Bonus tiles are never part of the hand. You reveal them the moment you draw them and take a replacement.
Hong Kong Mahjong
At home we play Hong Kong Old Style (香港舊章), which needs 3 faan to declare a win, and whoever discards pays alone. These rules are written to be read at the table: the tiles and the order of play first, then scoring, and at the end a few tips for beginners.
Table
4 players · 144 tiles
System
HK Old Style · 3 faan minimum
The tiles
The game uses 144 tiles, split into three groups: three suits numbered 1 to 9 with four copies of each tile, the honours, meaning winds and dragons, and eight unique bonus tiles.
Circles 筒 tung · dots
1–9, ×4 copies = 36
Bamboo 索 sok · sticks
1–9, ×4 copies = 36
Characters 萬 maan · myriads
1–9, ×4 copies = 36
Winds 東南西北
4 kinds ×4 = 16
Dragons 中發白
3 kinds ×4 = 12
Flowers 梅蘭菊竹
1 copy of each = 4
Seasons 春夏秋冬
1 copy of each = 4
The seats
The four winds rotate in this order: East → South → West → North. Players sit so the order runs counter-clockwise, that is, to each player’s right. Play moves in that same direction.
Setup
- All 144 tiles go face down in the middle and get shuffled.
- Each player builds a wall of 18 stacks two tiles high (36 tiles). The four walls form a square.
- The dealer rolls two dice. Counting their own wall as 1, they move counter-clockwise until they reach the number rolled. That’s the wall that gets opened.
- The owner of that wall rolls the dice and adds the result to the dealer’s. From the right-hand end of their wall you count that many stacks to the left. That’s where the wall opens, and that point is called the cut.
- Dealing: starting with the dealer and going counter-clockwise, each player takes two stacks (4 tiles) per turn. Repeat three times, until everyone has 12 tiles. Tiles come off the wall clockwise from the cut.
- The dealer takes two more tiles (14 in total). Everyone else takes one (13 in total).
- Flowers and seasons: starting with the dealer and going in order, each player reveals the flowers or seasons they were dealt, one at a time, and takes a replacement from the tail of the wall. If the replacement is also a bonus tile, it gets revealed and replaced again, until a normal tile comes out. For games with beginners, it’s worth leaving the flowers and seasons in the case.
The walls
Once the wall is open you play from both ends and nothing is held back: all 144 tiles get played until they run out.
You draw from the head on every normal turn. The tail is where the replacements for flowers, seasons and KONG come from.
This has a tactical consequence: every KONG and every flower shortens the hand for everyone. A table with a lot of KONG reaches the end of the wall with fewer turns played.
The goal
Complete a 14-tile hand made of four sets, any mix of SEUNG, PONG or KONG, plus an eye (眼), which is a pair.
The sets
SEUNG 上, run
Three consecutive tiles of the same suit. Numbered suits only: winds and dragons don’t make runs.
SEUNG, you declare “Seung”, take the tile, reveal all three and discard
PONG 碰, triplet
Three identical tiles.
PONG, takes priority over SEUNG
KONG 槓, quad
Four identical tiles. Every time you declare a KONG you take a replacement tile from the tail of the wall and then discard.
KONG, one set, four tiles, one replacement draw
Robbing the KONG (搶槓): when someone declares an added KONG, any player who can complete their winning hand with that tile can claim it and win right there. The KONG never completes. It only applies to the added KONG: concealed and melded ones can’t be robbed.
