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.
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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 |
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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.)
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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.
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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 |
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