Mahjong Scoring Compendium
A comprehensive cross-format reference handbook for tournament play.

Babcock's Standard Rules — Scoring Reference Sheet

Color & Pattern Key
1-9 (Red): Craks
1-9 (Green): Bams
1-9 (Blue): Dots
E / S / W / N (Purple): Winds
G / R / B: Green / Red / White Dragons
1-4 (Orange): Flowers & Seasons
Scoring Principles
Runs (Sequences) have no point value except to complete a hand.
Concealed combinations generally score twice as much as exposed ones.
Limit: The standard score limit is 300 points per hand.
Combinations (Exposed / Concealed)
2 / 4Pung of Simples
222 / 555 / 888
Three of a kind (2 through 8) of the same suit. Awarded 2 points if exposed, 4 points if concealed.
4 / 8Pung of Terminals
111 / 999
Three 1s or three 9s of any suit. Awarded 4 points if exposed, 8 points if concealed.
4 / 8Pung of Winds
EEE / SSS / WWW / NNN
Three of any Wind. Awarded 4 points if exposed, 8 points if concealed.
4 / 8Pung of Dragons
GGG / RRR / BBB
Three of Red, Green, or White Dragons. Awarded 4 points if exposed, 8 points if concealed.
8 / 16Kong of Simples
2222 / 5555 / 8888
Four of a kind (2 through 8) of the same suit. Awarded 8 points if exposed, 16 points if concealed.
16 / 32Kong of Terminals
1111 / 9999
Four 1s or four 9s of any suit. Awarded 16 points if exposed, 32 points if concealed.
16 / 32Kong of Winds
EEEE / SSSS / WWWW / NNNN
Four of any Wind. Awarded 16 points if exposed, 32 points if concealed.
16 / 32Kong of Dragons
GGGG / RRRR / BBBB
Four of Red, Green, or White Dragons. Awarded 16 points if exposed, 32 points if concealed.
2Pair of Dragons
GG / RR / BB
Two of Red, Green, or White Dragons. Scored the same whether exposed or concealed.
2Pair of Player's Own Wind
EE / SS / WW / NN
Two of the player's matching Seat Wind. Scored the same whether exposed or concealed.
Winner Bonus Scores
20Mahjong
Awarded for winning the hand.
2Winning Tile Drawn
Awarded if the winning tile is drawn from the wall, not Punged or Chowed.
2Filling Only Possible Place
4[5]6 / 12[3] / 7[7]
Awarded for completing the hand by filling in the only possible place to win (e.g., middle of a sequence, end of a sequence, or the final pair).
10Draw After Kong
Winning on the special draw of a loose tile after declaring a four of a kind.
10No Score Other Than Game
A consolation bonus applied if the hand has absolutely zero other points.
10No Runs
111 555 999 EEE RR
Awarded if the hand contains absolutely zero sequences (all Pungs/Kongs and a pair).
10Stealing the Fourth to Win
Winning by Punging a tile that an opponent attempts to declare as a fourth addition to an already exposed combination.
10Last Tile Drawn
Winning on the final available tile in the live portion of the wall.
Double Honor Scores
x2Pung of Own Wind
EEE / SSS / WWW / NNN
Three of a player's own Wind, concealed or exposed.
x2Kong of Own Wind
EEEE / SSSS / WWWW / NNNN
Four of a player's own Wind, concealed or exposed.
x2Pung of Dragons
GGG / RRR / BBB
Three of Red, Green, or White Dragons, concealed or exposed.
x2Kong of Dragons
GGGG / RRRR / BBBB
Four of Red, Green, or White Dragons, concealed or exposed.
x2Half Flush
123 456 789 111 NN
Hand all of one suit, except for any number of Winds or Dragons.
x8Full Flush
123 456 777 999 55
Hand entirely of one suit (Double total score three times).
Special / Limit Hands
300All Honors
EEE SSS WWW GGG RR
Hand entirely of Honor Tiles (all Winds and Dragons, no suits).
300The Hand From Heaven
East's original 14 drawn tiles form a completely winning hand prior to play.
150The Hand From Earth
A non-East player goes Mah-Jongg by taking East's very first discard.
100The Lucky Thirteen
A player declares they are waiting to win on their original 13 tiles, does not alter them, and eventually wins.
Flowers & Seasons
4Each Flower or Season
F
Each Season or Flower drawn scores 4 points. These tiles cannot be Punged or Chowed; they must be drawn from the wall, immediately declared, and replaced by a loose tile.
x2One Own Season
1 (E) / 2 (S) / 3 (W) / 4 (N)
Double the total score once if you hold one of your own matching Seasons (East = 1, South = 2, West = 3, North = 4).
x4Both Own Flower and Season
Double the total score twice if you hold both of your own matching Seasons. Shanghai Variation: Double once if you have two Seasons of your own number, but do not double for only one.
x8All Four Flowers or Seasons
Double the total score three times if you hold all four Seasons of one color.
Optional Special Hands (Winning Hands Only)
LimitThe Four Wind Hand
EEE SSS WWW + 1 Set + NN
A winning hand containing three combinations of Winds in sets of 3 or 4 of a kind (including the player's own Wind), and at least a pair of the fourth Wind.
LimitAll Ones, Nines, & Honors
111 999 EEE SSS GG
A winning hand containing no tiles other than ones, nines, and Honor Tiles.
LimitThe Nine Gates
111 2345678 999 + Any Duplicate
An entirely concealed hand of one suit containing three 1s, three 9s, and one of each tile from 2 through 8, waiting on any tile of that same suit to win.
LimitFour Sets of Fours
2222 5555 8888 9999 + Pair
A winning hand containing four declared sets of four of a kind.
x2Three Concealed Threes
222 444 777 + 1 Set + Pair
Double the total score once if the winning hand contains three combinations of three (or four) of a kind entirely concealed.
LimitFour Concealed Threes
222 444 777 WWW + Pair
A winning hand containing four concealed combinations of three (or four) of a kind.
LimitThe Thirteen Orphans
19 19 19 ESWN GRB + Any Duplicate
A hand containing one of each of the four Winds, one of each of the three Dragons, one each of the 1s and 9s of all three suits, plus a 14th tile making a pair with any of them.
1/2 LThe Seven Twins
11 44 77 33 99 EE RR
Scores half the Limit (usually 150 points) for a hand consisting of any seven pairs.
Optional Doubling Scores
x2No Score Other Than Game
Players may agree to double the total score once instead of adding 10 points for having no score other than Game (Mah-Jongg).
x2Draw After Kong
Players may agree to double the total score once instead of adding 10 points for Mah-Jongg on the special draw of a loose tile after four of a kind.
x2No Runs
Players may agree to double the total score once instead of adding 10 points for a hand with no Runs, concealed or exposed.
x2Stealing the Fourth to Win
Players may agree to double the total score once instead of adding 10 points for stealing the fourth to win.
x2Last Tile Drawn
Players may agree to double the total score once instead of adding 10 points for Mah-Jongg on the last tile drawn.
44Drawing Winning Tile for Game
If a player completes their hand by drawing the winning tile and has no other score, players can optionally double this and score the hand as 44 points instead of the regular 22 points.

Chinese Simplified Mahjong — Scoring Reference Sheet

Color & Pattern Key
1-9 (Red): Craks
1-9 (Green): Bams
1-9 (Blue): Dots
E / S / W / N (Purple): Winds
G / R / B: Green / Red / White Dragons
1-4 (Orange): Flowers & Seasons
Structure
+4All Sequences
123 456 234 789 + Pair
A hand consisting entirely of four chows and a pair, containing no pungs or kongs.
+6All Triplets
111 555 999 EEE + Pair
A hand constructed entirely of four pungs or kongs and a pair, containing no chows.
+2All Simples
234 444 567 888 22
A hand consisting entirely of simple tiles (2 through 8), containing no terminal tiles (1's and 9's), Wind, or Dragon tiles.
+4Half Flush
123 456 789 NNN + Pair
A hand consisting of tiles from only one numeric suit, combined with Wind or Dragon tiles.
+8Full Flush
123 456 777 999 55
A hand consisting entirely of a single numeric suit, containing no Wind or Dragon tiles.
Winds & Dragons
+2Dragon Pung or Kong
GGG / RRR / BBB
A hand containing a pung or kong of Dragon tiles.
+2Seat Wind Pung or Kong
EEE / SSS / WWW / NNN
A hand containing a pung or kong matching the player's seat wind.
+2Round Wind Pung or Kong
EEE / SSS / WWW / NNN
A hand containing a pung or kong matching the prevalent round wind.
Flowers & Seasons
+1No Flowers or Seasons
A hand containing a pung or kong of Dragon tiles.
+1Flower or Season
F
A bonus flower or season tile.
+2Seat Flower or Season
1 (E) / 2 (S) / 3 (W) / 4 (N)
A bonus flower or season tile matching the player's seat number.
Win Conditions
+1Concealed Hand
A hand completed entirely without declaring any open melds from opponent discards.
+2Replacement Tile Win
Winning by self-drawing a replacement tile from the dead wall after declaring a kong.
+2Last Tile Win
Winning by claiming the final tile drawn from the live wall.
+2Last Discard Win
Winning by claiming the final discarded tile.
+1Self Draw
(Zì Mō)
Winning by self-drawing the final matching tile directly from the live wall.