The concealed KONG is the only play in the game where you have a real decision about tiles you already own, so it’s worth writing down.
| Only on your turn, after drawing | Never in response to someone else’s discard. If you hold three and someone throws the fourth, that’s a melded KONG. |
| You can delay the declaration | You completed the KONG three turns ago and said nothing: you can still declare it now. Keeping it as an open option is a legitimate play. |
| No replacement, no declaration | If the head and the tail have already met, there’s no replacement tile: your hand would be short and you could never win. |
| You can wreck your own hand | Nobody will stop you even if the KONG kills a wait you already had ready. That’s your problem, not the table’s. |
| If you don’t declare it, it doesn’t exist | When you win you can’t claim KONG credit for four tiles hidden in hand: they count as a PONG and the fourth is dead weight unless it fits into a SEUNG. |
A concealed KONG does not break 門前清. Your hand still counts as concealed even with the KONG sitting on the table, because you took nothing from anyone.
Rule of thumb: physical tiles in your hand = 13 + number of declared KONG. With one KONG your hand sits at 14 tiles at rest, with two 15, with three 16. Declaring one never makes you discard twice.
Follow-on cases: with two KONG in the same turn you draw two replacements and discard a single tile. If the replacement is a flower, you reveal it, take another replacement and discard a single tile. And if the replacement completes your hand, you win right there with “Ji Mo”, a play called 槓上開花 (gong seung hoi faa, “flower on the KONG”) that at most tables is worth an extra faan.
The turn
The game starts with the dealer, who holds 14 tiles and discards first. From there, every turn follows this sequence:
- Draw a tile from the head of the wall.
- If it’s a flower or a season, reveal it and take a replacement from the tail. Repeat if the replacement is also a bonus tile.
- If you drew the fourth tile of a triplet, you may declare KONG if you want and take a replacement.
- If the tile completes your hand, call “Ji Mo!” (自摸, self-draw) and reveal.
- If not, discard a tile face up into the middle of the table.
After the discard the turn passes to the player on the right, unless another player claims the discard, in which case that player takes the turn. Whoever claims a discard doesn’t draw from the wall: they go straight to discarding.
Priority when claiming discards
| 1 · Winning 食糊 | Beats everything else |
| 2 · PONG or KONG | Any player at the table |
| 3 · SEUNG | Only the player after the one who discarded |
If two players can win on the same discard, the one closest counter-clockwise to the player who discarded takes it.
Winning
There are two ways to complete a hand, and you call them differently:
| Way | Call | What it is |
|---|---|---|
| Self-draw | “Ji Mo!” 自摸 | You complete with a tile you drew from the wall |
| On a discard | “Sik Wu!” 食糊 | You complete with a tile another player discarded |
A hand can only be declared if it reaches the faan minimum the table agreed on. A hand of 4 sets + eye that falls short of the minimum cannot win.
Scoring
The standard system is HK Old Style (香港舊章). You count in faan (番), which are multipliers, not points. Faan add up, and that total converts into payment units using a fixed table.
The minimum to declare
A hand needs 3 faan minimum before it can be declared, which is why the game gets called 三番起糊 (sam faan hei wu, “winning starts at 3 faan”). This is what stops the game from being trivial: a hand of 4 sets + eye with no pattern is called 雞糊 (gai wu, “chicken hand”); it’s worth 0 faan and, even though it’s complete, you can’t declare it.
Flowers do count towards the minimum. If you have 2 faan of structure and your own flower, you declare. It’s a house rule, plenty of tables play the opposite, but this is how it landed here, and it has to be said out loud before you start because half the players assume the other way.
Who pays
| Way of winning | Who pays |
|---|---|
| 食糊, you win on a discard | Only the player who discarded, and they pay the full amount |
| 自摸, you win on a tile from the wall | All three players, each the full amount |
This is the feature that defines HK mahjong: whoever feeds the hand pays alone. It makes discarding a real defensive decision, because if you hand the winner their tile you pay the whole thing while the other two watch. And that’s why the self-draw is worth so much: you collect triple.
The dealer neither collects nor pays extra. In HK Old Style, East plays at the same rates as everyone else. That’s different from Japanese mahjong and the official Chinese rules, where the dealer has a multiplier.
