How to play
A whole game of Hong Kong Mahjong in the order it happens at the table, from choosing seats to paying out.
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What you need
Mahjong is played by exactly four people around a square table, with room in the middle for discarded tiles.
Four players
Each one plays for themselves. There are no teams.
A 144-tile set
108 suit tiles, 16 winds, 12 dragons and 8 flowers and seasons. See every tile.
Two or three dice
Used to choose where the wall is opened. Many Hong Kong tables use three.
Chips or a score sheet
To settle up after every hand.
The goal
You start with 13 tiles. Draw and discard until your 14 tiles make four sets and a pair. There are three kinds of set:
Chow 上
Three in a row of one suit. Winds and dragons can’t make runs.
Pung 碰
Three identical tiles.
Kong 槓
Four identical tiles. Counts as one set, so you draw an extra tile to make up for it.
Pair, or eyes 眼
Two identical tiles. A normal winning hand has exactly one.
Players and seats
Every player has a seat wind: East, South, West or North. East is the dealer.
- 1Take one of each wind tile, shuffle them face down and let each player draw one.
- 2Whoever draws East picks a seat. South sits on East’s right, West opposite, and North on East’s left.
- 3East deals first. Play always passes to the right, which is counter-clockwise around the table.
Nobody changes seats during the game. When the deal passes on, the seat winds move instead, so a different player becomes East.
Building the wall
- 1Turn all 144 tiles face down and mix them well. Everyone helps.
- 2Each player builds a wall in front of them, 18 tiles long and two tiles high.
- 3Everyone pushes their wall at the same time, diagonally forward and to their left, until each wall’s end nearly touches the side of the next. The ends stick out a few stacks past each corner, and the square usually ends up a little askew.
18 stacks each
Dealing
- 1The dealer rolls the dice and adds them up.
- 2Count around the table counter-clockwise, starting with the dealer as 1. The wall of the player you land on is opened.
- 3Starting from that wall’s right-hand end, count along the same number of stacks and open a gap there.
- 4The dealer takes the next two stacks (4 tiles) on the other side of the gap. Each player in turn takes 4 more, until everyone has 12.
That’s a lot of words for one deal. Don’t worry: you’ll practice all of it just below.
Memory aid: every fourth total lands on the same seat
- 1, 5, 9, 13, 17: you, the roller
- 2, 6, 10, 14, 18: the player on your right
- 3, 7, 11, 15: the player opposite
- 4, 8, 12, 16: the player on your left
Learn the first and third rows and the rest follow.
Example: East, the dealer, rolls 7
East rolls, so East counts as 1: East 1, South 2, West 3, North 4, East 5, South 6, West 7. Open West’s wall, 7 stacks in from West’s right.
East rolled 7
Table manners
When someone is taking tiles from your wall and it’s a long reach for them, push that part of the wall a little closer to them. It’s a small courtesy, and it keeps the game moving.
Practice the deal
A random player rolls three dice. Find whose wall opens, tap the first stack dealt, then say who takes the first two lots of 4 tiles. For the whole deal in one go, from drawing seats to the jump, try Practice.
Total 8
Wing rolls 8. Whose wall is opened?
The dealer’s jump
Once everyone has 12 tiles, the dealer jumps: they take the top tile of the next stack and the top tile of the third stack along, skipping the one in between. South, West and North then take one tile each: the bottom tile of the first stack, then the top and bottom tiles of the skipped one. The dealer now holds 14 tiles and everyone else 13.
Don’t worry about the directions for now. Just know that after the dealer’s jump, everyone else picks up in the same order as the rest of the deal: South, then West, then North.
Practice the jump
You are the dealer and everyone has 12 tiles. Find where the deal stopped and tap the two stacks you take your last tiles from. Watch the corners: the wall carries on round them.
You are East, at the bottom
You
East
12
Mei
South
12
Kit
West
12
Wing
North
12
You rolled 5, so your wall was opened. Everyone has 12 tiles. As dealer, take your last two.
Flowers and seasons
Flowers and seasons are bonus tiles. They are never part of a set.
- As soon as you get one, put it face up in front of you and draw a replacement tile from the end of the wall.
- After the deal, the dealer replaces first, then each player in turn.
- A replacement can be another bonus tile. Keep replacing until you hold none.
- They score when you win: 1 Fan for each one numbered for your seat, 2 Fan for a full set of four, or 1 Fan for having none at all.
Taking a turn
The dealer starts by discarding a tile, since they already hold 14. After that, every turn goes the same way:
- 1Draw one tile from the wall.
- 2If it completes your hand, declare a win. Otherwise discard one tile face up into the middle and say its name (or describe it however you like, as long as everyone knows which tile it is).
