In addition to payments to the winner, the American rules apply settlement of payments between the losers. Accordingly, all players must display their hands after a deal is over and one of the players has declared out.
The players are responsible of arranging their hands in a way that makes it clear which sets it is composed of, melded sets placed above the sets in the hand. The winner should mark the winning tile by placing it at right angles to the others, and should he wish to claim any score for special ways of going out, he must show the tile he has drawn from the Wall before adding it to his concealed hand.
If a concealed portion of the hand can be arranged in more than one way, a player is free to arrange it in a way that results in the best scores.
In American rules the available scoring units are points and doubles. Accordingly the scoring is performed by first summing up the patterns that earn point values and then applying doubles.
All players receive the following basic points for the completed sets.
Tile set | Melded | Concealed |
---|---|---|
Pung of Simples |
2 pts | 4 pts |
Pung of Terminals |
4 pts | 8 pts |
Pung of Winds |
4 pts | 8 pts |
Pung of Dragons |
4 pts | 8 pts |
Kong of Simples |
8 pts | 16 pts |
Kong of Terminals |
16 pts | 32 pts |
Kong of Winds |
16 pts | 32 pts |
Kong of Dragons |
16 pts | 32 pts |
Pair of Terminals |
2 pts *) | 2 pts |
Pair of Winds |
2 pts *) | 2 pts |
Pair of Dragons |
2 pts *) | 2 pts |
*) Not applicable in a loser's hand.
In addition, if a player claims East's first discard, he receives 2 extra points for Sweep.
All players receive the following basic points for Flowers and Seasons:
Pattern | Score |
---|---|
Flower | 4 pts each |
Season | 4 pts each |
The winner gets bonus points for the following patterns:
Pattern | Score |
---|---|
Winning (jap. yaku) | 20 pts |
All players receive bonus doubles for the following basic sets:
Set | Score |
---|---|
Pung of Dragons |
1 dbl |
Kong of Dragons |
1 dbl |
Pung of players Own Wind |
1 dbl |
Kong of players Own Wind |
1 dbl |
Pung of the Wind of the Round |
1 dbl |
Kong of the Wind of the Round |
1 dbl |
All players receive bonus doubles for the following Flowers and Seasons:
Pattern | Score |
---|---|
Flower of own Wind | 1 dbl |
Season of own Wind | 1 dbl |
Flower of Wind of the Round | 1 dbl |
Season of Wind of the Round | 1 dbl |
All Flowers | 1000 pts |
All Seasons | 1000 pts |
In addition, all players receive doubles for the following hands:
Pattern | Score |
---|---|
Concealed hand Going out on a hand that contains only concealed sets at the time it was completed. The completing set can be formed by claiming another player's discard. Note: As for Kongs, only concealed Kongs are accepted as concealed sets. |
1 dbl |
All Terminals and Honors (Ch., Jap. hon rao to) |
3 dbl |
One suit and Honors (Mixed hand, Ch. hon ii so, Jap. hon itsu) |
1 dbl |
One suit only (Clear hand, Ch. chin ii so, Jap. chin itsu) |
3 dbl |
Note: Some rules require that in order to score in a loser's hand these patterns must appear in a calling hand. Note that in classical Chinese rules a loser never scores for these patterns.
Finally, the winner gets bonus doubles for the following special ways of going out:
Pattern | Score |
---|---|
Out on a supplement tile (ch.,
jap. rin shan kai ho) Note: Paid for supplements given for Kongs only (not for going out on a supplement received for a Flower or Season). |
1 dbl |
Out by robbing
a Kong (ch., jap. chan kan) Note: Robbing a Kong is considered going out on a claimed tile (and the player declaring the Kong is considered a discarder). Accordingly, a Kong robber can get extra points for Out on the last discard. |
1 dbl*) |
*) Optional. Modern American rules do not normally allow robbing a Kong.
