Learn Mahjong

New to Mahjong? This page contains helpful resources to teach you to learn how to play! We have videos and complete rules documentation for all the games we play at San Diego Mahjong Club on this page. The video above is a great way to learn the basics! It teaches a version called Hong Kong Style, itโ€™s not a variant we usually play, but itโ€™s close enough to our main format, Zung Jung, that itโ€™ll give you everything you need to get started!

P.S. Donโ€™t worry about having to learn to read Chinese. When you play with us, our tiles typically have numbers on them ๐Ÿ˜€

Our Cheat Sheets are designed to be a handy at-the-table reference guide for the Mahjong styles played at the San Diego Mahjong Club. To fully support these guides, weโ€™ve also included a complete rules explanation below โ€” covering the finer details of Mahjong and answering any questions that might not fit on the cheat sheets themselves. Section 1 covers the Basic Rules of Mahjong applicable to all styles played at SDMC. Section 2 covers the rules and scoring of Zung Jung Mahjong. Section 3 covers the rules and scoring of Riichi Mahjong. Section 4 covers the rules and scoring of International Mahjong.

This Website has a useful picture guide representation of the rules of Mahjong if you are a more visual learner.

If you are looking for a video to learn how to play Riichi Mahjong, the video below is a great introduction. The video covers the basic rules of Mahjong like the video above and then goes into information specific to Riichi Mahjong.

Table of Contents

Basic Rules of Mahjong

Introduction

Welcome to the world of Mahjong! Mahjong is a fun and strategic matching game for four players โ€” think of it a bit like Rummy โ€” and a hand building games with ranked hands similar to Poker. However, Mahjong is played with beautifully designed tiles instead of cards.

Players take turns drawing and discarding tiles, trying to build the right combinations in their hand. You can also claim tiles that other players discard, so thereโ€™s always a mix of planning and quick reaction. The goal is to be the first to complete a winning hand and call โ€œMahjong!โ€ โ€” thatโ€™s when you โ€œgo out.โ€

Points are earned based on the patterns in your winning hand โ€” often sets of three or four matching tiles, or three tiles in numerical order within the same suit.

The game was born in China and has become beloved across East Asia, inspiring many regional styles and rules โ€” one of which is the Zung Jung system we play here.

Object of the Game

The goal of Mahjong is to build a winning hand, called a Mahjong. A standard winning hand usually has four sets of tiles and one extra pair. However, not every winning hand follows this exact pattern โ€” some special hands break the rules in creative ways! You can learn more about these interesting patterns later in this rules guide!

An example of a Mahjong

Basic Sets

In Mahjong, there are three types of sets that you can construct in order to build your winning hand. The first of which is called a Sequence, which consists of exactly three consecutive tiles in the same suit โ€” three in a row. You may also hear Sequences called Chow or Chi when playing with other people.

An example of a Sequence

The second kind of set you can build is called a Triplet, also known as a Pung or Pon. A Triplet consists of three of the exact same tile โ€” three of a kind.

An example of a Triplet

The final type of set that you can construct is called a Quad, also known as a Kong or Kan. a Quad consists of four of the exact same tile โ€” four of a kind.

A example of a Quad

Quads are the only set consisting of more than three tiles in Mahjong. Since most sets you form consist of three tiles, your winning hand of four sets and a pair is often 14 tiles long. However, if a Quad is in your winning hand of four sets and a pair then mathematically the number of tiles in your hand must be greater than 14. Therefore, when you have four of the same tile in your hand then you must declare it as a Quad to use it as such. Once you declare a set as a Quad it gives you permission to draw an extra tile from the tail-end of the Wall or the Dead Wall (depending on the variant played). The Dead Wall will be discussed in a later section. This extra tile drawn is called the Replacement Tile.

Introducing the Tiles

There are two main types of tiles in Mahjong: Suited Tiles and Honor Tiles.

Some versions of the game also include Flower Tiles, which add a bit of extra flavor and variety.

At the San Diego Mahjong Club (SDMC), we play three main styles: Zung Jung, Riichi, and International Mahjong (MCR).

  • Zung Jung and Riichi typically do not use Flower Tiles.
  • MCR, on the other hand, does use Flower Tiles.
  • Other variants such as Hong Kong Old Style and Chinese Classical also include Flower Tiles, but these arenโ€™t played regularly at SDMC.

Each non-Flower tile appears four times in a set for 136 tiles in total. If your set includes Flower Tiles, you typically will have eight for a set with 144 tiles in total.

If you happen to own an American Mah-Jongg set, youโ€™ll also find eight Jokers, which brings the total to 152 tiles. Jokers arenโ€™t used in any of the formats we play at SDMC, as such they will not be discussed further in this section.

Suited Tiles

Suited Tiles come in three suits โ€” Dots, Bamboo, and Characters โ€” and each suit is numbered 1 through 9. These tiles can form all of the sets discussed in the previous section โ€” Sequences, Triplets, and Quads.

Keep in mind that unlike in some card games like Poker, Sequences donโ€™t wrap around, so something like 8-9-1 isnโ€™t valid.

Tiles numbered 1 and 9 are called Terminals, while tiles 2 through 8 are known as Simples.

A fun detail: the 1-Bamboo tile is often illustrated as a bird, which makes it easy to spot!

The Suited Tiles

Honor Tiles

Honor Tiles donโ€™t have a suit or rank, and they canโ€™t form Sequences โ€” only Triplets or Quads.

There are two kinds of Honor Tiles: Winds and Dragons.

The Wind Tiles represent the four directions โ€” East, South, West, and North โ€” which also correspond to the playersโ€™ seating positions. East is always the dealer. Your personal direction is called your Seat Wind, while the other directions are your Guest Winds. In most Mahjong variants โ€” including Riichi and MCR โ€” there is also a Table Wind. Zung Jung, is unique in this regard as it has no Table Wind.

The Wind Tiles

The Dragon Tiles come in three varieties โ€” Green, Red, and White. Unlike the Wind Tiles, the Dragons arenโ€™t connected to any playerโ€™s seat; instead, they represent a more universal form of Honor Tile.

The Dragon Tiles

The depiction of the Dragons in this section is based on how they look in Chinese tile sets. Itโ€™s important to note that Dragon Tiles can look quite different depending on the type of Mahjong set you own:

  • In Japanese Riichi sets, the White Dragon is often shown as a completely blank tile.
  • In American Mah-Jongg sets, the Green and Red Dragons are often illustrated as colorful dragons matching their names.

If you make a Triplet or Quad using your Seat Wind, the Table Wind, or any of the Dragon tiles, youโ€™ll earn a scoring pattern.

Flower Tiles

Chinese and American tile sets typically come with eight extra tiles called Flower Tiles while Japanese Riichi Mahjong sets either only come with four or do not include them at all. Riichi Mahjong does not use Flower Tiles. Zung Jung has provisions to include Flower Tiles in gameplay, but they are not used by default. MCR (and many other variants not played in SDMC) do use Flowers.

The Flower Tiles

Four of the Flower Tiles represent four different species of flower โ€” Plum, Orchid, Chrysanthemum, and Bamboo (not to be confused with the Bamboo Suit). The other four Flower Tiles represent the seasons โ€” Spring, Summer, Autumn, and Winter.

Flower Tiles are Bonus Tiles that cannot be used to form any sets and do not typically contribute to building a winning hand. Some specific rules for using Flowers change depending on the variant of Mahjong being played but generally when a Flower is drawn it is declared and melded face up on the table. Once melded the player now may draw a Replacement Tile from the tail-end of the Wall or Dead Wall (depending on the variant played).

Setting up the Game

Determining Players’ Seating Orders

The Seats around the Mahjong Table are organized counterclockwise: East โ€” as the dealer, then South, West, and North. For casual games, any seating arrangement works just fine โ€” feel free to sit wherever you like.

For more serious games, thereโ€™s a simple way to assign seats fairly: take one of each Wind tile (East, South, West, and North), place them face down, and have each player draw one. Everyone then sits according to the Wind they drew.

After each round, the Seat Winds rotate counterclockwise โ€” so South becomes East, East becomes North, and so on. It is important to note that most Mahjong variants will allow the player in East to keep the East position if they are the winner for the round thus preventing the Seat Winds from rotating in the following round. In Zung Jung and MCR however, the Seat Winds will ALWAYS rotate no matter who won the round.

Depiction of the game flow in Mahjong. Tiles are drawn from the Wall in a clockwise direction while play order proceeds counterclockwise

Setup and Deal

Building the Wall

Once the seating order is set, itโ€™s time to shuffle the tiles.

Each player then builds a wall in front of them โ€” 17 tiles long and two tiles high (or 18 tiles long if youโ€™re playing with Flower Tiles).

When everyoneโ€™s finished, push the four walls together to form a neat square in the center of the table. This structure is known as The Wall and servers as the deck for the game of Mahjong. All four of the walls of The Wall are the collective deck for all four players โ€” each player’s individually-built wall is not their personal tile repository.

The Wall when initially formed

Dealing the Tiles

To begin dealing, East rolls two dice and counts counterclockwise, starting with their own wall, to determine which wall will be the break wall.

The player whose wall is chosen then rolls the dice again and counts that number of tile stacks from right to left along their wall to find the break point. In Riichi Mahjong, it is customary for the dice to be rolled only once and the wall chosen as the break wall and its corresponding break point are determined by East’s initial dice roll.

The Wall after being broken. The stack of four tile indicates the tail-end of The Wall.

From The Wall, deal three sets of four tiles โ€” or two stacks โ€” to each player in turn order, moving counterclockwise around the table. The stacks are dealt to players in rounds e.g. East is dealt a stack, then South, then West, then North, then East receives their second stack, etc. Remember, when removing tiles from The Wall, always remove them in a clockwise direction.

Tiles are removed from The Wall in a clockwise direction and dealt to each player in packets of four. Tiles are dealt counterclockwise starting with East, then South, then West, then North until 12 tiles are dealt to each player.
The East player takes their final two tiles from The Wall. Every other player takes one final tile from The Wall.

For the final draw, East takes the first and third tiles from the top of the wall, giving them 14 tiles total. Each of the other players then draws one final tile โ€” South will take the leading bottom tile, West will take the protruding isolated top tile, and North will take the tile underneath West’s tile โ€” bringing their starting hands to 13 tiles. Do not look at your tiles until all the tiles have been dealt!

If youโ€™re playing with Flower Tiles, allow players to reveal and replace them before Eastโ€™s first turn, in turn order.

East begins the round with 14 tiles. Every other player begins the round with 13 tiles. East will begin the round by discarding their first tile.

The Dead Wall

Some variants of Mahjong, such as Riichi and Zung Jung, have a feature called a Dead Wall. Other variants like MCR do not have this feature. The Dead Wall is a set of tiles that are removed from play during the game โ€” similar to burned cards in Poker. Typically, the seven stacks to the right of the break point form the Dead Wall โ€” the Dead Wall is the last 14 tiles in The Wall.

While the tiles in the Dead Wall are typically not touched, Replacement Tiles are drawn from the tail-end of The Wall. This means that in formats that do have a Dead Wall, Replacement Tiles are drawn from it. It is important to note that the Deal Wall is typically ALWAYS 14 tiles โ€” The tiles on the tail-end of the Live Wall always replace Replacement Tiles drawn from the Dead Wall.

Playing the Game

On Your Turn

Draw one tile from the front-end of The Wall, bringing your hand to 14 tiles. When drawing tiles from The Wall draw the top tile first then the bottom tile. The draw pattern is top-bottom-top-bottom.

(East, the starting player, does not draw on their first turn since they already have 14 tiles.)

If your hand is complete, declare Mahjong to win the round! If not, discard one tile to return to 13 tiles. Place your discarded tile clearly in front of you, then end your turn.

Example of a player discarding her tile clearly in front of her

Claiming Discards

Before the next player draws, another player may claim your discard if and only if it completes a set or winning hand for them.