Payout table
Faan don’t multiply linearly: they double up to 4 and then climb in half steps. The limit (滿貫, mun gun) is 10 faan, and a 12 faan hand pays the same as a 10.
| Faan | Units | Chips | On a discard | Self-draw |
|---|---|---|---|---|
| 3 | 8 | 1 | 1 | 3 |
| 4 | 16 | 2 | 2 | 6 |
| 5 | 24 | 3 | 3 | 9 |
| 6 | 32 | 4 | 4 | 12 |
| 7 | 48 | 6 | 6 | 18 |
| 8 | 64 | 8 | 8 | 24 |
| 9 | 96 | 12 | 12 | 36 |
| 10 (limit) | 128 | 16 | 16 | 48 |
Every value is a multiple of 8, so setting 1 chip = 8 units makes the table something you can count on your fingers. The range is enormous: 1 chip for a minimum hand won on a discard, 48 for a self-draw at the limit. That’s why it pays to hold out for a big hand instead of declaring fast on the minimum.
How paying works at the table
- The winner reveals the hand and declares their faan. The table checks before anyone pays.
- If the winner forgets to count something, they normally collect what they declared. Count calmly.
- Payment happens immediately, before the next hand is dealt. The hand is closed and doesn’t get reopened.
- On a draw nobody pays. Flowers and melded sets are worth nothing if nobody declared.
Chips
Suggested buy-in per player: 50 chips, made up of fifteen 1s, five 5s and one 10. They sit in front of each player, in plain sight: knowing who is losing changes how the others play, and that’s part of the game. If someone runs out of chips, they buy 50 more and carry on.
A chip is not worth money. It has no cash value and nothing gets settled at the end: you play for the stack. The chips already create the tension you need, you watch your pile shrink and you feel the cost of feeding someone, without anyone paying for a rules mistake.
Faan list
Hand structure
Normally only one applies.
Chicken Hand
雞糊0 faan4 sets + eye, no pattern. Falls short of the minimum.
Three suits mixed, a plain PONG and a plain eye: there is nothing in it to name.
Common Hand
平糊1 faanAll 4 sets are SEUNG, and the eye is not a dragon or your own wind
Four runs and a 5 of circles as the eye. A dragon eye would take the 平糊 away.
All Triplets
對對糊3 faanAll 4 sets are PONG or KONG
Four PONG across three suits. The suits don’t matter here, the shape does.
All Concealed Triplets
坎坎糊8 faanAll 4 sets are PONG or KONG and none was built from someone else’s discard
Four PONG you drew yourself. Replaces 對對糊 and 門前清 rather than adding to them.
Mixed Terminals
混么九4 faanOnly 1s, 9s and honours
Terminals and honours in PONG. The 3 faan of 對對糊 are already included.
Half Flush
混一色3 faanOne suit + honours
Everything in bamboo plus a wind PONG. Honours are allowed, a second suit is not.
Seven Pairs
嚦咕嚦咕4 faan7 pairs, all different — no sets at all
Any mix of suits and honours, but no pair repeats: four of a kind is not two pairs. PONG and SEUNG are of no use to it, so it grows concealed in hand.
Full Flush
清一色7 faanOne suit, no honours at all
Circles and nothing else: no wind, no dragon, no second suit. Replaces 混一色.
坎坎糊 has a winning restriction worth understanding. Because all four sets have to be concealed, there are only two ways to win it: by self-draw, or on a discard that completes the eye. If you win on a discard that completes a triplet, that triplet is no longer concealed and the hand falls back to 對對糊, 3 faan. It’s the only hand in the system where how you win can destroy what you built.
混么九 can’t contain runs. With only 1s, 9s and honours there is no possible sequence: you would need a 2 or an 8. That’s why the 3 faan of all triplets are already included and are not added on top.
Honour sets
These stack with each other and with the above.
Dragon PONG/KONG
三元牌1 faan eachA PONG of 發. Any of the three dragons counts, and each one adds its own faan.
