Old Hong Kong mahjong rules
[edit]
A full set of Mahjong tiles
There are many highly varied versions of mahjong, both in rules and tiles used. "Old Hong Kong mahjong" uses the same basic features and rules as the majority of the different variations of the game. This form of mahjong uses all of the tiles of the most commonly available sets, includes no exotic or complex rules, and has a relatively small set of scoring sets/hands with a simple scoring system. For these reasons, Hong Kong mahjong is a suitable variation for the introduction of game rules and play, and is the focus of this article.
Game equipment[edit]
Main article: Mahjong tiles
Old Hong Kong mahjong is played with a standard set of 144 mahjong tiles (though cards may be used). Sets often include counters (to keep score), dice (to decide how to deal), and a marker to show who the dealer is and which round is being played. Some sets include racks to hold the tiles, especially if they are larger or smaller than standard tiles or have an odd shape. Mahjong sets originating from the United States, Japan, or Southeast Asia will likely have extra tiles or specialized markings.
The tiles are split into three categories: suited, honors, and bonus tiles.
Mahjong tile count per set
Set
Count
Suited
Dots
36
Bamboo
36
Characters
36
Honors
Winds
16
Dragons
12
Bonus
Flowers
4
Seasons
4
Total
144
Suited tiles[edit]
Suited tiles are divided into three suits and each are numbered from 1 to 9. The suits are bamboos, dots, and characters. There are four identical copies of each suited tile, totaling 108 tiles.
Numbers
1
2
3
4
5
6
7
8
9
Suits
Dots
筒
Bamboo
索
Characters
萬
The bamboo suit is also known as "sticks", "strings", or "bams" suit; the first tile usually has a bird (traditionally, a peacock or sparrow) instead of a single bamboo. The dots suit is also known as the "wheels", "circles", "coins", "stones", "marbles" or "balls" suit. The characters suit is also known as the "myriads", "cracks" or "numbers" suit since the top characters are numbers in the Chinese writing system, and the bottom characters (in traditional Chinese characters) are the Chinese character for "ten thousand".
Honors tiles[edit]
There are two different sets of honors tiles: winds and dragons. The winds are east, south, west, and north, beginning with east. The dragons are red, green, and white. The white dragon has a blue or black frame on the face of the piece, or in some sets, is entirely blank. These tiles have no numerical sequence like the suited tiles (for example, the bamboo pieces numbered 1 to 9). Like the suited tiles, there are four identical copies of each honors tile, for a total of 28 honors tiles.
Winds
East
東
South
南
West
西
North
北
Dragons
Red
中
Green
發
White
白
Bonus tiles[edit]
There are two sets of bonus tiles: flowers and seasons. The flower and season tiles play a unique role in the mechanics of the game. When drawn, the bonus tile is not added into a player's hand but are instead set aside and kept near the player's other tiles for scoring purposes should they win the hand, and an extra tile is drawn in replacement of the bonus tile.
In addition, unlike the suited and honors tiles, there is only one of each bonus tile, so there are a total of four flower and four season tiles in the set. The tiles have a different artistic rendering of a specific type of flower or season.
Flowers
No
Image
Name
Character
Direction
1
Plum blossom
梅
East
2
Orchid
蘭
South
3
Chrysanthemum
菊
West
4
Bamboo
竹
North
Seasons
No
Image
Name
Character
Direction
1
Spring
春
East
2
Summer
夏
South
3
Autumn
秋
West
4
Winter
冬
North
It is not necessary to know the names or the Chinese characters of each bonus tile, only the number, as this is associated with a specific direction, and the player receives bonus points when the bonus tile matches the seat direction. There is no relation between the bonus tile "bamboo" flower and the bamboo suit of suited tiles (e.g., 4 bamboo). In traditional Chinese culture, the Four Gentlemen are the plum (winter), orchid (spring), bamboo (summer), and chrysanthemum (autumn), which are regarded as the representative plants of those seasons, but people regard it as plum blossom (spring), orchid (summer), chrysanthemum (autumn), and bamboo (winter) now.
Choosing table positions and first dealer[edit]
Chinese dice
Before the game can begin, players need to be assigned one of the wind positions at the table – those being (in counterclockwise order) East, South, West, and North. East will also be the first dealer. Play proceeds in this counterclockwise order.
