
Hong Kong Old Style Scoring
Initial Points
Because HKOS mahjong is also a gambling game, no initial points are specified. If you are playing casually
everyone can start arbitrarily with 500 points.
Criteria
The hand must contain 14 tiles and be composed of four sets and a pair (with the exception of special limit hands). If
two players call mahjong for the same discard, the player sitting closest to the discarder in turn order is given the
tile. An exception to this is when a player completes a Thirteen Orphans hand the turn order does not matter.
Decide on a minimum number of fan needed before calling mahjong (3 fan is common). When declaring a win on a
discard, the player must display his hand first before adding the discarded tile. In case of a self-drawn win, the
drawn tile is displayed first followed by his hand.
Miss Win
Should a player fail to declare a winning tile, he/she cannot claim any identical discarded tile until his next draw.
Outline
If the winner wins by self-draw, then all other players pay him however much his hand is worth (or double its worth
depending on the variation).
If the winner wins by discard, the player who discarded the winning tile (known as the discarder) is penalized. One
common method of penalizing the discarder is forcing the discarder to pay the full value of the winning hand, while
the other two players only pay half. Alternatively, the discarder must pay one or two times the value of the winning
hand, while the other players pay nothing. Make sure your mahjong group agrees on a method of payment before
starting a game.
• Win by a discarded tile: Discarder pays winner double the full score.
• Win by self-drawn tile: All player's pay double the full value of the winner's hand.
Scoring Table
Only the winning hand is scored. Determine which scoring elements apply to the winning hand then add. Use the
table to convert the fan into points. However, different sources use different tables, and even combinations across
all three. It’s up to players to mutually decide which hands they wish to allow.
Variant 1
Value Hand Description Pattern Type
No Flowers and no
1 fan Hand contains no flowers and seasons. Special
Seasons
1 fan Seat Flower Hand contains player's flower. Special
1 fan Seat Season Hand contains player's Season. Special
1 fan Self-drawn Win Winning on a tile drawn from the wall. Going Out
1 fan Last Tile Draw Self-drawn win on the last tile of the wall. Going Out
Win by discard on the discard after the last tile of the wall is
1 fan Last Tile Discard Going Out
drawn.
1 fan Robbing the Kong Winning off the tile that somebody adds to a melded pung. Going Out
Winning on the replacement tile drawn after declaring a
1 fan Out on Replacement Going Out
kong. Counts as self-drawn.
2 fan All Seasons Hand contains all seasons tiles. Implies Seat Season. . Special
Hand consists all pungs.
Hand has two dragon pungs and a pair of the third dragon.
Limit All Kongs Hand has four kongs and a pair. Kong-Based
Hand is composed of pungs (or kongs) of bamboo tiles and
a pung of green dragons.
Limit Blessing of Heaven East wins with initial hand. Going Out
Limit Blessing of Earth Non-east player wins on East's first discard. Going Out
The table below is called a fan-laak table. In this one, certain fan values convert to the same amount of points. This
helps to limit the scores.
This variation uses:
• Win by a discarded tile: Discarder pays winner double score and the other players pay normal the winner's
score.
• Win by self-drawn tile: All player's pay double value of the winner's hand.
Scoring Table
Fan Points By discard Self drawn
0 1 1+1+2=4 n/a
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, 5, 6 16 16+16+32=64 32+32+32=96
7, 8, 9 32 32+32+64=128 64+64+64=192
self-
melded pung concealed tiles melded chow melded pung pair
drawn
Seat Wind 1 fan
Prevalent Wind 1 fan
Self-Drawn Win 1 fan
No Flowers 1 fan
4 fan
Payment 96 (32 x 3) points
The hand is worth 4 fan but was completed with a self-drawn tile. Each opponent would have to pay 32 points each.
1
Variant 2
Value Hand Description Pattern Type
0 Fan Chicken Hand Hand with no value.
1 Fan Seat Flower/Season Player has the flower or season of his seat. Special
No
1 Fan Hand contains no flower/season tiles upon winning. Special
Flowers/Seasons
Hand consists of all sequences.
1 Fan Self-drawn Win Drawing the winning tile for mahjong. Going Out
Last Tile
1 Fan Winning on the very last tile or the following discard. Going Out
Draw/Discard
Out on
1 Fan Winning after drawing a replacement tile. Going Out
Replacement Tile
1 Fan Robbing the Kong Winning on off a tile used to extend a kong. Going Out
Hand has two dragon pungs and a pair of the third dragon.