Chinese Classical Mahjong — Scoring Reference Sheet

Color & Pattern Key
1-9 (Red): Craks
1-9 (Green): Bams
1-9 (Blue): Dots
E / S / W / N (Purple): Winds
G / R / B: Green / Red / White Dragons
1-4 (Orange): Flowers & Seasons
The Scoring Process
1. After a player wins, each player totals their Point Total.
2. Each player counts the sum of their Doubles.
3. Each player counts their Mini Points.
4. The winner also counts their Bonus Mini Points.
5a. Point Total = Mini Points × Doubles Factor.
5b. Point Total = Limit Points + Mini Points
6a. Point Limit: 500 for Non-East.
6b. Point Limit: 1000 for East.
7. And then the Payout occurs.
Step 1a: The Doubles Table
1Dragon Pung or Kong
GGG / RRR / BBB
A hand containing a pung or kong of Dragon tiles.
1Seat Wind Pung or Kong
EEE / SSS / WWW / NNN
A hand containing a pung or kong matching the player's seat wind.
1Round Wind Pung or Kong
EEE / SSS / WWW / NNN
A hand containing a pung or kong matching the prevalent round wind.
1Seat Flower and Season
1 (E) / 2 (S) / 3 (W) / 4 (N)
A bonus flower and season tile matching the player's seat number.
1Half Flush
123 456 789 NNN + Pair
A hand consisting of tiles from only one numeric suit, combined with Wind or Dragon tiles.
3Pure Flush
123 456 777 999 55
A hand consisting entirely of a single numeric suit, containing no Wind or Dragon tiles.
3All Honors
EEE SSS NNN GGG RR
A hand built exclusively out of Wind and Dragon tiles, containing no numeric suit tiles.
3All Four Flowers
A complete set of all 4 seasonal flower tiles.
3All Four Seasons
A complete set of all 4 quarterly season tiles.
Step 1b: Limit Hands
150Blessing of Earth
Winning when a non-dealer player claims the very first tile discarded by the dealer.
300Blessing of Heaven
Winning when the dealer declares a completed hand immediately upon the initial 14-tile deal. This win may occur after the initial flower replacement phase.
300Three Big Dragons
GGG RRR BBB + 1 Set + Pair
A hand containing three completed pungs or kongs of Dragon tiles, capturing all three dragon types.
300Thirteen Orphans
19 19 19 ESWN GRB + Any Duplicate
A fully concealed hand containing exactly one copy of each terminal tile (1's and 9's), Wind, and Dragon tile, plus one additional matching tile to form a pair. The final winning tile may be called from an opponent's discard.
300Four Big Winds
EEE SSS WWW NNN + Pair
A hand containing four completed pungs or kongs, capturing all four wind directions.
300Nine Gates
111 2345678 999 + Any Duplicate
A fully concealed hand consisting of 1-1-1-2-3-4-5-6-7-8-9-9-9 in a single suit, waiting exclusively on any tile of that same suit to win.
Step 2a: Mini Points – All Players'
2 / 4Pung of Simples
333 / 555 / 222
A pung of simple tiles (2 through 8). Awarded 2 points if exposed, 4 points if concealed.
8 / 16Kong of Simples
5555 / 2222
A kong of simple tiles (2 through 8). Awarded 8 points if exposed, 16 points if concealed.
4 / 8Pung of Terminals
111 / 999
A pung of terminal tiles (1 or 9). Awarded 4 points if exposed, 8 points if concealed.
16 / 32Kong of Terminals
1111 / 9999
A kong of terminal tiles (1 or 9). Awarded 16 points if exposed, 32 points if concealed.
4 / 8Pung of Dragons
GGG / RRR / BBB
A pung of Dragon tiles. Awarded 4 points if exposed, 8 points if concealed.
16 / 32Kong of Dragons
GGGG / RRRR / BBBB
A kong of Dragon tiles. Awarded 16 points if exposed, 32 points if concealed.
4 / 8Pung of Seat or Round Winds
EEE / SSS / WWW / NNN
A pung matching the player's seat wind or the prevalent round wind. Awarded 4 points if exposed, 8 points if concealed.
16 / 32Kong of Seat or Round Winds
EEEE / SSSS / WWWW / NNNN
A kong matching the player's seat wind or the prevalent round wind. Awarded 16 points if exposed, 32 points if concealed.
2Pair of Seat or Round Winds
EE / SS / WW / NN
A pair matching the player's seat wind or the prevalent round wind.
2Pair of Dragons
GG / RR / BB
A pair of Dragon tiles.
2Each Seat Flower or Season
1 (E) / 2 (S) / 3 (W) / 4 (N)
A bonus flower or season tile matching the player's seat number.
Step 2b: Mini Points – Winner Only
20Base Win
Base points for completing a valid winning hand.
10Pinghu
234 567 789 456 99
A hand consisting of four chows and a non-scoring pair, won by waiting exclusively on a multiple wait. Example: [4]56[7]
10All Pungs
111 555 999 EEE + Pair
A hand constructed entirely of four pungs or kongs and one valid pair, containing no chows.
10Replacement Tile Win
Winning by self-drawing a replacement tile from the dead wall after declaring a kong.
10Last Tile Win
Winning by self-drawing the final tile remaining in the live wall.
2Self-Drawn Win
(Zì Mō)
Winning by self-drawing the final matching tile directly from the live wall.
2Eyes Wait
Winning by waiting exclusively on a single matching tile to complete the final required pair.
2Closed Wait
4[5]6
Winning by waiting exclusively on the middle tile to complete a chow.
2Edge Wait
12[3] / [7]89
Winning by waiting exclusively on a 3 or 7 to complete a terminal boundary chow.
Step 3: Multiplier Grid
General Payout Rules
Total Score = Mini Points × Points Factor
Total Score = Limit Points + Mini Points
Total Score Limit: 500 Non-East, 1000 East
Doubles
Points Factor
1 Double
2
2 Doubles
4
3 Doubles
8
4 Doubles
16
5 Doubles
32
6 Doubles
64
7 Doubles
128
8 Doubles
256
9 Doubles
512
10 Doubles
1024
Payout Examples
General Payout Rules
  • The winner never pays.
  • East pays (when they lose) and receives double (when they win).
Example 1: South Won (E: 4 pts, S: 30 pts, W: 8 pts, N: 4 pts)
I AM... ↓
...paying EAST
...paying SOUTH
...paying WEST
...paying NORTH
NET RESULT
EAST
X
30x2
(8-4)x2
(4-4)x2
-68
SOUTH
0
X
0
0
+120
WEST
0 (4-8)
30
X
0 (4-8)
-18
NORTH
0 (4-4)
30
4 (8-4)
X
-34
Example 2: East Won (E: 30 pts, S: 4 pts, W: 8 pts, N: 4 pts)
I AM... ↓
...paying EAST
...paying SOUTH
...paying WEST
...paying NORTH
NET RESULT
EAST
X
0
0
0
+180
SOUTH
30x2
X
4 (8-4)
0 (4-4)
-64
WEST
30x2
0 (4-8)
X
0 (4-4)
-60
NORTH
30x2
0 (4-4)
4 (8-4)
X
-64
House Payout Rules
  • The winner never pays.
  • Flat payout, no east doubling.
  • Flat payout, no east doubling, discarder pays double.
House Rule Option: Flat Payout (E: 4 pts, S: 30 pts [Winner], W: 8 pts, N: 4 pts)
I AM... ↓
...paying EAST
...paying SOUTH
...paying WEST
...paying NORTH
NET RESULT
EAST
X
30
4 (8-4)
0 (4-4)
-34
SOUTH
0
X
0
0
+90
WEST
0 (8-4)
30
X
0 (8-4)
-22
NORTH
0 (4-4)
30
4 (8-4)
X
-34
House Rule Option: Flat Payout, Discarder Pays Double (E: 4 pts, S: 30 pts [Winner], W: 8 pts [Discarder], N: 4 pts)
I AM... ↓
...paying EAST
...paying SOUTH
...paying WEST
...paying NORTH
NET RESULT
EAST
X
30
4 (8-4)
0 (4-4)
-34
SOUTH
0
X
0
0
+120
WEST
0 (4-8)
30x2
X
0 (4-8)
-52
NORTH
0 (4-4)
30
4 (8-4)
X
-34