There are a variety of ways to determine positions. For example, one way is to have each player roll the dice and assign East to the player who rolls the highest, South to the second-highest, and so on. Another way is to shuffle the 4 wind tiles face down and have each player choose one, determining their position.
Hands, rounds, and matches[edit]
Cubic dealer and prevailing wind marker
A match consists of four rounds, each representing a "prevailing wind", starting with East. Once the first round is completed, a second round begins with South as the prevailing wind, and so on. Wind position is significant in that it affects the scoring of the game. A mahjong set with winds in play will usually include a separate prevailing wind marker (typically a die marked with the wind characters in a holder).
In each round at least four hands are played, with each player taking the position of dealer. In the first hand of each round, Player 1 (winner of the dice toss) is East and therefore dealer. In the second hand, Player 2 takes the East position, shifting the seat winds amongst the players counter-clockwise (though players do not physically move their chairs). This continues until all four players have been East (dealer). A marker is used to mark which player is East and often the round number. (In sets with racks, a rack may be marked differently to denote the dealer.)
Whenever a player in the East position (dealer) wins a hand, or if there is no winner (a draw or "goulash hand"), an extra hand is played with the same seating positions and prevailing wind as in the previous hand. This means that a match may potentially have no limit to the number of hands played (though some players will set a limit of three consecutive hands allowed with the same seat positions and prevailing wind).
Example of games:
Example of a standard 16-hand game with two extra hands played(per no-winner hand (goulash) and per east winning hand)
Round
Hand number
Prevailing wind
Player 1
Player 2
Player 3
Player 4
Comment
1
1
East
East (dealer)
South
West
North
2
North
East (dealer)
South
West
3
West
North
East (dealer)
South
4
South
West
North
East (dealer)
2
5
South
East (dealer)
South
West
North
6
North
East (dealer)
South
West
7
West
North
East (dealer)
South
No one wins (goulash)
Extra hand
West
North
East (dealer)
South
Repeat of seat positions
8
South
West
North
East (dealer)
3
9
West
East (dealer)
South
West
North
10
North
East (dealer)
South
West
11
West
North
East (dealer)
South
12
South
West
North
East (dealer)
4
13
North
East (dealer)
South
West
North
14
North
East (dealer)
South
West
East wins hand
Extra hand
North
East (dealer)
South
West
Repeat of seat positions
15
West
North
East (dealer)
South
16
South
West
North
East (dealer)
Dealing tiles[edit]
Shuffling tiles[edit]
Players participating in the shuffle
All tiles are placed face down on the table and are shuffled. By convention, all players should participate in shuffling using both hands, moving the pieces around the table rigorously and loudly for a lengthy period. Tiles may get flipped up during this process, and players should flip them facing down as soon as possible to avoid identifying the location of any revealed tiles.
Stacking tiles[edit]
Walls with slight diagonal offset and player positions marked with cardinal directions, including the dealer (E), along with counting order
Each player then stacks a row of 18 tiles, two tiles high in front of them (for a total of 36 tiles). Players then push each side of their stack together to form a square wall.
Regular players usually place their stacks in a slightly diagonal position (about 20 to 30 degrees counter-clockwise); the right end of their stack is pushed somewhat further into the centre of the table to meet almost the middle of the stack of the player on the right. This creates a smaller square wall, the length of about half of each stack, with walls extended away from each corner of the square. The diagonally positioned stacks and a smaller square create a bigger space for players' tiles and also make an ergonomic position for drawing tiles from the stack.
Drawing tiles[edit]
Stack of four mahjong tiles whilst dealing from the wall
The dealer throws three dice on the square wall and sums up the total. Counting counter-clockwise so that the dealer is 1 (or 5, 9, 13, 17), so that south (player to the right) is 2 (or 6, 10, 14, 18), etc., a player's quarter of the wall is chosen. Some house rules may use only two dice but have double throws to increase randomness. In the case of double throws, the player of the selected wall makes the second throw.
Using the exact total on the dice (or the total of the two throws), the player whose wall is chosen then counts the stacks of tiles from right to left. (For double throws, the count may extend to the left side player's stack.) This determines the location where the 'deck' of tiles is cut. Starting from the left of the stacks counted, the dealer draws four tiles for their hand. Proceeding in counter-clockwise order, players take turns drawing blocks of four tiles (so that the stacks decrease clockwise) until each player (including the dealer) has 12 tiles. Each player then draws one last tile (top first, then bottom, then following stack, etc. to make a 13-tile hand. The tile to be drawn is always the topmost tile left of the cut.
