Mahjong Game Rules
The “Classical Chinese game” is a bit of a
misnomer, as there never was a standardized set of rules when
mahjong was first invented in China in the mid-1800's and
then spread around the country, and after the turn of the century
1900 overseas to other countries. Instead the game developed
gradually and was played with slightly differing rules in
different regions. The following rule set and scoring system
however represent a fair picture of how mahjong was played during
its first golden age, in the 1920's when the game also
reached the West and spread like wildfire – and, indeed, of how
many hundreds of thousands of Europeans still play it
today. Mahjong is played with a set of rectangular tiles. Below
you find a list of the tiles used in the classic game. Each of
the tiles shown, occurs four times in a complete mahjong set,
except for the bonus tiles of which there are only one copy of
each type.
The objective of the game is to be the first to go out by
achieving a “mahjong hand”: a hand where all your
tiles form four sets, plus one pair. Any set must consist of
either three identical tiles (called a pong), or four identical tiles (called a kong), or three Suit tiles in numerical sequence and of the same
suit (called a chow or chi). A pong or a kong must be made up of identical tiles. Note
also that a chow/chi must consist of exactly three tiles, no
more and no less, and of the same suit. The pair may be any pair, as long as it consists of two
identical tiles. You cannot form any set or pair with your Bonus tiles!
Instead, as soon as you draw a bonus tile, you set it aside and
draw a replacement tile. The bonus tiles you accumulate (if
any), will score extra points for you at the end. Note that you may also go out with any of a number of
special mahjong hands, which do not necessarily confirm to the
“four sets, one pair” rule above! Go to the
Special Hands section to see a list of these special
hands. In mahjong, the four players sit at a table facing each
other, as when playing bridge or whist. Unlike in these card
games, however, mahjong players do NOT play in teams: rather,
it is every player for himself. Each deal begins by shuffling and arranging the 144 tiles
in a square 2x18 tiles long on every side, called “the
Wall”. Then each player draws (according to a certain
ritual) 13 tiles each; the exception is the player in the East
seat, who draws 14 tiles. (Here, this entire process is taken
care of by the software.) The players, starting with East who must first discard
one of his/her tiles, now in counterclockwise order take turns
to draw tiles: either the last one discarded by a previous
player (provided certain conditions are met), or the next
available one from the Wall. After drawing, that same player
must immediately discard a tile, after which it is the next
player's turn. While drawing and discarding, each player tries to
exchange and arrange his/her tiles so as to form them into a
mahjong hand (four sets and a pair). The first player to
accomplish this declares “Mahjong!”, upon which
the game immediately stops. Note that a player declaring
mahjong and thereby going out, does not discard a tile in that
same turn. The winning player is then paid by all the others: the
more valuable the hand, the more points he/she gets. Then the
other players pay off each other for the sets and bonus tiles
accumulated so far, after which all the tiles are shuffled
together again and another deal begins. Mahjong is also playable with two or three players
instead of four (though the game works best with four),
following the same principles as above. As soon as you choose a table here, the software will
take you to it and randomly assign you a seat. If you enter a
tournament, the software will assign you both a table and a
seat at it. Each player's seat is designated by a name, the same
as for the cardinal directions. Going counterclockwise, the
seats are referred to as East-South-West-North. Note that this
order is the customary one among the Chinese, and NOT the same
as on a compass! As soon as a new deal begins, the 144 tiles are shuffled
and then arranged in a square: each side is 18 tiles long, and
2 tiles high. This arrangement is called “the
Wall”. With the help of dice, the spot where you “break
the Wall” and start drawing tiles is randomly chosen.