Hong Kong Old Style Mahjong — Scoring Reference Sheet

Color & Pattern Key
1-9 (Red): Craks
1-9 (Green): Bams
1-9 (Blue): Dots
E / S / W / N (Purple): Winds
G / R / B: Green / Red / White Dragons
1-4 (Orange): Flowers & Seasons
Scoring Limit
This format is played with a limit of either 10 or 13 faan. Any score over the limit is capped. Any hand marked with a value of 10 or 13 is a limit hand.
Special Hands
13Nine Gates
111 2345678 999 + Any Duplicate
A fully concealed hand consisting of 1-1-1-2-3-4-5-6-7-8-9-9-9 in a single suit, waiting exclusively on any tile of that same suit to win. Excludes: Clean One Suit, Concealed Hand
13Thirteen Orphans
19 19 19 ESWN GRB + Any Duplicate
A fully concealed hand containing exactly one copy of each terminal tile (1's and 9's), Wind, and Dragon tile, plus one additional matching tile to form a pair. The final winning tile may be called from an opponent's discard. Excludes: Concealed Hand
13Heavenly Hand
Winning when the dealer declares a completed hand immediately upon the initial 14-tile deal. This win may occur after the initial flower replacement phase.
13Earthly Hand
Winning when a non-dealer player claims the very first tile discarded by the dealer.
Structure Hands
+0Chicken Hand
123 567 456 888 RR
A basic winning hand that fails to qualify for any other structural scoring patterns or points.
+1Common Hand
123 456 234 789 + Pair
A hand consisting entirely of four chows and a pair, containing no pungs or kongs.
+3All Triplets
111 555 999 EEE + Pair
A hand constructed entirely of four pungs or kongs and one valid pair, containing no chows.
+8All Concealed Triplets
222 444 777 WWW + 2[2]
A hand containing four concealed pungs or kongs, won by waiting exclusively on a single tile to complete the final pair. Excludes: All Triplets, Concealed Hand
13All Quadruplets Hand
2222 5555 8888 9999 + Pair
A hand consisting of four kongs and a pair. Excludes: All Triplets
+3Mixed One Suit
123 456 789 NNN + Pair
A hand consisting of tiles from only one numeric suit, combined with Wind or Dragon tiles.
+7Clean One Suit
123 456 777 999 55
A hand consisting entirely of a single numeric suit, containing no Wind or Dragon tiles. Excludes: Mixed One Suit
+4Mixed Terminals
111 999 EEE SSS GG
A hand consisting entirely of terminal tiles (1's and 9's), Wind, and Dragon tiles arranged in pungs or kongs, and a pair. Excludes: All Triplets
13All Terminals
111 999 999 111 99
A hand consisting solely of terminal tiles (1's and 9's) arranged in pungs or kongs, and a pair, containing no chows or simple tiles. Excludes: All Triplets
Winds & Dragons
+1Seat Wind
EEE / SSS / WWW / NNN
A hand containing a pung or kong matching the player's seat wind.
+1Prevalent Wind
EEE / SSS / WWW / NNN
A hand containing a pung or kong matching the prevalent round wind.
+6Small Four Winds
EEE SSS WWW + 1 Set + NN
A hand containing three pungs or kongs of Wind tiles and a pair of Wind tiles, capturing all four wind directions. Excludes: Seat Wind, Prevalent Wind
13Big Four Winds
EEE SSS WWW NNN + Pair
A hand containing four completed pungs or kongs, capturing all four wind directions. Excludes: Small Four Winds, Seat Wind, Prevalent Wind
+1Dragon Triplets
GGG / RRR / BBB
A hand containing a pung or kong of Dragon tiles.
+5Small Three Dragons
GGG RRR + 2 Sets + BB
A hand containing two pungs or kongs of Dragon tiles and a pair of Dragon tiles, capturing all three dragon types. Excludes: Dragon Triplets
+8Big Three Dragons
GGG RRR BBB + 1 Set + Pair
A hand containing three completed pungs or kongs of Dragon tiles, capturing all three dragon types. Excludes: Small Three, Dragon Triplets
10All Honors
EEE SSS WWW GGG RR
A hand built exclusively out of Wind and Dragon tiles, containing no numeric suit tiles. This hand pattern stacks with Dragon Triplets, Seat Wind, and Prevalent Wind. Excludes: All Triplets
Flowers & Seasons
+1No Flowers
A hand completed without drawing or exposing any flower or season tiles.
+1Seat Flower or Season
1 (E) / 2 (S) / 3 (W) / 4 (N)
A bonus flower or season tile matching the player's seat number. Earns double points if both of your matching seat flowers are held.
+2All Flowers or Seasons
A complete set of all 4 matching seasonal or flower tiles. Excludes: Seat Flower or Season
+3Seven Flowers
A set of 7 out of the 8 total flower and season tiles. This allows the player to optionally declare an immediate win. Excludes: All Flowers or Seasons, Seat Flower or Season
+8Eight Flowers
A complete set of all 8 flower and season tiles. This allows the player to optionally declare an immediate win. Excludes: Seven Flowers, All Flowers or Seasons, Seat Flower or Season
Win Conditions
+1Concealed Hand
A hand completed entirely without declaring any open melds from opponent discards.
+1Self Draw
(Zì Mō)
Winning by self-drawing the final matching tile directly from the live wall.
+1Kong Replacement
Winning by self-drawing a replacement tile from the dead wall after declaring a kong. Excludes: Self Draw
+8Multiple Kong Replacements
Winning by self-drawing a replacement tile after declaring successive kongs. Excludes: Kong Replacement, Self Draw
+1Robbing the Kong
Winning by claiming a tile an opponent adds to a melded pung to form a kong.
+1Win off of the Last Tile
Winning by claiming the final tile drawn from the live wall.
+1Win off of the Last Discard
Winning by claiming the final discarded tile.
Local Variants
+4Seven Pairs
11 44 77 33 99 EE RR
A fully concealed hand consisting entirely of seven unique pairs with no kongs. This hand pattern stacks with All Honors, Mixed One Suit, and Clean One Suit.
10Jade Dragon
GGG 123 444 567 99
A hand containing a pung or kong of Green Dragons and chows, pungs or kongs in Bams.
10Ruby Dragon
RRR 123 444 567 99
A hand containing a pung or kong of Red Dragons and chows, pungs or kongs in Craks.
10Pearl Dragon
WWW 123 444 567 99
A hand containing a pung or kong of White Dragons and chows, pungs or kongs in Dots.
10Imperial Jade Dragon
GGG 234 888 222 66
A hand containing a pung or kong of Green Dragons and chows, pungs or kongs in Bams. You may only use 2, 3, 4, 6, 8 Bams.
10Imperial Ruby Dragon
RRR 111 555 777 99
A hand containing a pung or kong of Red Dragons and pungs or kongs in Bams. You may only use 1, 5, 7, 9 Bams.
Scoring & Payout Tables
General Payout Rules
  • The winner never pays.
  • Win on Self Draw: Everyone pays.
  • Win on Discard: Discarder pays all.
  • Total Faan = Structure Hand + Honors + Flowers + Win Condition
  • Total Faan = Special Hand + Win Condition
Faan
Formula - Full Spicy
Points
Formula - Half Spicy
Points
0
20
1
20
1
1
21
2
21
2
2
22
4
22
4
3
23
8
23
8
4
24
16
24
16
5
25
32
1.5 × 24
24
6
26
64
25
32
7
27
128
1.5 × 25
48
8
28
256
26
64
9
29
512
1.5 × 26
96
10
210
1,024
27
128
11
211
2,048
1.5 × 27
192
12
212
4,096
28
256
13
213
8,192
1.5 × 28
384

