The objective of the Hong Kong
Mahjong game is to put together a complete set (or
"hand"), which contains four sets of threes (either three of a
kind of the same suit (or "pung") or a sequence of the same suit
(or "chow") and a pair, for total of 14 pieces. Each player
starts with 13 tiles. With each turn, a player picks up a 14th
tile, and then discards one tile face up in the center of the
table. At this point, other players can choose to pass, take the
tile to complete a set (pung, chow or kong - we'll describe this
later) or to declare a win ("mahjong"). The
first player who completes the set of 14 tiles wins the hand.
Let's look at each step of the game in more details.
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1. Determining
the Seats
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a. |
First, the four players are
assigned temporary seats arbitrarily. |
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b. |
Each player throws two dice. The
player with the highest number becomes "temporary East",
and the other three seats, in counterclockwise order,
temporary South, West and North. See the example below:
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Note that the players are assigned
temporary winds in counterclockwise order. (Note the
difference to the compass winds).
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c. |
Next, the player who is assigned
as "temporary East" mixes four wind tiles, one of each
wind, face down on the table and arranges them in a row.
At one end of the row, an even-numbered suit tile is
placed face up, and at the other end, an odd numbered
suit tile. See the example below:
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d. |
Temporary East then throws two
dice and counts counterclockwise, starting with himself.
The player indicated then picks up the wind tile at the
odd end of the row, if the number thrown was an odd
number, or even end of the row, if the number was an
even number. The other three players, in
counterclockwise order, pick up a tile from the same
end. Each player then assumes the seat indicated by the
tile, which was drawn. Here is an example:
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e. |
The player thus indicated (B)
picks up the wind tile at the end of the row, since the
number last thrown was an even number (four). In this
case, B is East.
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f. |
The other three players, in
counterclockwise order, pick a tile from the same end
the first wind tile was picked. In this case, C is
North, D is West, and A is South.
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g. |
This is then becoming the initial
position. Note that the winds follow each other in
counterclockwise direction in order East, South, West
and North (the order in which winds are customarily
listed in Chinese) so they do not follow compass
directions.
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a. |
The 144
pieces, including flowers & seasons (or 136 without flowers &
seasons) are mixed and then placed faced down on the table. Each
player then selects 36 tiles (or 34 without flowers & seasons)
and arranges them face down in a row of 18 pieces (or 17 pieces
without flowers & seasons) and 2 tiles high. Then, these rows
are pushed forward to form a hollow square in the middle of the
table. Below is an example of an unbroken wall: |

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| b. |
To determine
which side of the wall to be the starting point, East throws the
three dice and counts counterclockwise round the walls,
beginning with himself as one (accordingly, numbers 5, 9, 13,
and 17 indicate East, numbers 2, 6, 10, 14, 18 indicates South,
numbers 3, 7, 11, 15 indicates West and numbers 4, 8, 12 and 16
indicates North).
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| c. |
The player
indicated then counts off along the tiles of his side of the
wall, starting from the right end. Then, this player makes a
break in the wall by pushing slightly the tiles to the left of
the breaking point. The seven stacks of tiles to the right of
the breaking point are known as Dead Wall (or Kong box); the
remaining tiles, starting from the tiles to the left of the
breaking point, constitute the Live Wall. The 14 tiles of the
Dead Wall are reserved as replacement tiles for Kongs (and
Flowers and Seasons, if they are used). The Dead Wall is
replenishing so the used supplement tiles are replaced by
reserving new tiles from the tail end of the live Wall (however,
the supplement tiles are always taken from the left end of the
Dead Wall).
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| d. |
East starts
the deal by taking the first two stacks of the tiles (i.e., four
tiles) from the left of the break, then each of the other three
players pick two stacks of tiles in order South, West and North.
This is repeated twice so that each player has 12 tiles. East
then draws the next stack of two tiles, and South, East and
North in turn take one tile each. Thus the dealer has 14 tiles
and the other three players each 13 tiles.
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The players
take each 2 stacks of tiles (i.e., four tiles at a time) from
the start of the live Wall, in order East, South, West and
North, until each player has 12 tiles. Then East picks one more
stack of two tiles and West, South and North pick one tile each
(see picture).
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Note. A very
common variation is that East picks his 13th and 14th tile as
illustrated in picture above (note that these two tiles are
picked at the same time and South, West and North pick their
final tiles only after this). This is called chan-chan because
of the sound made by the clicking of the two tiles.
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| e. |
If the dealt
hand contains Flowers or Seasons, they are immediately melded
(placed face up above and to the side of the hand) and replaced
with regular tiles taken from the Dead Wall (East replaces first
his extra tiles, then South, West and North). Should a player
draw further bonus tiles during this replacement procedure, he
immediately takes supplement tiles for these, as well. If a
player has a concealed Kong(s) in his hand he may declare it
(them) at the same time he takes supplement tiles for Flowers
and Seasons. |
Drawing tiles
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The game is
now ready and new tiles will be taken from the “Wall” where the
drawing of initial hand ended. The dealer (or East) starts the
game by discarding a tile face up in the center of the table.
South then draws & discards a tile, followed by West and North.
Thus, the draw goes counter-clockwise around the table, unless a
tile is thrown which a player can claim. In that case, the turn
jumps to the respective player’s position. We’ll go into more
details in the Hong Kong Mahjong Game Play
section.
