Standard Taiwanese

Classic 16-tile Taiwanese Mahjong as documented by authoritative sources. Winning hand = 5 sets + 1 pair (17 tiles). Dealer (East) starts with 17 tiles and discards one.

Standard uses tai (台) units, not points. Each scoring pattern awards tai; final payment = base + (perTai × totalTai) with a dealer multiplier on top.

Want exact values? Open any game in the lobby, pick the Standard Taiwanese scoring sheet, and browse the Pattern Editor — every pattern is listed with its tai value, searchable and editable.

Tai vs Points

  • Standard — patterns award tai (台). Typical winning hand is 1–8 tai.
  • House / Advanced — patterns award points (pts) and a base is always added. Typical winning hand is 20–150+ pts.

Units are not interchangeable. A 3-tai Standard win is not the same as a 30-point House win.

Core Standard Patterns

PatternTai
Self-Pick (自摸)1
Concealed Hand (門清)1
Concealed Self-Pick (門清自摸)3
All Pong Hand (碰碰胡)4
All Sheung Hand (平胡)2
Semi Pure (混一色)4
Pure Suit (清一色)8
All Honors (字一色)16
Dragon Pong / Seat / Round Wind1 each
Little Dragons (小三元)4
Big Dragons (大三元)8
Little Four Winds (小四喜)8
Big Four Winds (大四喜)16
3 Concealed Pongs (三暗刻)2
4 Concealed Pongs (四暗刻)5
5 Concealed Pongs (五暗刻)8
Heavenly Hand (天胡)24
Earthly Hand (地胡)16
Nico Nico (七對半)30 tai (special)
Standard Taiwanese does not use 13/16 Orphans — those are house-rules additions. A hand needs 5 sets + 1 pair to win.

Key Differences from House / Advanced

  • No points base — payment is tai-only. House adds 5 pts base to every win.
  • No Orphans hands — must win with 5 sets + 1 pair.
  • No Jade / Ruby / Diamond hands — those are special-hand additions.
  • No chasing-tile penalties, no draw pot, no immediate flower-set payments during play.
  • No chicken hand bonus — a 0-tai win pays the minimum with no top-up.
  • Consecutive-dealer bonus uses 2n+1 formula, not the dice-on-wall 3/5/7/9/11/13 schedule.
  • Passing rule (過水) and dead-hand rule (相公) are enforced.

House Rules

Community house rules variant of 16-tile Taiwanese Mahjong. Uses points with a 5-point base always added to every win. Winning hand = 5 sets + 1 pair (17 tiles).

Start scoring from the outside in: declared/exposed tiles first, then connections to concealed sets, then everything else. Use the scoring checklist below to avoid missing points.

Use this tab as the in-play reference. It matches the printed community handbook.

Scoring Checklist

Scoring ItemPts
Base (Mahjong / Winning)Always added at the end. Applies to all Special Hands too.5
No Flower tiles1
No Wind / Dragon tiles (Honours)1
No Flower, Wind and Dragon tiles5
Self-Pick from the Wall5
Self-Pick from the Flower Wall10
Concealed Hand — Win from a Discard10
Concealed Hand — Self-Pick15
Fully Exposed Hand — Win from a Discard15
Fully Exposed Hand — Self-Pick
Seabed HandWinning tile is the LAST tile picked from the wall20
Win by 7 Tiles7 or fewer tiles in the Sea when winning50
Earthly HandNon-dealer wins on dealer's first discard90
Heavenly HandDealer dealt a complete winning hand100
Dealer wins / gives the winning tile×1

Flower Tiles

Red = Seasons (1–4)Blue = Blossoms (1–4)

RulePts
Flower — 1 pt per flower tile1
Flower of Player's Seat1
Mixed Bouquet — mixed red & blue 1–4All players pay 5 pts immediately
5
Pure Bouquet / Full Set — a full set of red OR blue 1–4All players pay 10 pts immediately
10
7 Flowers — Instant Self-Draw WinMust replace from flower wall to have 17 tiles before declaring. Paid immediately.20
Forgetting to replace from the flower wall before declaring = False Mahjong. Pay 25 pts to each player and forfeit the round.

