Chinese Mahjong
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Characters, Dots, Bamboo, honours and eight flowers. Choose Hong Kong, Chinese Official or Sichuan Mahjong.
Games
Hong Kong Mahjong
StartDraw, 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.
Rules
4 players · you against three AI · one deal
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.
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.
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.
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.
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.
MCR Mahjong
StartFind the scoring patterns in your hand. Reach eight points under Chinese Official rules, with flower points counted separately.
Rules
4 players · you against three AI · one deal
Objective
- A winning hand needs at least eight points before flowers. All four players compete separately; the first valid win ends the deal. An exhausted wall with no winner is a draw.
Setup
- Use 144 Chinese tiles. Each of the eight flowers scores 1 bonus point. The dealer receives 14 tiles and others 13. Expose flowers immediately and replace them from the end of the wall. The round wind is East. Seat winds run East, South, West and North from the current dealer.
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.
Winning hands and scoring patterns
- A standard win has four melds and a pair. Seven pairs, seven shifted pairs, thirteen orphans, lesser and greater honors and knitted tiles, and a closed knitted straight are also recognized. Select the highest valid total using MCR values and exclusions, including winds, dragons, concealed pungs, kongs, waits and win events. Add flowers only after meeting the eight-point minimum.
Scoring and ending
- On self-draw each opponent pays 8 plus the total hand score. On a discard win, the discarder pays 8 plus the hand score and each other opponent pays 8. The total includes flowers. Multiple win declarations use the nearest player after the discarder.
Sichuan Bloody Mahjong
StartChoose a missing suit, then build your hand through draws, pungs and kongs. Play continues after a win until three players are out or the wall runs dry.
Rules
4 players · you against three AI · one deal
Objective
- After winning, stop playing while the others continue. End when three players have won or the wall runs out. Settle each player’s wins, kongs and drawn-deal penalties together.
Setup
- Use only the 108 suited Chinese tiles: characters, dots and bamboo, without honors or flowers. The dealer receives 14 tiles and others 13. Each player declares one missing suit. While any of that suit remains in hand, discard it first. You cannot pung, kong or win.
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.
- No chows. Pungs, exposed/concealed/added kongs and robbing an added kong are allowed. Wins outrank pung/kong claims. Equal-priority calls follow seating order. Multiple winners on one discard are allowed and all declared wins are settled. Winners no longer draw, discard, claim, or pay later self-draw and kong charges.
- 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.
Winning hands and scoring patterns
- A standard hand has four melds and a pair. Seven pairs is also allowed, with four matching tiles counting as two pairs. The declared missing suit must be absent. Basic hand: 0 fan. All pungs: 1. Seven pairs: 2. Outside hand: 2. All 2/5/8 pungs: 3, replacing all pungs. Full flush adds 2. Single-pair wait with four declared melds adds 1. Each set of four identical tiles adds 1 root fan. Kong replacement, robbed kong and last-tile wins add 1.
Scoring and ending
- Base points are 2 raised to the fan total, capped at five fan or 32 points. The discarder pays the base amount on a discard win. On self-draw, each remaining opponent pays the base amount plus 1. An exposed kong collects 2 from its supplier. An added kong collects 1 from each active opponent. A concealed kong collects 2 from each. A robbed added kong earns no kong payment.
- On wall exhaustion, unready players who have not won refund kong income. A player still holding their declared missing suit is a flower pig and pays 32 to each non-pig player. Other unready players pay each still-active ready player that hand's highest possible win value (ready-hand check), excluding self-draw and event bonuses.
