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.
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
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.
Scoring Checklist
Flower Tiles
Red = Seasons (1–4) • Blue = Blossoms (1–4)
Winds
Dragons
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.
Dragon Run (123 · 456 · 789)
Sequential Pongs (Neighbours / Uncle Pongs)
Same suit, sequentially-numbered pongs.
Brother Sheungs (Same Suit)
Sister Sheungs (Different Suits)
Sister Pongs (Different Suits)
Concealed Pongs
Terminals
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
Suit Hands
Good Eyes & Waiting
Winning Tile Bonuses
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.
Special Hands — Jade / Ruby / Diamond
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:
| Die | Bonus |
|---|---|
| 1 | 3 |
| 2 | 5 |
| 3 | 7 |
| 4 | 9 |
| 5 | 11 |
| 6 | 13 |
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
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
| Rule | Points |
|---|---|
| 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 |
Scoring Checklist
Flower Tiles
Blue = Blossoms • Red = Seasons
Miscellaneous
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
Sheung Hands
Set-Up Sheung
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.
Brother Sheungs
Set of Same Numbered Sheungs in the Same Suit
Sister Sheungs
Set of Same Numbered Sheungs in Different Suits
Pong Hands
Concealed Pongs
Sister Pongs
Set of Same Numbered Pongs in Different Suits
Uncle Pongs (Sequential Pongs)
Neighbours — Sequential Pongs in the Same Suit
Wind
Dragon
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.
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
Terminals
Tiles numbered 1 or 9 in any suit
Terminal Sets
Special Hands — Nico Nico
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.
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
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
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
When and How to Close / Call:
- Draw a tile from the Wall or Seabed
- 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.
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.
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.
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.
Dice on the Wall — Dealer Consecutive Wins
After winning as Dealer, place a die on the Flower Wall showing consecutive win count. Bonus points:
| Die | Bonus |
|---|---|
| 1 on wall | 3 |
| 2 on wall | 5 |
| 3 on wall | 7 |
| 4 on wall | 9 |
| 5 on wall | 11 |
| 6 on wall | 13 |
Supplementary Notes
Deciding the East Seat / Dealer
Determine the East Seat:
- Take out 1 Wind tile each of East, South, West & North to form a wind stack
- Last person to join the table rolls all three dice
- Add up the total — that seat number becomes East Seat
- Place the East ruler on that seat
Draw from Wind Stack:
- East Seat player rolls all three dice again
- Total determines which seat starts drawing
- 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.
Mahjong Terminology
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
- East Seat rolls dice to determine which wall is broken
- Player in front of that wall breaks it to create the Start and Flower Wall
- Drawing: Dealer (East) takes first 4 tiles, then South, West, North
- 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
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.