Mahjong Cheat Sheet

Tiles

Character Tiles :

Bamboo Tiles :

Dot Tiles :

Wind (E, S, W, N) and Dragon (White, Green Red) Tiles:

Sets

The object of the game is to arrange the tiles into "sets". Each player starts off with 13 tiles. With each turn you get to pick up a 14th tile, and then discard one from your hand. If you are the first player to collect 4 "sets" of three tiles plus a single pair of tiles, you win the hand. The types of tiles you've collected determine how many chips the other players have to pay you. Next I'll describe the three types of "sets" - Chow, Pong, and Kong.

CHOW... One type of "set" you can put together is called a Chow. This means a group of tiles (Characters, Sticks, or Balls) like the 3-4-5 of Sticks or 6-7-8 of Balls. Shown above is a Chow of the 1-2-3 of Balls. You can make a Chow from the fresh tiles you'll be picking up with each turn or from a tile discarded by the player on your Left IF (and only if) you are already holding 2 of the 3 needed tiles. Example - You are holding a 7 Balls and an 8 Balls. You may Chow the 6 or 9 Balls thrown by the player on your left.

PONG... A second type of "set" is called a Pong. This means a group of three identical tiles of any suit. Shown above is a Pong made up of the 5 Sticks. You can make a Pong from the fresh tiles you pick up, or from a tile discarded by ANY other player IF (and only if) you are already holding 2 of the 3 needed tiles. Example - You are holding a pair of the 9 Characters. You may Pong a 9 Character thrown by any other player.

KONG... The last type of "set" is called a Kong. This means a group of all 4 identical tiles of any suit. Shown above is a Kong made up of the 5 of Characters. You can make a Kong from the fresh tiles you pick up or from a tile discarded by any other player IF (and only if) you are already holding 3 of the 4 needed tiles. This "set" still counts as if it were only 3 tiles. Its purpose is to create a simple way of making use of a 4th matching tile rather than forcing a player to discard it.


Flowers

These are the Red and Blue Flowers. There is only one of each. When you pick one up, it is automatically set aside and replaced by a regular tile. When the hand is over, the winner gets one point if they have NO flowers at all, or one point for any flower whose value matches their Seat. For example, the South player hopes to get the '2' flowers. All 4 of the red-numbered or all 4 of the blue-numbered flowers are an additional point.

Flower Season/Occupation Number Corresponding Wind
Plum Spring/Fisherman 1 East
Lily/Orchid Summer/Woodcutter 2 South
Chrysanthemum Autumn/Farmer 3 West
Bamboo Winter/Scholar 4 North

Seating

The four players sit around a square table, with each seat representing one of the four compass directions. This is often referred to as "facing the East (South, West, North) Wind". There is no small amount of opinion (even superstition) among some players as to which wind gives them the best luck in playing the game, so to be fair, the players need to find a mutually-acceptable method of determining who gets to sit in which seat.

(You'll notice that the "wind" directions don't correspond with the true compass directions--they are symbolic names for the four wind directions, and this arrangement of East, South, West and North is used consistently throughout Mahjong.)

Chinese Numbers

One
Two
Three
Four
Five
Six
Seven
Eight
Nine

Scoring

Scoring can be complicated.  If a player went Mah Jong with a special hand or a player was Calling on a special hand at Mah Jong, the scores in the Special Hand table apply.  Otherwise, the value of each hand is calculated, bonus points are added and, if appropriate, any doubling then takes place.  The values of each hand is calculated as per the following two tables:

Combination Exposed Concealed
Minor tile Pung 2 4
Major tile Pung 4 8
Minor tile Kong 8 16
Major tile Kong 16 32
Pair of Dragons 2 2
Pair of prevailing Wind 2 2
Pair of player's own Wind 2 2

For going Mah Jong 10
For drawing the winning tile from the wall 2
For going Mah Jong with the only possible tile 2

Once the basic scores have been evaluated, each player's score is doubled for each item in the following table:

Pung or Kong of the player's own Wind (concealed or exposed) Double
Pung or Kong of the prevailing Wind (concealed or exposed) Double
Pung or Kong of Dragons Double

Finally, there are some additional doubles that apply to the hand that went Mah Jong only.