While drawing the 13th piece to complete the initial hand, the dealer (E) will typically also draw a 14th piece (both highlighted in blue) to initiate the game.
Dealing does not have to be strictly this way and may be done quite differently based on house rules. Tiles may flip over when being dealt, and players should agree in advance on how to deal with the problem. Solutions include having the person who flipped the tile penalized points, shuffling the turned-over piece back into the wall somehow, allowing the player to whom the tiles were dealt to take the piece or not (meaning the dealer must take it as their 14th piece), or other house rules.
Game play starts[edit]
The dealer draws a piece from the wall in a clockwise direction, adding it to their hand. Typically, this draw is performed during the initial deal to speed up play. If this does not complete a legal hand, the dealer then discards a piece (throwing it into the middle of the wall with no particular order in mind).
Rules[edit]
Local play on the street in Lanzhou
Each player, in turn, in a counter-clockwise direction, draws a tile from the wall. When drawing, continue around the wall, taking one piece from the wall (from where you last left off after dealing the tiles), top first. If that is taken, then the bottom one, moving in the same direction the tiles were dealt (counter-clockwise). The player then discards a tile (either the tile just drawn, or a tile in the hand) to maintain a hand of 13. The discarded tile is thrown into the centre and, if desired, the player announces out loud what the piece is. The other players have an opportunity to seize the discarded tile if they can make a meld with it; if no one takes it, the turn continues to the next player. Play continues this way until one player has a legal winning hand and calls out the win (each region does this call differently—no Asian version uses the word "mahjong" to signal a win) while revealing their hand. Playing in English, players will usually shout out Mahjong!
There are four different ways that regular order of play can be interrupted:
A bonus tile (flower or season) is drawn
A meld (pung, kong, or chow) is made from a seized discard (only from the most recent discard)
Going mahjong (declaring a winning hand)
Robbing a kong
During play, each player's hand should always be 13 tiles (meaning in each turn a tile must be picked up and another discarded). The count of 13 tiles do not include any bonus tiles (flowers and seasons), which are set to the side, nor does it include the fourth added piece of a kong. If a player is seen to have fewer or more than 13 tiles in their hand outside of their turn, they are penalised.
Legal hand[edit]
A winning hand consists of 14 tiles. Since players always have 13 tiles in their hand during play, they must win by either drawing a piece from the wall that completes a 14-tile hand ("winning from the wall") or claiming a discard from another player, which completes a 14-tile hand ("winning by discard"). The winning hand is made of four melds (a specific pattern of three pieces) and the eyes (a pair of identical pieces). The exceptions to this rule are the special hands listed below.
Most players play with a table minimum, meaning a winning hand must score a minimum number of points (which can be seen in the scoring section). In Hong Kong mahjong, the most common point set is three, but it can be higher or lower depending on house rules.
Melds[edit]
Melds are groups of tiles within the player's hand, consisting of either a pung (three identical tiles), a kong (four identical tiles), a chow (three tiles of the same suit in numerical sequence), or eyes (two identical tiles needed in a winning hand). Melds may be formed by drawing a tile from the wall, or by seizing another player's discard. There are rules governing which player has priority for a discard, and whether the meld should be exposed (displayed to all players) or remain concealed, depending on the manner in which the meld is formed.
A pung is a set of three identical tiles. For example:
A pung may be formed with any suited or honors tile. Bonus tiles (flowers or seasons) cannot be used to form a pung because they are set aside and there are not three identical bonus tiles in the set. The tiles must be identical (not of different suits). A pung may either be concealed (formed by drawing tiles) or exposed (formed by seizing another player's discard).A kong is a complete set of four identical tiles. For example:
Consider a kong the same as a pung with an additional tile to make a complete set of four. There are three ways to form a kong.
Concealed kong – If a player holds three matching tiles (concealed pung) and, upon drawing a tile, completes a set of four, they may declare a kong. They do so by revealing the meld and placing two pieces in the middle face up and two pieces on the ends face down.
Exposed kong – If a player can use a discarded tile to complete three matching tiles (concealed pung) in their hand, they can take the piece and reveal an "exposed kong" or "melded kong". The player reveals their three pieces face up and places the stolen discard on top of the middle tile, or face down next to the three other face-up pieces.