Fourteen tiles counterclockwise from this position another
break is made and these tiles are reserved as the “kong
box” or “dead wall”. The remaining tiles
are called the “live wall”. All this is
automatically handled by the software. Starting with East taking the first 4 tiles, each player
eventually draws 13 tiles from the live wall; the exception is
the player in the East seat, who draws 14 tiles. Again, here
the entire process is automatically taken care of by the
software. When the tiles are dealt, you will see your own tiles
face up on the screen, while those of the other players are
seen standing on edge and are hidden from you. During the game you will draw “normal” tiles
from the live wall in clockwise fashion, but drawing any
replacement tiles from the the dead wall. The dead wall is
always kept at the size of at least 13 tiles by taking a pair
of tiles from end of the live wall when needed. If the live wall is empty and a player needs to draw a
tile from the wall, play stops. This is called a
“washout” or a “dead hand” (see
below). Each player now examines the tiles he/she has drawn. In
turn order counterclockwise, starting with East, the players
now declare any Bonus tile or tiles they have, setting them
aside face up, and drawing replacement tiles from the Dead
Wall. If any new Bonus tiles are drawn when replacing, these
are also set aside and further replacement tiles drawn. After
this procedure is completed, the players should once again have
13 tiles each in hand, with the exception of East who should
have 14 tiles. Again, this procedure is handled automatically
by the software. Also, if a player is dealt a concealed kong, he/she may
declare it immediately – see below. The East player always takes the first turn, by
discarding any of the 14 tiles in his hand, face up within the
area of the Wall. If none of the other players claims this
tile, South now draws the next tile from the Wall and then
discards any of his tiles in the same manner, followed by West,
North, East again, and so on in counterclockwise order around
the table, drawing and discarding each time in turn. Note that the tiles from the Wall are drawn in clockwise
fashion, while the turn order among the players goes
counterclockwise! The only time that you do not draw a tile from the Wall
during your turn, is when you instead claim another
player's recently discarded tile. If any of the other players discards a tile which you
need to complete a pong (three identical tiles), you may say
“Pong!” and then pick up this tile. Any player/-s
sitting between you and he/she who discarded the tile, are
skipped over in turn order. You must then at once, during that same turn, expose and
put on the table (face up) the set you claimed for. After this
you as usual discard a tile, and the turn then passes to the
next player counterclockwise. Example: South has two White Dragons in hand, when East
discards another White Dragon. South immediately shouts
“Pong!”, picks up the tile, and exposes and places
his three White Dragons as a set beside him on the table. Then
South discards one of the tiles in his hand, and it is
East's turn again. Note that West and North were skipped
over in the turn sequence! If no player claims a newly discarded tile, it is
considered “dead”, remains face up on the table,
and may NOT be claimed at a later point in the game. In a live game, it is customary to put the claimed tile
sideways in the exposed set, so as to show which of the other
players discarded it. Claiming a tile for a kong (four identical tiles) is
performed exactly as when claiming a tile for a pong – see
above. The only difference is that the player claiming and
exposing the kong must then immediately draw a replacement tile
from the Dead Wall, before discarding one of the tiles in hand.
(This replacement is done for mathematical reasons: if you do
not draw a replacement tile after putting down a kong, it is
impossible to form four sets and a pair with the tiles you have
in hand!) Example: North has three tiles of the Four of Bamboos in
hand, when West discards another Four of Bamboos. North
immediately shouts “Kong!”, picks up the discarded
tile, exposes and puts down her set of four identical tiles,
draws a replacement tile, and finally discards one of her
tiles, after which it is East's turn. Note that in this
example, none of the other players were skipped over in the
turn sequence. As when claiming a tile for a pong, it is customary in a
live game to put the claimed tile sideways in the exposed set,
so as to show which of the other players discarded it. Claiming a tile for a chow/chi may ONLY be done by the
next player in turn. South may only claim such a tile if it is
discarded by East; West may only claim such a tile if it is
discarded by South; and so on around the table. Apart from
this, the procedure is the same as when claiming a tile for a
pong. Example: South discards the Eight of Characters. West,
who is next in turn, happens to have both the Six and the Seven
of Characters and therefore immediately shouts
“Chow!” and picks up the discarded tile. He
exposes his set, puts it on the table, and discards one of his
tiles in hand. Now it is North's turn. As when claiming a tile for a pong, it is customary in a
live game to put the claimed tile in a chow/chi sideways in the
exposed set, so as to show which of the other players discarded
it. If completing a chow/chi would also complete your mahjong
hand, you may claim this tile no matter which of the other
players discards it – just say “Mahjong!” and pick
up the tile to your hand. This may only be done on one condition: that the player
claiming the tile thereby immediately can finish his mahjong
hand and go out. Under no other circumstances may a player
claim a discard to complete the pair (any pair) needed in a
mahjong hand. Note: you are NEVER forced to claim a suitable tile!
Instead, you may if you wish just draw the next tile from the
Wall, even if you could have claimed the previous
discard. What happens if two players both claim the same tile?