No Chows Double
Non-scoring hand (4 chows and a pair) Double
All one suit and some Dragons and/or Winds Double
All major tiles and some Dragons and/or Winds Double
All Dragons and/or winds Double
All 4 Winds (3 sets and 1 pair) Double
All 3 Dragons (2 sets and 1 pair) Double
Going Mah Jong with a loose tile Double
Going Mah Jong with the last tile from the wall Double
Going Mah Jong by Robbing the Kong Double
Rarely, a player may be Calling after his first discard.  This is called an "Original Call".  A Mah Jong made with those same 13 tiles plus a tile discarded or taken from the wall in subsequent turns.   Double
Pungs/Kongs of any one suit and a pair.  No Winds, Dragons or Chows. Double three times

The player who went Mah Jong is then paid by the other players the amount scored by his hand.  This means that the player who gets Mah Jong always wins the round, even if other players have scored greater amounts.  If East wins, the others pay double. If not, East pays double.  

Each losing player pays any other losing player with a greater value hand, the difference between the two hands, with East paying and/or receiving double the difference.


Special Hands

Special hands are alternative target sets of tiles that a player can go Mah Jong with.   The original Chinese game allowed only a few special hands but some Western derivatives controversially include many more.  

Traditional Sets

Name Description Award
All Pair Honours Seven pairs of Ones/Nines/Winds/Dragons Half Limit
Fourfold Plenty Four Kongs and a pair Limit
Knitting Seven pairs of tiles in any two out of the three suits.  No Winds or Dragons. Half Limit
Triple Knitting Four sets of the three tiles in the different suits and a pair.  No Winds or Dragons. Half Limit
The Gates of Heaven A concealed Pung of Ones, a concealed Pung of Nines, a run from Two to Eight with one pair in the same suit. Limit
Imperial Jade Pungs/Kongs of the green tiles and a pair.  Green tiles are Green Dragons and Twos, Threes, Fours, Sixes and Eights of Bamboos. Limit
Twofold Fortune Made by a player who declares a Kong, draws a tile which allows the declaration of another Kong and then draws a tile which allows the declaration of Mah Jong. Limit
All Winds and Dragons Pungs/Kongs of Winds/Dragons.  No Suit tiles. Limit

Additional Special Hands

Name Description Award
Buried Treasure Concealed Pungs in one suit with Winds/Dragons and a pair. Limit
Heads and Tails Pungs/Kongs of Ones and Nines. Limit
The Wriggling Snake A pair of Ones and a run from Two to Nine in the same suit, with each of the winds. Limit
Three Great Scholars Pungs/Kongs of all three Dragons, another Pung/Kong and a pair. Limit
Four Blessings Hovering Over The Door Pungs/Kongs of each of the four Winds with any pair. Limit
The Thirteen Unique Wonders One of each Dragon, one of each Wind, one of each One and one of each Nine.  Any one of these tiles must be paired. Limit
Heaven's Blessing Mah Jong immediately made by East with the original fourteen tiles dealt to that player. Limit
Earth's Blessing Mah Jong immediately made by West, North or South using the first discard made by East. Limit
Gathering the Plum Blossom from the Roof The Plum Blossom is the Five of Circles.  This is made by a player who draws a loose tile (the roof) as a replacement for a Kong, a Flower or a Season and that tile is the Plum Blossom which allows the player to go Mah Jong. Limit
Plucking the Moon from the Bottom of the Sea The Moon is the One of Circles.  This is made by a player who upon drawing the last tile from the wall finds that it is the Moon which allows the player to go Mah Jong. Limit