Singaporean Mahjong — Scoring Reference Sheet

Color & Pattern Key
1-9 (Red): Craks
1-9 (Green): Bams
1-9 (Blue): Dots
E / S / W / N (Purple): Winds
G / R / B: Green / Red / White Dragons
1-4 (Orange): Flowers & Seasons
Animals: Cat / Mouse, Rooster / Centipede
1 Tai Hands & Bonuses
1Dragon Pung
GGG / RRR / BBB
A hand containing a pung or kong of Dragon tiles.
2Seat Wind
EEE / SSS / WWW / NNN
A hand containing a pung or kong matching the player's seat wind.
3Prevalent Wind
EEE / SSS / WWW / NNN
A hand containing a pung or kong matching the prevalent round wind.
4Seat Flower / Season
1 (E) / 2 (S) / 3 (W) / 4 (N)
A bonus flower or season tile matching the player's seat number.
5Animal Tile
A bonus animal tile.
6Little Ping Hu
123 456 234 789 55
A hand consisting entirely of four chows and a non-scoring pair, which may include exposed flower or animal tiles, won by waiting on a multiple wait (Example: [4]56[7]) if claiming a discard. A single wait is permitted if self-drawn. Exception: Cannot consist of four open chows
7Fully Concealed Hand
A hand completed entirely without declaring any open melds from opponent discards, won by self-drawing the final matching tile directly from the live wall.
8Replacement Tile Win
Winning by self-drawing a replacement tile after declaring a kong, or after exposing a flower or animal tile.
9Robbing the Kong
Winning by claiming a tile an opponent adds to a melded pung to form a kong.
10Last Tile Draw
Winning by self-drawing the final remaining structural tile from the live wall.
2 Tai Hands & Bonuses
11All Pungs
111 555 999 EEE RR
A hand constructed entirely of four pungs or kongs and one valid pair, containing no chows.
12Half Flush
123 456 789 111 NN
A hand consisting of tiles from only one numeric suit, combined with Wind or Dragon tiles.
13Flower Set
A complete set of all 4 matching seasonal flower tiles or all 4 quarterly season tiles.
3 Tai Hands
14Three Lesser Scholars
GGG RRR + 2 Sets + BB
A hand containing two pungs or kongs of Dragon tiles and a pair of Dragon tiles, capturing all three dragon types.
4 Tai Hands
15Full Flush
123 456 777 999 55
A hand consisting entirely of a single numeric suit, containing no Wind or Dragon tiles.
16Big Ping Hu
123 456 234 789 55
A hand consisting entirely of four chows and a non-scoring pair, with no exposed flower, season, or animal tiles, won by waiting on a multiple wait (Example: [4]56[7]) if claiming a discard; a single wait is permitted if self-drawn. Exception: Cannot consist of four open chows
17All Terminals or Honors
111 999 EEE SSS GG
A hand consisting entirely of terminal tiles (1's and 9's), Wind, and Dragon tiles arranged in pungs or kongs, and a pair.
18Four Lesser Blessings
EEE SSS WWW + 1 Set + NN
A hand containing three pungs or kongs of Wind tiles and a pair of Wind tiles, capturing all four wind directions.
5 Tai Limit Hands & Bonuses
19Animal Set
A complete set of all four animal tiles (Cat, Mouse, Rooster, Centipede).
207 Flowers / Seasons
A set of 7 out of the 8 total flower and season tiles. This allows the player to optionally declare an immediate win.
21All 8 Flowers / Seasons
A complete set of all 8 flower and season tiles. This allows the player to optionally declare an immediate win.
22All Honors
EEE SSS WWW GGG RR
A hand built exclusively out of Wind and Dragon tiles, containing no numeric suit tiles.
23All Terminals
111 999 111 999 11
A hand consisting solely of terminal tiles (1's and 9's) arranged in pungs or kongs, and a pair, containing no chows or simple tiles.
24Hidden Treasure
111 444 777 NNN + Pair
A hand consisting of four pungs or kongs completed entirely without melding from discards, successfully completed via self-draw.
25Thirteen Orphans
19 19 19 ESWN GRB + Any Duplicate
A fully concealed hand containing exactly one copy of each terminal tile (1's and 9's), Wind, and Dragon tile, plus one additional matching tile to form a pair. The final winning tile may be called from an opponent's discard.
26All Green
234 234 666 GGG 88
A hand consisting entirely of green tiles: Bams 2, 3, 4, 6, 8, and Green Dragons.
27Nine Gates
111 2345678 999 + Any Duplicate
A fully concealed hand consisting of 1-1-1-2-3-4-5-6-7-8-9-9-9 in a single suit, waiting exclusively on any tile of that same suit to win.
28Eighteen Arhats / Four Kongs
1111 9999 5555 EEEE + Pair
A hand consisting of four kongs and a pair.
29Kong on Kong
Winning by self-drawing a replacement tile after declaring two or more consecutive kongs.
30Heavenly Hand
Winning when the dealer declares a completed hand immediately upon the initial 14-tile deal.
31Earthly Hand
Winning when a non-dealer player claims the very first tile discarded by the dealer.
10 Tai Limit Hands
32Three Great Scholars
GGG RRR BBB + 1 Set + Pair
A hand containing three completed pungs or kongs of Dragon tiles, capturing all three dragon types.
33Four Great Blessings
EEE SSS WWW NNN + Pair
A hand containing four completed pungs or kongs, capturing all four wind directions.
Scoring & Payout Tables
General Payout Rules
  • Hand limits are typically up to 5 Tai, except two 10 Tai hands.
  • When a player wins off an opponent's discard, all non-winning players pay. The discarder pays double.
  • The Complete Set of Animals payout stacks with the Bittens.
Scenario 1: Win by Discard
Tai Scored
Non-Winning Players Each Pay
Discarding Player Pays
Winning Player Gains
1
1
2
4
2
2
4
8
3
4
8
16
4
8
16
32
5 (Limit)
16
32
64
10 (Limit)
32
64
128
Scenario 2: Win by Self-Draw
Tai Scored
All Players Pay
Winning Player Gains
1
2
6
2
4
12
3
8
24
4
16
48
5 (Limit)
32
96
10 (Limit)
64
192
Instant Payouts
Instant Payout Rules (Optional)
  • Instant payouts are an optional house rule; players must agree to their inclusion before starting the game.
  • The Complete Set of Animals payout is cumulative with the payment of Bittens (e.g., 2 for Cat/Mouse + 2 for Chicken/Centipede + 4 for the Complete Set = 8 total).
Hand
Points
Description
Bitten
2 / 4
A matching predator / prey pair of animal tiles (Cat / Mouse, or Chicken / Centipede). Doubled if revealed in the starting hand.
Flower Bitten
2 / 4
A bonus flower and season tile matching the player's seat number. Doubled if revealed in the starting hand.
Four Flowers or Seasons
4
A complete set of all 4 flowers or seasons.
Melded Kong
1
A kong completed by adding a tile to an exposed pung.
Concealed Kong
2
A kong completed via self-draw and declared face-down.
Complete Set of Animals
4
A complete set of all four animal tiles (Cat, Mouse, Chicken, Centipede).

