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How to play
Mahjong

You will need


Terms


Note: This ruleset uses the literal words for terms like Chows ('Runs'), Pungs ('Triplets'), and Kongs ('Quads'), for ease of learning.

Deal


Note: This is the traditional method of dealing, used in competitive play to prevent cheating. For casual games, players can take tiles from right-most side of the dealer's wall.

Shuffle the tiles by "washing" them on the table, and choose a player to be East. Going counter-clockwise, the other players will be South, West, and North.

Make 4 walls of 17 tiles long and 2 high in a square shape.

The East player rolls 3d6 and, moving counter-clockwise starting with themselves, counts the sum of the roll to choose a wall to "break".

The player whose wall is chosen then rolls 3d6 again to choose a break point, counting right-to-left the sum of the roll.

At the break point each player, starting with the East player and moving counter-clockwise, takes chunks of 4 tiles (2 by 2) to form their hand.

Once each player has 12 tiles, each player takes 1 tile to reach 13, and the East player takes 1 more to reach 14. The East player can take both tiles at the same time, so long as the order of who would take the tiles is the same.

Play then begins when the East player discards a tile.

Play


Play starts with the South player and moves counter-clockwise.

Each player at the beginning of their turn may either:

  1. Draw a tile from the live end of the wall
  2. Claim the most recent discarded tile to make a Melded Run, Melded Triplet, or Big Melded Quad

Claiming a discarded tile is a special move, of which there are steps listed below to follow.

Otherwise, a player should draw a tile from the wall. If they want to they may declare a Concealed Quad or a Small Melded Quad, which are also special moves.

If a player has a winning hand (4 runs/triplets/quads and a pair, or an irregular hand), they may call Mahjong and win the round.

Note: If there's a conflict in claims, then Mahjong beats Quads/Triplets, beats Runs. To tiebreak, the player closest to the dealer by turn order takes precedence.

If no special move is played and the player can't or decides not to call Mahjong, then the player discards a tile to the center and their turn is over.

If there are no more tiles to draw at the beginning of a player's turn, then no player wins and the game goes into the next round.

The game lasts 4 to 12 rounds, and the role of the dealer rotates counter-clockwise after every round.

Additionally:

Calling Mahjong


As soon as a player has a winning hand, they may call Mahjong to win the round.

If you draw a tile to make a winning hand, you win by self-draw.

If another player discard a tile that's needed by you to make a winning hand, you win by discard.

If another player makes a Small Melded Quad, and you require that tile to make a winning hand, you win by robbing a quad.

Special moves


There are a few special moves players can make instead of drawing a tile from the wall, or before discarding a tile:

Discarded

Melded Triplet - If you have a concealed pair in your hand, and the most recently discarded tile would make a triplet:

  1. Call "Triplet"
  2. Take the discarded tile, and lay the triplet, face up, next to your hand
  3. Discard a tile

Melded Run - If you have a two concealed consecutive tiles in your hand, and the most recently discarded tile would make a run:

  1. Call "Run"
  2. Take the discarded tile, and lay the run, face up, next to your hand
  3. Discard a tile

Big Melded Quad - If you have a concealed triplet in your hand, and the most recently discarded tile would make a quad:

  1. Call "Quad"
  2. Take the discarded tile, and lay the quad, face up, next to your hand
  3. Draw a supplement tile from the dead end of the wall
  4. Optionally, call Concealed Quad or Small Melded Quad, and follow that move's steps instead
  5. Discard a tile

Self-drawn

Small Melded Quad - If you've already played a melded triplet, and you draw a tile that would make it a quad:

  1. Call "Quad"
  2. Add the 4th tile to the melded triplet to make the quad
  3. Draw a supplement tile from the dead end of the wall
  4. Optionally, call Concealed Quad or Small Melded Quad, and follow that move's steps instead
  5. Discard a tile

Concealed Quad - If you have a concealed triplet in your hand, and you draw a tile that would make it a quad:

  1. Call "Quad"
  2. Lay the quad, with the two outside tiles face down and the two inside tiles face up, next to your hand
  3. Draw a supplement tile from the dead end of the wall
  4. Optionally, call Concealed Quad or Small Melded Quad, and follow that move's steps instead
  5. Discard a tile

Patterns


Patterns are sorted into categories and series (e.g. "Three Identical Runs" is notated as 5.1.3, or 5th category, 1st series, 3rd pattern). Only the highest scoring pattern in each series counts towards a player's score. i.e. you can't score on both 4.2.1 and 4.2.2.