Winds

CombinationPts
1 Pong of Winds1
1 Pong of Winds (Player's seat)1
1 Pong of Winds (Round wind)1
Little 3 Winds (2 pongs + 1 pair of winds)15
Big 3 Winds (3 pongs of winds)30
Little 4 Winds (3 pongs + 1 pair of winds)50
Big 4 Winds (4 pongs of winds)60

Dragons

CombinationPts
1 Pong of Dragons2
Little Dragons (2 pongs + 1 pair of dragons)20
Big Dragons (3 pongs of dragons)40

Gongs

1 Open Gong = 1 Concealed Pong. Concealed gongs must be shown at the end of each game; penalty for not showing = 10 pts to each other player.

TypePts
Each Open Gong1
Each Concealed Gong Player immediately collects 5 pts from each other player5
Win by Robbing a Gong10
Win by Self-Drawing a Gong (all self-drawn)30

Dragon Run (123 · 456 · 789)

TypePts
Mixed Dragon Run — exposed / partially concealed (all 3 suits)8
Mixed Dragon Run — fully concealed (all 3 suits)10
Pure Dragon Run — exposed / partially concealed (same suit)15
Pure Dragon Run — fully concealed (same suit)20

Sequential Pongs (Neighbours / Uncle Pongs)

Same suit, sequentially-numbered pongs.

CountPts
2 Sequential Pongs — 111, 2225
3 Sequential Pongs — 111, 222, 33315
4 Sequential Pongs — 111, 222, 333, 44430
5 Sequential Pongs — 111, 222, 333, 444, 55560
5 Sequential Pongs + Pair — full hand80

Brother Sheungs (Same Suit)

CountPts
2 Brother Sheungs (123, 123 same suit)5
3 Brother Sheungs (123, 123, 123 same suit)15
4 Brother Sheungs (123, 123, 123, 123 same suit)30

Sister Sheungs (Different Suits)

CountPts
2 Sister Sheungs (123, 123 different suits)5
3 Sister Sheungs (123, 123, 123 different suits)10
3 Sister Sheungs — all concealed15

Sister Pongs (Different Suits)

CountPts
2 Sister Pongs (111, 111 different suits)5
3 Sister Pongs (111, 111, 111 different suits)15

Concealed Pongs

CountPts
2 Concealed Pongs5
3 Concealed Pongs15
4 Concealed Pongs30
5 Concealed Pongs80
5 Concealed Pongs — No Open Gongs, all self-drawn100

Terminals

RulePts
No Terminal Tiles (no 1s / 9s / honors)5
1 Terminal Pong Set (111 + 999 same suit)5
2 Terminal Pong Sets15
1 Terminal Sheung Set (123 + 789 same suit)5
2 Terminal Sheung Sets — Mixed suits10
2 Terminal Sheung Sets — Pure same suit15
Terminals Only Hand — with Honour tilesEyes can be 1, 9, or Honours20
Terminals Only Hand — no Honour tilesEyes must be 1 or 940

Step-Up

3 sets of sheungs, each stepping up one number. Same suit or mixed suits. Claim one set per hand — no bonus for more than 3.

5 pts

Four in 2 / 3 / 4 Ways

TypePts
Four in 2 ways (same 4 tiles usable 2 ways)5
Four in 3 ways10
Four in 4 ways20

Suit Hands

HandPts
2 Suit Hand — no winds / dragons5
All 5 Suit Hand — winds + dragons + all 3 suits10
All Sheung Hand — 5 sheungs + pair (may include flowers / honors)15
All Pong Hand — 5 pongs + pair25
Semi Pure Hand — one suit + winds / dragons30
Pure Suit Hand — one suit, no honors100
Pure Honor Hand — winds + dragons only5 pongs of winds/dragons + pair140

Good Eyes & Waiting

RulePts
Good Eyes — pair of 2s, 5s, or 8s (any suit)2
Calling by Pairs — waiting on pair completion2
True Single Wait — only 1 possible winning tile2
False Single Wait — waiting on 1 tile but multiple choices2