  • Sequences can only be claimed from the player to your left
  • Triplets, Quads, and Mahjong can be claimed from any player
  • Pairs can only be claimed to complete a winning hand

When you claim a discard, indicate what type of set you are completing by saying:

  • Sequence, Chow, or Chi for Sequences
  • Triplet, Pung, or Pon for Triplets
  • Quad, Kong, or Kan for Quads
  • Mahjong for completing a winning hand

It is important to stress this point โ€” if a tile would complete your winning hand you may claim it from any player no matter what it completes in your hand โ€” tiles completingSequences or Pairs may be claimed from anyone if that Sequence or Pair completes a Mahjong.

When you claim a tile, reveal the matching tiles from your hand to show that the discard completes your set. Then, take the discarded tile along with your matching tiles and meld them face-up on the table. With the exception of Quads, which will be discussed further in an upcoming section, do not meld sets in your hand that you completed by drawing โ€” they stay hidden in your hand.

To show who discarded the tile, rotate the claimed tile sideways and place it on the left, center, or right of your meld, depending on which player it came from.

Diagram showing how to turn the claimed discard tile to indicate who discarded it

After a claim, discard a tile from your hand. Play then continues to the right of the player who made the claim. Because Triplets and Quads can be called out-of-turn โ€” unlike Sequences โ€” they can result in a player’s turn being skipped!

Resolving Competing Discard Claims

Sometimes two players attempt to claim the same discarded tile. There is a hierarchy to determine who receives the discarded tile.

  1. Mahjong
  2. Triplet and Quad
  3. Sequence
Resolving Competing Mahjong Claims

Sometimes two players claim the same discarded Tile for Mahjong. Different variants handle competing Mahjong claims differently. For example, Riichi Mahjong allows multiple players to win on the same discarded tile while Zung Jung does not. Please consult the specific rules of your format to determine how to handle competing Mahjong claims.

Declaring Quads

Quads can be declared one of three ways:

  • There is a concealed Triplet in your hand and someone discards the fourth copy of the tiles in your Triplet and you claim the discard to meld as a Quad
  • You have a Triplet melded to the table that you obtained by claiming another player’s discard to upgrade a pair. You then draw the fourth tile to complete a Quad from The Wall and declare Quad.You may not claim another player’s discarded tile to upgrade a melded Triplet to a Quad
  • You have all four copies copies of a tile in your hand. Youdeclare Quad and meld the set to the table as a Concealed Quad

Remember to always draw your Replacement Tile after declaring a Quad or you will not be able to form a winning hand!

Concealed Quads

If you have all four copies of a tile in hand, in order for it to count toward your winning hand as a Quad and to draw the Replacement Tile, you must declare it as a Quad. You do not have to declare a Quad if you have all four copies of a tile in hand, you may use those tiles in different sets if you like. If all four copies of a tile exist in your hand, they can be declared as a Quad, allowing you to draw a Replacement Tile, during any one of your turns.

Concealed Quads count as a concealed set in your hand for the purposes of scoring. However, unlike other concealed sets, they can no longer be altered once they are declared.

Different variants have different rules regarding the presentation of Concealed Quads. Some variants have all the tiles melded face down so that other players cannot see what the Concealed Quad is. Other variants leave some tiles face up so that other players have knowledge of what the Concealed Quad is. Please consult the variant specific rules to deterine how to handle Concealed Quads.

Winning and Ending the Round

When a player declares Mahjong, they reveal their hand, and the round immediately ends. Only the winning hand is scored for that round. If all tiles in the Live Wall are drawn and no one declares Mahjong, the game ends in a draw.

At the end of the round shuffle the tiles, rebuild the walls, and begin the next round. Rotate the Seat Winds according to the rules of the format.

A full competitive game, with the exception of Riichi, typically consists of four Wind rotations โ€” every player has East as their Seat Wind at minimum four times. If East is never retained as a Seat Wind by a player then a full game of Mahjong is 16 rounds. Players should not feel obligated however, to play a full game of Mahjong.

Now you understand the basics of Mahjong! Scoring in Mahjong is variant-specific. The following section covers the scoring rules for Zung Jung Mahjong!



The Rules and Scoring of Zung Jung Mahjong version 3.3

For the tournament rules see the Zung Jung Movement website.

Basic Zung Jung Scoring Rules

Only the winning hand is scored

When a player declares Mahjong, only that player earns points for the round. The amount they win is based on the total point value of their completed hand, as described in the Payoff Scheme. The other three players pay the winner according to that value.

Scoring Pattern Organization of Zung Jung Mahjong

Each scoring pattern in Zung Jung is listed in a numbered format like 3.3, where the first number refers to the category (e.g., Honor Tiles) and the second number refers to the series within that category (e.g., Winds). This structure makes it easier to find and group related patterns when learning the system.

Zung Jung Additive Scoring System

Zung Jung uses a simple addition system for scoring. You add up the point values of all valid patterns in your winning hand. While you may score two or more patterns in the same category, you may only count one pattern per series, and you canโ€™t count the same pattern twice.

Exceptions:

  •  3.1 Value Honor (+10 points for each set of Dragon and/or Seat Wind).
  • 11.0 Bonus Tiles (all patterns in this category are scored if they are present regardless of how often they occur and ignoring the typical series scoring restrictions)

Minimum Requirement to Win

By default, any complete hand can win, even if it has no scoring patterns. Such a hand is called a Chicken Hand and is worth 1 point.

Some groups prefer to play with a 5-point minimum, meaning a hand must earn at least 5 points in patterns to qualify as a valid win. Competitive Zung Jung typically uses the 5-point minimum.

Maximum Scoring Limit

There are two scoring limits in Zung Jung:

  • If multiple patterns add up to more than 320, the total is reduced to 320 points.
  • If the hand includes a single pattern worth 320 or more points, it scores only that one highest-value pattern.

The Zung Jung Standard Payoff Scheme

Fixed Payoff Principle

The winnerโ€™s total earnings are based only on the value of their hand. How the win happensโ€”by discard or self-drawโ€”doesnโ€™t change the total amount they receive.

Zung Jung Standard Payoff

In every round, the winner receives three times the value of their hand. This total is always the same; only how itโ€™s divided among the other players changes.

Winning by self-draw

If the winning tile is drawn from the wall, everyone pays equally. No one is considered responsible, so each of the three other players pays the winner the value of the winning hand. Together, those three payments equal the winnerโ€™s full rewardโ€”three times the hand’s value.

Winning on another player’s discard

If the winning tile comes from another playerโ€™s discard, that player is responsible, score accordingly:

  •  For small hands, 25 points or less: all three players split the payment equally.
  •  For larger hands over 25 points: each player first pays 25 points, and then the discarder pays the remaining amount so the winnerโ€™s total equals three times the handโ€™s value.

Example: If a 70-point hand wins on discard, the two non-discarders each pay 25 points, and the discarder pays 160 points. The winner receives 210 points total (3 ร— 70).

Rule of Same-Round Immunity

If the winning tile had already been discarded earlier in the same roundโ€”that is, between the winnerโ€™s last discard and their winโ€”the most recent discarder isnโ€™t considered responsible. Responsibility goes to whoever first discarded that tile in the round. If the winner themself discarded it first in the round then no one is responsible and payments are split evenly.

Miscellaneous and Optional Zung Jung Rules

Miscellaneous Rules

Given the wide range of modern Mahjong variations, this section establishes the standardized rules for Zung Jung. These rules are strongly recommended for consistent and fair play, and the San Diego Mahjong Club adopts all of them at our Zung Jung events. However, players may adopt house variants at their discretion.

That being said, it is advised that the first three rules remain unaltered, as they constitute the essential framework of the Zung Jung ruleset.

Requirements for a Winning Hand

A regular hand is made up of four sets โ€” each being a Sequence, Triplet, or Quad โ€” and one Pair.

To win, your hand must qualify as either a regular hand or one of the irregular hands listed in Category 10.

The patterns in Categories 1 through 9 describe scoring elements, not what makes a hand legally complete. In other words, a hand that meets a scoring pattern but doesnโ€™t form a valid winning structure cannot win.

Example: An โ€œAll Honorsโ€ hand can only win if it forms a complete regular hand or qualifies as a โ€œSeven Pairsโ€irregular hand.

The Freedom to Count Rule

If a winning handโ€™s concealed tiles can be arranged in multiple valid ways, the winning player may freely choose whichever arrangement they prefer. The hand should then be scored solely according to that chosen arrangement. A hand may only be scored based on one arrangement โ€” patterns from different possible arrangements cannot be combined.

Example: A hand cannot claim both 5.1.3 Pure Triple Sequence and 7.2.1 Three Pure Shifted Triplets, nor both 5.1.2 Two Pure Double Sequences and 10.2 Seven Pairs.

Concerning Concealed Triplets

For the purposes of Series 4.2: Concealed Triplets, a Triplet is considered concealed if all three tiles are drawn from the wall, including cases where the player wins by self-draw.

A triplet is considered exposed if one tile is claimed from another playerโ€™s discard โ€” either through a Triplet declaration or a win on discard โ€” while the remaining two tiles are drawn from the wall.

Rule of Same-Round Immunity and Furiten

The Rule of Same-Round Immunity replaces the Furiten mechanic found in Riichi Mahjong and/or any similar restrictions and prohibitions found in any other variant. A player may declare a win whenever they possess a completed hand; no Furiten rules are in effect.

Likewise, there are no prohibitions regarding Triplet or Quad claims under this rule.

Seat Wind Rotation

The deal passes after every hand; East does not retain the dealer position. This rule helps regulate the length of the playing session and ensures consistent game flow.

The Dead Wall

The Dead Wall consists of 14 tiles, which remain unused for the duration of the hand. The 15th tile from the end of the wall is known as the Seabed tile โ€” it is the final tile drawn from The Wall. After the player who draws this tile discards, if no player declares a win, the hand ends in a draw.

Resolving Competing Mahjong Claims

In cases of competing win claims, the classical interception rule applies. This upper-and-lower-seat interaction is a traditional element of Mahjong. The ability to read opponentsโ€™ discardsโ€”to avoid assisting the upper seat while blocking the lower seatโ€”is regarded as an integral player skill.

Simply put, the Mahjong call of the player who is soonest in the turn order, with respect to the responsible player (the lower seat), has precedence and wins the hand. The lower seat has intercepted the Mahjong claim(s) of the upper seat player(s). There can only be one winner for each hand.

Disclosure of Concealed Quads

A player who declares a Concealed Quad must immediately reveal all four tiles for verification before continuing play. When melding the Concealed Quad turn the two end tiles face down while leaving the two middle tiles face up.

A concealed Quad

Special Privileges for 10.1 Thirteen Orphans

A Thirteen Orphans hand carries no special privileges. It cannot rob a Concealed Quad, and it may be intercepted by any other winning hand.

Winning on 9.2 Out with the Replacement Tile and 9.3 Robbing the Quad

A win on9.2 Out with the Replacement Tile is treated as a self-draw win, while 9.3 Robbing a Kong is treated as a win on discard. For high-value hands, this distinction determines how payments are divided among the players.

Optional Rules

These rules are mentioned in Alan Kwan’s exposition of the rules of Zung Jung. They are completely optional and not observed in official SDMC play sessions. Others however, may desire to use these rules in their own personal home games.

The Zung Jung Uniform Payoff Scheme

The Zung Jung Standard Payoff Scheme is recommended for both official tournaments and regular play among skilled players. This scheme rewards strategic discipline: it penalizes a player who carelessly discards a tile that allows an opponent to win a large hand, while also encouraging tactical play, such as allowing an opponent to win a smaller hand to prevent another from winning a larger one โ€” a classic โ€œtactical allianceโ€ maneuver. By emphasizing careful decision-making and risk management, this system gives players the greatest opportunity to demonstrate skill while also helping to reduce collusion.