In addition, the winner can get directly the limit points or few extra doubles for the following special hands (note that % of Limit values are exclusive so no other points are added):
Limit or Special Hand | Description | Score |
---|---|---|
Four Kongs (Fourfold Plenty, 18 Buddhas) | Hand containing any four Kongs, concealed or melded. Note: The rules often allow mixed suits in this hand. |
100% of Limit |
Three Great Scholars |
Pung or Kong with all three Dragons, any Chow, Pung or Kong, and any pair. May all be melded. |
100% of Limit |
Big Four Winds (Big Four Joys, Four Big Blessings) | Pung or Kong of each Wind, and any pair. May all be melded. |
200% of Limit |
All Honors (All Symbols) | Four Pungs or Kongs and a pair of Dragons and Winds. May all be melded. |
100 % of Limit |
All Terminals (Heads and Tails) | Four Pungs or Kongs and a pair of 1s or 9s. May all be melded. Note: The rules allow mixed suits in this hand. |
100% of Limit |
Thirteen Orphans (Thirteen Unique Wonders, Thirteen Grades of Imperial Treasure) |
One of each Dragon and Wind, 1 and 9 of each suit and 14th tile forming a pair with any of these. The hand must be concealed (the winning tile can be a discard). |
200% of Limit |
Heavenly Hand | East declares Out with the dealt hand (after supplement
tiles, if any) Note: The rules normally allow mixed suits and any number of Chows in this hand. |
200% of Limit |
Earthly Hand | Non-dealer goes out on dealers first discard. Note: The rules normally allow mixed suits and any number of Chows in this hand. |
100% of Limit |
Great Snake (a.k.a. Dragon's Tail) | Sequential Chows from 1 to 9 of the same suit, Pung/Kong of Dragons and a pair of Winds, or Pung/Kong of Winds and a pair of Dragons. The hand can contain melded sets before it is completed. |
50% of Limit / 100% of Limit*) |
Run, Pung and a Pair |
Sequential Chows from 1 to 9 and any Pung and a pair of the same suit. The hand must be concealed (the winning tile can be a discard). |
100% of Limit |
Wriggling Snake (News) |
Tiles from 1 to 9 of the same suit, one of each Wind (in American games arranged as N, E, W, S), and any tile composing a pair with one of these tiles. The hand must be concealed (the winning tile can be a discard). |
100% of Limit |
Five Odd Honors |
Tiles from 1 to 9 of the same suit and five different Honor tiles. The hand must be concealed (the winning tile can be a discard). |
100% of Limit |
Peking Garden |
Tiles from 1 to 7 of the same suit, one of each Dragon and Wind. The hand must be concealed (the winning tile can be a discard). |
100% of Limit |
Seven Pairs (a.k.a Dirty Pairs) |
Hand containing any seven pairs. Identical pairs are allowed (but not as Kongs). Note: The rules allow mixed suits in this hand. |
50% of Limit |
All Honor Pairs (a.k.a Honorable Twins, Heavenly Twins) |
Seven pairs consisting of Honor tiles only. Identical pairs are allowed (but not as Kongs). |
100% of Limit |
All Terminal Pairs |
Seven pairs consisting of Terminal tiles only. Identical pairs are allowed (but not as Kongs). Note: The rules allow mixed suits in this hand. |
100% of Limit |
All Terminal and Honor Pairs (a.k.a Heavenly Twins) |
Seven pairs consisting of Terminal and Honor tiles only. Identical pairs are allowed (but not as Kongs). |
100% of Limit |
All One Suit Pairs |
Seven pairs of one suit. Identical pairs are allowed (but not as Kongs). |
100% of Limit |
One Suit and Honor Pairs (a.k.a Clean Pairs, Pure Pairs) |
Seven pairs of one suit and Honors. Identical pairs are allowed (but not as Kongs). |
100% of Limit |
Jade Hand Note: 7 pairs version of this hand requires the presence of Green Dragons. |
Four Chows/Pungs/Kongs of Bamboo 2, 3, 4, 6 or 8 and a pair of Green Dragons. The hand can contain melded sets before it is completed. Note: The hand may contain any number of Chows. |
100% of Limit |
Pearl Hand Note: 7 pairs version of this hand requires the presence of White Dragons. |
