In addition to payments to the winner, the classical Chinese 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 (e.g., for One-chance hand, Out on a pair, etc.), 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. E.g., if a player is calling with Bamboo 2-2-3-4 and the winning tile is Bamboo 2 (either self-drawn or discard), a player is free to arrange his hand so that the winning tile is considered to complete the pair of Bamboo 2-2, rather than the Chow 2-3-4 (both arrangements are possible but the previous one pays two extra points).
In Chinese classical 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 player’s own Wind |
2 pts *) | 2 pts |
![]() ![]() Pair of Wind of the Round |
2 pts *) | 2 pts |
![]() ![]() Pair of Dragons |
2 pts *) | 2 pts |
*) Not applicable in a loser's hand.
In addition, 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 | 10 pts |
Self-drawn last tile (Ch. tsuu mo ho, Jap. tsumo, tsumo ru) | 2 pts |
Out on a pair (Ch. tan chao machi, Jap. danki) | 2 pts |
Out on a major pair The player goes out on a terminal or Honor pair. Does not include scoring for Out on a pair (i.e., the 2 points for Out on a pair are added). |
2 pts |
One-chance hand Going out on a hand that can be completed with only one kind of a tile, e.g. calling with B1 B-345 Note: Allows also multiple-chance hands like B-2345, where the the other chances have been played; note that "played" includes only tiles that appear amongst discards and melds, not tiles that appear concealed in player's own hand, e.g., calling with B-2345 B555 is not considered one-chance) |
2 pts |
Note: Most classical rules give 20 points for Winning and do not specify scoring for Out on a major pair.
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 | – |
Season of own Wind | – |
Flower and Season of own Wind | 1 dbl |
All Flowers | 1 dbl |
All Seasons | 1 dbl |
All Flowers and Seasons Note: This includes doubles for above mentioned three patterns so no additional doubles for Flowers and Seasons are added (basic points mentioned in 5.2.1, however, are always added). |
3 dbl |
Note: Most modern rules based on Chinese Classical Mah Jong give 1 double for Flower of own Wind or Season of own Wind and two or three doubles for All Flowers or All Seasons.
In addition, all players receive doubles for the following patterns:
Pattern | Score |
---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Three concealed triplets (Jap. san an ko) Note: Concealed and claimed Kongs are also accepted as concealed triplets (but not Kongs promoted from melded Pungs). |
1 dbl |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Little Three Dragons (Jap. sho san gen) Two Pungs and/or Kongs of Dragons, and a pair of Dragons. Note: Includes doubles for Dragon Pungs and Kongs so doubles for these are not added (basic points, however, are added). |
3 dbl |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Big Three Dragons Three Pungs and/or Kongs of Dragons. Note: Includes doubles for Dragon Pungs and Kongs so doubles for these are not added (basic points, however, are added). Compare also with Three Great Scholars in the Limit & Special hands list. |
5 dbl |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Little Four Winds (Little Four Joys) The hand contains a Pung or a Kong of three Winds and a pair of the fourth wind. Note: Does not imply doubles for any special winds, and does not imply One suit with Honors. That is, if the hand contains a Pung or Kong of player's own wind, or a Pung or Kong of wind of the round, bonus doubles for these are added (as well as basic points for winds). Also, if the fourth set is composed of suit tiles, bonus for One suit with Honors is added (otherwise the hand is an All Honors hand and will directly receive the limit; the reason for handling the bonus for One suit with Honors separately is that some rules specify a double bonus for All Honors, or apply a multiple limit bonus for going out on an All Honors hand consisting of Little Four Winds). |
1 dbl |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Big Four Winds (Big Four Joys, Four Big Blessings) The hand contains a Pung or a Kong of each of the four Winds. Note: Losers only get four doubles for this hand (doubles for a Pung or a Kong of player's own wind and a Pung or Kong of wind of the round are included), as they do not get bonus for a Pung hand. The winner automatically scores the Limit (as the hand would necessarily be worth at least 6 doubles for being also a Pung hand, and score one extra double for being One suit with Honors). |
100% of Limit (4 dbl for losers) |