For casual games among beginners, players may instead choose to use the Uniform Payoff Scheme, which prioritizes fun and excitement over competitive precision. This simplified method encourages players to take greater risks in building larger hands and is easier to teach and understand. However, it comes at the cost of defensive strategy, making it less suitable for those seeking to develop advanced play.

It is generally agreed upon in the Mahjong Community that appropriately penalizing the discarder for their mistake leads to a fairer and more skill-driven game.

Uniform Payoff Scheme
  • Everybody Pays: Whenever a hand is won โ€” regardless of how it is won โ€” each of the three other players pays the winner an amount equal to one times the total value of the winning hand. In effect, the winner receives a total income equal to three times the handโ€™s value.
  • Simplified Scoring: For convenience, players may simply record the value of each winning hand. At the end of the session, each playerโ€™s total score can be calculated as: (3 ร— total value of their winning hands) โˆ’ (total value of all opponentsโ€™ winning hands).

Playing Zung Jung with Flower Tiles

Bonus Tiles are categorized as the 11th scoring category in Zung Jung.

Bonus Tiles contribute little to the skill element of Mahjong, while introducing additional luck and rules complexity. For this reason, they are not used in formal competition play.

In casual or family games, however, players may choose to include Bonus Tiles to add flavor and variety to the game. The following rules describe how Bonus Tiles may be incorporated into the Zung Jung scoring system.

A standard set includes eight Bonus Tiles, divided into two groups of four:

  • Flowers (4 tiles)
  • Seasons (4 tiles)

Each Flower and Season Tile is identified with a number and that number corresponds to each of the four seats, similar to Winds. Therefore Flowers and Seasons are โ€” like Winds โ€” divided into Seat tiles and Guest tiles.

  • East = 1
  • South = 2
  • West = 3
  • North = 4

Standard Mahjong rules for declaring and replacing Bonus Tiles apply.

9.2 Out with the Replacement Tile does not apply to wins achieved from drawing Replacement Tiles for Bonus Tiles

All Bonus Tile patterns are cumulative and have no mutual exclusions, regardless of series.

For example:

  • A complete set of four Flowers (a โ€œbouquetโ€) scores 10 (Four Flowers) + 4 (Seat Flower) + 2 + 2 + 2 (Three Guest Flowers) = 20 points.
  • A hand containing all eight Bonus Tiles scores 40 points in total.

A hand that includes any Bonus Tiles is not considered a Chicken Hand, and therefore does not receive the +1 point awarded for a Chicken Hand. If a 5-point minimum is in place, SDMC recommends not allowing points obtained from acquiring Bonus Tiles to count toward the minimum point requirement to win.

Zung Jung Scoring Patterns

1.0 Trivial Patterns


1.1 All Sequences

Point Value: 5

Description

The winning hand consists of four sets of Sequences.

Example of an All Sequences hand

1.2 Concealed Hand

Point Value: 5

Description

The winning hand contains no sets completed through claiming the discards of other players. All sets in the winning hand were completing by drawing them from The Wall. The winning tile may be claimed from another player.


1.3 All Simples

Point Value: 5

Description

The winning hand contains no Honor or Terminal tiles. It consists of sets only made of suited Tiles ranked 2-8.

Example of an All Simples hand

2.0 Single-Suited Patterns


2.1.1 Half Flush

Point Value: 40

Description

The winning hand contains only Honor Tiles and tiles from a single suit.

Example of a Half Flush hand

2.1.2 Full Flush

Point Value: 80

Description

The winning hand contains only tiles from a single suit.

Example of a Full Flush hand

2.2 Nine Gates

Point Value: 480

Description

The hand, ready to win, is concealed and contains exactly 1112345678999 in a single suit. The winning hand is completed by completing a pair in this specific ready hand. The structure of the ready hand allows it to complete its Pair with any rank of tile in its suit.

Example of Nine Gates. The dotted empty tile represents the final tile needed to complete the winning hand.

3.0 Honor Tile Sets and Patterns


3.1 Value Honor

Point Value: 10 per set

Description

The winning hand contains a Triplet or Quad of a Dragon or Seat Wind tile. This scoring pattern may be scored multiple times. Please note that in Zung Jung Mahjong, Table Winds are not recognized.

Example of a Value Honor hand. The grey sets represent generic sets that can be anything. The circle pair represents a genetic pair.

3.2.1 Little Three Dragons

Point Value: 40

Description

The winning hand contains two Triplets and/or Quads of two Dragon Tiles and a Pair consisting of the third Dragon. This scoring pattern scores 3.1 Value Honor twice so its true value is 60.

Example of a Little Three Dragons hand. The grey sets represent generic sets that can be anything.

3.2.2 Big Three Dragons

Point Value: 130

Description

The winning hand contains three Triplets and/or Quads of all three Dragon Tiles. This scoring pattern scores 3.1 Value Honor three times so its true value is 160.

Example of a Big Three Dragons hand. The grey sets represent generic sets that can be anything. The circle pair represents a genetic pair.

3.3.1 Little Three Winds

Point Value: 30

Description

The winning hand contains two Triplets and/or Quads of two Wind Tiles and a Pair consisting of a third Wind Tile.

Example of a Little Three Winds hand. The grey sets represent generic sets that can be anything.

3.3.2 Big Three Winds

Point Value: 120

Description

The winning hand contains three Triplets and/or Quads of three Wind Tiles.

Example of a Big Three Winds hand. The grey sets represent generic sets that can be anything. The circle pair represents a genetic pair.

3.3.3 Little Four Winds

Point Value: 320

Description

The winning hand contains three Triplets and/or Quads of three Wind Tiles and a Pair consisting of the fourth Wind Tile.

Example of a Little Four Winds hand. The grey sets represent generic sets that can be anything.

3.3.4 Big Four Winds

Point Value: 400

Description

The winning hand contains four Triplets and/or Quads of all four Wind Tiles.

Example of a Big Four Winds hand. The circle pair represents a genetic pair.

3.4 All Honors

Point Value: 320

Description

The winning hand contains only Honor Tiles.

Example of an All Honors hand.

4.0 Triplets and Quads


4.1 All Triplets

Point Value: 30

Description

The winning hand consists of four sets of Triplets and/or Quads.

Example of an All Triplets hand.

4.2.1 Two Concealed Triplets

Point Value: 5

Description

The winning hand contains two concealed Triplets and/or Quads. A Triplet or Quad completed by claiming a discard to complete the winning hand is not considered concealed for the purposes of this scoring pattern.


4.2.2 Three Concealed Triplets

Point Value: 30

Description

The winning hand contains three concealed Triplets and/or Quads. A Triplet or Quad completed by claiming a discard to complete the winning hand is not considered concealed for the purposes of this scoring pattern.


4.2.3 Four Concealed Triplets

Point Value: 125

Description

The winning hand contains four concealed Triplets and/or Quads. A Triplet or Quad completed by claiming a discard to complete the winning hand is not considered concealed for the purposes of this scoring pattern.


4.3.1 One Quad

Point Value: 5

Description

The winning hand contains exactly one Quad.

Example of a One Quad hand. The grey sets represent generic sets that can be anything. The circle pair represents a genetic pair.

4.3.2 Two Quads

Point Value: 20

Description

The winning hand contains exactly two Quads.

Example of a Two Quads hand. The grey sets represent generic sets that can be anything. The circle pair represents a genetic pair.

4.3.3 Three Quads

Point Value: 120

Description

The winning hand contains exactly three Quads.

Example of a Three Quads hand. The grey sets represent generic sets that can be anything. The circle pair represents a genetic pair.

4.3.4 Four Quads

Point Value: 480

Description

The winning hand contains exactly four Quads.

Example of a Four Quads hand. The circle pair represents a genetic pair.

5.0 Identical Sets


5.1.1 Pure Double Sequence

Point Value: 10

Description

The winning hand contains two identical Sequences in the same suit.

Example of a Pure Double Sequence hand. The grey sets represent generic sets that can be anything. The circle pair represents a genetic pair.

5.1.2 Two Pure Double Sequences

Point Value: 60

Description

The winning hand contains two instances of Pure Double Sequence.

Example of a Two Pure Double Sequences hand. The circle pair represents a genetic pair.

5.1.3 Pure Triple Sequence

Point Value: 120

Description

The winning hand contains three identical Sequences in the same suit.

Example of a Pure Triple Sequence hand. The grey sets represent generic sets that can be anything. The circle pair represents a genetic pair.

5.1.4 Quadruple Sequence

Point Value: 480

Description

The winning hand contains four identical Sequences in the same suit.

Example of a Quadruple Sequence hand. The circle pair represents a genetic pair.

6.0 Similar Sets


6.1 Mixed Triple Sequence

Point Value: 35

Description

The winning hand contains three identically ranked Sequences in all three suits.

Example of a Mixed Triple Sequence hand. The grey sets represent generic sets that can be anything. The circle pair represents a genetic pair.

6.2.1 Double Triplet with a Matching Pair

Point Value: 30

Description

The winning hand contains two Triplets and/or Quads of two equally ranked Triplets and a Pair of equal rank.

Example of a Double Triplet and Matching Pair hand. The grey sets represent generic sets that can be anything.

6.2.2 Triple Triplet

Point Value: 120

Description

The winning hand contains three Triplets and/or Quads of equal rank.

Example of a Triple Triplet hand. The grey sets represent generic sets that can be anything. The circle pair represents a genetic pair.

7.0 Consecutive Sets


7.1 Pure Straight

Point Value: 40

Description

The winning hand contains three Sequences of 123, 456, and 789 in a single suit.

Example of a Pure Straight hand. The grey sets represent generic sets that can be anything. The circle pair represents a genetic pair.

7.2.1 Three Pure Shifted Triplets

Point Value: 100

Description

The winning hand contains three Triplets and/or Quads in a single suit and consecutively ranked.

Example of a Pure Shifted Triplets hand. The grey sets represent generic sets that can be anything. The circle pair represents a genetic pair.

7.2.2 Four Pure Shifted Triplets

Point Value: 200

Description

The winning hand contains four Triplets and/or Quads in a single suit and consecutively ranked.

Example of a Four Pure Shifted Triplets hand. The circle pair represents a genetic pair.

8.0 Terminal Patterns


8.1.1 Half Outside Hand

Point Value: 40

Description

Each set and the Pair in the winning hand contain at minimum one Terminal or Honor Tile.

Example of a Half Outside Hand.

8.1.2 Full Outside Hand

Point Value: 50

Description

Each set and the Pair in the winning hand contain at minimum one Terminal.

Example of a Full Outside Hand.

8.1.3 All Terminals and Honors

Point Value: 100

Description

The winning hand consists of only Terminals and Honor Tiles. This scoring pattern cannot be scored with 10.1 Thirteen Orphans.

Example of an All Terminals and Honors hand.

8.1.4 All Terminals

Point Value: 400

Description

The winning hand consists of only Terminals.

Example of an All Terminals hand.

9.0 Incidental Bonuses


9.1.1 Last Tile Draw

Point Value: 10

Description

Winning on the Seabed Tile of The Wall.


9.1.2 Last Tile Claim

Point Value: 10

Description

Winning on the tile discarded after the Seabed Tile has been drawn.


9.2 Out with the Replacement Tile

Point Value: 10

Description

Winning on the Replacement Tile drawn from a Quad.


9.3 Robbing the Quad

Point Value: 10

Description

A player may declare Mahjong and win off of a tile that another player attempts to use to upgrade a melded Triplet into a Quad.


9.4.1 Blessings of Heaven

Point Value: 155

Description

The East player wins off of their initial 14-tile hand. This pattern is always scored with 1.2 Concealed Hand so its actual value is 160. This scoring pattern cannot be obtained if the East player melds a Concealed Quad from their initial hand and draws a Replacement Tile.


9.4.2 Blessings of Earth

Point Value: 155

Description

A non-East player wins off of East’s first discard of the round. This pattern is always scored with 1.2 Concealed Hand so its actual value is 160. This scoring pattern cannot be obtained if the East player melds a Concealed Quad from their initial hand and draws a Replacement Tile.


