****These rules are adapted from the set of rules posted by Nan Pasquarello (NanPasq@go.com) on http://www.xs4all.nl/~korntner/mahjong/nanette/nan_notes.html. She is to be credited with most of the body text!!****
****I have also used several different source books for these rules which a group of us regularly play!****
The tileset images are from my own tiles, a new bamboo & bone western set
In Chinatowns throughout the country, mah jong is played regularly and often associated with gambling and serious competition. For those who simply love games, mah jong can be played with the same enthusiasm and competitive spirit for "bones" or "chips" signifying points. It is with the "friendly play" viewpoint that these notes are offered. One warning, however: you may become hooked! You may begin to want to play all the time, and will spend your free time searching for different types of sets to collect. Beware!
The game resembles playing card games like rummy. Many assert that playing cards are derived from the ancient tile game of mah jong. In the absence of the beautiful sets, often made of bone and bamboo,the game may also be played with special cards.
The literal translation of "Mah Jong" is "flax/hemp" "sparrow clattering." Those who play the game love the sound of the tiles as they are mixed together prior to the start of each hand. Listening carefully, players hear the sound of the flax blowing in the wind and the sparrows clattering.
These notes should help the novice learn to play the game of mah jong. Ideally, four interested players should study the notes together, and find their way through a few hands. Before long, you will be playing with certainty and confidence, and enjoying this game of skill and luck.
There are three suits: the dots (also called circles or balls), the bamboos (also called bams or sticks), and the characters (also called characks, cracks, or wan). The suit tiles are numbered 1 through 9, and in any given suit, there are four of each number. Suit tiles may be either simple or terminal. Terminal tiles, 1s and 9s, are more valuable in winning, than simples, 2s through 8s. Most American sets have English numbers on each tile in addition to the correct number of symbols (dots or bamboos). In the character suit, instead of the corresponding number of symbols on the tile, the Chinese numeral character appears above the character signifying 10,000. A "one character" then would have the Chinese character for the number one, above the Chinese character for the number 10,000 -- signifying "one ten-thousand" or one "wan." If a set does not have the English numbers on the tiles, the Chinese characters for 1 through 9 must be memorized. A true Chinese set will not have any other numbers appearing on the tiles. The 1 bamboo is usually a bird (peacock).
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
Character Tiles
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
Circle Tiles
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
Bamboo Tiles
There are two types of honor tiles: the winds (East, South, West, and North) and the dragons (Red, Green, and White). Just as there are four of each suit number, there are four of each wind and four of each dragon. As with the character tiles, the wind tiles usually have the corresponding English letter on the tile. If the set does not have these letters, players must memorize the Chinese symbol for each of the directions.
![]()
![]()
![]()
Winds
The dragons appear on some Americanized sets as dragons in the colors in red, green and white. On more traditional sets, the red has the Chinese character (in red) for Cheung -- meaning center of the four directions. Some sets will have a "C" on the red dragon character tile. Similarly, in traditional sets, the green dragon is not really a dragon, but a green imprinted Chinese character, Fa (or Fa Choy), meaning "commence" or "begin good luck." The green dragon will often have an "F" appearing on the tile.
The white dragon (also known as white board, soap, bak board, or pak board) may have a rectangle on the tile. In some sets, a "P" or "B" appears as well.
![]()
![]()
Dragons
The flower and season tiles differ in nature from the suit and honor tiles.
There are only 4 flowers (1, 2, 3, and 4) and only 4 season tiles (1, 2, 3, and
4). Some versions of the game call for exclusion of the flower and season tiles.
In most Chinese-American circles, they are used however. Their use is somewhat
like that of the joker in card games. When drawn, they are declared and a
substitute tile is drawn. They are collected for scoring and, as will be
described later, the flower(s) or season(s) corresponding with the winning
player's wind may double the winning score one or more times.
| Flower | Season/Occupation | Number | Corresponding Wind |
| Plum | Spring/Fisherman | 1 | East |
| Lily/Orchid | Summer/Woodcutter | 2 | South |
| Chrysanthemum | Autumn/Farmer | 3 | West |
| Bamboo | Winter/Scholar | 4 | North |
Flowers
Seasons
(Seasons are sometimes depicted by people or animals)
A full game consists of 16 hands of play, falling within 4 rounds. The rounds are named after the four directions: East, South, West, and North. The first 4 hands are the East round; the South round follows (second 4 hands); the West round is next (third round of 4 hands); last is the North round (last four hands). In each hand, each of four players is assigned a wind or direction. The first player (the dealer) is always East. To her right is South; to the right of South is West (across from East), and to the right of West is North (to the left of East). The order of play, beginning with East, therefore, is counter clockwise. Note that the Chinese compass (placement of the directions) is not the same as the English compass.
Typically, each player begins the game with 2000 points. If playing with bones or chips, a certain number of bones/chips will = 500, some will = 100, and the remainder will = 10 points each (depends upon set).
A SET is: a sequence of three consecutive suit tiles (same suit) (CHOW) or a triplet (three identical tiles) (PUNG) or a set of four (KONG) -- when drawing four of a kind, a supplemental tile is drawn from the dead wall..
Discards are thrown, face-up, to the middle, and declared by the discarder. Eg. "One character"
Players may only take a discard at the time it is discarded, and it must be used at that time. Players may not collect discards for future use. Once play has continued after a discard, that tile may not be drawn.