Exposed kong from exposed pung – If a player already has a melded pung and then later in the game draws the fourth piece from the wall, they may announce (then or later in the game) a kong by placing the fourth tile on top of the middle piece of the melded pung, or all four tiles placed face up in a row. If a pung has been melded a player cannot steal the fourth piece if another player discards it – it must be drawn.
Whenever a kong is formed, that player must draw an extra tile from the end of the wall and then discard a tile. The fourth piece of a kong is not considered one of the 13 tiles a player must always have in their hand. A kong may not be formed from bonus tiles (flowers/seasons), since the set does not include four identical tiles. Kongs are worth collecting to score more points and deprive opponents of the opportunity to obtain specific tiles.A chow is a meld of three suited tiles in sequence. For example:
The meld must be in absolute numerical sequence and all in the same suit. Players cannot skip numbers or meld from the 8 or 9 to 1 or 2. Honors tiles cannot be used to make chows because they have no numerical value, and bonus tiles (flowers and seasons) also cannot be used to make a chow.
A player can steal a discard to form a chow only from the player whose turn was immediately before theirs; however, a player forming a chow from a seized piece has the lowest priority for that tile. Any other player who needs that tile to make a pung, make a kong, or to win may seize that piece instead. Like the pung, the chow is either concealed (formed by drawing tiles) or exposed (formed by seizing the prior player's discard).The eyes (also known as a pair) are two identical tiles which are an essential part of a legal winning hand. A piece cannot be stolen (melded) to form a pair of eyes unless the player simultaneously completes a legal winning hand.
For example:
Interruption of play[edit]
The regular counter-clockwise order of turns may be interrupted for four events:
1. Flower or season[edit]
Whenever a player draws a flower or season, it is announced and then placed to the side (it is not considered a part of the 13-tile hand, but in the event that the player wins, they may earn bonus points for them), and the last tile of the wall is drawn as a replacement tile so that the player has the 14 pieces needed before their discard. This may happen successively in a player's turn; each one needs to be set aside, and a new tile taken from the wall.
2. Melding by seizing a tile from another player's discard[edit]
When a player discards a tile, other players may seize the tile to complete a meld. Seizing tiles has both advantages (quickly forming a winning hand and scoring extra points) and disadvantages (being forced to reveal part of one's hand to other players and not being able to change the meld once declared).
When a meld (pung, kong, or chow) is declared through seizing a discard, the player must state the type of meld to be declared and expose the meld by placing the three (or four) tiles face up. The player must then discard a tile, and play continues to the right of that player (this can disrupt the turn order). If the player who melds a discard is not directly after the discarder (in order of play), one or two players will essentially miss their turn as play continues counter-clockwise from the player who declared the meld.
If multiple players call for a discarded tile, priority for the discard depends on the declared action of the player stealing the discard.
Highest priority goes to the player who needs the discarded tile to win the hand. This can be done when any player discards a tile. If multiple players can win using the discard tile, then the player with the most faan value wins. If that is equal, then the player closest to the player who discarded in turn order takes the tile and wins the hand.
Next priority goes to the player who declares a pung or kong using the discard. A player who calls for a pung or kong may take the discard from any other player. Only one player can be in this position because there are only four of any tile in a mahjong set.
If no one calls out a winning hand by using the discard, nor a pung/kong, then the player to the right of the player who discarded (the next player in order) can take the tile, if they wish and can, to form a chow using the discard. Players may only call for a chow from the discard of the player immediately prior to them unless the tile is the final one required to win the hand.
3. Winning a hand[edit]
The act of winning a hand interrupts play to assess the validity of the hand won. Upon confirmation, the player is awarded the hand's value per the specific game's rule, and points are settled.
From a discard[edit]
If at any point in the game a player can use another player's discard to complete a legal hand (and with the agreed minimum points), they declare a win and reveal their winning hand. This ends the hand, and scoring commences. If more than one player can use a discard to win the hand, there are multiple ways to handle the situation based on agreed table rules: The players might count the points they would win with the discard and the winner is the one with the higher score, the winner might simply be the player closest to the discarder in order of turn, or multiple players may be granted the win simultaneously.
From the wall[edit]
Alternatively, a player may also win by drawing a tile that completes a legal hand. This is called "winning from the wall". In Hong Kong mahjong, winning from the wall doubles the number of base points each loser must pay.