Then the claim priority rules come into effect: Claiming a tile for a pong or a kong has priority
over claiming for a chow/chi. Claiming a tile for mahjong has priority over any
other claim. If two or three players both claim the same tile for
mahjong, the player sitting closest in (counterclockwise)
turn order after the discarder has priority. When playing at this site, any claiming options on your
turn are clearly indicated on the screen by the software – just
click to claim, within the set time limit. If you do not claim a possible tile before the next
player in turn draws a tile from the Wall, you have forfeited
your opportunity and may not claim the discarded tile later in
the game; this is also the custom in a live game! If drawing a tile from the Wall completes a pong in your
hand, or a chow/chi, or if you are dealt such a set at the
start of the game, it is considered concealed and you do NOT
need to declare this set before you go out by achieving your
mahjong hand: when this occurs, such sets are shown but still
considered concealed. Keeping your opponents from knowing
whatever combinations of tiles you have in hand during play is
a tactical advantage! Any tiles in concealed sets in hand may of course be
rearranged in new combinations, whenever you wish. However,
exposed sets may never be touched. If you already have a concealed pong (three identical
tiles) in hand, and draw the fourth identical tile from the
Wall, you have a concealed kong. You declare this set by
putting it on the table in that same turn. You must then
immediately draw a replacement tile from the Dead Wall, after
which you as usual discard a tile. It is then the next
player's turn. If you are dealt a concealed kong at the start of the
game, you also declare it in the same way, and draw a
replacement tile. Note that you are not required to declare a concealed
kong! You may if you wish keep your concealed pong, and use the
fourth identical tile in a chow/chi set instead. If you have previously claimed a tile to complete a pong,
having the exposed pong beside you on the table, and you later
yourself draw the fourth identical tile from the Wall, you may
add this tile to your exposed pong: this turns it into an
exposed kong instead. Note that you may NOT claim this fourth tile to an
already exposed pong, if it is discarded by another
player! When drawing and adding the fourth identical tile, you
must as with any declared kong draw a replacement tile from the
Dead Wall before discarding. If you draw a Bonus tile during the game, you simply set
it aside with your exposed sets (if any), draw a replacement
tile from the Dead Wall, and then discard a tile as
usual. Whenever you draw the last tile you need to complete your
mahjong hand consisting of four sets and a pair, you say
“Mahjong!”. Show the tiles you have in hand,
taking care to mark concealed sets. You may also claim the last tile you need to complete
your mahjong hand, regardless of whether for a pong, a
chow/chi, or the pair, and regardless of which of the other
players discards it; again, call out
“Mahjong!”. As soon as a player calls out “Mahjong”,
play immediately stops after that player has shown his or her
hand. Note that when going out with a mahjong hand, you draw or
claim a tile – but this is the only time you do NOT discard a
tile during your move! Now the scoring begins, for both the winning hand and the
other players – see the Scoring section for information on
this. Note that you may also go out with any of a number of
special mahjong hands, which do not necessarily confirm to the
“four sets, one pair” rule above! See the Special
Hands section for a list of these special hands, which are
called “limit hands” as they score the maximum
number of points allowed in the game. Play continues until a player goes out, or until no tiles
remain in the live wall. If the last allowable tile is drawn
from the live Wall and no player goes out on either this tile
or the discard from the player who drew the last available
tile, it is known as a “washout” or a “dead
hand”: no-one wins, and no points are scored. In express games, the seating positions are rotated one
step counterclockwise after each hand: the East player now
becomes North, the South player becomes East, and so on. This is
the case even if the hand was an exhaustive draw or an abortive
draw, and regardless of who won.
For multi-hand games, i.e., sit-and-go and multi-table
tournaments, the dealer rotation in the following manner:
If east wins, that player continues in the east position
for the next hand.
If the hand ends with a washout, the deal is
repeated with the same seating.
Otherwise, the deal is rotated.
In addition to all the millions of possible
“normal” mahjong hands, there are a number of
special mahjong hands that either are defined as winning hands, even though they do not
conform to the “four sets and a one pair” rule,
or conform to the “four sets and a pair” rule
but for aesthetic or other reasons are given special
consideration. All these hands listed below automatically score the limit.