If the winning player wins by self-draw, the losing players pays the winning player the value of the winning hand.

If the winning player wins by discard or by robbing a quad, the player that discarded/melded the required tile pays the winning player 3 times the value of the winning hand.

Note: You're free to arrange your hand to however you want to match patterns. Hands can ony be scored on one arrangement. For example, a hand can be arranged to score either Three Consecutive Triplets (7.2.1) or Three Identical Runs (5.1.3), but not both.

1. Trivial

#NamePoints
1.1 All Runs 5
1.2 Concealed Hand
No melded sets
5
1.3 No Terminals 5

2. One-suit

#NamePoints
2.1.1 Mixed One-suit 40
2.1.2 Pure One-suit 80
2.2 Nine Gates
A "1112345678999" in a single suit, and another tile in the same suit
480

3. Honour

#NamePoints
3.1 Value Honour
A triplet/quad of your own Wind, or any Dragons
10 per set
3.2.1 Small Three Dragons
Two triplets/quads and one pair of Dragons
40
3.2.2 Big Three Dragons
Three triplets.quads of Dragons
130
3.3.1 Small Three Winds
Two triplets/quads and one pair of Winds
30
3.3.2 Big Three Winds
Three triplets/quads of Winds
120
3.3.3 Small Four Winds
Three triplets/quads and one pair of Winds
320
3.3.4 Big Four Winds
Four triplets/quads of Winds
400
3.4 All Honours 320

4. Triplet/Quad

#NamePoints
4.1 All Triplets 30
4.2.1 Two Concealed Triplets 5
4.2.2 Three Concealed Triplets 30
4.2.3 Four Concealed Triplets 125
4.3.1 One Quad 5
4.3.2 Two Quads 20
4.3.3 Three Quads 120
4.3.4 Four Quads 480

5. Identical

#NamePoints
5.1.1 Two Identical Runs
Two runs of the same suit, of the same values
10
5.1.2 Double Two Identical Runs
Two runs of the same suit, of the same values, twice
60
5.1.3 Three Identical Runs
Three runs of the same suit, of the same values
120
5.1.4 Four Identical Runs
Four runs of the same suit, of the same values
480

6. Similar

#NamePoints
6.1 Three Similar Runs
Three runs of the same value, in all three suits
35
6.1.1 Small Three Similar Runs
Two triplets/quads in two suits, and a pair in the third suit, all of the same value
30
6.1.2 Big Three Similar Runs
Three triplets/quads of the same value, in all three suits
120

7. Consecutive

#NamePoints
7.1 Nine-tile straight
A "123-456-789" of the same suit
40
7.1.1 Three Consecutive Triplets/Quads
Three triplets/quads of consecutive values, of the same suit
100
7.1.2 Four Consecutive Triplets/Quads
Four triplets/quads of consecutive values, of the same suit
200

8. Terminal

#NamePoints
8.1.1 Mixed Branching Terminals
Each set contains Terminals and Honours
40
8.1.2 Pure Branching Terminals
All sets contain Terminals
50
8.1.3 Mixed Rooted Termincals
All sets are exclusively Terminals and Honours
100
8.1.4 Pure Rooted Terminals
all sets are exclusively Terminals
400

9. Incidental

#NamePoints
9.1.1 Final Draw
Winning by self-draw on the last tile
10
9.1.2 Final Discard
Winning by discard on the last tile
10
9.2 Win on Quad
Winning by self-draw on a supplement tile (e.g., from playing a quad)
10
9.3 Robbing a Quad
Winning by robbing another player's triplet-to-quad promotion
10
9.4.1 Blessing of Heaven
East winning on the first draw without a concealed quad
155
9.4.2 Blessing of Earth
Non-East winning on East's first discard without a concealed quad
155

10. Irregular

#NamePoints
10.1 Thirteen Wonders
All 13 Terminals nd Honours, plus an additional Terminal or Honour
160
10.2 Seven pairs
Pairs only
30

Tile list


Characters

9 Mahjong tiles: the 1 to 9 of Characters

Pins

9 Mahjong tiles: the 1 to 9 of Pins

Bamboo

9 Mahjong tiles: the 1 to 9 of Bamboo

Dragons

3 Mahjong tiles: the Green, Red, and White Dragon

Green • Red • White

Winds

4 Mahjong tiles: East, South, North, and West Winds

East • South • North • West