10.0 Irregular Hands

No pattern in this category can be scored with 1.2 Concealed Hand


10.1 Thirteen Orphans

Point Value: 160

Description

The winning hand contains one of each Honor and Terminal Tile and tile to complete a Pair.

Example of a Thirteen Orphans hand. The dotted empty tile represents the final tile needed to complete the winning hand.

10.2 Seven Pairs

Point Value: 30

Description

The winning hand contains seven Pairs.

Example of a Seven Pairs hand.

11.0 Bonus Tiles (optional, non-standard)

If the table desires, the point values for the scoring patterns in this category may all be halved.


11.1.1 Guest Flower/Season Tile

Point Value: 2 per tile

Description

Winning the round with at least one melded Guest Flower or Season Tile.


11.1.2 Seat Flower/Season Tile

Point Value: 4 per tile

Description

Winning the round with at least one melded Seat Flower or Season Tile.


11.2.1 Four Flowers

Point Value: 10

Description

Winning the round with all four Flower Tiles melded.

Example of Four Flowers.

11.2.2 Four Seasons

Point Value: 10

Description

Winning the round with all four Season Tiles melded.

Example of Four Seasons.


The Rules and Scoring of Riichi Mahjong

To maintain consistency with the Zung Jung and International Mahjong sections and to promote accessibility for English speakers, English terminology for the mechanics and scoring patterns found in Riichi will be favored in this section. However, Riichi Mahjong is a popular game with several video games and clubs around the world and the wider Riichi community favors Japanese terminology. Therefore, where English terminology is substituted for Japanese terminology, the Japanese terminology will be presented alonside the English terminology when the concept is introduced.

One thing to be aware of about Riichi Mahjong is that it punishes opening your hand without any kind of plan and often rewards concealed play. The Riichi mechanic โ€” discussed in a later section โ€” is not usable if the playerโ€™s hand has open melds. Additionally, several scoring patterns in Riichi Mahjong are not valid unless the hand is completely concealed with no melds. Other scoring patterns in Riichi Mahjong may be valid with an open hand but receive a scoring boost if the playerโ€™s hand is concealed.

Unique Riichi Mahjong Rules and Game Mechanics

Riichi Mahjong is unique in that it is not just a scoring system but introduces several new mechanics to the game on top of the Basic Rules of Mahjong. This section is dedicated to introducing the new Riichi Mahjong mechanics.

Setup and Play

Setup in Riichi Mahjong is similar to the setup outlined in the Basic Rules of Mahjong. However, once the wall is set up you will turn up the third tile to the right of the break point. This tile is the Dora Indicator. The Dora Indicator and the Dora tiles will be discussed later in this document. Proceed with dealing the tiles according to the basic rules of the game.

The Dora Indicator is seen flipped up. Players’ scoring sticks can also be seen in their stick trays

Another unique aspect of Riichi Mahjong that will be different for players coming from most Mahjong variants is that discards are not haphazardly thrown into the middle of the table but are kept in orderly rows of six in front of the player. This is necessary because of the Riichi and Furiten mechanics in the game, as discussed in later sections. It is absolutely necessary to follow the discard claim conventions outlined in the Basic Rules of Mahjong section due to the Furiten mechanic. San Diego Mahjong Club universally adopts Riichi Mahjongโ€™s discard conventions across all our games.

Scoring Sticks

Riichi Mahjong is unique in respect to other Mahjong variants as points are typically tracked with scoring sticks. The scoring sticks are analogous to Poker chips and reflect the game’s gambling origins. Historically, Mahjong was played with these scoring sticks. However, as more modern variations of the game they abandoned these game pieces. Riichi however, retained the use of them. See the image below to see how the sticks are valued in the game.

Scoring stick values

Some Riichi Mahjong sets include an alternately colored 100-point stick, this stick is worth 500 points. Each player typically begins the game with 25000 points, though some tables like to start with 30000 points. Allocate scoring sticks to each player this way:

  • ten 100-point sticks or one 500-point stick and five 100-point sticks
  • four 1000-point sticks
  • two 5000-point sticks or three if playing with 30000 initial points
  • one 10000-point stick

The Dead Wall

Riichi Mahjong, much like Zung Jung, has a Dead Wall โ€” 14 tiles at the end of the Wall that are not drawn from during the game. The Dead Wall is always 14 tiles. If any Quads are drawn from it โ€” as outlined in the Basic Rules of Mahjong โ€” then the same number of tiles from the tail-end  Live Wall move into the Dead Wall. The Dead Wall houses the Quad Box โ€” the four tiles to the left of the first Dora Indicator where Quads draw their Replacement Tiles from โ€” and any Dora Indicators.

Quads

There is one small difference to how Quads work in Riichi Mahjong compared to other Mahjong variants: only four Quads may be declared among all of the players in the entire game. The reason for this is because the other tiles in the Dead Wall are reserved for Dora Indicators which will be discussed in a later section.

Disclosure of Concealed Quads

A player who declares a Concealed Quad must immediately reveal all four tiles for verification before continuing play. When melding the Concealed Quad turn the two end tiles face down while leaving the two middle tiles face up.

A concealed Quad

Winning and Ending the Round

Winning and ending the round is mostly the same as what is discussed in the Basic Rules of Mahjong. However, a player must have at minimum one scoring pattern, called a Yaku, in order to win. Additionally, multiple people can win on a discarded tile โ€” called Ron in Riichi. The winner of the round collects all Riichi bets that are on the table and collects income according to the scoring rules for Riichi Mahjong.

Not counting Continuation Rounds (discussed in a later section), a full game of Riichi Mahjong consists of the East and South rounds for a total of 8 rounds.

The Riichi Mechanic

One of the most unique mechanics in and the namesake of Riichi Mahjong is the Riichi mechanic. Riichi is similar to calling Uno in the game Uno, it announces to other players that the declaring player is ready-to-win. Winning on a Riichi hand has the ability to magnify the winnerโ€™s score through the One Shot (Ippatsu) scoring pattern and the Hidden Dora (Uradora) mechanic, both of which will be discussed in the following sections.

In order to use the Riichi mechanic a player is not allowed to have any open melds in their hand. Claiming tiles to form melds makes the playerโ€™s hand ineligible to use Riichi. 

To activate the Riichi mechanic, a playerโ€™s hand must be one tile away from Mahjong, called Tenpai, and completely concealed. If a playerโ€™s hand meets this requirement, they may verbally declare Riichi, discard their tile from this turn sideways, and then place down a 1000-point stick in front of them as a wager. If the tile discarded on the Riichi declaration is claimed by another player for a meld, then the Riichi-declaring playerโ€™s next discard will be discarded sideways. If the tile discarded on the Riichi declaration is claimed by another player for Mahjong, then that Riichi declaration is considered invalid, and the Riichi bet for the Riichi-declaring player is not collected by the winner of the round.

Once Riichi is declared, that player is no longer able to modify their hand in any way except for declaring a Concealed Quad. However there are a few restrictions for declaring Concealed Quads while in the Riichi state:

  • If the Concealed Quad decalration would change the waiting tiles of the hand then the Quad declaration is illegal.
    • Example: with a Dot3335666 Bam111456 hand, the waits are Dot457. A Quad on the Dot6 would remove the Dot7 wait. Therefore, the Quad declaration on Dot6 is illegal.
  • If the Quad declaring it changes the interpreted hand shape, then the declaration is not permissible.
    • Example: taking a look at the Dot4 wait from the previous example, If the player won on the Dot4, this section of their hand could be interpreted as Dot33 345 666, or Dot333 456 66. A Quad with the Dot3 would not change the waits; however, it does change the interpretation of the hand with respect to the Dot4 wait as the hand can now only be understood as Dot3333 456 66. Thus, the Quad declaration in this circumstance is illegal.

The player may only draw a tile, discard the tile that is drawn, call Mahjong on the tile drawn (called Tsumo in Riichi), or call Mahjong on a tile another player has discarded (called Ron in Riichi).

Riichi counts as a scoring pattern toward fulfilling Riichiโ€™s point minimum to win. 

A player who has declared Riichi

Dora Tiles

Another defining feature of Riichi Mahjong is Dora tiles. Dora tiles are bonus tiles that amplify the score of your hand. They are worth 1-Han and can be thought of as score doublers; the intricacies of Riichi Mahjongโ€™s scoring system will be discussed in a later section. Dora are defined by the Dora Indicator. The Dora Indicator is the third top tile from the tail-end of the Dead Wall. The Dora Indicator is not the Dora tile itself; it points to the Dora tile.

The Dora Indicator and the tile the Indicator points toward

For suited tiles, the Dora Indicator points toward the next ranked tile as the Dora tile, e.g., if Dot3 is the Dora Indicator then Dot4 is the Dora tile. If the rank of the tile is 9 then it points to the 1 tile of the same suit.  If the Dora Indicator is an Honor tile then for Winds they point to eachother in turn order: East โ†’ South โ†’ West โ†’ North โ†’ East. For Dragons, they point to each other in alphabetical order: Green โ†’ Red โ†’ White โ†’ Green.

How the Dora Indicator points to the Dora tile. The blank tile is White Dragon.

Hidden Dora

Japanese: Uradora

The Hidden Dora is a mechanic that activates when a hand is won in which Riichi was declared. When a Riichi-declared hand wins the round, flip up the tiles under any Dora Indicators; these tiles become Dora Indicators for the Riichi-declared winning hand(s).

Quad Dora

Japanese: Kandora

In Riichi Mahjong when a Quad is declared, a new Dora Indicator is turned up to the right of the current face-up Dora Indicator(s) from the perspective of the player nearest to the Dead Wall. For melded Quads the sequence for turning up the new Dora Indicator is: Declare Quad โ†’ Draw Replacement Tile โ†’ Discard Tile โ†’ Turn up Dora Indicator. For declaration of Concealed Quads the seqeunce is: Declare Quad โ†’ Draw Replacement Tile โ†’  Turn up Dora Indicator โ†’ Discard Tile.

A Quad Dora Indicator

Keep in mind that in Riichi Mahjong only four Quads may be declared in a single round so there may only be at maximum four face-up Dora Indicators. In the case of a Riichi-declared hand winning the round, the tiles under the Quad Dora Indicators will be turned up for the Hidden Dora. 

Red Dora

Japanese: Akadora

Riichi Mahjong sets often include a set of red-colored fives in each suit. It is optional to play with these tiles but when these tiles are played with they also count as a Dora tile. Some Riichi Mahjong sets include multiple copies of these Red Five tiles but it is customary to replace one of the fives of each suit with a corresponding Red Five from the suit if playing with these tiles. San Diego Mahjong Club by default plays with Red Five tiles for our regular Riichi Mahjong events. However, if a table does not want to use Red Fives, or if no dedicated sets that include Red Fives are available at our Riichi Mahjong events, then it is acceptable to play without them. San Diego Mahjong Club does not use Red Fives for tournament play.

Red Dora in each suit

Furiten

The last strongly defining feature of Riichi Mahjong is the Furiten mechanic. The Furiten mechanic restricts the tiles that you are allowed to declare Mahjong from discarded tiles on. Any tile that you have discarded during the game is ineligible to call from another player to win the game. However, the player still may win on this tile if they draw the tile themself.

A Tenpai hand, ready-to-win

In the example above, the hand is ready to win on Char1 and Char4. If this player had previously discarded the Char4, they would be considered “in Furiten” and would not be able to claim a discarded Char4 from another player to win the round. Additionally, in a situation where you have a two-sided wait where the final tile completes a Sequence. A player is also restricted from claiming the other tile that could complete the Sequence if they discarded a tile previously that could complete that sequence. For example, in this scenario, the Tenpai player can complete their hand with Char4, but they previously discarded Char4 earlier in the round. This means they also may not call Char1 from another player to win the round unless they change their hand in such a way that Char4 is no longer a tile that could complete their winning hand.