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Game Play
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When a
player discards a tile, any of the other players may pick up the
discarded tile if he has a set, which may be completed by the
discarded tile. However, a drawback of this action is that the
player must now expose the completed set to the others, thus
providing them a glimpse of what kind of hands he is creating. A
player can pick up a discarded tile to complete one of the
following sets:
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1. |
Chow – Chow is a set of 3 tiles of the
same suit in sequence. A player must say “Chow”
when he gets another player’s discarded tile to form the
combination. A chow can only be
performed if the tile was discarded by the player from
the claimer’s left. Here is an example of a Chow:
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2. |
Pung – Pung is a set of 3 identical
tiles. A player must say “Pung” when he
gets another player’s discarded tile to form the
combination. The player then must show the created set
and then discard a tile. The next player (counterclockwise)
will then have the next turn. Here is an example of a
Pung:
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3. |
Kong – Kong is a set of 4 identical
tiles. When a Kong is formed with a
discarded tile, the player must then expose the set. In
addition, the Kong cannot be split once
exposed. However, if a Kong is made from the existing
hand, the player can conceal it from the others. The
advantage of concealing a Kong is that
the player can split the 4 tiles and use one tile to
form a Chow if necessary. Here is an
example of a Kong:
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Whichever the case, the player then draws from the Dead
Wall for a tile and discard as usual.
Note that a player cannot Kong a
discarded tile to convert an exposed Pung
to a Kong.
More details about Kong:
If a player draw from the wall to make a Kong
in his hand, the player should expose the Kong
on the table and draw a tile from the Dead Wall to make
a correct number of hand, and then discard one piece. If
this is the case, two of the Kong
pieces are placed on the table face up and the two end
pieces face down to show that the Kong
still counts as if still held in the hand.
If a player has a pung on the table and draws the 4th
from the wall, the player can place the 4th tile with
the pung to make a Kong.
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4. |
Pair -- An Eye, or a Pair,
are two identical tiles. It cannot be created with
discarded tiles unless to declare a win /
mahjong, and only one set is allowed in a hand.
Here is an example of a Pair:
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How about if two players are claiming a
discarded tile at the same time? Then the Claim Priority is in
effect.
- Win has priority over Pung, Kong,
and Chow.
- Pung & Kong has priority over
Chow.
- If Two Players want to claim the
same tile to win, 1st player to claim the tile who sits to
the right of the thrower wins.
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Flower Tiles
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When a
player gets flower tiles, they should be immediately exposed and
replaced by another tile from the Dead Wall. Nevertheless, in
some variations of the game, when a player has in his possession
all of the flower tiles, he automatically wins the game.
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Waiting to Win
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A player
with one tile short of winning the game is considered to have a
“ready hand”. This is called “waiting” because that player is
basically waiting for certain tiles to complete his hand.
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Winning
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When a
player creates a set of hand or “mahjong”, he
wins the game. A winning hand consists of four sets of
chow, pung, or kong, and a pair.
In Hong Kong Mahjong If East (the Dealer) wins
the game he stays as East. Also, in case of a Dead Hand, the
wind / seating position stays in place. Otherwise, the player to
the right becomes the new dealer (East) as the wind / seating
position rotate counterclockwise.
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Round
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In
Hong Kong Mahjong, There are 4 rounds: East, South,
West and North Round.
Within each round, the winds / seating position will rotate as
follows: East, South, West, North (counterclockwise). The wind /
seat won’t rotate if: East is the winner OR dead hand (nobody
wins) OR wrong mahjong declared. Thus, there
are total of 16 hands minimum in one complete game of
Hong Kong Mahjong.
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Scoring
Here is some basic scoring:
- Complete hand-0 fan
- 4 Chows in a hand - 1
additional fan
- 4 Pungs and/or Kongs in a
hand - 3 additional fan
- 1 or 2 Dragon Pungs or
Kongs - 1 additional fan each
- A pair of Dragon Pung and
another pair of Dragon - 4 additional fan
- Pungs/Kongs of Winds that
matches the round or seat - 1 additional fan
- No Flowers/Season tile - 1
additional fan
- Flowers/Season tile that
matches seat value - 1 additional fan each
- All Flowers/Season of a
particular color - 2 additional fan
- Win by self-drawn - 1
additional fan
Below is the complete scoring
system:
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Set |
Fan |
Notes |
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Scores for
basic sets |
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Pung of Dragons |
1 |
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Kong of Dragons |
1 |
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Pung of player's Own
Wind |
1 |
Implies scoring for
Pung of Winds |
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Kong of player's Own
Wind |
1 |
Implies scoring for
Kong of Winds |
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Pung of the Wind of
the Round |
1 |
Implies scoring for
Pung of Winds |
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Kong of the Wind of
the Round |
1 |
Implies scoring for
Kong of Winds |
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Scores for
Flowers and Seasons |
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Flower of own Wind |
1 |
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Season of own Wind |
1 |
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All Flowers |
2 |
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All Seasons |
2 |
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No Flowers or Seasons |
1 |
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Scores for
patterns based on Pungs and Kongs ( =
triplets) |
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Little Three Dragons |
4 |
(Two Dragon Pungs/Kongs
and a pair of the other Dragon) |
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Scores for
patterns based on the whole hand |
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Chow hand |
1 |
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Pung hand |
3 |
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One suit and Honors |
3 |
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Seven Pairs
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4 |
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One suit only |
6 |
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Scores for
winning |
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Self-drawn last tile |
1 |
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Out on the last tile
of the Wall |
1 |
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Out on the last
discard |
1 |
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Out by robbing a Kong |
1 |
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