They are as follows: When East immediately goes out with a mahjong hand, after
having drawn his/her 14 first tiles (and replacing any Bonus
tiles). When either South, West or North player immediately goes
out with a mahjong hand, by claiming the first discarded tile
from East player. One 1 and one 9 from each suit, one of each Dragon, one
of each Wind, and a fourteenth tile that will make up a pair
with any of the others. Only the last tile may be claimed (or
drawn from the Wall). When a player draws the last available tile from the
“live” section of the Wall, this tile is 1 of
Dots, and the player goes out with this tile (regardless of how
the actual sets in hand score). When a player goes out by drawing the 5 of Dots tile as a
replacement tile (for a Bonus tile or after having completed a
kong) from the Dead Wall (regardless of how the actual sets in
hand score). A pong or kong in all three Dragons, plus any pong or
kong and any pair. Tiles may be claimed to complete any or all
of these sets. A pong or kong in all four Winds, plus any pair. Tiles
may be claimed to complete any or all of these sets. When a player first completes a kong (by drawing or
claiming), then with the help of the replacement tile completes
another kong, and then with the help of this next replacement
tile goes out. A hand consisting of four kongs (any kongs) plus any
pair. Tiles may be claimed to complete any or all of these
kongs. A concealed hand consisting of the tiles
1-1-1-2-3-4-5-6-7-8-9-9-9 from the same suit, but no other
suits and no Winds or Dragons. Any tile 1-9 from that same
suit, drawn from the Wall or claimed, will now complete the
mahjong hand. A hand consisting of four pongs (but no kong), plus any
pair. All tiles, including the one completing the mahjong hand,
must have been drawn from the Wall and may not have been
claimed. A hand consisting of four pongs or kongs, plus a pair,
entirely in Winds and Dragons in any combination. Tiles may be
claimed to complete any or all of these sets. A hand consisting entirely of all green tiles: Green
Dragons plus 2, 3, 4, 6 and 8 of Bamboos, in any combinations
making up four sets plus a pair. One or more chows may be
included. Tiles may be claimed to complete any or all of these
sets. A hand consisting of four pongs or kongs plus one pair,
and which must be made up entirely of 1's and 9's,
from any or all of the suits. Tiles may be claimed to complete
any or all of these sets. A pair of 1's plus 2-3-4-5-6-7-8-9, all of the same
suit, and one of each wind E-S-W-N. Only the last tile,
whichever it is, may be claimed (or drawn from the Wall). As soon as a player has achieved a mahjong hand and gone
out, play stops and everyone exposes the tiles still in
hand. Naturally, when playing at this site all the scoring is
done automatically by the software and shown on the screen. The scoring described below in Chinese classical mahjong
applies to ALL the players, whether going out or not. Any chow/chi always scores 0 points. (This is for
mathematical reasons - there are about ten times as many
chow/chi combinations possible, as pong and kong
combinations.) A pair of Dragons, or of your own Wind - 2
points All other pairs score 0 points. Your own wind is defined
as your seating position right then: South if you are sitting
in South position, and so on. An exposed pong in Simples (2-8) - 2 points An exposed pong in Terminals (1 or 9) or Winds or
Dragons - 4 points A concealed pong in Simples (2-8) - 4 points A concealed pong in Terminals (1 or 9) or Winds or
Dragons - 8 points An exposed pong is one containing a tile claimed from an
opponent. A concealed pong is one where you yourself has drawn
all the tiles from the Wall. An exposed kong in Simples (2-8) - 8 points An exposed kong in Terminals (1 or 9) or Winds or
Dragons - 16 points A concealed kong in Simples (2-8) - 16 points A concealed kong in Terminals (1 or 9) or Winds or
Dragons - 32 points The following doubles apply ALL the players in Chinese
classical mahjong, whether going out or not: For every pong or kong of Dragons - 1 double For every pong or kong in your own wind - 1
double For having all four Season tiles - 2 doubles For having all four Flower tiles - 2 doubles For having all eight Bonus tiles - 5 doubles For having two sets of Dragons and a pair of the
third Dragon - 3 doubles For having three sets in all three Dragons (Three
Great Scholars) - 5 doubles For having three sets of Winds and a pair of the
fourth Wind - 1 double For having four sets in all four Winds (Four Large
Blessings) - 3 doubles For three concealed pongs - 1 double Note that some of the doubles exclude each other in a
logical way: if you have two sets of Dragons and a pair of the
third Dragon, the individual doubles for the two sets are
already included in the 3 doubles. Note that all applicable
doubles are cumulative, meaning that the points you score may
for example be doubled three times over (2x2x2 is 8) where
applicable. The player going out by achieving mahjong may in addition
to the Basic Points above also include the following additional
points (before doubling), as applicable: For going out (always) - 20 points For having drawn the winning tile from the Wall - 2
points For going out with the only possible tile - 2
points The only possible tile is defined as: the tile completing the pair when all other sets have
already been completed, or the middle tile in a chow/chi (such as drawing or
claiming 7 of Bamboos when you have 6 and 8 of Bamboos,
which completes your mahjong hand), or the Terminal tile in a chow/chi which can only be
completed this way (such as drawing or claiming 9 of Dots
when you have 7 and 8 of Dots, and all 6 of Dots tiles have
already been discarded or placed in exposed sets belonging
to the other players), or the tile when you towards the end have two pairs left
in hand and can only go out by completing one of them to a
pong, since the tiles that would complete the other pair
have already been discarded or placed in exposed sets
belonging to the other players. Note that “The only possible tile” refers to
the one value needed to complete your mahjong hand. If you have
6 and 8 of Bamboos in hand and are waiting for the 7 of Bamboos
and there are two or more such identical tiles remaining in the
game, it does not matter which of these 7 of Bamboos tiles you
draw or claim. The player going out by achieving mahjong may in addition
to any doubles listed above also apply the following doubles,
where applicable: Going out by drawing the last tile from the Wall - 1
double Going out by claiming the last discard, after the
last tile has been drawn from the Wall - 1 double Going out by drawing a replacement tile from the Wall
(called Winning on the Roof) - 1 double Going out by drawing the last remaining tile of the
Wall as a replacement tile (called Opening a Flower) - 2
doubles Going out with a worthless hand (only chows and a
non-scoring pair) - 1 double For a hand containing no chows - 1 double For a hand consisting of sets in Terminals and/or
Honours (no Simples) only, and any pair - 1 double For a hand of Honour tiles and one suit only - 1
double For a hand of tiles from only one suit, and no Honour
tiles - 3 doubles Also all these doubles are cumulative, where applicable.