The winner gets doubles for the following hands:
Pattern | Score |
---|---|
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Fully concealed hand (Ch. men zen tsuu mo, Jap. men zen tsumo) Going out on a hand that contains only concealed sets. The winning tile must be self-drawn (either from the Wall or Dead Wall). Note: Accepts concealed and claimed Kongs as concealed sets (but not Kongs promoted from melded Pungs). |
1 dbl |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Chow hand (a regular hand with no Pungs or Kongs) Note: The hand may not contain a scoring pair (that is, the pair must not be composed of Dragons, Wind of the Round, or player's own wind). |
1 dbl |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Pung hand (a regular hand with no Chows; all types of Kongs are allowed, as well) (Jap. toi toi ho) |
1 dbl |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() All Terminals and Honors (Ch., Jap. hon rao to) Note: Does not include scoring for Pung hand so points for Pung hand are added. (The reason why points for the Pung hand are often handled separately is that many rules allow special hands consisting of 7 pairs and this kind of a hand can consist of mere terminals and honors; also, some rules give losers points for a hand that only contains terminals and honors, even if they do not appear in competed sets.) |
1 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 |
Finally, the winner gets bonus doubles for the following special ways of going out:
Pattern | Score |
---|---|
Out on the last tile of the Wall (Ch. hai tei rao
yue, Jap. haite) Note: Implies going out on a self-drawn tile so points for Self-drawn last tile are not added. (If the player declares a Kong with the last tile of the Wall, and the supplement tile lets him go out, bonus for going out on a supplement tile is paid, in addition to the bonus for Out on the last tile of the Wall.) |
1 dbl |
Out on the last discard (going out on a discarded tile when there are no tiles left in the Wall) (Ch. ho tei rao yui, Jap. hote). (If the player uses the last discard for declaring a Kong, and the supplement tile lets him go out, the bonus for Out on a supplement tile is paid, instead of this bonus.) | 1 dbl |
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 |
Ready on first turn (Jap. daburu rii chi). Going out on a hand that was ready on the first turn of the deal, at the time a player made his first discard. The declaration must be made at the time a player makes his first discard. | 1 dbl |
In addition, the winner can get directly the limit points for the following special hands (note that % of Limit values are exclusive so no other points are added):
Limit or Special Hand | Description | Score |
---|---|---|
All Green (The Imperial Jade) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Going out with sets composed only of Green Dragons, Bamboo 2s, 3s, 4s, 6s and 8s. May all be melded. |
100% of Limit |
Four Kongs (Fourfold Plenty, 18 Buddhas) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Hand containing any kinds four Kongs, concealed, promoted (from Pungs) and/or claimed. |
100% of Limit |
Hidden Treasure
(Buried Treasure) |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Four concealed triplets and a pair. Note: The hand must go out fully concealed (the winning tile must be self-drawn, as well), but it may contain concealed and claimed Kongs (but not Kongs promoted from Pungs, since these are not considered as concealed sets in Chinese Classical rules). |
100% of Limit |
Three Great Scholars |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Pung or Kong with all three Dragons, any Pung or Kong, and any pair. May all be melded. Note: The hand may not contain Chows. Notice though that classical rules give 5 doubles for Big Three Dragons (which may practically be a limit hand, depending on the specified limit). |
100% 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. |
100% of Limit |
Nine Gates (Nine United Sons, Nine Sacred Lamps of Lotus) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Three 1s, a sequence of 2, 3, 4, 5, 6, 7, 8, and three 9s, all of the same suit, and any other tile of the same suit completing the hand. The hand must be concealed (the winning tile can be a discard). No Kongs are allowed in this hand. Note: This hand is traditionally considered the most perfect hand possible. This is a regular hand which can go out on any of the nine suit tiles. |
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). Note: Classical rules allow a player to rob a concealed Kong to complete this hand (normally only a promoted Kong can be robbed). |
