Rules
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Tiles used in Mahjong
Figure 1. Bamboo
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Figure 2. Character
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Figure 3. Circles and Dots
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Figure 4. Winds
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Figure 5. Dragons
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Figure 6. Flowers (Bonus Tiles)
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Figure 7. Seasons (Bonus Tiles)
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The objective of the game
Figure 8. Example pong
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or four identical tiles (called a kong),
Figure 9. Example kong
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or three Suit tiles in numerical sequence and of the same suit (called a chow or chi).
Figure 10. Example chow
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A pong or a kong must be made up of identical tiles. Note also that a chow/chi must consist of exactly three tiles, no more and no less, and of the same suit.
The pair may be any pair, as long as it consists of two identical tiles.
Figure 11. Example pair
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You cannot form any set or pair with your Bonus tiles! Instead, as soon as you draw a bonus tile, you set it aside and draw a replacement tile. The bonus tiles you accumulate (if any), will score extra points for you at the end.
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! Go to the Special Hands section to see a list of these special hands.
A brief overview of the game play
Each deal begins by shuffling and arranging the 144 tiles in a square 2x18 tiles long on every side, called “the Wall”. Then each player draws (according to a certain ritual) 13 tiles each; the exception is the player in the East seat, who draws 14 tiles. (Here, this entire process is taken care of by the software.)
The players, starting with East who must first discard one of his/her tiles, now in counterclockwise order take turns to draw tiles: either the last one discarded by a previous player (provided certain conditions are met), or the next available one from the Wall. After drawing, that same player must immediately discard a tile, after which it is the next player's turn.
While drawing and discarding, each player tries to exchange and arrange his/her tiles so as to form them into a mahjong hand (four sets and a pair). The first player to accomplish this declares “Mahjong!”, upon which the game immediately stops. Note that a player declaring mahjong and thereby going out, does not discard a tile in that same turn.
The winning player is then paid by all the others: the more valuable the hand, the more points he/she gets. Then the other players pay off each other for the sets and bonus tiles accumulated so far, after which all the tiles are shuffled together again and another deal begins.
Mahjong is also playable with two or three players instead of four (though the game works best with four), following the same principles as above.
Determining the seats
Each player's seat is designated by a name, the same as for the cardinal directions. Going counterclockwise, the seats are referred to as East-South-West-North. Note that this order is the customary one among the Chinese, and NOT the same as on a compass!
Arranging the wall and dealing the tiles
With the help of dice, the spot where you “break the Wall” and start drawing tiles is randomly chosen. Fourteen tiles counterclockwise from this position another break is made and these tiles are reserved as the “kong box” or “dead wall”. The remaining tiles are called the “live wall”. All this is automatically handled by the software.
Starting with East taking the first 4 tiles, each player eventually draws 13 tiles from the live wall; the exception is the player in the East seat, who draws 14 tiles. Again, here the entire process is automatically taken care of by the software.
When the tiles are dealt, you will see your own tiles face up on the screen, while those of the other players are seen standing on edge and are hidden from you.
During the game you will draw “normal” tiles from the live wall in clockwise fashion, but drawing any replacement tiles from the the dead wall. The dead wall is always kept at the size of at least 13 tiles by taking a pair of tiles from end of the live wall when needed.
If the live wall is empty and a player needs to draw a tile from the wall, play stops. This is called a “washout” or a “dead hand” (see below).
Replacing the Bonus tiles
If any new Bonus tiles are drawn when replacing, these are also set aside and further replacement tiles drawn. After this procedure is completed, the players should once again have 13 tiles each in hand, with the exception of East who should have 14 tiles. Again, this procedure is handled automatically by the software.
Also, if a player is dealt a concealed kong, he/she may declare it immediately – see below.
Turn order and basic game play
Note that the tiles from the Wall are drawn in clockwise fashion, while the turn order among the players goes counterclockwise!
The only time that you do not draw a tile from the Wall during your turn, is when you instead claim another player's recently discarded tile.
Claiming a tile for a pong
You must then at once, during that same turn, expose and put on the table (face up) the set you claimed for. After this you as usual discard a tile, and the turn then passes to the next player counterclockwise.
Example: South has two White Dragons in hand, when East discards another White Dragon. South immediately shouts “Pong!”, picks up the tile, and exposes and places his three White Dragons as a set beside him on the table. Then South discards one of the tiles in his hand, and it is East's turn again. Note that West and North were skipped over in the turn sequence!
If no player claims a newly discarded tile, it is considered “dead”, remains face up on the table, and may NOT be claimed at a later point in the game.