PONG/KONG of your seat wind
門風1 faanA PONG of 西, worth 1 faan only while you are the one sitting West.
PONG/KONG of the round wind
圈風1 faanA PONG of 南 during the South round. If South is also your seat, it is worth 2.
Small Three Dragons
小三元5 faanTwo dragon PONG + the pair of the third. The 5 faan already include those dragon PONG.
Great Three Dragons
大三元8 faanAll three dragons as PONG. The 8 faan already include them, you don’t add 1 per dragon.
Small Four Winds
小四喜6 faan3 wind PONG + the pair of the fourth
Three winds as PONG and the fourth as the eye. The 6 faan already include 門風 and 圈風 if they fall to you, so you don’t add them separately.
Circumstances of the win
These don’t depend on the shape of the hand, only on how the last tile arrived.
Self-draw
自摸1 faanYou were waiting on the 6 of bamboo and you take it off the wall yourself.
Concealed hand won on a discard
門前清1 faanNothing claimed all hand: the 9 of bamboo that closes it comes off someone’s discard.
Flower on the KONG
槓上開花1 faanYou KONG the 5 of circles, take the replacement from the tail of the wall, and it’s the 2 of characters you needed.
Robbing the KONG
搶槓1 faanAnother player adds the 9 of bamboo to their PONG to make a KONG. You take it and win instead.
Win on the last tile from the wall
海底撈月1 faanThe very last tile of the wall is the 1 of circles that completes your hand.
Win on the last discard
河底撈魚1 faanThe wall has run out and the last discard of the hand is the 4 of circles you were waiting on.
Flowers
They add up, and here they do count towards the minimum. Individually only your own counts: your own flower (正花) goes by number, matching your seat wind.
Your flower or your season
1 faan eachWest’s flower and season. Only the number that matches your seat scores.
The full set of the 4 flowers or the 4 seasons
3 faanAll four flowers, whatever seat you are sitting in.
No flower or season at all in the whole hand
1 faanYou reach the end of the hand without revealing a single bonus tile.
The detail that trips people up: your seat wind changes every time the dealer rotates. The flower that was yours in one hand stops being yours in the next. There is no fixed “your flower” for the whole game, you recalculate it hand by hand.
Limit hands
They pay the cap directly, with nothing else added on.
Great Four Winds
大四喜LimitAll 4 winds as PONG
All Honours
字一色LimitWinds and dragons only
All Terminals
清么九Limit1s and 9s only, no honours
Thirteen Orphans
十三么LimitThe 13 terminals and honours + a duplicate of one of them
Here the duplicate is the 中, but any of the thirteen serves.
Nine Gates
九蓮寶燈Limit1112345678999 in one suit, concealed
The 1112345678999 waits on all nine circles at once; here it closes on the 5.
Eighteen Arhats
十八羅漢LimitFour KONG
Four KONG and an eye: 18 tiles, the only hand that ends up bigger than 14.
Heavenly Hand
天糊LimitThe dealer wins on their opening 14 tiles
Dealt exactly like this, before anyone has discarded anything.
Earthly Hand
地糊LimitYou are not the dealer and you win on the dealer’s first discard
The dealer opens with the 8 of circles and it closes your eye.
Hand of Man
人和LimitYou are not the dealer and you win on your own first draw from the wall
Your very first draw of the hand is the 7 of characters that closes it, taken off the wall yourself.
Thirteen Orphans in detail
It is, with Seven Pairs, one of the two hands that break the 4 sets + eye structure: it has no SEUNG, PONG or KONG at all. It’s made of these 13 tiles, one of each, and the 14th tile is a duplicate of any of them.
The eye cannot be any pair: it has to be one of the thirteen. If a tile that is neither a terminal nor an honour comes in, it stops being Thirteen Orphans.
Counting rules
Faan add up, and the total converts to units once. Limit hands add nothing else.
When one hand already contains another, the specific one replaces the general one instead of adding to it:
- Full Flush (清一色) replaces Half Flush, since it already implies there are no honours.
