4 players · you against three AI · one deal
Draw, discard and watch for chows, pungs and kongs. Complete four sets and a pair, or a special hand, with at least three faan to win.
- 1
Objective
- Complete a legal hand worth at least three faan and declare a win before the other players. If the wall runs out with no winner, the deal is drawn with no winning-hand payments.
- 2
Setup
- Use all 144 Chinese tiles, including eight flowers. The dealer receives 14 tiles and each other player 13. Expose flowers and replace them from the end of the wall. They are outside the hand structure. You start as the East dealer, with an optional rotating dealer for each subsequent independent deal.
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Playing a turn
- On your turn, draw one tile and discard one. Select a tile and confirm the discard. Matching copies retain separate physical identities.
- A discard can complete a win, pung or exposed kong. Only the next player may chow three consecutive tiles of one suit. Resolve all responses before awarding the tile: wins outrank pungs and kongs, which outrank chows. Equal-priority claims follow seating order after the discarder.
- Four matching tiles can form a concealed kong. A fourth tile can extend an existing pung into an added kong. Draw a replacement after any kong, then discard. Added kongs can be robbed for a win. Concealed kongs cannot. Kongs require an available replacement. After a chow or pung, discard before declaring a concealed or added kong.
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Winning hands and scoring patterns
- A standard win has four sequences, triplets or kongs and a pair. This table also allows seven pairs and thirteen orphans. All chows with a suited pair: 1 faan. Concealed hand: 1. Self-draw: 1. No flowers: 1. Each dragon triplet: 1. Seat-wind and East round-wind triplets: 1 each. Little three dragons: 5, replacing dragon-triplet points.
- All pungs: 3 faan. Half flush: 3. Full flush: 7. Seven pairs: 4. A matching flower in each group scores 1. All four seasons or all four flowers score 2 per group, replacing that group's matching-flower point. Kong replacement, robbed kong, final wall draw or final discard add 1. Thirteen orphans, all honors, all terminals, big three dragons, big four winds, four kongs, nine gates and self-drawn four concealed pungs score a limit of 13 with no additional patterns.
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Scoring and ending
- The minimum is three faan and the cap is 13. Base points are 2 raised to the faan total. On self-draw, each opponent pays one base amount. On a discard win, the discarder pays three base amounts. If several players declare a win, only the nearest player after the discarder wins.