The Furiten mechanic makes it possible for a player to mess up their hand but it also forms the basis of defensive play in Riichi Mahjong: any tile in another playerโ€™s discard pool is safe for another player to discard as that player is restricted from calling it to win.

Temporary Furiten

If another player discards a tile that would complete a playerโ€™s winning hand and that player does not call the tile to win the round then that player is said to be in Furiten and may not win on any discarded tile until the Furitened player discards their next tile. Temporary Furiten is an anti-targeting mechanic similar to, but not identical to, the Rule of Same Round Immunity in Zung Jung Mahjong.

Permanent Furiten

If a player is in Riichi and another player discards a tile that could complete that playerโ€™s winning hand and the Riichi-declared player does not call the tile to win then the Riichi-declared player is in Permanent Furiten and is not allowed to win on any discarded tiles for the remainder of the round.

Tile Swapping

Japanese: Kuikae

When a player claims a tile to meld a set, there are restrictions on the tiles the claiming player is allowed to discard.  

Example 1: Triplet

  1. Player has the following tiles in hand: Dot111.
  2. Another player discards a Dot1
  3. The player calls Pon to meld the triplet Dot111.
  4. One additional copy of Dot1 remains in the playerโ€™s hand.
  5. The player may not discard that Dot1 tile on the same turn, because it is another copy of the tile that was just called.

Example 2: Middle Tile of a Sequence

  1. Player has Dot123 in hand.
  2. The player to the left discards a Dot2.
  3. The player calls Chii to meld the sequence Dot123.
  4. Another copy of Dot2 remains in the playerโ€™s hand.
  5. The player may not discard that Dot2 tile on the same turn, because it is another copy of the tile that was just called.

Example 3: Same End Tile of a Sequence

  1. Player has Bam123 in hand.
  2. The player to the left discards a Bam1.
  3. The player calls Chii to meld the sequence Bam123.
  4. Another copy of Bam1 remains in the playerโ€™s hand.
  5. The player may not discard that Bam1 tile on the same turn, because it is another copy of the tile that was just called.

Example 4: Different End Tile of a Chii

  1. Player has Char123 in hand.
  2. The player to the left discards a Char4 tile that completes one side of the sequence.
  3. The player calls Chii to meld the sequence Char234.
  4. The remaining Char1 tile in the playerโ€™s hand completes the sequence on the other end.
  5. The player may not discard that Char1 tile on the same turn, because it is part of the tile pattern created by the call.

Example 5: Illegal Chii

  1. After making three previous calls, the player has four tiles remaining in hand: Dot1234.
  2. The player to the left discards a Dot1 tile
  3. If the player calls Chii to meld the sequence Dot123, the Char1 and Char4 would remain in the hand.
  4. However, discarding either of those tiles would violate the Different End Tile of a Chii example.
  5. Therefore, the player may not call Chii, because doing so would force an illegal discard.

Continuation Rounds

Japanese: Honba

In Riichi Mahjong, if the East player wins the round the Seat Winds do not rotate. East places a 100-point stick in front of them as a contintuation counter. These sticks are not wagers and are merely indicators. Continuation counters accumulate for each round where the same player remains East, e.g., If a player wins as East three times then they will place three continuation counters down for the next round. These continuation counters boost the amount of income a non-East player is paid when they win.

For each continuation counter on the table:

  • For a win by discard, the responsible player pays the non-East winner an extra 300 points for each continuation counter on the table
  • For a win by self-draw, each player pays the non-East winner an extra 100 points for each continuation counter on the table

When a non-East player wins the round, all continuation counters are removed from the table and the Seat Winds rotate for the next round. If there are five or more continuation counters on the table, then the point minimum to win is 2-Han scoring pattern, excluding all Dora.

Drawn Rounds and Noten Penalties

When a game ends in an Exhaustive Draw โ€” all of the tiles except for those in the Dead Wall have been drawn โ€” all Riichi bets are left on the table and will be collected by the next winner. There is also an opportunity for players whose hands are ready to win, in Tenpai, to receive a payment from players who are not in Tenpai, or Noten. 

  • One player in Tenpai: All Noten players pay the Tenpai player 1000 points
  • Two players in Tenpai: Each Noten player pays one of the Tenpai players 1500 points
  • Three players in Tenpai: The one Noten player pays the three Tenpai players 1000 points
  • Four players in Tenpai: No Noten Penalties are paid, the seats rotate, and a contintuation counter.is placed

If East is Tenpai, then Seat Rounds do not rotate and the next round is a Continuation Round.

How Noten Penalties are paid

Mulligan Rules and Abortive Mechanics (optional)

Riichi Mahjong has a number of abortive mechancis which are optional to play with. When an abortive mechanic is triggered, the round ends in an โ€œAbortive Draw,โ€ no payments are made to any players and the Seat Winds rotate. With the exception of the first and last mechanics: Four Players Call Riichi and Three Mahjongs on one Discard, San Diego Mahjong Club does not play with any of the Abortive Mechanics.

Four Players Call Riichi

Japanese: Suucha Riichi

If four players call Riichi then the round ends in an Abortive Draw.

Same Wind Initial Discards

Japanese: Suufon Renda

If each player discards the exact same Wind as their first discard for the round, then the round ends in an Abortive Draw.

Nine Orphans Initial Hand

Japanese: Kyuushu Kyuuhai

If a playerโ€™s opening hand contains nine of the Thirteen Orphans: Dot1, Dot9, Bam1, Bam9, Char1, Char9, East, South, West, North, Green Dragon, Red Dragon, White Dragon, then that player may reveal their hand and end the round in an Abortive Draw.

Four Quads formed by Different Players

Japanese: Suukaikan

If the combined total of Four Quads are all formed by different players then the round ends in an Abortive Draw.

Three Mahjongs on one Discard

Japanese: Sanchahou

If three players declare Mahjong on the same discarded tile, then the round ends in an Abortive Draw.

Riichi Mahjong Basic Scoring Rules

Riichi Mahjongโ€™s scoring system is complicated. There are two types of points a player can collect: Minipoints and Han. These two point schemes interact with each other in order to calculate the final score of a playerโ€™s hand. There is an equation that governs their interaction, but this equation will not be explored here. The curious player can easily find this equation online. For a lay understanding we can understand Han to be a doubling factor on the Minipoints. A scoring table is provided with the calculated scores for each scenario for players reading this document. Players are encouraged to consult the table to calculate final scores and not use the equation to do so.

If a playerโ€™s winning hand is worth 5 or more Han, it is not necessary to count the playerโ€™s Minipoints as they no longer have an impact on the score. Refer to the table for winning hands worth 5 or more Han.

Minimum Requirement to Win

A playerโ€™s hand must be worth at minimum 1-Han, not counting Dora tiles, to be elligible to win.

For a game of Riichi Mahjong to end, it is customary that one player have at least 5000 points more than the initial points in the final round of the South Round; for initial points of 25000, 30000 points are required to end the game. If no player meets this requirement, the game continues into the West and North rounds until a player does.

Riichi Mahjong Penalties and Errors

Recoverable Errors

If a player makes a recoverable error (the round can continue to be played), e.g., knocks over tiles in their hand, miscalls a tile and exposes tiles from their hand, too many or too few tiles in hand etc. the offending player must continue the round with a Dead Hand. They forfeit the right to claim discards, declare Riichi, and declare Mahjong.

Irrecoverable Errors

Japanese: Chombo

If a player makes an unrecoverable error (the round cannot continue being played), the round ends and offending player must pay the other three players a penalty. Non-East players are paid 2000 points, and East is paid 4000 points. If East is the offending player, then East pays everyone 4000 points.

Non-recoverable errors include:

  • Declaring Mahjong and exposing tiles with an invalid winning hand
  • Claiming Mahjong via discard when in Furiten
  • Declaring Mahjong with a Dead Hand
  • A player who looks at or exposes too many concealed tiles (from the Wall or from their hand) such that the game cannot continue
  • Making an invalid Concealed Quad after declaring Riichi
  • Declaring Riichi on a hand that is not Tenpai

Riichi Mahjong Scoring Patterns

Japanese: Yaku

1-Han Patterns


Riichi

Description

The winning hand is concealed and the player declared Riichi by placing a 1000-point wager on the table.


One Shot

Japanese: Ippatsu

Description

The winning player declares has Riichi and wins before their next discard.


Double Riichi

Description

Riichi is declared on a playerโ€™s first discard for the round. The initial round must be uninterrupted. This scoring pattern stacks with the standard Riichi pattern for a total scoring of 2-Han.


Fully Concealed Hand

Japanese: Menzen Tsumo

Description

The winning hand contains no sets completed through claiming the discards of other players. All sets in the winning hand were completing by drawing them from The Wall. The winning tile may not be claimed from another player.


All Simples

Japanese: Tanyao

Description

The winning hand contains no Honor or Terminal tiles. It consists of sets only made of suited Tiles ranked 2-8.

Example of an All Simples hand

Minimum Minipoints

Japanese: Pinfu

Description

The winning hand consists of four sets of Sequences and no additional minipoints beyond what is given for a Winning Hand and Concealed Hand, i.e., the hand must be concealed, and the hand must win on a two-sided wait on a Sequence. 

Example of a Minimum Minipoints hand

Pure Double Sequence (Concealed)

Japanese: Iipeikou

Description

The winning hand contains two identical Sequences in the same suit. The hand must be concealed.

Example of a Pure Double Sequence hand. The grey sets represent generic sets that can be anything. The circle pair represents a genetic pair.

Mixed Triple Sequence

Japanese: San Shoku Doujun

Concealed Bonus: +1 Han

Description

The winning hand contains three identically ranked Sequences in all three suits.

Example of a Mixed Triple Sequence hand. The grey sets represent generic sets that can be anything. The circle pair represents a genetic pair.

Pure Straight

Japanese: Itsu

Concealed Bonus: +1 Han

Description

The winning hand contains three Sequences of 123, 456, and 789 in a single suit.

Example of a Pure Straight hand. The grey sets represent generic sets that can be anything. The circle pair represents a genetic pair.

Value Honor

Japanese: Yakuhai

Description

The winning hand contains a Triplet or Quad of a Dragon, the Table Wind, or Seat Wind tile. This scoring pattern may be scored multiple times.

Example of a Value Honor hand. The grey sets represent generic sets that can be anything. The circle pair represents a genetic pair.

Half Outside Hand

Japanese: Chanta

Concealed Bonus: +1 Han

Description

Each set and the Pair in the winning hand contain at minimum one Terminal or Honor Tile.

Example of a Half Outside Hand.

Out with the Replacement Tile

Japanese: Rinchan Kaihou

Description

Winning on the Replacement Tile drawn from a Quad.


Robbing the Quad

Japanese: Chan Kan

Description

A player may declare Mahjong and win off of a tile that another player attempts to use to upgrade a melded Triplet into a Quad. Concealed Quads may be robbed by Thirteen Orphans.


Last Tile Draw

Japanese: Haitei

Description

Winning on the Seabed Tile โ€” the last tile in the Live Wall.


Last Tile Claim

Japanese: Houtei

Description

Winning on the tile discarded after the Seabed Tile has been drawn.


2-Han Patterns


Seven Pairs

Japanese: Chii Toitsu

Description

The winning hand contains seven Pairs.

Example of a Seven Pairs hand.

Triple Triplet

Japanese: San Shoku Dokou

Description

The winning hand contains three Triplets and/or Quads of equal rank.

Example of a Triple Triplet hand. The grey sets represent generic sets that can be anything. The circle pair represents a genetic pair.

Three Concealed Triplets

Japanese: San Ankou

Description

The winning hand contains three concealed Triplets and/or Quads. A Triplet or Quad completed by claiming a discard to complete the winning hand is not considered concealed for the purposes of this scoring pattern.