Four Chows/Pungs/Kongs of Dot 2, 3, 4, 6 or 8 and a pair of White Dragons. The hand can contain melded sets before it is completed. Note: The hand may contain any number of Chows. |
100% of Limit |
Ruby Hand Note: 7 pairs version of this hand requires the presence of Red Dragons. |
Four Pungs/Kongs of Bamboo 1, 5, 7 and 9 and a pair of Red Dragons. The hand can contain melded sets before it is completed. |
100% of Limit |
Imperial Jade |
Three Pungs/Kongs/Chows (Chow restrictions apply) and a pair of Bamboo 2, 3, 4, 6 or 8, and a Pung/Kong of Green Dragons. The hand can contain melded sets before it is completed. |
200% of Limit |
Imperial Pearl (a.k.a. Pearl Dragon) |
Three Pungs/Kongs/Chows (Chow restrictions apply) and a pair of Dot 2, 3, 4, 6 or 8, and a Pung/Kong of White Dragons. The hand can contain melded sets before it is completed. |
200% of Limit |
Imperial Ruby |
Three Pungs/Kongs and a pair of Bamboo 1, 5, 7 and 9, and a Pung/Kong of Red Dragons. The hand can contain melded sets before it is completed. |
200% of Limit |
Ruby Jade
(a.k.a. Carnival) Note: 7 pairs version of this hand requires the presence of both Red and Green Dragons. |
Pungs/Kongs of Green and Red Dragons, a Pung/Kong of green (2, 3, 4, 6, 8) and red (1, 5, 7, 9) bamboos and any bamboo pair. The hand can contain melded sets before it is completed. |
100% of Limit |
All Red (a.k.a. Ruby Crack Hand; note that this is symmetrical with All
Green, but composed in Character suit) Note: This hand does not require presence of Red Dragons. |
Any four sets and a pair of Character 2, 3, 4, 6 or 8 and Red Dragons (red tiles equaling the all green tiles). The hand can contain melded sets before it is completed. Note: The hand may contain any number of Chows. |
100% of Limit |
Chop Suey |
1, 2, 3 in each suit, one of each Wind (NEWS), plus any other Wind. The hand must be concealed (the winning tile can be a discard). |
100% of Limit |
Sukiyaki |
4, 5, 6 in each suit, one of each Wind (NEWS), plus any other Wind. The hand must be concealed (the winning tile can be a discard). |
100% of Limit |
Chow Mein |
7, 8, 9 in each suit, one of each Wind (NEWS), plus any other Wind. The hand must be concealed (the winning tile can be a discard). |
100% of Limit |
Lil |
1, 2, 3 of first suit, 4, 5, 6 of second, 7, 8, 9 of third, one of each Wind (NEWS), plus any other Wind. The hand must be concealed (the winning tile can be a discard). |
100% of Limit |
Suit Pairs and Honor Orphans in American rules this hand is also known as Dragon's Breath (suit pairs with Dragon orphans) or Windfall (suit pairs with Wind orphans). |
Five pairs of one suit and either one of each of the three Dragons plus any fourth Dragon, or one of each of the four Winds. |
100% of Limit |
Down You Go |
Four 2's, three 4's, two 6's, one 8, all in same suit, and one of each Wind (NEWS). The hand must be concealed (the winning tile can be a discard). |
200% of Limit |
Up You Go |
One 2, two 4's, three 6's, four 8's, all in same suit, and one of each Wind (NEWS). The hand must be concealed (the winning tile can be a discard). |
200% of Limit |
Numbers Racket |
Three Pungs/Kongs of three suits and same numbers and Pung/Kong and a pair from Dragons (or Pung/Kong and a pair of Winds). The hand must be concealed (the winning tile can be a discard). |
200% of Limit |
Double Numbers |
Four Pungs/Kongs of two suits and two numbers and a pair of Dragons or Winds. The hand must be concealed (the winning tile can be a discard). |
200% of Limit |
Simple Gates (a.k.a. Chinese Hand) |
Pung of 1's, another Pung of 9's, tiles from 2 to 8, all from the same suit, plus any tile of the same suit forming a pair with one of the the simples. The hand may contain melded sets before it is completed. |
50% of Limit / 100% of Limit*) |
Confused Gates |
Pung of 1's of one suit, Pung of 9's of another suit and tiles from 2 to 8 from the third suit, plus any tile forming a pair with one of the simples. The hand must be concealed (the winning tile can be a discard). |