Winning Tile Bonuses

RulePts
Dealer wins OR gives the Mahjong tile×1
Win by Self-Draw5
Win by fully Concealed Hand (except flowers)10
Win by Self-Draw + fully Concealed15
Win by Self-Draw from the Flower Wall10
Win by fully Exposed Hand (only eyes concealed)15
Seabed Tile — last tile from wall (not from discard)20
Win by 7 Tiles — 7 or fewer tiles in the Sea50
Heavenly Tile — dealer dealt a winning hand100
Earthly Tile — win on dealer's first discard90

Special Hands — Orphans

13 Orphans Hand

Fully concealed hand: 1 & 9 of all 3 suits + 1 of each wind and dragon + any pong or sheung + 1 extra honour for the pair. All tiles self-drawn except the winning tile.

80 pts

16 Orphans Hand

Fully concealed: 3 sheungs/sequences, one per suit, where each sheung is made of 3 tiles at least 2 numbers apart (non-consecutive). Plus 1 of each wind and dragon + 1 extra orphan tile for the pair. Winning tile can be any orphan.

Examples of valid non-consecutive sheungs: 1·4·9 • 2·5·8 • 3·6·9 • 1·5·9 • 1·3·5 • 1·3·9

Not valid: 1·2·3 (that's a regular chow, tiles consecutive).

60 pts

Special Hands — Nico Nico

Fully concealed hand of 7 pairs + 1 pong (8.5 pairs, 17 tiles). All tiles must be drawn except the Mahjong tile (discard or self-draw). The 17th tile can attach to any single to make a pair, or to any pair to make the pong.

Calculate as any other winning hand, then add 40 points for Nico Nico.

For "Good Eyes" in Nico Nico, the winning Mahjong tile itself must be a 2, 5, or 8 — not just holding pairs of those values.
VariationPts
Nico Nico Hand40
Nico Nico + 1 Gong (1 pair as concealed gong)+10
Nico Nico + 2 Gongs (2 pairs as concealed gongs)+25

Special Hands — Jade / Ruby / Diamond

HandPts
Jade Hand — Green Dragons + Bamboo tiles ONLYMay include sheungs and pongs, exposed or concealed. Does not have to be self-drawn.20
Ruby Hand — Red Dragons + Character tiles ONLY20
Diamond Hand — White Dragons + Circle tiles ONLY20

Chicken Hand

When a Mahjong hand adds up to only 1 point before the base. Total awarded to the winner = 20 + 5 (base) pts.

20 pts

Additional Notes

Multiple Mahjong Winners

1–3 players may declare Mahjong on the same discarded tile. Score in order starting with the player to the right of the discarder. Only applies to discarded tiles, not self-drawn.

False Mahjong

Penalty: 25 pts to each player. Round is null and void. Dealer keeps their East seat as if it didn't happen.

No Mahjong — Draw

If no one wins, each player places 5 pts on the table, forming a 20-pt pool for the next self-draw winner. Dealer moves to the next seat.

Incorrect Number of Tiles

Must continue playing. Cannot declare Mahjong, cannot collect flower or gong points. Pick up and discard normally; try not to give the winning tile to anyone.

Chasing Tiles

If all 4 of the same tile are placed down in the same round, the player who placed the first pays each other player:

  • Honour tile = 5 pts to each player
  • Suit tile = 10 pts to each player

You can chase dragon & wind tiles except the West Wind. Suit tiles are also chase-able.

Dice on the Wall — Consecutive Dealer Wins

After winning as Dealer, place a die on the flower wall showing the consecutive win count. Bonus added to subsequent winning scores:

DieBonus
13
25
37
49
511
613

If Dealer gives the winning tile to another player, they must pay the same bonus. If Dealer forgets to place the die before the first discard, they forfeit the bonus but still pay it if they give the winning tile away.