Three Quads

Japanese: San Kan Tsu

Description

The winning hand contains exactly three Quads.

Example of a Three Quads hand. The grey sets represent generic sets that can be anything. The circle pair represents a genetic pair.

All Triplets

Japanese: Toi-Toi

Description

The winning hand consists of four sets of Triplets and/or Quads.

Example of an All Triplets hand.

Half Flush

Japanese: Honitsu

Concealed Bonus: +1 Han

Description

The winning hand contains only Honor Tiles and tiles from a single suit.

Example of a Half Flush hand

Little Three Dragons

Japanese: Shou Sangen

Description

The winning hand contains two Triplets and/or Quads of two Dragon Tiles and a Pair consisting of the third Dragon.

Example of a Little Three Dragons hand. The grey sets represent generic sets that can be anything.

All Terminals and Honors

Japanese: Honroutou

Description

The winning hand consists of only Terminals and Honor Tiles.

Example of an All Terminals and Honors hand.

Full Outside Hand

Japanese: Junchan

Concealed Bonus: +1 Han

Description

Each set and the Pair in the winning hand contain at minimum one Terminal.

Example of a Full Outside Hand.

3-Han Patterns


Two Pure Double Sequences (Concealed)

Japanese: Ryanpeikou

Description

The winning hand contains two instances of Pure Double Sequence. The hand must be concealed.

Example of a Two Pure Double Sequences hand. The circle pair represents a genetic pair.

5-Han Patterns


Full Flush

Japanese: Chinitsu

Concealed Bonus: +1 Han

Description

The winning hand contains only tiles from a single suit.

Example of a Full Flush hand

Only Terminal and Honor Discards

Japanese: Nagashi Mangan

Description

Only Terminals and Honors in a player’s discard pile in a game resulting in an Exhaustive Draw. The players cannot claim any Terminals or Honors for melds. Other players can not have made any calls on the player’s discards for this scoring pattern to be valid.


Yakuman

Yakuman may not be scored with other scoring patterns worth Han. Do not count minipoints.


Thirteen Orphans

Japanese: Kokushi Musou

Wait Bonus: Double Yakuman for 13-sided Wait

Description

The winning hand contains one of each Honor and Terminal Tile and tile to complete a Pair.

Example of a Thirteen Orphans hand. The dotted empty tile represents the final tile needed to complete the winning hand.

Nine Gates

Japanese: Chuuren Poutou

Wait Bonus: Double Yakuman for 9-sided Wait

Description

The winning hand is composed of 1112345678999 in a single suit and one more tile to complete a pair. May be completed by a Single Wait or 9-Sided Wait.

Example of Nine Gates. The dotted empty tile represents the final tile needed to complete the winning hand.

Blessings of Heaven

Japanese: Tenhou

Description

The East player wins off of their initial 14-tile hand. This scoring pattern cannot be obtained if the East player melds a Concealed Quad from their initial hand and draws a Replacement Tile.


Blessings of Earth

Japanese: Chiihou

Description

A non-East player wins off their initial draw if the initial round is uninterrupted.


Blessings of Man

Japanese: Renhou

Description

A non-East player wins off of another player’s first discard of the round if the initial round is uninterrupted.. This scoring pattern cannot be obtained if the East player melds a Concealed Quad from their initial hand and draws a Replacement Tile.


Four Concealed Triplets

Japanese: Suu Ankou

Wait Bonus: Double Yakuman for a Single Wait

Description

The winning hand contains four concealed Triplets and/or Quads. A Triplet or Quad completed by claiming a discard to complete the winning hand is not considered concealed for the purposes of this scoring pattern.


Four Quads

Japanese: Suu Kan Tsu

Description

The winning hand contains exactly four Quads.

Example of a Four Quads hand. The circle pair represents a genetic pair.

All Green

Japanese: Ryuu Kan Tsu

Description

Only purely green tiles: Bamboo 2, 3, 4, 6, 8, and Green Dragon. These tiles are traditionally painted with only green paint in traditionally colored Chinese tiles.

An example of an All Green hand.

All Terminals

Japanese: Chinroutou

Description

The winning hand consists of only Terminals.

Example of an All Terminals hand.

All Honors

Japanese: Tsuu Lisou

Description

The winning hand contains only Honor Tiles.

Example of an All Honors hand.

Big Three Dragons

Japanese: Dai Sangen

Description

The winning hand contains three Triplets and/or Quads of all three Dragon Tiles.

Example of a Big Three Dragons hand. The grey sets represent generic sets that can be anything. The circle pair represents a genetic pair.

Little Four Winds

Japanese: Shou Suushii

Description

The winning hand contains three Triplets and/or Quads of three Wind Tiles and a Pair consisting of the fourth Wind Tile.

Example of a Little Four Winds hand. The grey sets represent generic sets that can be anything.

Double Yakuman


Big Four Winds

Japanese: Dai Suushii

Description

The winning hand contains four Triplets and/or Quads of all four Wind Tiles.

Example of a Big Four Winds hand. The circle pair represents a genetic pair.

Minipoints

Japanese: Fu

Key Minipoint Rounding Rules: 

  • Rounding Up: Final totals are always rounded up to the next 10. A hand totaling 32 minipoints is counted as 40.
  • Base Minipoints: Every winning hand starts with 20 base minipoints.
  • Concealed Hand Ron: A concealed hand won by discarding (Ron) automatically receives 10 extra minipoints, often bringing the total to 30 or 40.
  • Flat Hand (Open Pinfu): If an open hand has no other minipoint-adding components, it is often rounded up to 30.
  • Seven Pairs: Seven Pairs is always 25 minipoints and is not rounded up.
  • Self-Drawn Flat Hand: This specific, low-scoring hand is always 20 minipoints.
  • Mangan Limit: If the hand is 5 or more Han, minipoint calculation is irrelevant as it is a Mangan or higher.

Winning Bonus

Point Value: 20

Description

Points awarded to the winner for winning.


Self-Drawn

Japanese: Tsumo

Point Value: 2

Description

Winning tile is one drawn from the wall. Can’t be counted with Flat Hand.


Concealed Hand

Point Value: 10

Description

The winning hand contains no sets completed through claiming the discards of other players. All sets in the winning hand were completing by drawing them from The Wall. The winning tile must be claimed from another player.


Value Pair

Point Value: 2

Description

A Pair of a Dragon tile or the player’s Seat Wind or the Table Wind.

An example of a Value Pair. The grey sets represent generic sets that can be anything.

Flat Hand

Japanese: Open Pinfu

Point Value: 2

Description

The winning hand consists of four sets of Sequences. The hand must be open and ineligible for any other Minipoints besides the Winning Bonus.

Example of an Flat Hand

Edge Wait

Point Value: 2

Description

Final tile to win is a 3 to complete a 1, 2, 3 Sequence or a 7 for a 7, 8, 9 Sequence.

Example of an Edge Wait. The dotted empty tile represents the final tile needed to complete the winning hand.

Closed Wait

Point Value: 2

Description

Final tile to win is the middle tile in a Sequence e.g. 5 in 4, 5, 6.

Example of a Closed Wait. The dotted empty tile represents the final tile needed to complete the winning hand.

Single Wait

Point Value: 2

Description

The final tile to win is the one that completes the pair.

Example of a Single Wait. The dotted empty tile represents the final tile needed to complete the winning hand.

Simple Triplet

Point Value: 2

Concealed Bonus: Double Point Value

Description

A Triplet of tiles two through eight.

An example of a Simple Triplet. The grey sets represent generic sets that can be anything.

Terminal/Honor Triplet

Point Value: 4

Concealed Bonus: Double Point Value

Description

A Triplet of ones, nines, Winds, or Dragons.

An example of a Terminal Triplet. The grey sets represent generic sets that can be anything.

Simple Quad

Point Value: 8

Concealed Bonus: Double Point Value

Description

A Quad of tiles two through eight.

An example of a Simple Quad. The grey sets represent generic sets that can be anything.

Terminal/Honor Quad

Point Value: 16

Concealed Bonus: Double Point Value

Description

A Quad of ones, nines, Winds, or Dragons.

An example of a Terminal Quad. The grey sets represent generic sets that can be anything.

Seven Pairs

Japanese: Chii Toitsu

Point Value: 25

Description

The winning hand contains seven Pairs. No other Minipoints may be scored with this pattern.

Example of a Seven Pairs hand.

Riichi Mahjong Scoring Table

HanMinipointsWin by Discard (others)Win by Discard (East)Win by Self-Draw (others)Win by Self-Draw (East)
13010001500300500
14013002000400700
15016002400400800
160200029005001000
170230034006001200
180260039007001300
190290044008001500
1100320048008001600
111036005300N/AN/A
220N/AN/A400700
22518002400N/AN/A
230200029005001000
240260039007001300
250320048008001600
2603900580010002000
2704500680012002300
2805200770013002600
2905800870015002900
21006400960016003200
211071001060018003600
320N/AN/A7001300
325320048008001600
3303900580010002000
3405200770013002600
3506400960016003200
36077001160020003900
370+80001200020004000
420N/AN/A13003200
4256400960016003200
43077001160020003900
440+80001200020004000
5Mangan80001200020004000
6-7Haneman120001800030006000
8-10Baiman160002400040008000
11-12Sanbaiman2400036000600012000
13+Yakuman3200048000800016000


The Rules and Scoring of International Mahjong Competition Rules

Presented in this section is a summary of the most important rules for International Mahjong Competition Rules (MCR) for the purposes of conducting a casual/semi-competitive game. Many rules in the official rulebook are not relevant to playing for enjoyment and apply only in formal tournament settings; in other words, much of the official rulebook is more about event management than about playing the game. This section is curated to cover only the rules relevant to playing MCR in a casual/semi-competitive club setting. For those seeking to learn how to play MCR, this section will be sufficient. The Official MCR rulebook is available for download at the end of this section.

Unlike Riichi Mahjong, MCR introduces few new mechanics on top of the Basic Rules of Mahjong. Like Zung Jung, MCR exists primarily as a scoring system for the base game. While MCR does not introduce many new mechanics on top of the Basic Rules of Mahjong, some points will be listed that differentiate it from the previous two variants of Mahjong covered in this document.

  • There is no Dead Wall. There are no tiles in the game that are removed from play; all tiles in the wall have the potential to be drawn during the round.
  • Flower Tiles are used in the format, bringing the total tile count to 144. When you build the wall, it will be 18 tiles long rather than 17.
  • When the tiles are dealt, before the discard rounds begin, allow players to declare Flower Tiles and draw Replacement Tiles from the back-end of the Wall.
  • Flower Tiles may be discarded, instead of being melded for a Replacement Tile. Discarded Flower Tiles may not be claimed by another player.
  • Flowers do not need to be declared immediately when drawn. A player may keep a Flower Tile in their hand until a time where they wish to declare or discard it.
  • After Mahjong is declared, and points are paid to the winner, all players reveal their hands before shuffling their tiles for the next round.
  • Seat Winds always rotate every round. East does not get to keep East if they win the round nor is East paid any special bonuses for winning.

Disclosure of Concealed Quads

A player who declares a Concealed Quad does not reveal the tiles to the other players. Meld all four tiles face down so that the other players cannot see them. Verification of any Concealed Quads will happen at the end of the round

International Mahjong Basic Scoring Rules

MCR has an additive point system similar to Zung Jung. When a winning hand is declared, all players reveal their hands and the winner is paid according to MCRโ€™s scoring rules. In MCR there can only be one winner. The method for resolving competing Mahjong claims is identical to Zung Jungโ€™s.

Requirements to Win

In order for a hand to be a valid winning hand the patterns in the hand must add up to at least 8 points, excluding Flower Tiles. There is a beginner-friendly subformat of MCR that reduces the number of allowable patterns, removes the baseline payment, and lowers the required win threshold to 6 points. Please consult the International Mahjong cheat sheet for further details on this sub-format.