A CHOW: a player can take a discard to form a sequence, only if that discard comes from the player to one's left. (Therefore, a chow can only be done when it is that player's turn.) When a set is formed with a discard, this is a melded set, and must be placed face up in front of the player, with the discarded tile placed at a right angle to the adjacent tile(s).
![]()
![]()
Chow
A PUNG: a player has a pair of identical tiles in hand and a third is either discarded or drawn from the wall. Unlike chow, a pung may be declared on a discard regardless of whether it is the player's turn, and any players in line to go are skipped. Play continues to the right. Again, as with concealed chows, concealed pungs should not be declared.
![]()
![]()
Pung
A KONG: four of a kind. There are three ways to get a kong:
Players must always have 13 playable tiles in hand (or more with kongs) including sets already formed, so that to go out, one will have 4 sets and a pair.
![]()
![]()
![]()
Kong
A "draw" occurs if no one goes out by the time the wall is exhausted (excepting the 14 tiles of the "dead wall"). The hand stops. The deal passes and a new hand begins.
Dealers Extra Hand -- occurs when East wins. She keeps the deal, and this hand is played in addition to the four hands of that round. No limit exists on the number of extra hands a dealer may play.
At the end of the hand, the score is calculated and the losers all pay the winner and then pay each other the difference in their scores. Deal passes to the right (unless East wins), and a new dealer assumes the name East, with other players assuming new directions accordingly. The dice are placed upon the dead wall in front of the dealer as a marker of where the dead wall and dealer are.
A double wind occurs when a player's own wind coincides with the prevailing wind. This situation has special value to a winning player when the score is tallied.
Points: 20 points are given as a reward for winning the hand. Depending upon the combinations held in the winning hand, additional points are added. For example, sequences do not add points, but triplets do. Melded triplets score fewer additional points than do concealed triplets. Simple triplets score fewer points than do terminals or honors. Pairs only score points if the pair is a dragon, prevailing wind or the player's own wind OR if it is a pair of "double wind" tiles(see scoring table). If the last tile is drawn from the wall, the player scores 2 additional points; if the hand was concealed throughout the hand but went out with a discard, the player scores 10 additional points; if the last tile was a last chance tile (the 2nd tile of a pair, the middle tile of a sequence, or the "inside" tile of a terminal sequence . . . the 3 of a 1,2,3 or the 7 of a 7,8,9, the player scores an additional 2 points. Please refer to the Scoring Table to run down the list of point options.
Doubles: After the points are decided (rounded to the nearest 10), the winner shows the ways a hand is worthy of doubles. 1 double is 2x; 2 doubles are 4x; 3 doubles are 8x, etc. the points accrued. There are eight possibilities for earning doubles: lucky sets, concealed hand, groups of sets, ways of going out, special inclusions, no points, consistency, or flowers/seasons. Please refer to the Scoring Table for further explanation.
Payments: Each player begins with 2000, and points are rounded to the nearest 10th prior to determining the doubles. The east wind player must alway pay double or be paid double.
Initial Points and the "Limit": Max score is 500 points AFTER DOUBLING (the limit is the highest final score after doubling). Therefore, the maximum payment would be 500 points for a non-dealer (S, W, N), and 1000 points for a dealer (E).
To score: the winning player begins with 20 points. He then looks at each of the four sets and the pair and computes applicable points. Then the winner assesses how the last tile affects points. If "no points," and the score is 20, a double will be earned for "no points." The winner then computes any applicable doubles, and then figures out payment. Each player then pays the winner (Dealer (E) pays double unless dealer wins, in which case all other players pay double)
Ideally, each player should score own her hand, with other players serving as a "check" for mistakes. The losers then pay the difference in their scores to each other (remembering that E pays/receives double)
Any winning hand with 5 or more doubles has automatically reached the limit and need
not be tallied.
Any hand with 32 or more points and 4 or more doubles is automatically at the limit.
These special hands are automatically limit hands:
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
![]()
| Simples | Terminal/ Honors | |
| Sequences | 0 | 0 |
| Melded Triplets | 2 | 4 |
| Concealed Triplets | 4 | 8 |
| Melded Fours | 8 | 16 |
| Concealed Fours | 16 | 32 |
Wind of the round: West
Players Wind: East (Dealer)Flowers/Seasons
Spring, Autumn, Orchid
Hand ended with Red Dragon drawn from the wall
Score:
Winning - 20
3 flowers/seasons - 12
Declared Pung of Winds - 4
Concealed Pung of Terminals - 8
Declared Chow - 0
Concealed Chow - 0
Pair of Dragons - 2
Self-drawn last tile - 2
One Chance tile - 2Subtotal - 50
Rounded to - 50Doubles:
Pung of Prevailing Wind - 1x
Own Season - 1x
Terminal/Honor in each set - 1xTotal - 50 x2 x2 x2 = 400
N.B. Winner is East - points claimed from each player = 800
Grand Total received - 800 x3 = 2400
** LIMIT HANDS: (500 points after doubling) include Big three dragons, Little four winds, Big four winds, All honors, All terminals, Four concealed triplets, Heavenly hand, Earthly hand, Nine gates, and Thirteen orphans, Moon from the Bottom of the Sea, Plum Blossom on the Roof, Scratching a Carrying Pole, All Green, All Kong, Jade Dragon, Ruby Dragon, Pearl Dragon, Great Snake AND any hand with 5 or more doubles or 32 points plus 4 doubles. After determining a hand is a limit hand, directly determine "Payment." **