Cheat Sheet

Character Tiles (萬) — Numbers 1 to 9

Dots / Circles Tiles (筒) — Numbers 1 to 9

Recognised by counting the number of dots/circles

Bamboo Tiles (竹) — Numbers 1 to 9

Recognised by counting the number of sticks

Wind Tiles

East (東) • South (南) • West (西) • North (北) — Keep together on the right side

Honour / Cardinal Tiles (Dragons)

Red Dragon (中) • Green Dragon (發) • White Dragon (白)

Flower Tiles

Red = Seasons (1-4) • Blue = Blossoms (1-4)

Key Combinations

Pong (3 of a kind)
Gong (4 of a kind)
Sheung (sequence of 3, same suit)
Dragon Run (1-9 in 3 Sheungs)
Fun Fact: There are 144 tiles in a traditional Mahjong set.

Aim of the Game

The aim of Taiwanese Mahjong is to be the first player to complete a winning hand of 17 tiles by forming valid combinations of 5 sets of 3 tiles and 1 Pair / Eyes.

Each player begins with 16 tiles (East/Dealer gets 17) and draws one tile per turn to build their hand. A winning hand typically consists of 5 sets (Pongs, Gongs or Sheungs) and 1 Pair / Eyes.

The winner earns points based on the value and type of combinations in their hand.

Players can win either by drawing the final tile themselves (Self-Pick) or by claiming a tile discarded by another player.

Order of Priority

Mahjong > Gong > Pong > Sheung

  • Pong or Gong takes priority over Sheung
  • Mahjong takes priority over everything

Throwing a Triple Dice

RulePoints
Dealer throws three of the same dice (e.g. 3-3-3) when breaking the wall — other players pay the Dealer immediately. Only applies to 3x5 and below.5
Dealer throws 3x6-6-6 when breaking the wall — other players pay the Dealer immediately. Only applies to 1 & 6.10
The above rules don't apply when declaring the East Seat. They are only applicable when the game starts.

Scoring Checklist

Top Tip: Be methodical so no points are missed! Always add Mahjong/Winning points first before calculating all other points.
Scoring ItemPts
Mahjong / WinningAlways add this first. Applies to all Special Hands (Nico Nico, Orphans, etc.)5
Closing / CallingSee detailed explanation in Supplementary Notes5
Winning Tile PlacementAlways place your Mahjong tile HORIZONTALLY across the top of your set to ensure it is clearly visible
East Seat / DealerApplies if East Seat wins OR if the Mahjong tile is discarded by the dealerx1
Self Pick from the Wall5
Self Pick from the Flower WallWinning tile is picked from the Flower Wall10
Concealed Hand — Win from a Discard TileNO tiles exposed, except Flowers and exposed Gongs5
Concealed Hand — Self PickAll Concealed (No Closed/Calling allowed)10
Fully Exposed Hand — Win from DiscardNo Closing Allowed. ONLY 1 tile concealed (Last Man Standing) to complete Pair/Eyes5
Fully Exposed Hand — Self PickNo Closing Allowed. ONLY 1 tile concealed (Last Man Standing) to complete Pair/Eyes10
Seabed HandWinning tile is the LAST tile picked from the Wall50
Earthly HandWinning tile is the FIRST tile discarded by the East Seat / Dealer20
Heavenly HandEast Seat / Dealer is dealt a complete winning hand100

Flower Tiles

Blue = BlossomsRed = Seasons

RulePts
Flower — 1 point for each Flower tile1
Flower of Player's Seatx1
Mixed Bouquet — A mixed set of Red and Blue Flower tiles, 1 to 4All players pay 5 pts immediately
5
Pure Bouquet / Full Set of Flowers — A full set of Red OR Blue Flower tiles, 1 to 4All players pay 10 pts immediately. A player can collect points for both a Mixed and a Pure Garden.
10
7 Flowers — Instant Self Draw WinWhen a player draws 7 Flower tiles they instantly win the game. Player must replace tile for 7th Flower from the Flower Wall before declaring. Points paid immediately by all other players.20
8 Flowers — Instant Self Draw WinWhen a player draws all 8 Flower tiles they instantly win. Must replace tiles from Flower Wall ensuring 17 tiles in hand. Points paid immediately by all other players.40
Important: If a player forgets to replace the tile from the Flower Wall and declares Mahjong, it is considered a FALSE Mahjong because you can only Mahjong with 17 tiles in your hand. The player forfeits the game and pays each player 25 pts.