Counting Points

When a player declares Mahjong, all players pay the winner 8 points automatically as a baseline payment. If the winning player claims a discard from another player, the discarding player pays the winner the value of their hand, in addition to the baseline payment. If the winning player wins by drawing a tile off the Wall, all other players pay the winning player the winning handโ€™s value on top of the baseline payment.

International Mahjong Scoring Principles

When a player declares Mahjong, determine the hand’s value by identifying the highest-scoring pattern in the winning player’s hand and scoring it first. Then, add the lesser scoring patterns in the winning player’s hand according to the following principles:

The Non-Repeat Principle

When one pattern is implied or included by another, both patterns may not be scored; for example, pattern 21, All Even Triplets, cannot be formed without pattern 49, All Triplets. Therefore, patterns 21 and 49 may not be scored together.

The Non-Seperation Principle

After combining tiles to create a pattern, it is forbidden to rearrange those individual tiles to create a different pattern. For example, there are situations where a hand can be interpreted more than one way. If we take a look at pattern 23, Pure Triple Sequence, and pattern 24, Pure Shifted Triplets, there are situations where a hand can be eligible for both of these patterns. In situations like these, both patterns may not be scored together.

The Non-Identical Principle

Once a set is used to create a pattern, it cannot be used with other sets to create an identical pattern. For example, suppose a hand contains the sequences Dot123, Bam123, and Dot123. The hand would be eligible for pattern 70, Mixed Double Sequence, by combining the Bam123 Sequence and one of the Dot 123 Sequences. However, I could not score pattern 70 again by combining the Bam123 Sequence with the other Dot123 Sequence in my hand because I already used Bam123 for pattern 70 once before.

The Freedom to Choose Rule

If you can use a set to form both a high-scoring pattern and a low-scoring pattern, it is your right to choose the high-scoring pattern. In other words, if there is more than one way of interpreting a winning hand, the winning player gets to determine how the hand is interpreted.

The Exclusionary Rule

When sets have been combined to create a pattern, the player can combine any remaining sets once with a set already used. For example, returning to our example with the sequences Dot123, Bam123, and Dot123. The hand would be eligible for pattern 70, Mixed Double Sequence, by combining the Bam123 Sequence and one of the Dot 123 Sequences. However, the hand is also eligible for pattern 69, Pure Double Sequence, by pairing the two Dot123 Sequences. After this second scoring pattern is made, the Dot123 Sequence used to form patterns 69 and 70 cannot form any other scoring patterns with any more sets. Put simply, each set has two slots to form set-level patterns with other sets.

Keep in mind that this does not apply to hand-level patterns such as pattern 55, Outside Hand. If our winning hand looked like Dot123, Bam123, Dot123, Bam789, Char11, the hand would still be eligible for patterns 55, Outside Hand, and 63, All Sequences, as these patterns have to do with the shape of the winning hand itself and not the interactions of the sets within the hand.

International Mahjong Penalties and Errors

Not all penalties in the Official Rulebook will be included here. Only penalities that are suitable for a casual/semi-competitive game.

Dead Hands

A player is said to have a Dead Hand when they make an error that causes them to no longer be able to declare Mahjong and win the round. The player must still play for the duration of the round. The following errors will result in a Dead Hand for the offending player:

  • Erroneous Exposure: If a player makes a bad exposure or flower replacement, the player forfeits the right win the current hand.
  • Erroneous Mahjong: If a player makes an erroneous Mahjong call, either because their hand is below the minimum point threshold and/or the hand is not a valid 14-tile hand. That player forfeits the right to win the current hand.
  • Wrong Tile Count: A player with more than 13 or fewer than 13 tiles forfeits the right to win the current hand.

Point Penalties

These errors result in point penalties that the offending player must pay to other players at the table.

  • Below Minimum Score: If a player declares an Erroneous Mahjong and has less than 8 points he forfeits 10 points to each player
  • False Mahjong: If a player declares an Erroneous Mahjong and does not have a valid hand with 14 tiles he forfeits 20 points to each player
  • Knocking Over Tiles: If a player knocks over another playerโ€™s tile he forfeits 5 points to the offended player for each tile knocked over

International Mahjong Scoring Patterns

Below are the 81 scoring patterns of MCR. To help players correctly score their hands, incompatible patterns are listed alongside relevant patterns. Incompatible patterns are listed in a descending fashion: patterns earlier on the list will list incompatible patterns that occur further down the list, but scoring patterns will not list incompatible patterns that are higher up on the list numerically (smaller list number = higher on the list). The reason is to save time and ensure players score their highest-scoring pattern first before lower-scoring patterns.

88-Point Patterns


1. Big Four Winds

Incompatibilities

  • 38. Big Three Winds
  • 49. All Triplets
  • 60. Table Wind
  • 61. Seat Wind
  • 73. Terminal/Honor Triplet

Description

The winning hand contains four Triplets and/or Quads of all four Wind Tiles.

Example of a Big Four Winds hand. The circle pair represents a genetic pair.

2. Big Three Dragons

Incompatibilities

  • 54. Two Dragon Triplets
  • 59. Dragon Triplet

Description

The winning hand contains three Triplets and/or Quads of all three Dragon Tiles.

Example of a Big Three Dragons hand. The grey sets represent generic sets that can be anything. The circle pair represents a genetic pair.

3. All Green

Description

Only purely green tiles: Bamboo 2, 3, 4, 6, 8, and Green Dragon. These tiles are traditionally painted with only green paint in traditionally colored Chinese tiles.

An example of an All Green hand.

4. Nine Gates

Incompatibilities

  • 22. Full Flush
  • 62. Concealed Hand
  • 73. Terminal/Honor Triplet
  • 76. No Honors

Description

The hand, ready to win, is concealed and contains exactly 1112345678999 in a single suit. The winning hand is completed by completing a pair in this specific ready hand. The structure of the ready hand allows it to complete its Pair with any rank of tile in its suit.

Example of Nine Gates. The dotted empty tile represents the final tile needed to complete the winning hand.

5. Four Quads

Incompatibilities

  • 17. Three Quads
  • 49. All Triplets
  • 79. Single Wait

Description

The winning hand contains exactly four Quads.

Example of a Four Quads hand. The circle pair represents a genetic pair.

6. Seven Shifted Pairs

Incompatibilities

  • 19. Seven Pairs
  • 22. Full Flush
  • 62. Concealed Hand
  • 76. No Honors
  • 79. Single Wait

Description

Seven consecutive pairs in the same suit.

Example of a Seven Shifted Pairs hand.

7. Thirteen Orphans

Incompatibilities

  • 18. All Terminals and Honors
  • 52. All Types
  • 62. Concealed Hand
  • 79. Single Wait

Description

The winning hand contains one of each Honor and Terminal Tile and tile to complete a Pair.

Example of a Thirteen Orphans hand. The dotted empty tile represents the final tile needed to complete the winning hand.

64-Point Patterns


8. All Terminals

Incompatibilities

  • 18. All Terminals and Honors
  • 49. All Triplets
  • 55. Outside Hand
  • 65. Double Triplet
  • 73. Terminal/Honor Triplet
  • 76. No Honors

Description

The winning hand consists of only Terminals.

Example of an All Terminals hand.

9. Little Four Winds

Incompatibilities

  • 38. Big Three Winds
  • 73. Terminal/Honor Triplet

Description

The winning hand contains three Triplets and/or Quads of three Wind Tiles and a Pair consisting of the fourth Wind Tile.

Example of a Little Four Winds hand. The grey sets represent generic sets that can be anything.

10. Little Three Dragons

Incompatibilities

  • 54. Two Dragon Triplets
  • 59. Dragon Triplet

Description

The winning hand contains two Triplets and/or Quads of two Dragon Tiles and a Pair consisting of the third Dragon.

Example of a Little Three Dragons hand. The grey sets represent generic sets that can be anything.

11. All Honors

Incompatibilities

  • 18. All Terminals and Honors
  • 49. All Triplets
  • 50. Half Flush
  • 55. Outside Hand
  • 73. Terminal/Honor Triplet

Description

The winning hand contains only Honor Tiles.

Example of an All Honors hand.

12. Four Concealed Triplets

Incompatibilities

  • 33. Three Concealed Triplets
  • 49. All Triplets
  • 62. Concealed Hand
  • 66. Two Concealed Triplets

Description

The winning hand contains two concealed Triplets and/or Quads. A Triplet or Quad completed by claiming a discard to complete the winning hand is not considered concealed for the purposes of this scoring pattern.


13. Pure Terminal Sequences

Incompatibilities

  • 19. Seven Pairs
  • 22. Full Flush
  • 63. All Sequences
  • 69. Pure Double Sequence
  • 72. Two Terminal Sequences

Description

Two copies of 1, 2, 3, 7, 8, 9 and a pair of 5s in a single suit.

Example of a Pure Terminal Sequences hand

48-Point Patterns


14. Quadruple Sequence

Incompatibilities

  • 15. Four Pure Shifted Triplets
  • 23. Pure Triple Sequence
  • 24. Three Pure Shifted Triplets
  • 64. Tile Hog
  • 69. Pure Double Sequence

Description

The winning hand contains four identical Sequences in the same suit.

Example of a Quadruple Sequence hand. The circle pair represents a genetic pair.

15. Four Pure Shifted Triplets

Incompatibilities

  • 23. Pure Triple Sequence
  • 24. Three Pure Shifted Triplets
  • 49. All Triplets

Description

The winning hand contains four Triplets and/or Quads in a single suit and consecutively ranked.

Example of a Four Pure Shifted Triplets hand. The circle pair represents a genetic pair.

32-Point Patterns


16. Four Pure Shifted Sequences

Incompatibilities

  • 71. Short Straight
  • 72. Two Terminal Sequences

Description

Four Sequences in the same suit shifted 1 or 2 from the last, but not both. For example, Dot123, Dot234, Dot345, Dot456, Bam55 and Dot123, Dot345, Dot567, Dot789, Char77 both are eligible for this scoring pattern.

Example of a Four Pure Shifted Sequences hand. The circle pair represents a genetic pair.

17. Three Quads

Description

The winning hand contains exactly three Quads.

Example of a Three Quads hand. The grey sets represent generic sets that can be anything. The circle pair represents a genetic pair.

18. All Terminals and Honors

Incompatibilities

  • 49. All Triplets
  • 55. Outside Hand
  • 73. Terminal/Honor Triplet

Description

The winning hand consists of only Terminals and Honor Tiles.

Example of an All Terminals and Honors hand.

24-Point Patterns


19. Seven Pairs

Incompatibilities

  • 62. Concealed Hand
  • 79. Single Wait

Description

The winning hand contains seven Pairs.

Example of a Seven Pairs hand.

20. Greater Honors and Knitted Tiles

Incompatibilities

  • 34. Lesser Honors and Knitted Tiles
  • 52. All Types
  • 62. Concealed Hand

Description

One of each honor and singles of suited tiles from knitted sets. The knitted sets are the 1, 4, and 7 of one suit. The 2, 5, and 8 of a second suit and the 3, 6, and 9 of a third suit. Riichi Mahjong players will be familiar with these as the Suji sets.

An example of a Greater Honors and Knitted Tiles hand.

21. All Even Triplets

Incompatibilities

  • 49. All Triplets
  • 68. All Simples

Description

Triplets and/or Quads of only even-numbered tiles, with an even-numbered pair

An example of an All Even Triplets hand.

22. Full Flush

Incompatibilities

  • 50. Half Flush
  • 76. No Honors

Description

The winning hand contains only tiles from a single suit.

Example of a Full Flush hand

23. Pure Triple Sequence

Incompatibilities

  • 24. Three Pure Shifted Triplets
  • 69. Pure Double Sequence

Description

The winning hand contains three identical Sequences in the same suit.

Example of a Pure Triple Sequence hand. The grey sets represent generic sets that can be anything. The circle pair represents a genetic pair.