False win[edit]
Technically, the declaration for winning a hand may be made at any time. However, the player must have a complete and legal hand. Otherwise, the player is penalized. The penalty depends on the table rules. The player may forfeit points to the other players. Another potential penalty is the player who called out the false win must play the rest of the hand with their tiles face up on the table so other players can see them (open hand). Some methods apply the penalty at the end of the entire game. Again, the table rules dictate the enforcement of the penalty.
4. Robbing a kong[edit]
A rarely occurring and high-scoring feature of Hong Kong mahjong is a move called robbing the kong. If a player declares a kong by adding a fourth piece to a melded pung but another player can use that piece to complete a hand, the completing player takes priority to win the hand and may steal that piece from the player who intended to declare the kong and wins the hand. Their winning hand will usually either form a chow with that piece or a special limit hand.
Examples of winning hands[edit]
Below are two examples of winning hands. A winning hand must consist of four melds (pungs, kongs, or chows) and a pair (eyes) and must also score the agreed table minimum.
– – – –
This hand is formed with four pungs and the eyes (pair) of east wind. Only bamboo is used (no other suited tiles), scoring extra points (clean hand). No chows are used (an all pung/kong hand scores extra points). – – – –
A high-scoring hand formed using only circles is known as a pure hand. The hand is made of chows, pungs, and the eyes of circles.
Most players include table variations in their games, of which some non-standard are included. The hands of seven different pairs and 13 orphans are examples that do not have four melds and the eyes. They are described in more detail below.
Repeated hands[edit]
If the dealer wins the hand, they will remain the dealer, and an extra hand is played in addition to the minimum 16 hands in a match.
An extra hand is also played if there is no winner by the time all the accessible tiles in the wall have been drawn. When there is no winner, it is known as a goulash hand. Depending on the table rules, the winner of the next game may take an agreed number of points from each player, carrying over the points from the non-winning hand to the winning one. If there are two or three goulash hands in a row, then the winner would collect a considerable number of points from each player on top of their scoring hand. Because extra hands may be played every time a dealer wins or if there is a goulash hand, a match of 16 hands can easily become a match of 20 or even much more.
As table rules add a large amount of flexibility for players, they can choose to disregard the rule of extra hands and pass on the dealership regardless of who wins or if it results in a goulash hand. This puts a maximum estimated limit on the game duration and provides some amount of predictability.
Rhythm of play[edit]
Players may agree on table rules if the pace of the game is brisk or leisurely. For brisk games players may agree that a couple seconds after a discard are allowed for a "window of opportunity" before the next player picks up from the wall. Usually it is agreed once the next player has waited the duration of the "window of opportunity" and draws a tile from the wall, the previous discard is lost and cannot be claimed.
Scoring[edit]
Main article: Hong Kong mahjong scoring rules
Old Hong Kong scoring is relatively simple. There is only one winner (or if there is a draw, the hand is replayed). The winner must have a legal hand that meets the minimum faan points agreed to in advance (not including any bonus points). Only the winner scores, and the other players pay the winner various sums. After each hand ends, the winner counts their faan points.
Faan points depend on:
The composition of the entire hand
How the hand was won
Bonus tiles
Special patterns
A few other special criteria.
In order to win, a player needs to have at least the minimum faan value agreed in advance (often 3). Bonus tiles and a few other elements are not included in the minimum faan value a player needs to form a legal winning hand. For example, in a three faan minimum game, if a player has two faan points and one bonus point, the player has not met the proper requirements to win and will need to gain another faan point before calling a win. Though the bonus points cannot be included in the minimum points needed to win, they are included in the overall score after a player wins.
The other players do not score their hand. Once the winner has added their points (faan points plus bonus points), the points must be converted into base points (the chart is below). These base points represent how much the opponents pay to the winner
Players then pay the winner (in money or when not gambling with "chips or points") based on three factors:
The base points (faan points and bonus points converted into a payment unit)
If the player won from the wall (doubles the points)
If the player was the dealer (doubles the points).
Concealed vs. revealed meld and hand[edit]
A concealed meld is one that contains no tiles stolen from another player's discard. A concealed hand is one made up of only concealed melds. Many variations distinguish between a concealed hand (winning from the wall) and a semi-concealed hand (the last tile is a stolen discard). In most mahjong variations, having a concealed hand can be valuable in scoring. Hong Kong mahjong does not especially reward concealed melds/hands except for a few cases: limit hands or half-limit hands (thirteen orphans, heavenly gates, four concealed pungs), as well as a complete hand (seven pairs), and with several melds (three concealed pungs).