Miscellaneous

RulePts
NO Flower tiles5
NO Wind and Dragon tiles (Honours / Cardinals)5
NO Flower, Wind and Dragon tiles10
NO Flower, Wind and Dragon tiles in an ALL Sheung Hand Includes the 5 pts above15

Waiting Tiles

Calling by Pairs

Player has 2 pairs and is waiting to make a Pong with either pair. They need 1 of the 2 tiles to Mahjong.

True Single Wait

Player is waiting for only 1 tile to Mahjong and no other tile can replace the winning tile. This is a "True Single Wait".

Good Eyes

A pair (Eyes) made of ONLY 8s, 5s, or 2s of any suit earns bonus points.

Suit Hands

Hand TypePts
2 Suits Hand — TWO Suit Tiles with Flowers, NO Winds & NO DragonsMix of Pongs and Sheungs allowed5
2 Suits Hand (No Flowers) — TWO Suit Tiles only. NO Flowers, NO Winds & NO DragonsAwarded only once. Do not duplicate. Includes points for No Flowers/Winds/Dragons.10
Semi Pure Hand — ONE Suit only (Bamboo, Character, or Circle) with Winds and/or DragonsMix of Pongs and Sheungs allowed
30
Pure Suit Hand — ONE Suit Only, No Honour tiles. NO Winds & NO DragonsMix of Pongs and Sheungs allowed
90
ALL 5 Suits Hand — Winds, Dragons, Bamboos, Circles and Characters

Sheung Hands

Hand TypePts
ALL Sheung Hand — 5 sets of Sheungs + 1 Pair with Flowers and/or Winds and Dragons5
ALL Sheung Hand with NO Flowers, NO Honours5 sets of Sheungs + 1 Pair. NO Flowers, NO Winds, NO Dragons. Awarded only once. Includes 5 pts for No Flowers, Winds and Dragons.15

Set-Up Sheung

Hand TypePts
Step-Up — 3 sets of Sheungs, each stepping 1 number upCan be any 3 Suits. Only claim one set per hand. NO additional points for 4 sets.
5
All Step-Up Hand — 5 sets of Sheungs that ALL "Step-up" in sequential orderCan be a mix of suits. Can be exposed/concealed.
20
All Step-Up Hand — Same Suit90

Dragon Run

A complete run from 1–9 consisting of 3 Sheungs: 123, 456 & 789. A player can claim points for both a Mixed Dragon and a Pure Dragon.

TypePts
Mixed Dragon Run — Exposed / Partially Concealed, ALL 3 Suits Compulsory
5
Mixed Dragon Run / Sequence — Concealed, ALL 3 Suits Compulsory10
Pure Dragon Run — Exposed / Partially Concealed, Same Suit
15
Pure Dragon Run / Sequence — Concealed, Same Suit20
If the Mahjong tile is a discarded tile that completes your Dragon Sequence, it is not considered Concealed (awarded as "Partially Concealed"). If drawn from the Wall, it is completely Concealed.
Fun Fact: Flower tiles aren't just decoration — they earn bonus points and are considered lucky charms.

Brother Sheungs

Set of Same Numbered Sheungs in the Same Suit

CombinationPts
2 Sets of Brother Sheungs e.g. 678 + 678 Same Suit
5
3 Sets of Brother Sheungs e.g. 456 + 456 + 456 Same Suit15
4 Sets of Brother Sheungs e.g. 123 + 123 + 123 + 123 Same Suit30

Sister Sheungs

Set of Same Numbered Sheungs in Different Suits

CombinationPts
2 Sets of Sister Sheungs e.g. 345 + 345 Different Suits
5
3 Sets of Sister Sheungs Different Suits15
4 Sets of Sister Sheungs Different Suits30
5 Sets of Sister Sheungs50

Pong Hands

Hand TypePts
ALL Pong Hand — 5 sets of all Pongs only + 1 Pair
25

Concealed Pongs

CountPts
2 Concealed Pongs5
3 Concealed Pongs15
4 Concealed Pongs30
5 Concealed Pongs80
5 Concealed Pongs (Self Draw / No Gong)100
Fun Fact: The pair in Mahjong is also called "the eyes of the hand".