24. Three Pure Shifted Triplets

Description

The winning hand contains three Triplets and/or Quads in a single suit and consecutively ranked.

Example of a Pure Shifted Triplets hand. The grey sets represent generic sets that can be anything. The circle pair represents a genetic pair.

25. Upper Three

Incompatibilities

  • 36. Upper Four
  • 76. No Honors

Description

The winning hand contains only sevens, eights, and nines.

An example of an Upper Three hand.

26. Middle Three

Incompatibilities

  • 68. All Simples
  • 76. No Honors

Description

The winning hand contains only fours, fives, and sixes.

An example of a Middle Three hand.

27. Lower Three

Incompatibilities

  • 37. Lower Four
  • 76. No Honors

Description

The winning hand contains only ones, twos, and threes.

An example of a Lower Three hand.

16-Point Patterns


28. Pure Straight

Incompatibilities

  • 72. Two Terminal Sequences

Description

The winning hand contains three Sequences of 123, 456, and 789 in a single suit.

Example of a Pure Straight hand. The grey sets represent generic sets that can be anything. The circle pair represents a genetic pair.

29. Three-Suited Terminal Sequences

Incompatibilities

  • 63. All Sequences
  • 70. Mixed Double Sequence
  • 72. Two Terminal Sequences
  • 76. No Honors

Description

The winning hand contains two copies of 1, 2, 3, 7, 8, 9 in different suits and a pair of 5s in the third suit.

An example of a Three-Suited Terminal Sequences hand

30. Three Pure Shifted Sequences

Description

Three Sequences in the same suit shifted 1 or 2 from the last, but not both. For example, Dot123, Dot234, Dot345, Dot999, Bam55 and Dot123, Dot345, Dot567, Bam999, Char77 both are eligible for this scoring pattern.

An example of a Three Pure Shifted Sequences hand. The grey sets represent generic sets that can be anything. The circle pair represents a genetic pair.

31. All Fives

Incompatibilities

  • 68. All Simples

Description

Every set and the pair contains a five

An example of an All Fives hand

32. Triple Triplet

Incompatibilities

  • 65. Double Triplet

Description

The winning hand contains three Triplets and/or Quads of equal rank.

Example of a Triple Triplet hand. The grey sets represent generic sets that can be anything. The circle pair represents a genetic pair.

33. Three Concealed Triplets

Incompatibilities

  • 66. Two Concealed Triplets

Description

The winning hand contains three concealed Triplets and/or Quads. A Triplet or Quad completed by claiming a discard to complete the winning hand is not considered concealed for the purposes of this scoring pattern.


12-Point Patterns


34. Lesser Honors and Knitted Tiles

Incompatibilities

  • 52. All Types
  • 62. Concealed Hand

Description

Singles of Honor and suited tiles from knitted sets. The knitted sets are the 1, 4, and 7 of one suit. The 2, 5, and 8 of a second suit and the 3, 6, and 9 of a third suit. Riichi Mahjong players will be familiar with these as the Suji sets.

An example of a Lesser Honors and Knitted Tiles hand

35. Knitted Straight

Description

A straight one to nine cycling through suits, i.e., having all of the tiles belonging to the knitted sets. The knitted sets are the 1, 4, and 7 of one suit. The 2, 5, and 8 of a second suit and the 3, 6, and 9 of a third suit. Riichi Mahjong players will be familiar with these as the Suji sets.

An example of a Knitted Straight hand. The grey sets represent generic sets that can be anything. The circle pair represents a genetic pair.

36. Upper Four

Incompatibilities

  • 76. No Honors

Description

The winning hand contains only sixes, sevens, eights, and nines.

An example of an Upper Four hand

37. Lower Four

Incompatibilities

  • 76. No Honors

Description

The winning hand contains only ones, twos, threes, and fours.

An example of a Lower Four hand

38. Big Three Winds

Incompatibilities

  • 73. Terminal/Honor Triplet

Description

The winning hand contains three Triplets and/or Quads of three Wind Tiles.

Example of a Big Three Winds hand. The grey sets represent generic sets that can be anything. The circle pair represents a genetic pair.

8-Point Patterns


39. Mixed Straight

Description

Three consecutive Sequences from one to nine in all three suits

Example of a Mixed Straight hand. The grey sets represent generic sets that can be anything. The circle pair represents a genetic pair.

40. Reversible Tiles

Incompatibilities

  • 75. One Voided Suit

Description

The winning hand contains only vertically symmetric tiles: Dots 1, 2, 3, 4, 5, 8, 9; Bamboo 2, 4, 5, 6, 8, 9; White Dragon.

An example of a Reversible Tiles hand

41. Mixed Triple Sequence

Incompatibilities

  • 70. Mixed Double Sequence

Description

The winning hand contains three identically ranked Sequences in all three suits.

Example of a Mixed Triple Sequence hand. The grey sets represent generic sets that can be anything. The circle pair represents a genetic pair.

42. Mixed Shifted Triplets

Description

Three consecutive Triplets and/or Quads in all three suits.

Example of a Mixed Shifted Triplets hand. The grey sets represent generic sets that can be anything. The circle pair represents a genetic pair.

43. Chicken Hand

Incompatibilities

  • All, except 81. Flower Tiles

Description

A hand otherwise worth 0 points, not including Flower tiles

Example of a Chicken Hand

44. Last Tile Draw

Incompatibilities

  • 80. Self-Drawn

Description

Winning on the Seabed Tile โ€” the last tile in the Wall.


45. Last Tile Claim

Description

Winning on the tile discarded after the Seabed Tile has been drawn.


46. Out with the Replacement Tile

Incompatibilities

  • 80. Self-Drawn

Description

Winning on the Replacement Tile drawn from a Quad or Bonus Tile.


47. Robbing the Quad

Incompatibilities

  • 58. Last Tile
  • 80. Self-Drawn

Description

A player may declare Mahjong and win off of a tile that another player attempts to use to upgrade a melded Triplet into a Quad.


48. Two Concealed Quads

Incompatibilities

  • 66. Two Concealed Triplets
  • 67. Concealed Quad

Description

The winning hand contains two concealed Quads.


6-Point Patterns


49. All Triplets

Description

The winning hand consists of four sets of Triplets and/or Quads.

Example of an All Triplets hand.

50. Half Flush

Description

The winning hand contains only Honor Tiles and tiles from a single suit.

Example of a Half Flush hand

51. Mixed Shifted Sequences

Description

Three chows in all three suits shifted up 1 from the last

Example of a Mixed Shifted Sequences hand. The grey sets represent generic sets that can be anything. The circle pair represents a genetic pair.

52. All Types

Description

The winning hand contains sets and a pair of each suit, a dragon, and a wind

Example of an All Types hand.

53. Melded Hand

Incompatibilities

  • 79. Single Wait

Description

Every set and the pair must be completed with other players’ discards


54. Two Dragon Triplets

Incompatibilities

  • 59. Dragon Triplet

Description

Two Triplets and/or Quads of Dragons

Example of a Two Dragon Triplets hand. The grey sets represent generic sets that can be anything. The circle pair represents a genetic pair.

4-Point Patterns

55. Outside Hand

Description

Each set and the Pair in the winning hand contain at minimum one Terminal or Honor Tile.

Example of an Outside Hand.

56. Fully Concealed Hand

Incompatibilities

  • 62. Concealed Hand
  • 80. Self-Drawn

Description

The winning hand contains no sets completed through claiming the discards of other players. All sets in the winning hand were completing by drawing them from The Wall. The winning tile may not be claimed from another player.


57. Two Melded Quads

Incompatibilities

  • 74. Melded Quad

Description

The winning hand contains two melded Quads.


58. Last Tile

Description

Winning off a tile that is clear to everyone is the last of its kind based on visibile discards and melds.


2-Point Patterns


59. Dragon Triplet

Description

The winning hand contains a Triplet or Quad of a Dragon.

Example of a Dragon Triplet hand. The grey sets represent generic sets that can be anything. The circle pair represents a genetic pair.

60. Table Wind

Incompatibilities

  • 73. Terminal/Honor Triplet

Description

The winning hand contains a Triplet or Quad of the Table Wind.

Example of a Table Wind hand, assuming the Table Wind is East. The grey sets represent generic sets that can be anything. The circle pair represents a genetic pair.

61. Seat Wind

Incompatibilities

  • 73. Terminal/Honor Triplet

Description

The winning hand contains a Triplet or Quad of the winning player’s Seat Wind.

Example of a Seat Wind hand, assuming the player’s seat is South. The grey sets represent generic sets that can be anything. The circle pair represents a genetic pair.

62. Concealed Hand

Description

The winning hand contains no sets completed through claiming the discards of other players. All sets in the winning hand were completing by drawing them from The Wall. The winning tile may be claimed from another player.


63. All Sequences

Incompatibilities

  • 76. No Honors

Description

The winning hand consists of four sets of Sequences and a pair of non-Honor tiles.

Example of an All Sequences hand

64. Tile Hog

Description

Using all four tiles of a single suit without using them as a Quad.

An example of a winning hand with multiple instances of Tile Hog

65. Double Triplet

Description

Two Triplets and/or Quads of the same number.


66. Two Concealed Triplets

Description

The winning hand contains two concealed Triplets and/or Quads. A Triplet or Quad completed by claiming a discard to complete the winning hand is not considered concealed for the purposes of this scoring pattern.


67. Concealed Quad

Description

The winning hand contains a concealed Quad.


68. All Simples

Incompatibilities

  • 76. No Honors

Description

The winning hand contains no Honor or Terminal tiles. It consists of sets only made of suited Tiles ranked 2-8.

Example of an All Simples hand

1-Point Patterns


69. Pure Double Sequence

Description

The winning hand contains two identical Sequences in the same suit.

Example of a Pure Double Sequence hand. The grey sets represent generic sets that can be anything. The circle pair represents a genetic pair.

70. Mixed Double Sequence

Description

The winning hand contains two identical Sequences in different suits.

Example of a Mixed Double Sequence hand. The grey sets represent generic sets that can be anything. The circle pair represents a genetic pair.

71. Short Straight

Description

Two consecutive Sequences in the same suit.

Example of a Short Straight hand. The grey sets represent generic sets that can be anything. The circle pair represents a genetic pair.

72. Two Terminal Sequences

Description

Two Sequences of 1, 2, 3 and 7, 8, 9 in the same suit.

Example of a Two Terminal Sequences hand. The grey sets represent generic sets that can be anything. The circle pair represents a genetic pair.

73. Terminal/Honor Triplet

Description

A Triplet of ones, nines, or Winds.

An example of a Terminal Triplet. The grey sets represent generic sets that can be anything.

74. Melded Quad

Description

The winning hand contains a melded Quad.


75. One Voided Suit

Description

The winning hand contains only two suits and Honor tiles.


Example od a One Voided Suit hand

76. No Honors

Description

The winning hand contains no Dragons and/or Winds.

Example of a No Honors hand

77. Edge Wait

Description

Final tile to win is a 3 to complete a 1, 2, 3 Sequence or a 7 for a 7, 8, 9 Sequence.

Example of an Edge Wait. The dotted empty tile represents the final tile needed to complete the winning hand.

78. Closed Wait

Description

Final tile to win is the middle tile in a Sequence e.g. 5 in 4, 5, 6.

Example of a Closed Wait. The dotted empty tile represents the final tile needed to complete the winning hand.

79. Single Wait

Description

The final tile to win is the one that completes the pair.

Example of a Single Wait. The dotted empty tile represents the final tile needed to complete the winning hand.

80. Self-Drawn

Description

The winning tile is one drawn from the wall


81. Flower Tiles

Description

One bonus point for each declared Flower. Flowers do not count toward the point minimum for a valid Mahjong.


Complete Official Rules

This has been a summary of the official rules of MCR. The rules on this website are sufficiently complete to understand MCR and competently run a casual game of the variant. However, for the curious player interested in the details of the variant or the tournament organizer, the official rulebook is available for download in this section.