Meld summary
Meld Type
Quantity
Eligible tiles
Allowed to be completed by ...
Suited
Honors
Bonus
Drawing
Seizing a discard
Pung
3(identical set)
 Yes
 Yes
 No
Concealed
Exposed
Kong
4(identical set)
 Yes
 Yes
 No
Concealed (add to concealed pung)
Exposed (add to concealed pung)
Exposed from exposed (add to exposed pung)
Chow
3(consecutive within suit)
 Yes
 No
 No
Concealed
Exposed (only from preceding player)
Eyes
2(identical set)
 Yes
 Yes
 No
For the win, if hand has sufficient value
Only permitted to complete a winning hand
Faan value[edit]
Basic faan value[edit]
A winning hand must include an agreed minimum amount of faan value (often 3). Some examples of scoring include:
Sample faan scoring
Type
Item
Faan value
Basic
A pung/kong of dragons
1
A pung/kong of seat wind or round wind
1
All suited
1
Common hand: All chows and a pair of suited tiles
1
All-pung (kong) hand: Only pungs/kongs and any pair
3
Clean hand: Only one suit (bamboos, circles, or characters) with honors
3
Advanced
3 concealed pungs/kongs
3
3 kongs
3
7 pairs (special pattern)
4
Pure hand: only one suit and no honors (only circles, bamboos or characters)
7
Little dragons: 2 pungs of dragons and a pair of the third dragon
5
Little winds: 3 pungs of winds and a pair of the fourth wind
6
Bonus faan[edit]
Bonus faan by manner of winning (not counted towards the minimum faan needed)
Item
Faan value
Winning from the wall
1
Robbing the kong
1
Winning on the last tile from the wall or its subsequent discard
1
Bonus faan from flowers and seasons (not counted towards the minimum faan needed)
Item
Faan value
No flower or season tiles in hand
1
Having own flower (seat flower)
1
Having own season (seat season)
1
All four flowers
2 (plus 1 for own flower)
All four seasons
2 (plus 1 for own season)
All eight flowers and seasons (exceedingly rare)
Automatic win with maximum payment
A player only scores a bonus faan for flowers or seasons if it is their own flower or season (East=1, South=2, West=3 and North=4) or if the player has all four flowers or all four seasons (scoring 5 faan in total).
Payment[edit]
The losers pay the winning player points based on several criteria, and depending on whether the game is for fun or for money. How points are reckoned is agreed by players beforehand. For example, they can keep a tally, exchange chips, or pay one another with money. The faan value of a hand is converted into base points, which are then used to calculate the points the losers pay the winner. The table is progressive, doubling the number of base points when reaching a certain faan point target. The following is the Old Hong Kong simplified table; for other tables, see Hong Kong mahjong scoring rules.
Base points (Old Hong Kong Simplified)
Faan points
Base points
3
1
4
2
5
6
7
4
8
9
10+
8 (limit)
This table is based on play where 3 faan is the minimum needed in order to win with a legal hand. If a player has 3 faan, then their hand is worth one base point. A winning hand with 9 faan is worth four base points. Losing players must give the winning player the value of these base points. The following special cases result in doubled base points:
If the winner wins from the wall, their base points are doubled.
If the hand was won by discard, the discarder doubles the amount they owe the winner.
If the winner is east, all losers double the base points.
If the east player is a losing player, they pay double the points to the winner.
If two of these criteria apply to any player, they must double and then redouble the points owed to the winner.
Examples[edit]
Hand
Player
Base points
1
West wins with 3 faan (scoring 1 base point) from the wall (doubling value)
East (dealer)
1 (base points) ×2 (doubling for winning from wall) ×2 (doubling for being east) = −4
South
1 (base points) ×2 (doubling for winning from wall) = −2
West
4 (from east) + 2 (from south) + 2 (from north) = +8
North
1 (base points) ×2 (doubling for winning from wall) = −2
2
North wins with 6 faan (2 base points) on a discard from south (double penalty to South)
East (dealer)
2 (base points) ×2 (doubling for being east) = −4
South
2 (base points) ×2 (discarding winning piece) = −4
West
2 (base points) = −2
North
4 (from east) + 4 (from south) + 2 (from west) = +10
3
East wins with 10 faan (8 base points) on discard from west (double penalty to West)
East (dealer)
16 (from south) + 32 (from west) + 16 (from north) = +64
South
8 (base points) ×2 (paying to east) = −16
West
8 (base points) ×2 (paying to east) ×2 (discarding winning piece) = −32
North
8 (base points) ×2 (paying to east) = −16
Hong Kong mahjong is essentially a payment system of doubling and redoubling, where winning from the wall adds great value to the final payment and where the dealer is highly rewarded or penalised if they win or lose.