Sister Pongs

Set of Same Numbered Pongs in Different Suits

CombinationPts
2 Sets of Sister Pongs e.g. 999 + 999 Different Suits
5
3 Sets of Sister Pongs e.g. 333 + 333 + 333 Different Suits15

Uncle Pongs (Sequential Pongs)

Neighbours — Sequential Pongs in the Same Suit

CountPts
2 Sequential Pong Sets e.g. 222, 333 Same Suit
5
3 Sequential Pong Sets e.g. 111, 222, 333 Same Suit15
4 Sequential Pong Sets e.g. 111, 222, 333, 444 Same Suit30
5 Sequential Pong Sets e.g. 111, 222, 333, 444, 555 Same Suit60
5 Sequential Pongs + Pair in Sequential Order e.g. 111, 222, 333, 444, 555, 66 Same Suit80

Wind

CombinationPts
1 Pong of Wind1
1 Pong of Wind corresponding to the Player's seatx1
1 Pong of Wind of the Roundx1
Little Three Winds = 2 Pongs of Winds + 1 Pair of Winds
15
Big Three Winds = 3 Pongs of Winds30
Little Four Winds = 3 Pongs of Winds + 1 Pair of Winds
60
Big Four Winds = 4 Pongs of Winds80

Dragon

CombinationPts
1 Pong of Dragon2
Little Dragons = 2 Pongs of Dragons + 1 Pair of Dragon
20
Big Dragons = 3 Pongs of Dragons
40

Gong

Four of the Same Tiles — 1 OPEN Gong = 1 CONCEALED PONG. All Gongs count as Concealed Pongs.

Open Gong (for each Open Gong)

If your ONLY exposed tiles happen to be a Pong set and you Self-draw the 4th tile to complete it, the exposed Pong becomes a fully concealed one.

Concealed Gong (for each Concealed Gong)

A concealed Gong is not shown to the other players. A Player must show any "Concealed" Gongs at the end of the current game.

The penalty for not showing a Concealed Gong is 10 pts paid to each of the other players. The penalty is voided if another player has declared the 4th tile as Mahjong.

Win by "Robbing a Gong"

A player draws a tile from the Wall and adds it to an existing exposed Pong to make a Gong. In the same round, another player can claim this Gong tile for Mahjong; the player who exposed the Gong pays an additional 10 pts. 10

Win by Self Drawing a Gong

A player makes a Gong, draws from the Flower Wall to make another Gong, draws again and Mahjongs. 30

Gong / Four in Ways

CombinationPts
Gong / Four in 2 Ways — Using the same 4 tiles in 2 ways (1 Sheung + 1 Pong)
5
Gong / Four in 3 Ways — 2 Sheungs + 1 Pair
15
Gong / Four in 4 Ways — 4 Sheungs20

Terminals

Tiles numbered 1 or 9 in any suit

RulePts
NO Terminal Tiles + NO 1s and 9s with Honour Pong / Pair5
NO Terminal Tiles + NO 1s and 9s and NO Honours / Cardinals
Terminals Only Hand WITH Honour tilesNO 4s, 5s, and 6s allowed. Terminal Pongs, Sheungs, Honour Pongs. Eyes can be 1, 9, or Honours.20
Terminals Only Hand with NO Honour tilesNO 4s, 5s, 6s. NO Winds, NO Dragons. Pair/Eyes must be either 1 or 9.40
Fun Fact: The Red Dragon tile is also called the "Centre" tile in Chinese.

Terminal Sets

CombinationPts
1 Terminal Pong Set 111 + 999 Same Suit
5
2 Terminal Pong Sets 111+999 Same Suit Sets
1 Terminal Sheung Set 123 + 789 Same Suit
5
2 Terminal Pure Sheung Sets (2 Suits)123+789 and 123+789, each top and bottom set must be Same Suit20
2 Terminal Pure Sheung Sets (Same Suit)123+789 + 123+789, ALL same suit20
Fun Fact: Mahjong is officially recognised as a mind sport by the International Mind Sports Association, alongside Chess and Bridge.