Official Mahjong Competition Rules (MCR) — The 81 Fans

Color & Pattern Key
1-9 (Red): Craks
1-9 (Green): Bams
1-9 (Blue): Dots
E / S / W / N (Purple): Winds
G / R / B: Green / Red / White Dragons
F (Orange): Flowers & Seasons
Knitted Sequences: 1-4-7, 2-5-8, 3-6-9
88 Point Hands
1Big Four Winds
EEE SSS WWW NNN + Pair
A hand containing four completed pungs or kongs, capturing all four wind directions. Excludes: Big Three Winds (38), All Pungs (49), Prevalent Wind (60), Seat Wind (61), Pung of Terminals or Honors (73)
2Big Three Dragons
GGG RRR BBB + 1 Set + Pair
A hand containing three completed pungs or kongs of Dragon tiles, capturing all three dragon types. Excludes: Two Dragon Pungs (54), Dragon Pung (59), Pung of Terminals or Honors (73)
3All Green
234 234 666 GGG 88
A hand consisting entirely of green tiles: Bams 2, 3, 4, 6, 8, and Green Dragons. Excludes: Full Flush (22), No Honors (76), Single Wait (79)
4Nine Gates
111 2345678 999 + Any Duplicate
A fully concealed hand consisting of 1-1-1-2-3-4-5-6-7-8-9-9-9 in a single suit, waiting exclusively on any tile of that same suit to win. Excludes: Full Flush (22), Concealed Hand (62), No Honors (76), One Voided Suit (75), Single Wait (79)
5Four Kongs
1111 9999 5555 EEEE + G[G]
A hand consisting of four kongs and a pair. Excludes: Four Concealed Pungs (12), Three Kongs (17), Two Concealed Kongs (48), Two Melded Kongs (57), Melded Kong (74), Concealed Kong (67), All Pungs (49), Single Wait (79)
6Seven Shifted Pairs
11 22 33 44 55 66 77
A fully concealed hand consisting of seven continuous numerical pairs in a single suit. Excludes: Seven Pairs (19), Full Flush (22), Concealed Hand (62), No Honors (76), One Voided Suit (75)
7Thirteen Orphans
19 19 19 ESWN GRB + Any Duplicate
A fully concealed hand containing exactly one copy of each terminal tile (1's and 9's), Wind, and Dragon tile, plus one additional matching tile to form a pair. The final winning tile may be called from an opponent's discard. Excludes: All Terminals and Honors (18), Outside Hand (55), Concealed Hand (62), Single Wait (79)
64 Point Hands
8All Terminals
111 999 111 999 11
A hand consisting solely of terminal tiles (1's and 9's) arranged in pungs or kongs, and a pair, containing no chows or simple tiles. Excludes: All Terminals and Honors (18), All Pungs (49), Outside Hand (55), Double Pung (65), No Honors (76), Pung of Terminals or Honors (73)
9Little Four Winds
EEE SSS WWW + 1 Set + NN
A hand containing three pungs or kongs of Wind tiles and a pair of Wind tiles, capturing all four wind directions. Excludes: Big Three Winds (38), Pung of Terminals or Honors (73)
10Little Three Dragons
GGG RRR + 2 Sets + BB
A hand containing two pungs or kongs of Dragon tiles and a pair of Dragon tiles, capturing all three dragon types. Excludes: Two Dragon Pungs (54), Dragon Pung (59), Pung of Terminals or Honors (73)
11All Honors
EEE SSS WWW GGG RR
A hand built exclusively out of Wind and Dragon tiles, containing no numeric suit tiles. Excludes: All Terminals and Honors (18), All Pungs (49), Outside Hand (55), Half Flush (50), One Voided Suit (75)
12Four Concealed Pungs
111 444 777 NNN + Pair
A hand consisting of four pungs completed entirely without melding from discards, and a pair. Excludes: Three Concealed Pungs (33), Two Concealed Pungs (66), All Pungs (49), Concealed Hand (62)
13Pure Terminal Chows
123 123 789 789 55
A hand consisting of two 1-2-3 chows and two 7-8-9 chows in a single suit, and a pair of 5's in the same suit. Excludes: Pure Double Chow (69), Two Terminal Chows (72), Full Flush (22), All Chows (63), No Honors (76), One Voided Suit (75)
48 Point Hands
14Quadruple Chow
234 234 234 234 + Pair
A hand containing four identical chows in a single suit. Excludes: Pure Triple Chow (23), Pure Double Chow (69), Tile Hog (64)
15Four Pure Shifted Pungs
222 333 444 555 + Pair
A hand containing four pungs in a single suit shifting up by one step. Excludes: Pure Shifted Pungs (24), Triple Pung (32), Double Pung (65), All Pungs (49)
32 Point Hands
16Four Pure Shifted Chows
123 234 345 456 + Pair / 123 345 567 789 + Pair
A hand containing four chows in a single suit shifting up sequentially by one or two steps. Excludes: Pure Shifted Chows (30), Pure Double Chow (69), Short Straight (71)
17Three Kongs
1111 4444 7777 + 1 Set + Pair
A hand containing three kongs, one additional set, and a pair. Excludes: Two Melded Kongs (57), Two Concealed Kongs (48), Melded Kong (74), Concealed Kong (67)
18All Terminals & Honors
111 999 EEE SSS WW
A hand consisting entirely of terminal tiles (1's and 9's), Wind, and Dragon tiles arranged in pungs or kongs, and a pair. Excludes: All Pungs (49), Outside Hand (55), Pung of Terminals or Honors (73)
24 Point Hands
19Seven Pairs
11 44 77 33 99 EE RR
A fully concealed hand consisting entirely of seven unique pairs with no kongs. Excludes: Concealed Hand (62), Single Wait (79)
20Greater Honors & Knitted
ESWN GRB 17 25 369
A fully concealed hand consisting of seven unique Wind and Dragon tiles paired with seven knitted tiles (1-4-7, 2-5-8, 3-6-9). Excludes: Lesser Honors and Knitted Tiles (34), All Types (52), Concealed Hand (62)
21All Even Pungs
222 888 444 666 44
A hand consisting entirely of even-numbered tiles (2, 4, 6, 8) arranged in pungs or kongs, and a pair. Excludes: All Pungs (49), All Simples (68), No Honors (76)
22Full Flush
123 456 777 999 55
A hand consisting entirely of a single numeric suit, containing no Wind or Dragon tiles. Excludes: Half Flush (50), No Honors (76), One Voided Suit (75)
23Pure Triple Chow
345 345 345 + 1 Set + Pair
A hand containing three identical chows in a single suit. Excludes: Pure Double Chow (69)
24Pure Shifted Pungs
444 555 666 + 1 Set + Pair
A hand containing three pungs in a single suit shifting up by one step.
25Upper Tiles
789 777 999 888 77
A hand consisting entirely of numbers 7, 8, and 9. Excludes: No Honors (76), Upper Four (36)
26Middle Tiles
456 555 666 444 55
A hand consisting entirely of numbers 4, 5, and 6. Excludes: All Simples (68), No Honors (76)
27Lower Tiles
123 111 222 333 22
A hand consisting entirely of numbers 1, 2, and 3. Excludes: No Honors (76), Lower Four (37)
16 Point Hands
28Pure Straight
123 456 789 + 1 Set + Pair
A hand containing three chows forming a continuous 1–9 sequence in a single suit. Excludes: Short Straight (71), Two Terminal Chows (72)
29Three-Suited Terminal Chows
123 789 123 789 55
A hand containing two sets of 1-2-3 chows and 7-8-9 chows in two different suits, plus a pair of 5's in the remaining third suit. Excludes: Two Terminal Chows (72), Mixed Double Chow (70), All Chows (63), No Honors (76)
30Pure Shifted Chows
123 234 345 + 1 Set + Pair / 123 345 567 + 1 Set + Pair
A hand containing three chows in a single suit shifting up sequentially by one or two steps.
31All Fives
555 456 567 345 55
A hand where every chow, pung or kong, and pair contains at least one number 5 tile. Excludes: All Simples (68)