In order to simplify the calculations, it is suggested that you
after you have calculated the points then calculate the number
of doubles, and do the math. 1 double - multiply by 2 2 doubles - multiply by 4 3 doubles - multiply by 8 4 doubles - multiply by 16 5 doubles - multiply by 32 Since a player's score, using many doubles, could
theoretically run into millions of points when winning with a
very unusual and lucky hand, a limit on the number of points a
player can score is applied. This limit is usually between 200
and 2000 and is set for each table in the eMahjong.net
game.
(This limit applies regardless of whether you are playing East
or any other position.) Note that you may also go out with any of a number of
special mahjong hands, which do not necessarily confirm to the
“four sets, one pair” rule above! See the Special
Hands section for a list of these special hands, which are all
limit hands as they score the maximum number of points allowed
in the game. Once a player goes out, he or she scores his hand first,
and receives that number of points from each of the other
players. Then, in Chinese classical mahjong, the other players in
counterclockwise order score their hands and receive that
number of points from the others – but NOT from the player who
went out. In a live game, the score is kept using tally sticks or
chips – even poker chips will do nicely – or sometimes using
just paper and pencil. When playing at this site, naturally all
the scoring is done automatically by the software and shown on
the screen. West went out, with a mahjong hand made up of the
following combinations: A concealed pong in 9 of Dots - 8 points An exposed pong in 7 of Characters - 2 points An exposed kong in West Wind - 16 points A chow, 5-6-7 of Bamboos - 0 points A pair in 4 of Bamboos - 0 points One Flower tile (Chrysanthemum) - 4
points Drawing the winning tile from the Wall - 2
points For going out - 20 points That gives a sum of 52 points. In addition, the player receives a double for having
a kong in his own Wind. That gives a final sum of 104 points. East, South and North now all pay 104 points each to the
winner West. If all players started with 2000 points each, the
score for the moment looks like this: East: 1896 p. South: 1896 p. West: 2312 p. North: 1896
p. (Note that mahjong is a zero-sum game: what one player
wins, another loses. If all players started with 2000 points
each, the sum total of all four players' scores must
always total 8000 if all the calculations have been done
correctly.) West has finished scoring; now it is North's turn.
She has a concealed pong in White Dragons in hand (8 points),
an exposed pong in Simples (2 points) and one Season tile (4
points, but it is not her own). Her uncomplete hand is
therefore only worth 14 basic points, but in addition she
receives a double for her pong of Dragons, bringing the total
up to 28 points. She receives this amount from East and South
(but not West, since he won the hand), after which the score
for the moment looks like this: East: 1868 p. South: 1868 p. West: 2312 p. North: 1952
p. East has two chows (0 points each), one pair in East Wind
(which happens to be his own wind, so 2 points), an exposed
kong in 8 of Dots (8 points), but otherwise worthless tiles.
Sum total is 10 points, which he receives from South and North
respectively. South, finally, has a concealed pong in 1 of Bamboos (8
points), an exposed kong in West Wind (16 points), a Season
tile (4 points), a Flower tile (4 points, and it is his own
Flower), and a pair of Green Dragons (2 points). The sum is 34
points, which the double for his own flower brings up to 68
points. After scoring this as well, the final point standings
after the hand are as follows: East: 1820 p. South: 1994 p. West: 2312 p. North: 1874
p. ... and once again, the total of all players' points
after this hand is 8000 in this example. Note that it is actually possibly for a losing player to
score more points than the winning player who went out, if the
winning player has a very low-scoring hand but the other player
has almost completed an exceptionally strong hand!
Introduction
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Riichi
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Classic
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International
















































































































