- 3Play passes to the player on your right.
Discards
Your turn. You hold 13 tiles.
After you discard you always hold 13 tiles, counting sets you have laid down, plus one extra for each kong.
Claiming a discard
The tile just thrown can be claimed by another player, even out of turn. Call it out straight away, before the next player draws.
Pung 碰
Call “Pung” holding two of the tile. Anyone can claim.
Kong 槓
Call “Kong” holding three of the tile. Anyone can claim. Then draw a replacement.
Chow 上
Call “Chow” to finish a run. Only from the player on your left, just before your turn.
Win 食糊
Call “Sik wu” if the tile completes your hand. Anyone can claim.
A claimed set is laid face up in front of you. It is now exposed and can’t be changed. After a pung or chow you discard, then play carries on to your right, so anyone in between misses a turn.
If two players can win on the same tile, most tables give it to the one whose turn comes first after the discarder.
Kongs
Exposed kong
Claim a discard when you hold three of the tile.
Concealed kong
Draw all four yourself. Lay them down with two turned over. It still counts as concealed.
Added kong
Add a drawn tile to a pung you already exposed. Another player may rob it to win.
After any kong, draw a replacement tile from the end of the wall, then discard.
Do you have to declare it straight away?
- Exposed kong: yes. Call it as soon as the tile is thrown, before the next player draws, or the chance is gone.
- Concealed or added kong: no. You can keep the tiles and declare on any later turn of your own, after you draw and before you discard.
Until you declare them, four matching tiles are just four tiles in a 13-tile hand, not a kong: you get no replacement tile, and they don’t count towards four kongs. A declared concealed kong still counts as concealed, so declaring it costs you nothing there.
Winning
- A winning hand is four sets and a pair: 14 tiles, plus one for each kong. A few special hands, such as seven pairs, have their own shape.
- Win on a tile you draw yourself (self-draw), or call a win on anyone’s discard.
- Lay your whole hand face up so everyone can check it, then count the Fan.
- Under this club’s rules the hand must be worth at least 3 Fan. If it is worth less, you can’t declare it yet, so keep playing.
- Declaring a win you don’t have is a false win. Agree on the penalty before you start.
The minimum depends on your table
3 Fan is this club’s rule, and a session can set its own, so check the ruleset before you play. Some tables allow a chicken hand (雞糊): any complete hand of four sets and a pair wins, even with no Fan at all. Tournaments may play this way too, so check the event’s rules.
When nobody wins
If the last tile of the wall is drawn and discarded without a win, the hand is a draw. Nobody pays, the tiles are reshuffled, and under these rules the dealer deals again.
Dealers and rounds
- If the dealer wins, they stay East and deal again.
- If anyone else wins, the deal passes to the right. That player becomes East, and every seat wind moves along with it.
- The game starts in the East round. Once the deal has gone all the way round the table, the South round begins, then West, then North.
- The game ends after the North round: at least 16 hands, usually more.
- East round
- South round
- West round
- North round
Settling up
Turn the hand’s Fan into base points: 2 multiplied by itself once per Fan, up to 13 Fan.
- Won on a discard: the discarder pays 2 × base points, the other two pay the base.
- Self-draw: all three opponents pay 2 × base points.
Example: a 4 Fan hand is worth 16 base points
On a discard, the discarder pays 32 and the other two pay 16 each: 64 in total. Self-drawn, all three pay 32: 96 in total.
Words at the table
- Fan 番
- The unit a winning hand is scored in.
- Chow (soeng) 上
- A run of three in one suit.
- Pung 碰
- Three identical tiles.
- Kong (gong) 槓
- Four identical tiles.
- Eyes (ngaan) 眼
- The pair in a winning hand.
- Sik wu 食糊
- “I win.” Called when a tile completes your hand.
- Zi mo 自摸
- Winning on a tile you drew yourself.
- Chicken hand (gai wu) 雞糊
- A plain winning hand with no scoring patterns. Some rulesets allow it.
- Dealer (zong) 莊
- The East player, who deals and discards first.
- Exposed
- Sets claimed from discards and laid face up.
- Concealed
- Tiles and sets still hidden in your hand.
First-game tips
- Sort your tiles by suit and keep them standing, facing you.
- Pick a target early. All pungs, or one suit with honours, is worth 3 Fan on its own: enough to win.
- Claiming is faster, but it exposes your set, costs you the fully concealed Fan, and shows everyone what you are collecting.
- Watch the discards. Late in a hand, throw tiles others have already thrown; they are less likely to finish someone’s hand.
- Count your tiles after every turn. With the wrong number you can’t win that hand.
- Say every discard out loud, and never take a tile back once it touches the table.