32Triple Pung
888 888 888 + 1 Set + Pair
A hand containing three pungs of identical numerical value across all three suits. Excludes: Double Pung (65)
33Three Concealed Pungs
444 444 444 + 1 Set + Pair
A hand containing three pungs completed entirely without melding from discards. Excludes: Two Concealed Pungs (66)
12 Point Hands
34Lesser Honors & Knitted
ESWN GR 147 258 36
A fully concealed hand consisting of five unique Wind and Dragon tiles paired with knitted tiles (1-4-7, 2-5-8, 3-6-9). Excludes: All Types (52), Concealed Hand (62)
35Knitted Straight
147 258 369 + 1 Set + Pair
A hand containing a special 1–9 straight sequence woven across all three suits using knitted tiles (1-4-7, 2-5-8, 3-6-9).
36Upper Four
678 789 888 999 77
A hand consisting entirely of numbers 6, 7, 8, and 9. Excludes: No Honors (76)
37Lower Four
123 234 111 444 22
A hand consisting entirely of numbers 1, 2, 3, and 4. Excludes: No Honors (76)
38Big Three Winds
EEE SSS WWW + 1 Set + Pair
A hand containing three pungs or kongs of Wind tiles. Excludes: Pung of Terminals or Honors (73)
8 Point Hands
39Mixed Straight
123 456 789 + 1 Set + Pair
A hand containing three chows forming a continuous 1–9 sequence split across all three suits.
40Reversible Tiles
111 222 555 BBB 88
A hand consisting entirely of symmetric tiles: Dots (1, 2, 3, 4, 5, 8, 9), Bams (2, 4, 5, 6, 8, 9), and White Dragons. Excludes: One Voided Suit (75)
41Mixed Triple Chow
345 345 345 + 1 Set + Pair
A hand containing three chows of identical numerical value across all three suits. Excludes: Mixed Double Chow (70)
42Mixed Shifted Pungs
111 222 333 + 1 Set + Pair
A hand containing three pungs shifting up by one step across all three suits.
43Chicken Hand
234 666 777 34[5] RR
A basic winning hand that fails to qualify for any other structural scoring patterns or points. Excludes: Cannot combine with any other scoring element, except Flower Tiles
44Last Tile Draw
Winning by self-drawing the final remaining structural tile. Excludes: Self-Drawn (80)
45Last Tile Claim
Winning by claiming the final tile discarded on the last turn.
46Out with Replacement Tile
Winning by self-drawing a replacement tile after declaring a kong. Excludes: Self-Drawn (80)
47Robbing the Kong
Winning by claiming a tile an opponent adds to a melded pung to form a kong. Excludes: Last Tile Claim (45)
48Two Concealed Kongs
1111 9999 + 2 Sets + Pair
A hand containing two concealed kongs. Excludes: Two Concealed Pungs (66), Concealed Kong (67)
6 Point Hands
49All Pungs
111 555 999 EEE RR
A hand constructed entirely of four pungs or kongs and one valid pair, containing no chows.
50Half Flush
123 456 789 111 NN
A hand consisting of tiles from only one numeric suit, combined with Wind or Dragon tiles. Excludes: One Voided Suit (75)
51Mixed Shifted Chows
123 234 345 + 1 Set + Pair
A hand containing three chows shifting up sequentially by one step across all three suits.
52All Types
123 111 789 SSS GG
A hand containing at least one element from Craks, Bams, Dots, Winds, and Dragons.
53Melded Hand
111 567 678 444 5[5]
A hand where all four sets are completed openly via discards, won by claiming an opponent's discard on a single wait.
54Two Dragon Pungs
GGG RRR + 2 Sets + Pair
A hand containing two pungs or kongs of Dragon tiles. Excludes: Dragon Pung (59)
4 Point Hands
55Outside Hand
123 789 111 EEE SS
A hand where every chow, pung or kong, and pair contains at least one terminal tile (1's and 9's), Wind, or Dragon tile.
56Fully Concealed Hand
A fully concealed hand successfully completed via self-draw. Excludes: Concealed Hand (62), Self-Drawn (80)
57Two Melded Kongs
1111 4444 + 2 Sets + Pair
A hand containing two kongs completed openly via discards. Excludes: Melded Kong (74)
58Last Tile
Winning on a tile where the other three copies are already fully visible.
2 Point Hands
59Dragon Pung
GGG / RRR / BBB
A hand containing a pung or kong of Dragon tiles. Excludes: Pung of Terminals or Honors (73)
60Prevalent Wind
EEE / SSS / WWW / NNN
A hand containing a pung or kong matching the prevalent round wind. Excludes: Pung of Terminals or Honors (73)
61Seat Wind
EEE / SSS / WWW / NNN
A hand containing a pung or kong matching the player's seat wind. Excludes: Pung of Terminals or Honors (73)
62Concealed Hand
A hand completed entirely without declaring any open melds from opponent discards, won by claiming an opponent's discard.
63All Chows
123 567 234 789 55
A hand consisting entirely of four chows and a numeric suit pair, containing no Wind or Dragon tiles. Excludes: No Honors (76)
64Tile Hog
111 123 + 2 Sets + Pair
A hand containing all four copies of a matching tile split dynamically across sets without declaring a kong.
65Double Pung
888 888 + 2 Sets + Pair
A hand containing two pungs of identical numerical value across two different suits.
66Two Concealed Pungs
222 888 + 2 Sets + Pair
A hand containing two pungs completed entirely without melding from discards.
67Concealed Kong
5555 + 3 Sets + Pair
A hand containing a kong completed entirely via self-draw and declared face-down. Excludes: Melded Kong (74)
68All Simples
234 444 567 888 22
A hand consisting entirely of simple tiles (2 through 8), containing no terminal tiles (1's and 9's), Wind, or Dragon tiles. Excludes: No Honors (76)
1 Point Hands
69Pure Double Chow
123 123 + 2 Sets + Pair
A hand containing two identical chows in a single suit.
70Mixed Double Chow
123 123 + 2 Sets + Pair
A hand containing two identical chows across two different suits.
71Short Straight
234 567 + 2 Sets + Pair
A hand containing two sequential, connecting chows in a single suit.
72Two Terminal Chows
123 789 + 2 Sets + Pair
A hand containing one 1-2-3 chow and one 7-8-9 chow in a single suit.
73Pung of Terminals or Honors
111 / 999 / RRR / EEE
A hand containing a pung or kong of terminal tiles (1's and 9's), or Wind tiles that do not match the player's seat or prevalent round wind.
74Melded Kong
6666 + 3 Sets + Pair
A hand containing a kong completed openly via an opponent's discard.
75One Voided Suit
123 789 222 RRR WW
A hand completely missing tiles from one of the three numeric suits.
76No Honors
123 789 222 888 33
A hand consisting entirely of numeric suit tiles, containing no Wind or Dragon tiles.
77Edge Wait
12[3] / [7]89
Winning by waiting exclusively on a 3 or 7 to complete a terminal boundary chow. Excludes: Closed Wait (78), Single Wait (79)
78Closed Wait
4[5]6
Winning by waiting exclusively on the middle tile to complete a chow. Excludes: Edge Wait (77), Single Wait (79)
79Single Wait
Winning by waiting exclusively on a single matching tile to complete the final required pair. Excludes: Edge Wait (77), Closed Wait (78)
80Self-Drawn
(Zì Mō)
Winning by self-drawing the final matching tile directly from the live wall.
81Flower Tile
F
A bonus point awarded per exposed flower or season tile. Does not count toward the 8-point minimum to win
Interactive Online MCR Calculator