Special Hands — Nico Nico

No Closing Allowed

A Special Hand made up of 7 pairs and 1 Pong. Fully concealed. All tiles must be drawn except the Mahjong tile (discard or self-drawn). The 17th tile can be matched to any single tile to make a pair or any pair to make the Pong.

Calculate like any other winning hand, then add 40 points for Nico Nico.

For "Good Eyes" in Nico Nico, the winning Mahjong tile itself must be an 8, 5, or 2 — not just holding pairs of those values.
VariationPts
Nico Nico Hand40
Nico Nico + 1 Gong 2 pairs not declared as a Concealed Gong+10
Nico Nico + 2 Gongs 4 pairs not declared as Concealed Gongs+25

Special Hands — Orphans

13 Orphans Hand

Fully concealed hand: 1 & 9 of ALL Suits, 1 of each Wind and Dragon, a Pong or Sheung, PLUS 1 Honour Tile for the Pair. All tiles self-drawn except the Mahjong tile.

80 pts

16 Orphans Hand

No Closing Allowed. Fully concealed: 3 sheungs/sequences, one per suit, where each sheung is made of 3 tiles at least 2 numbers apart (non-consecutive). Plus 1 of each Wind and Dragon and 1 extra orphan for the Pair. Winning tile can be any orphan.

Valid non-consecutive sheungs: 1·4·9, 2·5·8, 3·6·9, 1·5·9, 1·3·5. A regular chow (1·2·3) is not valid here.

60 pts

Special Hands — Jade / Ruby / Diamond

HandPts
Jade Hand — Pong of Green Dragons + Bamboo suit tiles ONLYMay include exposed/concealed Sheungs and Pongs. Does not have to be self drawn.
20
Ruby Hand — Pong of Red Dragons + Character suit tiles ONLYMay include exposed/concealed Sheungs and Pongs. Does not have to be self drawn.
20
Diamond Hand — Pong of White Dragons + Circle suit tiles ONLYMay include exposed/concealed Sheungs and Pongs. Does not have to be self drawn.
20
Fun Fact: In the 1920s, Mahjong became a craze in the United States.

Additional Rules

Chasing Tiles

If all four identical tiles are discarded in the same round, this is "Chasing a Tile". The player who started the chase pays:

  • Dragon or Wind Tiles = 5 pts to each player
  • Suit Tiles = 10 pts to each player
Never discard all West Wind tiles in the same round — it is considered unlucky.

Closing Your Hand / Calling

Closing (Calling) occurs when a player turns all concealed tiles face down, indicating they are waiting for tile(s) to complete their hand. Worth an additional 5 points.

Once closed:

  • Cannot look at tiles until Mahjong or another player wins
  • Cannot reverse the decision
  • Cannot add to a concealed Pong to make a Gong (must discard)
  • Can still collect Mixed or Pure Flower Bouquet points
Declaring Mahjong on the wrong tile after Closing = False Mahjong. Penalty: 25 points to each player.

When and How to Close / Call:

  1. Draw a tile from the Wall or Seabed
  2. Before discarding, turn all concealed tiles face down

A player may only Close / Call when it is their turn — not before or after.

Missing a Discarded Tile

A player may claim a discarded tile even if another player has drawn from the Wall — provided they haven't crossed it over the ruler or inserted it into their hand.

If missed, the player cannot claim the same tile if discarded again in the same round.

A "round" = every player has discarded once and it's your turn again. Different from a Wind Round.

Multiple Mahjong Winners

1-3 players may declare Mahjong from the same discard. All are winners; each paid by the discarder. Score in order starting with the player to the right of the discarder.

This rule applies only to discarded tiles, not self-drawn tiles.

No Mahjong = Draw

If no one wins: each player places 5 points under the wind marker, forming a 20-point pool for the next Self-Draw winner. East Seat moves to the next seat.

If the next Self-Draw winner forgets to claim the 20 points before the new Dealer rolls dice, the points carry over.

False Mahjong

Penalty: 25 points to each player. The round is null and void. Dealer keeps their East Seat.

Incorrect Number of Tiles

Must continue playing. Cannot: Declare Mahjong, collect Flower money, or collect Pong/Gong points. Must still pay owed points and continue drawing/discarding.