- All Concealed Triplets (坎坎糊) replaces All Triplets and concealed hand: the 8 faan include both.
- Mixed Terminals (混么九) includes All Triplets, because with only 1s, 9s and honours the shape is forced, not an achievement of its own.
- Small Four Winds (小四喜) includes the wind PONG, so you don’t add 門風 or 圈風 on top.
- Great Three Dragons already includes the dragon PONG, so you don’t add 1 faan per dragon.
Two hands stack when they measure different things. 混一色 measures which suit your tiles are in, 三元 measures how many dragons you have, 對對糊 measures the shape of the sets: they’re independent axes.
| Combination | Count | Total |
|---|---|---|
| Half Flush + Small Three Dragons | 3 + 5 | 8 faan |
| Half Flush + Great Three Dragons | 3 + 8 | 11 → limit |
| Half Flush + All Triplets | 3 + 3 | 6 faan |
| Half Flush + Mixed Terminals | 3 + 4 | 7 faan |
| Half Flush + one dragon | 3 + 1 | 4 faan |
混么九 and 混一色 do stack, as long as every terminal you hold happens to be from the same suit. One measures which ranks you have, the other which suit: different axes, so they add.
A concealed KONG doesn’t break 坎坎糊, for the same reason it doesn’t break 門前清: you took nothing from anyone.
How to build the hand
There are three sources of faan, and you only control one of them from the start.
| Source | Examples | Do you pick it? |
|---|---|---|
| The shape of the hand | Half Flush 3 · All Triplets 3 · Full Flush 7 | Yes, it’s your call |
| The honours | Dragon PONG 1 · PONG of your wind 1 | Halfway, depends on what you’re dealt |
| The circumstance | Self-draw 1 · Last tile 1 · Your own flower 1 | No, that’s luck |
Golden rule: the shape gives you the 3 faan; everything else is a tip.
The beginner’s trap
The natural instinct is to build runs, they’re the easiest sets to complete. But four runs (平糊) are worth 1 faan, and that’s not enough to declare. You can end up with a complete hand and no way to win with it. In HK you don’t win by completing the hand: you win by committing to a shape.
The menu of routes to 3 faan
1. Half Flush (混一色) = 3 faan. One suit + as many honours as you like. It’s the most flexible one and it gives you the 3 faan in a single stroke. When in doubt, this one.
2. All Triplets (對對糊) = 3 faan. Four PONG/KONG + eye. Good when you open with a lot of pairs. More rigid, but you can claim discards from any player and not just the one on your left, so it moves fast.
3. Loose honours = 1 faan each. Three PONG of dragons or of your own wind give you 3 faan. Hard on its own, but it stacks with the other two. That’s why a dragon pair in your opening hand is the most valuable thing you can be dealt.
4. The cheap route: flowers + Common Hand. Since flowers do count towards the minimum here, 平糊 (1) + your flower (1) + your season (1) = 3 faan. It gives you an exit when the hand doesn’t come together, but it’s a route you don’t control: the flowers come or they don’t. Don’t change your plan for them, but do check whether they let you declare.
If you chase dragons, never chase them on their own. Small Three Dragons takes up 8 of your 14 tiles and the great one takes 9: keeping the rest in a single suit adds 3 faan of Half Flush for almost nothing. And if those free tiles are winds, the hand turns into 字一色 (All Honours), which is a limit hand outright.
The risk: there are only 4 copies of each dragon. The moment you PONG the first one the table works out what you’re after and stops letting them go. That’s why the small one gets completed far more often than the great one.
What to look at in your opening hand
- How many tiles do I have in each suit? Is there one with 6 or more? Honours count in your favour, because they fit inside a Half Flush. If yes → Half Flush.
- How many pairs do I have? Three or more? → All Triplets is alive.