Scan the QR code or click the link below to access the interactive scoring tool and verify your hand values online.

QR Code for MahjongSoft MCR Calculator

Zung Jung Mahjong — Scoring Reference Sheet

Color & Pattern Key
1-9 (Red): Craks
1-9 (Green): Bams
1-9 (Blue): Dots
E / S / W / N (Purple): Winds
G / R / B: Green / Red / White Dragons
1-4 (Orange): Flowers & Seasons
Trivial Patterns
5All Sequences
123 456 234 789 + Pair
A hand consisting entirely of four chows and a valid pair, containing no pungs or kongs.
5Concealed Hand
A hand completed entirely without declaring any open melds from opponent discards.
5No Terminals
234 567 345 678 22
A hand consisting strictly of simple tiles (2 through 8), containing no Wind, Dragon, or terminal tiles (1's and 9's).
One-Suit Patterns
40Mixed One-Suit
123 456 789 WWW + Pair
A hand consisting entirely of tiles from a single numeric suit, combined with Wind or Dragon tiles.
80Pure One-Suit
123 456 777 888 99
A hand consisting entirely of tiles from a single numeric suit, containing no Wind or Dragon tiles.
480Nine Gates
111 2345678 999 + Any Duplicate
A fully concealed hand consisting of 1-1-1-2-3-4-5-6-7-8-9-9-9 in a single suit, waiting exclusively on any tile of that same suit to win.
Honors
10Seat Wind
EEE / SSS / WWW / NNN
A hand containing a pung or kong matching the player's seat wind.
10Dragon Triplet
GGG / RRR / BBB
A hand containing a pung or kong of Dragon tiles.
40Small Three Dragons
GGG RRR + 2 Sets + BB
A hand containing two pungs or kongs of Dragon tiles and a pair of Dragon tiles, capturing all three dragon types.
130Big Three Dragons
GGG RRR BBB + 1 Set + Pair
A hand containing three completed pungs or kongs of Dragon tiles, capturing all three dragon types.
30Small Three Winds
EEE SSS + 2 Sets + WW
A hand containing two pungs or kongs of Wind tiles and a pair of Wind tiles.
120Big Three Winds
EEE SSS WWW + 1 Set + Pair
A hand containing three pungs or kongs of Wind tiles.
320Small Four Winds
EEE SSS WWW + 1 Set + NN
A hand containing three pungs or kongs of Wind tiles and a pair of Wind tiles, capturing all four wind directions.
400Big Four Winds
EEE SSS WWW NNN + Pair
A hand containing four completed pungs or kongs, capturing all four wind directions.
320All Honors
EEE SSS WWW GGG RR
A hand built exclusively out of Wind and Dragon tiles, containing no numeric suit tiles.
Basic Sets
30All Triplets
333 555 222 NNN + Pair
A hand constructed entirely of four pungs or kongs and one valid pair, containing no chows.
5Two Concealed Triplets
222 444 + 2 Sets + Pair
A hand containing two concealed pungs or kongs.
30Three Concealed Triplets
222 444 777 + 1 Set + Pair
A hand containing three concealed pungs or kongs.
125Four Concealed Triplets
111 555 999 SSS + Pair
A hand containing four concealed pungs or kongs.
5One Kong
8888 + 3 Sets + Pair
A hand containing one open or concealed kong.
20Two Kongs
8888 5555 + 2 Sets + Pair
A hand containing two open or concealed kongs.
120Three Kongs
8888 5555 2222 + 1 Set + Pair
A hand containing three open or concealed kongs.
480Four Kongs
8888 5555 2222 EEEE + Pair
A hand containing four open or concealed kongs.
Identical Sets
10Two Identical Sequences
123 123 + 2 Sets + Pair
A hand containing two identical chows in a single suit.
60Two Identical Sequences Twice
123 123 456 456 + Pair
A hand containing two pairs of identical chows.
120Three Identical Sequences
789 789 789 + 1 Set + Pair
A hand containing three identical chows in a single suit.
480Four Identical Sequences
234 234 234 234 + Pair
A hand containing four identical chows in a single suit.
Similar Sets
35Three Similar Sequences
456 456 456 + 1 Set + Pair
A hand containing three chows of identical numerical value across all three suits.
30Small Three Similar Triplets
555 555 + 2 Sets + 55
A hand containing two pungs or kongs of identical numerical value across two different suits, and a pair of the same number in the third suit.
120Three Similar Triplets
555 555 555 + 1 Set + Pair
A hand containing three pungs or kongs of identical numerical value across all three suits.
Consecutive Sets
40Nine-Tile Straight
123 456 789 + 1 Set + Pair
A hand containing three chows forming a continuous 1–9 sequence in a single suit.
100Three Consecutive Triplets
333 444 555 + 1 Set + Pair
A hand containing three pungs or kongs of consecutive numbers in a single suit.
200Four Consecutive Triplets
666 777 888 999 + Pair
A hand containing four pungs or kongs of consecutive numbers in a single suit.
Terminals
40Mixed Lesser Terminals
123 789 999 EEE RR
A hand where every chow, pung or kong, and pair contains at least one terminal tile (1's and 9's), Wind, or Dragon tile.
50Pure Lesser Terminals
123 789 123 789 11
A hand where every chow, pung or kong, and pair contains at least one terminal tile (1's and 9's).
100Mixed Greater Terminals
111 RRR 111 EEE 99 / 11 99 11 99 GG SS RR
An "All Pungs" or "Seven Pairs" hand that consists entirely of terminal tiles (1's and 9's) and honor tiles (Winds and Dragons). Excludes: Thirteen Terminals
400Pure Greater Terminals
111 999 111 999 11
A hand consisting solely of terminal tiles (1's and 9's) arranged in pungs or kongs, and a pair, containing no chows or simple tiles.
Bonuses
10Final Draw
Winning by self-drawing the final tile from the wall.
10Final Discard
Winning by claiming the final tile discarded on the last turn.
10Win on Kong
Winning by self-drawing a replacement tile after declaring a kong.
10Robbing a Kong
Winning by claiming a tile an opponent adds to a melded pung to form a kong.
155Blessing of Earth
Winning when a non-dealer player claims the very first tile discarded by the dealer.
155Blessing of Heaven
Winning when the dealer declares a completed hand immediately upon the initial 14-tile deal. This win may occur after the initial flower replacement phase.
Irregular Hand
160Seven Pairs
11 44 77 33 99 EE RR
A fully concealed hand consisting entirely of seven unique pairs with no kongs.
160Thirteen Terminals
19 19 19 ESWN GRB + Any Duplicate
A fully concealed hand containing exactly one copy of each terminal tile (1's and 9's), Wind, and Dragon tile, plus one additional matching tile to form a pair. The final winning tile may be called from an opponent's discard.
Optional House Rules: Prevalent Wind
10Prevalent Wind
EEE / SSS / WWW / NNN
A hand containing a pung or kong matching the prevalent round wind.
Optional House Rules: Flowers & Seasons
2Improper Flower or Season
1 (E) / 2 (S) / 3 (W) / 4 (N)
A bonus flower or season tile that does not match the player's seat number.
4Proper Flower or Season
1 (E) / 2 (S) / 3 (W) / 4 (N)
A bonus flower or season tile matching the player's seat number. Earns double points if both of your matching seat flowers are held.
10Four Flowers or Seasons
A complete set of all 4 flower or season tiles.

Appendix

Hand Structure Distribution
Hand Structure
Number of Unique Hands
% of All Winning Hands
0 Sequences, 4 Triplets
3,234,310
0.03%
1 Sequence, 3 Triplets
110,610,612
0.97%
2 Sequences, 2 Triplets
1,257,250,563
11.03%
3 Sequences, 1 Triplet
5,263,332,872
46.16%
4 Sequences, 0 Triplets
4,767,103,774
41.81%
Total
11,401,532,131
100.00%
Native Terms
Ruleset
Pung (Triplet)
Kong (Quad)
Chow (Sequence)
Win
Self-Draw
Chinese Classical
Pèng (碰)
Gàng (槓)
Chī (吃)
(和)
Zì Mō (自摸)
Hong Kong Old Style
Pung (碰)
Gong (槓)
Soeng (吃)
Sik Hu (食糊)
Zì Mō (自摸)
Zung Jung
Pong (碰)
Gong (槓)
Chī (吃)
(和)
Zì Mō (自摸)
MCR
Pèng (碰)
Gàng (槓)
Chī (吃)
(和)
Zì Mō (自摸)
Singaporean
Pong (碰)
Gong (槓)
Chiak (食)
(和)
Zì Mō (自摸)
Malaysian
Pong (碰)
Gong (槓)
Chiak (食)
(和)
Zì Mō (自摸)
Vietnamese
Phỗng (𠵴)
Cóng (杠)
Phình (平)
Ù (𢺺)
Ù Mo (𢺺摸)
Japanese Riichi
Pon (ポン)
Kan (カン)
Chii (チー)
Ron (ロン)
Tsumo (ツモ)
Wall Setup & Dealing Process
Babcock's Standard Rules

Step 1: Wall Setup
The game is played with a set of 136 tiles. The tiles are thoroughly shuffled face down, and each of the four players selects 34 pieces to build a wall 17 stacks long and 2 high. The four walls are pushed together to form a hollow square.

Step 2: First Roll (Locating the Wall)
East Wind throws two dice. The total sum indicates which player takes the dice for the second throw. Starting with East as 1, players count counter-clockwise around the table to select a player's wall:

5, 9
East's wall
2, 6, 10
South's wall
3, 7, 11
West's wall
4, 8, 12
North's wall

Step 3: Second Roll (Determining the Break)
The player indicated by the first roll takes the dice and rolls them again. This player adds their new total to the total of East's first throw to get a final combined sum.

Step 4: Breaking the Wall & Loose Tiles
The player making the second throw counts off from the right end of their own wall in a clockwise direction (right to left) a number of stacks equal to the combined total of both throws. They open the wall at this exact point by removing the last two tiles (one stack) and placing them on top of the wall to the right of the opening as the "loose tiles". The upper loose tile is placed farther from the opening.

Step 5: Tile Distribution
East starts the draw by taking the first two stacks (4 tiles) to the left of the opening. South, West, and North follow in a clockwise direction, each drawing two stacks at a turn until everyone has 12 tiles. Each player, beginning with East, then draws one more tile. East draws an additional tile, leaving East with 14 tiles and the others with 13. (In actual practice, East draws their 13th and 14th tiles at the same time by taking the 1st and 3rd tile from the top layer).

Step 6: The Dead Portion
The last 14 tiles (7 pairs) left at the end of the wall, which includes the loose tiles, make up the "Dead Portion" of the wall. None of these last 14 tiles can be drawn; if play reaches this point without a winner, the game is declared a Draw.