This is NOT considered a False Mahjong.

Dice on the Wall — Dealer Consecutive Wins

After winning as Dealer, place a die on the Flower Wall showing consecutive win count. Bonus points:

DieBonus
1 on wall3
2 on wall5
3 on wall7
4 on wall9
5 on wall11
6 on wall13
If Dealer gives the winning tile to another player, they must pay the same bonus points. If Dealer forgets to place die before first discard, they forfeit the bonus but must still pay if they give the winning tile.

Supplementary Notes

Deciding the East Seat / Dealer

Determine the East Seat:

  1. Take out 1 Wind tile each of East, South, West & North to form a wind stack
  2. Last person to join the table rolls all three dice
  3. Add up the total — that seat number becomes East Seat
  4. Place the East ruler on that seat

Draw from Wind Stack:

  1. East Seat player rolls all three dice again
  2. Total determines which seat starts drawing
  3. Each player draws one tile in anti-clockwise order

Assign Seats:

Players sit according to their Wind tile: East, South, West, North. East Wind player sits where the ruler is.

Seating for throwing a triple Dice (3-3-3) does NOT apply here!

Mahjong Terminology

Cheng"Complete/finished" in Taiwanese. Used to indicate Flower tile replacements are done.
Honour / CardinalCollective term for Wind and Dragon tiles.
Pong3 identical tiles. Can be claimed from any player's discard.
SheungSequence of 3 tiles, same suit. Can only be claimed from the player to your left.
Pair / EyesMatching pair required to complete a hand. Also called the "Eyes".
Self-PickDrawing the final tile from the wall. Winner receives points from all 3 players.
Seabed WinWinning with the last discarded tile. Points only from the discarder.

Basic Etiquette for Mahjong

Punctuality and Respect

  • Be on time. Arriving late keeps everyone waiting.
  • Focus on the game. Keep mobile phones aside.

Shuffling ("Twittering") & Building the Wall

  • Everyone participates enthusiastically in mixing tiles
  • Push your section toward the center so all four walls connect neatly

Breaking the Wall and Dealing

  1. East Seat rolls dice to determine which wall is broken
  2. Player in front of that wall breaks it to create the Start and Flower Wall
  3. Drawing: Dealer (East) takes first 4 tiles, then South, West, North
  4. Continue until all have 16 tiles, then East takes their 17th

Dealer Responsibilities

  • Take 17th tile, expose Flowers immediately, replace from Flower Wall
  • Call out "Cheng" to signal next player
  • Flower replacement order: East, South, West, North

Discarding and Claiming

  • Discarded tiles go randomly in the center (Seabed), not in rows
  • Always draw before you discard
  • Place tiles gently — avoid aggressive discarding
  • Pay attention; repeatedly asking "What was discarded?" is impolite
  • The right to claim depends on speed — "Window of Opportunity"

Exposed and Winning Tiles

  • Never place a claimed tile directly into your hand
  • Place it in front, bring forward matching tiles, and display together
  • When declaring Mahjong, place winning tile horizontally over your set
  • Keep concealed and exposed sets clearly separated for scoring
Placing the winning tile into your hand forfeits "True Single Wait" or "Calling by Pairs" points.

Flow of Luck

  • Cannot claim a tile you previously passed on in the same round
  • If you miss your winning tile, wait until next round
  • Leave the table only between hands, not during play
  • When Dealer is on a winning streak, it's impolite to leave

Courtesy and Conduct

Be kind and patient with beginners. Encouraging them helps grow the community.

Remember: Mahjong reveals true character. Play with grace, win with humility and lose with charm.

Fun Fact: Mahjong improves memory, attention, and cognitive sharpness.
Fun Fact: The word Mahjong means "sparrow" in Chinese, inspired by the sound of tiles clacking.
Fun Fact: Mahjong is believed to have originated in China during the Qing Dynasty in the 17th Century.
Fun Fact: It's tradition to play Mahjong on Chinese New Year for good fortune and wealth!

Taiwanese Mahjong • Complete Rule Book

Rules are tweaked occasionally.