100% of Limit |
Fully Concealed Suit Hand | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() All tiles of one suit, fully concealed, including the winning tile. Note: Concealed and claimed Kongs (but not Kongs promoted from melded Pungs) are accepted as concealed triplets, as well. |
100% of Limit |
Heavenly Hand | East declares Out with the dealt hand Note: The player is allowed to first declare concealed Kongs and have supplement tiles for them, and replace any Flowers or Seasons he has in the dealt hand (or gets as the result of replacing Flowers and Seasons or declaring concealed Kongs), before going out. (Not all rules allow declaration of concealed Kongs.) |
100% of Limit |
Earthly Hand | Non-dealer goes out on dealers first discard. Note: Some rules extend the hand to cover a situation where non-East goes out on the first tile he draws from the Wall, provided that there are no melds on the board at the time of the declaration, but this is not allowed in classical rules. |
100% of Limit |
Moon from the Bottom of the Sea | Going out on the last tile of the Wall or on the last discard, tile being Dot 1. | 100% of Limit |
Plum Blossom on the Roof | Going out on a supplement
tile, tile being Dot 5. Note: The supplement must be from the Dead Wall; since in classical rules a supplement tile is taken from the Dead Wall only after a player has declared a Kong (supplements for Flowers and Seasons are taken from the open end of the Wall), Plum Blossom on the Roof can only be completed as a result of getting Dot 5 as the supplement tile after a Kong declaration. |
100% of Limit |
Scratching a Carrying Pole | Going out on robbed Kong, tile being Bamboo 2. | 100% of Limit |
Kong on Kong | Player goes out on the supplement
tile received after the second
declaration of Kong on the same turn (that is, the player declares a
concealed or promoted Kong, takes a supplement tile, which he uses to
declare another Kong, the supplement tile of which lets him complete the
hand and go out). Note: The winning tile must be a supplement tile that is received from the Dead Wall after declaring the succeeding Kong. The player can declare more than two Kongs on the same turn, and it does not matter if he gets Flowers or Seasons as supplement tiles during the process, as long as the winning tile is drawn from the Dead Wall after a Kong declaration. E.g., the following sequence is legal: the player declares a Kong (either on his own turn by declaring concealed or promoted Kong, or by claiming the fourth tile from another player's discard), gets a Flower tile as a supplement tile, for which he gets Red Dragon as a supplement tile, which the player uses to declare a second Kong, for which he gets Bamboo 2 as the supplement tile, which lets him complete his hand and go out. On the other hand, the following sequence is not legal: the player declares a Kong (either on his own turn by declaring concealed or promoted Kong, or by claiming the fourth tile from another player's discard) and gets Red Dragon as a supplement tile, which the player uses to declare a second Kong, for which he gets a Flower tile as the supplement tile, for which he gets Bamboo 2 as the supplement tile, which lets him complete his hand and go out. |
100% of Limit |
Dealer's consecutive wins | Dealer has won 13 deals in a row (note that this requires that the dealer really wins consecutive deals, possible re-deals after a draw will reset the winning counter). | 100% of Limit |
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:
4 pts | Concealed Pung of Simples (Bamboo 2) |
8 pts | Concealed Pung of Terminals (Dot 1) |
2 pts | Melded Pung of Simples (Character 5) |
16 pts | Melded Kong of Dragons (Red Dragons) |
10 pts | Winning |
2 pts | Out on a pair (East wind) |
2 pts | Out on a major pair (East wind) |
2 pts | One-chance hand (East wind being the only tile that can complete the hand) |
|
|
46 pts | Total points |
In addition, the winner gets the following doubles for his hand:
1 dbl | Kong of Dragons |
1 dbl | Pung hand |
|
|
192 pts | Final score (46 pts doubled twice) |
Note: In many rules based on classical Chinese Mah Jong the points are rounded off to nearest ten before applying doubles (e.g., 44 would be rounded to 40 and 45 points to 50).
If a player's total score exceeds 1,000 points, it will be cut down to 1,000 points. Note that this is done before applying payment doubles.
Note: Many classical rules apply a smaller limit, e.g. 500 points is a common limit in classical versions of the game. Some players do not use limit, at all.
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