Chinese Classical

Step 1: First Roll (Locating the Wall)
East (the dealer) begins with two dice, rolls them, and sums the total. Starting with themselves as 1, East counts counter-clockwise around the table to select a player's wall:

5, 9
East's wall
2, 6, 10
South's wall
3, 7, 11
West's wall
4, 8, 12
North's wall

Step 2: Second Roll (Determining the Break)
The player whose wall was selected in Step 1 takes the two dice and rolls them for a second time. This player adds the value of their new roll to East’s original roll to get a final combined sum.

Step 3: Breaking the Wall
The player whose wall is chosen looks at their own wall of 18 stacks. Counting from the right-hand corner toward the left, they count out a number of stacks equal to that combined sum and physically push the wall apart at that exact point to create the break.

Step 4: Tile Distribution
The stacks to the right of the break are left intact, while the stacks to the left of the break are the live tiles to be dealt. East takes the first two stacks (4 tiles) to the left of the break. Moving counter-clockwise around the table, South takes the next two stacks, then West, then North. This continues until every player has 12 tiles (three sets of 4).

Moving in the same order, each player takes one final tile to bring their hand to 13. Finally, East takes a 14th tile from the top of the next stack to begin the first turn of the game.

Step 5: The Dead Wall
The final 14 tiles at the very end of the wall (the far right side of the original break) are separated. These 7 stacks form the static dead wall, reserved only for replacement tiles when a player declares a Kong or draws a Flower/Animal.


Hong Kong Old Style

Step 1: Single Roll (Locating and Breaking)
East (the dealer) takes two dice and rolls them a single time. The total sum of this single throw determines both which wall is picked and exactly where it breaks.

Step 2: Find the Wall
Starting with East as 1, count counter-clockwise around the table using the total sum to locate the target wall:

5, 9
East's wall
2, 6, 10
South's wall
3, 7, 11
West's wall
4, 8, 12
North's wall

Step 3: Breaking the Wall
Go to the target wall identified in Step 2. Counting from the right-hand corner toward the left, count out a number of stacks equal to that exact same dice roll. The wall is physically parted immediately after that stack.

Step 4: Tile Distribution
Players draw from the stacks to the left of the break, moving in a clockwise direction around the square wall to deplete it. The players take their tiles in a counter-clockwise seating rotation. East takes 2 stacks (4 tiles), then South takes 2 stacks, followed by West and North. This continues until everyone has 12 tiles.

Each player then takes 1 final tile to make a 13-tile hand, and East draws a 14th tile to initiate the first turn.

Step 5: No Dead Wall
Unlike Chinese Classical, there is no set of 14 tiles locked away at the tail end. Tiles are drawn continuously from the live wall right down to the very last stack. If no one wins on that final tile, the hand is a draw.


Singaporean

Step 1: Uneven Wall Setup
Because 148 tiles cannot be divided equally into four uniform walls, the walls are built with intentionally different lengths:

  • East and West: Build walls that are 19 stacks long (38 tiles each).
  • South and North: Build walls that are 18 stacks long (36 tiles each).

Step 2: Dice Rolling Options
Depending on local preference or house rules, Singaporean mahjong permits two completely distinct methods of rolling to determine how the wall is opened:

  • Method A (Three-Dice System): East rolls three dice a single time. The higher maximum sum (up to 18) allows a single roll to naturally reach across the longer 19-stack walls.
  • Method B (Two-Dice Wrap System): East rolls two dice a single time. Because a maximum roll of 12 cannot physically reach the far left end of a 19-stack wall, a mandatory second roll by East is triggered if the initial roll targets East's wall.

Step 3: Find the Wall
Using the total sum of the dice rolled in Step 2, count counter-clockwise, beginning with East as 1, to locate the target wall.

If using the Three-Dice System:

5, 9, 13, 17:
East's wall
6, 10, 14, 18:
South's wall
3, 7, 11, 15:
West's wall
4, 8, 12, 16:
North's wall

If using the Two-Dice System:

5, 9:
East's wall
2, 6, 10:
South's wall
3, 7, 11:
West's wall
4, 8, 12:
North's wall

Step 4: Breaking the Wall
Go to the target wall identified in Step 3. Counting from the right-hand corner toward the left, count out a number of stacks equal to that final dice sum. The wall is physically parted immediately to the left of that stack. Three dice extend the maximum count to 18, making nearly the entire length of any wall mathematically accessible on a single throw.

Step 5: Tile Distribution
Moving clockwise from the break, players take turns drawing tiles in a counter-clockwise seating rotation (East first). Players pull 2 stacks (4 tiles) at a time until everyone holds 12 tiles. East takes 2 final tiles (the 1st and 3rd top tiles of the next stacks) to start with 14, while South, West, and North take 1 tile each to complete their 13-tile starting hands.

Step 6: The Back Tail (Replacement Draws)
Whenever a player draws a Flower, Animal, or Fly tile during the game, they must immediately reveal it and draw a replacement tile. In Singaporean rules, these replacements are strictly drawn from the very end of the wall (the tail end to the right of the original break point), working backward counter-clockwise.


Mahjong Competition Rules (MCR)

Step 1: Uniform Setup
MCR uses the international standard 144-tile deck (136 suit/honor tiles + 8 Flower/Season tiles). Because 144 divides perfectly into four equal sides, all four players build identical walls exactly 18 stacks long (36 tiles per player).

Step 2: Dice Roll
To keep tournament play fast, standardized, and precise, MCR skips the old-style two-step double roll. East takes exactly two dice and rolls them a single time. This single throw provides a single sum that serves as the precise coordinate for both selecting the wall and finding the cut point.

Step 3: Find the Wall
Using the total sum of the two dice (ranging from 2 to 12), count counter-clockwise around the table, beginning with East as 1, to locate the target wall:

5, 9
East's wall
2, 6, 10
South's wall
3, 7, 11
West's wall
4, 8, 12
North's wall

Step 4: Breaking the Wall
Go directly to the target wall identified in Step 3. Counting from the right-hand corner toward the left, count out a number of stacks equal to the exact sum of the dice roll. The wall is physically parted immediately to the left of that stack.

Step 5: Tile Distribution
Moving clockwise from the break point, players draw tiles in a counter-clockwise seating rotation (East first). Players pull 2 stacks (4 tiles) at a time on their turn until everyone holds exactly 12 tiles. Moving in the same player order, each player takes 1 single tile from the wall to bring their hand to 13. Finally, East draws a 14th tile from the top of the next available stack to begin the first turn of the game.

Step 6: No Dead Wall (100% Live Tiles)
Mechanically, MCR does not cordon off a static 14-tile dead wall. Every single tile in the square is playable. If a player declares a Kong or draws a Flower tile, they simply take their replacement tile from the very next available tile in the normal, clockwise line of play. If the wall is depleted down to the last tile without a winning declaration, the hand is a draw.


Zung Jung

Step 1: Uniform Shorter Setup
Zung Jung emphasizes mathematical skill and clean, structural patterns by completely eliminating all 8 Flower and Season tiles, operating purely with the core 136-tile deck. Because 136 divides perfectly by four, all four players build identical, shorter walls exactly 17 stacks long (34 tiles per player).

Step 2: Dice Roll
Zung Jung utilizes a streamlined, fast-paced approach to initialization, completely discarding the traditional two-step double roll. East takes exactly two dice and rolls them a single time to find both the wall and the break point simultaneously.

Step 3: Find the Wall
Using the total sum of the two dice (ranging from 2 to 12), count counter-clockwise around the table, beginning with East as 1, to locate the target wall:

5, 9
East's wall
2, 6, 10
South's wall
3, 7, 11
West's wall
4, 8, 12
North's wall

Step 4: Breaking the Wall
Go directly to the target wall identified in Step 3. Counting from the right-hand corner toward the left, count out a number of stacks equal to the exact sum of the dice roll. The wall is physically parted immediately to the left of that stack.

Step 5: Tile Distribution
Moving clockwise from the break point, players draw tiles in a counter-clockwise seating rotation (East first). Players take 2 stacks (4 tiles) at a time until everyone holds exactly 12 tiles. Moving in the same player order, each player takes 1 single tile from the wall to bring their hand to 13. Finally, East draws a 14th tile from the top of the next available stack to begin the first turn of the game.

Step 6: No Dead Wall (100% Live Tiles)
Because there are no Flowers or Seasons to substitute, the flow of the wall is perfectly linear. Zung Jung does not cordon off a dead wall. Tiles are drawn continuously from left to right until the wall is completely exhausted. If the last tile is drawn and discarded without a winning declaration, the hand is a draw.