100% of Limit |
True Gates |
Pung of 1's and 9's and a pair of 2's, 4's, 6' and 8's, all tiles must be of the same suit. The hand must be concealed (the winning tile can be a discard). |
100% of Limit |
Golden Gate |
Pung of 1's or 9's and a pair of 2's, 4's, 6' and 8's, all tiles must be of the same suit. In addition, a Pung of Dragons corresponding the suit (Bamboos = Green, Characters = Red, Dots = White). The hand must be concealed (the winning tile can be a discard). |
100% of Limit |
Dragon Gates |
Pung of 1's or 9's, tiles from 2 to 8 from the suit of the Pung, any tile forming a pair with one of the simples, and Pung of Dragons corresponding the suit (Bamboos = Green, Characters = Red, Dots = White). The hand must be concealed (the winning tile can be a discard). |
100% of Limit |
Gone with the Wind |
Pungs/Kongs of all four Winds and any pair of Dragons. The hand must be concealed (the winning tile can be a discard). |
200% of Limit |
Christmas |
Pungs/Kongs 2 and 5 of the same suit, Pungs/Kongs of Red and Green Dragons and a pair of White Dragons. The hand may contain melded sets before it is completed. |
200% of Limit |
Civil War |
Tiles 1, 8, 6, 1 of one suit, 1, 8, 6, 5 of another suit and Pungs of South and North Winds. The hand must be concealed (the winning tile can be a discard). |
200% of Limit |
Windy Chows |
Three Chows from the different suits, one of each Wind tile and any fifth Wind tile. The hand must be concealed (the winning tile can be a discard). |
50% of Limit |
Windy Dragons a.k.a. Tempest |
Pair of each of the four Winds and Pungs of any two Dragons. The hand may contain melded sets before it is completed. Kongs are allowed only in a melded hand. |
200% of Limit |
Knitting | Seven pairs of different suits (same numbers but different suits), no Honors. |
50% of Limit |
Gertie's Garter |
As Knitting, but consisting of tiles from one to seven. |
100% of Limit |
Triple Knitting |
Four Pungs of different suits (same numbers but different suits), plus a knitted pair completing the hand. |
50% of Limit |
*) Score when the hand is concealed (winning tile can be claimed)
Note: In American games a loser is normally not rewarded for having an uncompleted calling limit hand.
When the basic points and doubles have been calculated, the total score for the hand can be determined. E.g., let us assume that the winner is North on the South round and that he goes out on the following hand (claiming the East wind from East):
He gets the following basic points:
8 pts | Concealed Pung of Terminals (Character 1) |
2 pts | Melded Pung of Simples (Character 5) |
16 pts | Melded Kong of Dragons (Red Dragons) |
20 pts | Winning |
|
|
46 pts | Total points |
In American rules the basic points are rounded up to nearest ten (e.g., 42 becomes 50) before applying doubles, so the basic points for the hand will be 50 points.
In addition, the winner gets the following doubles for his hand:
1 dbl | Kong of Dragons |
|
|
100 pts | Final score (50 pts doubled once) |
Note: In many rules based on classical Chinese Mah Jong the points are rounded off to nearest ten before applying doubles.
If a player's total score exceeds 500 points, it will be cut down to 500 points. Note that this is done before applying payment doubles.
A sheet of paper and a pencil is sufficient for keeping the scores, but normally Mah Jong sets come with counters or chips, valued at 500 points (marked either with 6 red and 6 black dots or more commonly, with 5 red dots), 100 points (marked either with 2 red dots, or more commonly with 1 red dot), 10 points (marked either with 8 black dots or more commonly, with 10 black dots) and 2 points (marked either with 1 red and 3 black dots or more commonly, with 2 black dots). If scoring accessories are used, players naturally exchange them at the time of payments.
Related topics:
Introduction
Tiles
Preliminaries
Playing
Miscellaneous
Payments