Limit hands[edit]
In Hong Kong mahjong there are a series of "limit hands". These are exceptional hands, difficult to obtain, and are very valuable in point scoring. As many table rules put a limit on the number of points a winner's hand can score, full limit hands score that maximum. Table rules dictate if these rare and special hands are allowed, which ones, and the limit for scoring. A common scoring limit is 64 points, which is the highest base points doubled twice. A winner receives the scoring limit from each player without any doubling.
Some limit hands by necessity must be completely concealed (no discards used) or semi-concealed (the only discard used is the one needed to win). This includes the 13 orphans, 4 concealed pungs, heavenly hand and earthly hand. It is usually expected that the heavenly gates hand be concealed or semi-concealed. As for the dragon limit hands and the great winds, table rules dictate whether the hand must be concealed or not. Some table rules claim that a semi-concealed hand (winning from a discard) scores a half-limit.
Some groups also play with the "great flowers" rule. If a player picks up all four flowers and all four seasons during their hand, they instantly win the hand and receive the maximum points from all of the players. This is exceptionally rare.
In all the hands that require pungs, each pung can be replaced by the corresponding kong.
Limit Hands (Maximum number of fan agreed)
Hand
Explanation with example
天糊 Heavenly hand
The dealer draws a winning hand at the beginning of the game.
地糊 Earthly hand
A player completes a winning hand with the dealer's first discard (in most variants, provided the dealer does not draw a kong).
十三么 Thirteen orphans
1 and 9 of each suit, one of each wind, one of each dragon, and one extra piece of any of those thirteen elements
– – – –
么九 Terminals
Only 1s and 9s.
– – – –
綠一色 Pure green hand
All tiles are green in color, i.e. they can only comprise pungs, sequences and eye using 2, 3, 4, 6, 8 of bamboo or green dragon (not recognized in all games)
– – – –
九蓮寶燈 Nine Gates
1112345678999 of any suit (that is, 1 to 9 plus two additional 1s and 9s); any one extra piece of the same suit suffices to win. This hand always has 4 melds (either 1 pung and 3 chows or 2 pungs and 2 chows, depending on the extra) and the eyes. In the example below, there are two pungs (111 and 999), two chows (234 and 678), and the extra 5 forms the eyes.
– – –
四暗刻 Self triplets
Four concealed pungs, plus eyes
十八羅漢 All kongs
Four kongs, plus eyes
– – – –
大四喜 Great winds
A pung of each wind, plus eyes
– – – –
七對子 Seven pairs
A special winning hand that comprises any seven pairs/eyes (not recognized in all games)
– – – – – –
Other examples of high-scoring hands[edit]
Other special high-scoring hands
Hand
Explanation with example
對對糊 All pungs / kongs
All melds are pungs and/or kongs. (3 faan)
– – – –
混一色 Clean hand / Mixed suit
Hand consists of only a single suit and honors tiles. The Pearl, Jade, and Ruby Dragon limit hands (using white, green or red dragon tiles respectively) are special instances of clean hands. (3 faan)
– – – –
清一色 Pure suit hand
All tiles are the same suit. (7 faan)
– – – –
混么九 Mixed terminals
Only 1s and 9s, and honor tiles. (5 faan)
– – – –
小三元 Little dragons
Two pungs of dragons and a pair of the third dragon. (5 faan)
– – – –
小四喜 Little winds
Three pungs of winds and a pair of the fourth wind. (6 faan)
– – – –
字一色 All honors tiles
Only winds and dragons, no suited tiles (10 faan)
– – – –
大三元 Great dragons
Pungs of all three dragons. (8 faan)
– – – –
槓上槓自摸 Win by double kong
Self-pick the winning tile by obtaining it in a replacement after a second consecutive kong. (9 faan)