In a live game, it is customary to put the claimed tile sideways in the exposed set, so as to show which of the other players discarded it.
Claiming a tile for a kong
Example: North has three tiles of the Four of Bamboos in hand, when West discards another Four of Bamboos. North immediately shouts “Kong!”, picks up the discarded tile, exposes and puts down her set of four identical tiles, draws a replacement tile, and finally discards one of her tiles, after which it is East's turn. Note that in this example, none of the other players were skipped over in the turn sequence.
As when claiming a tile for a pong, it is customary in a live game to put the claimed tile sideways in the exposed set, so as to show which of the other players discarded it.
Claiming a tile for a chow/chi
Example: South discards the Eight of Characters. West, who is next in turn, happens to have both the Six and the Seven of Characters and therefore immediately shouts “Chow!” and picks up the discarded tile. He exposes his set, puts it on the table, and discards one of his tiles in hand. Now it is North's turn.
As when claiming a tile for a pong, it is customary in a live game to put the claimed tile in a chow/chi sideways in the exposed set, so as to show which of the other players discarded it.
If completing a chow/chi would also complete your mahjong hand, you may claim this tile no matter which of the other players discards it – just say “Mahjong!” and pick up the tile to your hand.
Claiming a tile for the pair
Further notes on claiming tiles
What happens if two players both claim the same tile? Then the claim priority rules come into effect:
- Claiming a tile for a pong or a kong has priority over claiming for a chow/chi.
- Claiming a tile for mahjong has priority over any other claim.
- If two or three players both claim the same tile for mahjong, the player sitting closest in (counterclockwise) turn order after the discarder has priority.
If you do not claim a possible tile before the next player in turn draws a tile from the Wall, you have forfeited your opportunity and may not claim the discarded tile later in the game; this is also the custom in a live game!
Completing a concealed pong or chow/chi by drawing
Any tiles in concealed sets in hand may of course be rearranged in new combinations, whenever you wish. However, exposed sets may never be touched.
Drawing the fourth identical tile when you have a concealed pong
If you are dealt a concealed kong at the start of the game, you also declare it in the same way, and draw a replacement tile.
Note that you are not required to declare a concealed kong! You may if you wish keep your concealed pong, and use the fourth identical tile in a chow/chi set instead.
Drawing the fourth identical tile when you have an exposed pong
Note that you may NOT claim this fourth tile to an already exposed pong, if it is discarded by another player!
When drawing and adding the fourth identical tile, you must as with any declared kong draw a replacement tile from the Dead Wall before discarding.
Drawing a Bonus tile
Declaring mahjong and going out
You may also claim the last tile you need to complete your mahjong hand, regardless of whether for a pong, a chow/chi, or the pair, and regardless of which of the other players discards it; again, call out “Mahjong!”.
As soon as a player calls out “Mahjong”, play immediately stops after that player has shown his or her hand.
Note that when going out with a mahjong hand, you draw or claim a tile – but this is the only time you do NOT discard a tile during your move!
Now the scoring begins, for both the winning hand and the other players – see the Scoring section for information on this.
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 called “limit hands” as they score the maximum number of points allowed in the game.
Washout, or dead hand
Dealer Rotation and Repeat Counters
For multi-hand games, i.e., sit-and-go and multi-table tournaments, the dealer rotation in the following manner:
- If east wins, that player continues in the east position for the next hand.
- If the hand ends with a washout, the deal is repeated with the same seating.
- Otherwise, the deal is rotated.
- are defined as winning hands, even though they do not conform to the “four sets and a one pair” rule, or
- conform to the “four sets and a pair” rule but for aesthetic or other reasons are given special consideration.
Heaven's Blessing/Heavenly Harmony
Earth's Blessing/Earthly Harmony
The Thirteen Unique Wonders / Thirteen Grades of Imperial Treasure
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Catching the Moon from the bottom of the Sea
Gathering the Plum Blossom from the Roof
The Three great Scholars
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Four large Blessings
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Twofold Plenty / Kong on Kong
Fourfold Plenty
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The Nine Gates / The Gates of Heaven / The Nine united Sons
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Buried Treasure
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All Honours / Greater Honours
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All Green / Imperial Jade
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Heads and Tails
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The Wriggling Snake
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Scoring
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
Pair
- A pair of Dragons, or of your own Wind - 2 points
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
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
- 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
Additional points for the winner only
- 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 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 Dots when you have 7 and 8 of Dots, and all 6 of Dots 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.
Additional doubles for the winner only
- 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
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
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
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
- A concealed pong in 9 of Dots - 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
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 Dots (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!
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