- Do I have a dragon pair, or a pair of my own wind? That’s 1 faan almost for free. Keep it even if it fits with nothing else.
- Do I have loose guest winds? The ones that are neither yours nor the round’s are worth 0 faan. First tiles to throw, and throw them early, while nobody has melded anything.
An example read
Discard plan: first , the suits you’re abandoning. Then if they’re not your wind, but early, not once someone already has honours melded. What you don’t do is chase the because you “almost have” 3-4-5 of circles: that run gives 0 faan and slows you down.
After the hand
The hand ends when the wall runs out, when someone draws the last tile available between the head and the tail. If that player doesn’t win with it they discard; that discard can still be claimed, and if nobody takes it the hand is a draw (流局). Nobody collects, nobody pays.
The dealership does not pass to the winner. It’s positional, not a prize.
| What happened | Who deals the next one |
|---|---|
| The dealer won | The dealer stays (連莊, lin jong). Nobody rotates. |
| Anyone else won | It passes to the player on the dealer’s right (counter-clockwise) |
| Draw | The dealer stays |
The winds rotate with the dealer
When the dealership moves on, every seat wind shifts one place: whoever was South becomes East, whoever was West becomes South, and so on. This has three consequences that get forgotten all the time:
- Your own flower changes. If you were West you had flower 3; once you move to South it’s the 2.
- Your seat wind for PONG changes. A PONG of 西 stops giving you 1 faan once you’re no longer West.
- Which winds are “guests” changes. The ones you were throwing for free can become yours next hand.
The round
When the dealership has gone all the way around the table, a round ends and the round wind (圈風) changes, in the same order: East → South → West → North. The round wind is independent of your seat and gives its own faan: a PONG of the round wind is worth 1, and if it’s also your seat wind it’s worth 2. A full game is the four rounds; a short game is just the East round.
Watch out for 連莊: if the dealer chains wins, the round doesn’t advance. A lucky dealer can stretch the East round well past four hands.
Table conventions
These rules change from table to table. Everything above already assumes the decisions that are settled; the open ones have to be agreed before you play.
| Rule | Decision |
|---|---|
| Tail of the wall | The whole wall gets played, with no dead wall held back. |
| Faan minimum | HK Old Style, 3 faan to declare. |
| Who pays | Whoever discards pays alone; on a self-draw all three pay. |
| Faan limit | 10 faan = 128 units. Anything above that pays the cap. |
| Own flowers | Only the flower and the season of your seat wind score, 1 faan each. |
| Dealer continuation | Repeats on a win or a draw; passes to the right only when the dealer loses. |
| Declaring a concealed KONG | Only on your turn after drawing. Can be delayed. Cannot be robbed. |
| Flowers and the minimum | They do count towards the 3 faan. House rule: it has to be said out loud. |
| Value of a chip | None. You play for the stack. |
Still open
- Cap on dealer continuation. Can the dealer chain indefinitely, or is there a limit? With no cap, the length of the game is unpredictable.
- How many rounds. All four (East, South, West, North) or just the East one?
- Pao / responsibility (包). If a player feeds a limit hand, do they pay for all three?
- Number of dice. HK usually plays with three; this is written for two.
Glossary
| Term | Chinese | Meaning |
|---|---|---|
| Jong ga | 莊家 | The dealer (East) |
| Seung | 上 | A run of three tiles |
| Pong | 碰 | Triplet |
| Kong | 槓 | Quad |
| Ngaan | 眼 | The eye (the pair) |
| Ji mo | 自摸 | Winning on a tile drawn from the wall |
| Sik wu | 食糊 | Winning on a discarded tile |
| Coeng gong | 搶槓 | Robbing the KONG |
| Gong seung hoi faa | 槓上開花 | Winning on the replacement tile from a KONG |
| Faan | 番 | The scoring unit of a hand |
The tiles are the public domain vectors from FluffyStuff/riichi-mahjong-tiles. The flowers and seasons were drawn for this set.