Four Concealed
Limit Pung-Based
Pungs
Terminals/
Limit Big Three Dragons Hand has three dragon pungs.
Honors
Hand has three pungs and a pair of winds.
Terminals/
Limit Little Four Winds
Honors
Terminals/
Limit All Honors
Honors
Terminals/
Limit All Terminals
Honors
0 1 1+1+2=4 n/a
1 2 2+2+4=8 4+4+4=12
2 4 4+4+8=16 8+8+8=32
3 8 8+8+16=32 16+16+16=48
Variant 3
Value Hand Chinese Description Pattern
Gay Woo
0 Chicken Hand A valueless hand. Special
雞
1 Dragon Pung //Fan Jee Hand includes a pung (or kong) of dragons. Terminals/Honors
Hand includes a pung (or kong) of the
player’s round wind.
1 Round Wind Huen Fung Terminals/Honors
1 Self-Draw Win Chi Mo Winning on a tile drawn from the wall. Going Out
Dui Dui
3 All Pungs Pung-Based
Woo對
Gong
Winning on a replacement tile after declaring
3 Kong on Kong Sheung Going Out
two consecutive kongs.
Gong
Dai Sam
6 Big Three Dragons Terminals/Honors
Yeun
Ching Yak
6 Full Flush Hand consists only of suit tiles of one suit. Suit-Based
Sik
If a player draws all eight flower tiles he will
have a winning hand.
Blessing of
Limit Tin Woo East wins with initial hand. Going out
Heaven
Limit Blessing of Earth Dei Woo Non-east player wins on East's first discard. Going Out
After four fan the score doubles after every increment of two (4, 6, 8 , 10, 12).
Variations
• Win by a discarded tile: Discarder pays winner full score.
• Win by a discarded tile: Discarder pays winner double the full score.
• Win by a discarded tile: Discarder pays winner full score and the other players pay normal the
winner's score.
In the first two cases, if the discarded tile is used to promote a big melded kong, and the replacement tile is the
winning tile, the discarder pays three times the winner's score.
• Win by self-drawn tile: All player's pay the full value of the winner's hand.
Fan Score Fan Score
0 2 7 96
1 4 8 128
2 8 9 192
3 16 10 256
4 32 11 384
5 48 12 512
6 64
Hong Kong Old Style Penalties & Errors
Penalties
Erroneous Mahjong
• If an erroneous mahjong is called the offender pays each player 4 fan worth
Miss Win
• Should a player fail to declare a winning tile, he cannot claim any identical discarded tile until his next draw.
Insurance Penalties
• Big Three Dragons — If Player A discards a dragon tile, which completes Player B's winning hand and the
third dragon pung needed for Big Three Dragons, Player A pays two times the full value for himself and the
other two players. Prior to this, Player B must have two melded dragon pungs.
• Big Four Winds — If Player A discards a wind tile, which completes Player B's winning hand and the fourth
wind pung needed for Big Four Winds, Player A pays two times the full value for himself and the other two
players. Prior to this, Player B must have three melded wind pungs.
• All Honors — If Player A discards an honor tile, which completes Player B's winning hand and the fourth
honor pung needed for All Honors, Player A pays two times the full value for himself and the other two
players. Prior to this, Player B must have three melded honor pungs.
• All Terminals — If Player A discards a terminal tile, which completes Player B's winning hand and the fourth
terminal pung needed for All Honors, Player A pays two times the full value for himself and the other two
players. Prior to this, Player B must have three melded terminal pungs.
• Full Flush — If Player A discards a matching suit tile, which completes Player B's winning hand and the
fourth set needed for Full Flush, Player A pays two times the full value for himself and the other two players.
Prior to this, Player B must have three melded sets of the same suit.
In the case of All Honors, All Terminals or Full Flush as described above, if Player A discards the tile completes the
fourth set but is not the winning tile
• If Player B draws the winning tile, Player A pays the full value for himself and all other players. (This totals to
three times the full score).
• If Player A subsequently discards the winning tile (i.e. the single wait), Player A pays for himself and all other
players. (This totals to two times the full score).
• If Player C discards the winning tile, Player A and C pay the winner the value of the full score each.
If a Player A has no choice but to discard a risky tile (i.e. Player B and C show three melded sets in one suit), he will
not be penalized in payment to all other players.
• Five Remaining Tiles - If there are five drawable tiles left and Player A discards a winning tile that has never
been revealed or discarded before. Player A pays the value for himself and all other players.