Four Winds Rule Collection – Japanese Classical

5. Scoring

5.1 Displaying the hands

The Japanese rules allow payments to the winner only: there are no payments between the losers. Accordingly, only the winner must display his hand after a deal is over.

The winner is responsible of arranging his hand 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 Out on a one-chance Chow, 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).

5.2 Calculating the value of hands

In Japanese 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.

5.2.1 Basic points to the winner

The winner receives 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
5.2.2 Bonus points for the winner

In addition, the winner gets bonus points for the following patterns:

Pattern Score
Winning (jap. yaku) 20 pts
Concealed hand
Note:
As for Kongs, only concealed Kongs are accepted as concealed sets.
10 pts
Out on One Suit Only 10 pts
Self-drawn last tile (ch. tsuu mo ho, jap. tsumo, tsumo ru) 2 pts
Out on a one-chance Chow (a.k.a. Out on a one-way Chow; ch. kan chan machi, pen chan machi, jap. kanchan, penchan)
e.g. 1-2 or 8-9 or n-?-n+1 (middle tile missing), as opposed to going out on a Chow that can be completed on both sides.
2 pts
Out on a pair (ch. tan chao machi, jap. danki) 2 pts
5.2.3 Doubles for the winner

The winner receives bonus doubles for the following basic sets:

Set Score 

Pung of Dragons
1 dbl

Kong of Dragons
1 dbl

Pung of player’s Own Wind
1 dbl

Kong of player’s Own Wind
1 dbl

Pung of the Wind of the Round
1 dbl

Kong of the Wind of the Round
1 dbl

In addition, the winner receives doubles for the following patterns:

Pattern Score

Three concealed triplets
(jap. san an ko)
Note: Concealed Kongs are also accepted as concealed triplets (but not other kinds of Kongs).
1 dbl
Green DragonGreen DragonGreen Dragon
Four triplets, three concealed

Note: Implies scoring for Pung hand.
2 dbl
Green DragonGreen DragonGreen Dragon White DragonWhite DragonWhite Dragon Red DragonRed Dragon
Little Three Dragons (jap. sho san gen)
Note: Implies scores for Dragons.
3 dbl
Dot 2Dot 2

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 Kongs as concealed sets (but not other kinds of Kongs).
1 dbl
Bamboo 2Bamboo 3Bamboo 4 Bamboo 3Bamboo 4Bamboo 5 Character 6Character 7Character 8 Dot 5Dot 6Dot 7 Dot 1Dot 1
No-points hand (Ch. pin fuu, Jap. pin fu)
A hand that does not include any other patterns that score in point units than Winning and Concealed hand. (But the hand can contain patterns that earn it doubles).
Note: In practice requires that the hand consists of four Chows and the winning tile is a discard and used for a multi-chance Chow and that the pair is a non-scoring one.
Optional: Sometimes players agree that a No-points hand may go out one a one-chance Chow (worth 2 points), or a pair (worth 2 points), or be self-drawn (also worth 2 points), and still score 1 double for No-points, but when this is allowed, extra points for these special ways of going out are not paid, either.
1 dbl
Bamboo 2Bamboo 2Bamboo 2 Character 5Character 5Character 5 Dot 2Dot 2Dot 2 Red DragonRed DragonRed Dragon Character 9Character 9
Pung hand
(a regular hand with no Chows) (Jap. toi toi ho)
1 dbl
Bamboo 2Bamboo 3Bamboo 4 Bamboo 3Bamboo 4Bamboo 5 Character 2Character 2Character 2 Dot 7Dot 7Dot 7 Dot 3Dot 3
All Simples (Ch. tan yao chuu, Jap. tan yao)
1 dbl
Bamboo 1Bamboo 2Bamboo 3 Dot 7Dot 8Dot 9 Green DragonGreen DragonGreen Dragon East WindEast WindEast Wind Character 9Character 9
Terminal or Honor in each set (Jap. chan tao, chan tai yao)
1 dbl
Bamboo 1Bamboo 1Bamboo 1 Dot 9Dot 9Dot 9 Green DragonGreen DragonGreen Dragon East WindEast WindEast Wind Character 9Character 9
All Terminals and Honors (Ch., Jap. hon rao to)
Note: Does not imply scoring for Pung hand.
2 dbl
Dot 1Dot 2Dot 3 Dot 5Dot 5Dot 5 Dot 7Dot 8Dot 9 Green DragonGreen DragonGreen Dragon East WindEast Wind
One suit and Honors (Mixed hand, Ch. hon ii so, Jap. hon itsu)
1 dbl
Dot 1Dot 2Dot 3 Dot 2Dot 3Dot 4 Dot 5Dot 5Dot 5 Dot 7Dot 8Dot 9 Dot 1Dot 1
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 Self-drawn last tile.
1 dbl
Out on the last discard (no tiles left in the Wall) (ch. ho tei rao yui, jap. hote) 1 dbl
Out on a supplement tile (ch., jap. rin shan kai ho) 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
5.2.4 Limit hands

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
Hidden Treasure (Buried Treasure)
Bamboo 1Bamboo 1Bamboo 1 Character 3Character 3Character 3 Character 7Character 7Character 7 Dot 3Dot 3Dot 3 Dot 8Dot 8
Four concealed triplets and a pair.
Note: The hand can go out on a discard, if it completes the pair. As for Kongs, only concealed Kongs are accepted as concealed sets.
100% of Limit
Three Great Scholars
Red DragonRed DragonRed Dragon White DragonWhite DragonWhite Dragon Green DragonGreen DragonGreen Dragon Character 5Character 6Character 7 Dot 4Dot 4
Pung or Kong with all three Dragons, any Pung or Kong, and any pair. May all be melded.
100% of Limit
Little Four Winds (Little Four Joys)
Bamboo 1Bamboo 2Bamboo 3 East WindEast WindEast Wind South WindSouth WindSouth Wind West WindWest WindWest Wind Notrh WindNotrh Wind
Pung or Kong of three Winds, a pair of the fourth, and any other set completing the hand. May be all melded.
100% of Limit
Big Four Winds (Big Four Joys, Four Big Blessings) East WindEast WindEast Wind South WindSouth WindSouth Wind West WindWest WindWest Wind Notrh WindNotrh WindNotrh Wind Dot 3Dot 3
Pung or Kong of each Wind, and any pair. May all be melded.
100% of Limit
All Honors (All Symbols) Red DragonRed DragonRed Dragon White DragonWhite DragonWhite Dragon East WindEast WindEast Wind West WindWest WindWest Wind Notrh WindNotrh Wind
Four Pungs or Kongs and a pair of Dragons and Winds. May all be melded.
100 % of Limit
All Terminals (Heads and Tails) Character 1Character 1Character 1 Character 9Character 9Character 9 Bamboo 1Bamboo 1Bamboo 1 Dot 1Dot 1Dot 1 Dot 9Dot 9
Four Pungs or Kongs and a pair of 1’s or 9’s. May all be melded.
100% of Limit
Nine Gates (Nine United Sons, Nine Sacred Lamps of Lotus) Bamboo 1Bamboo 1Bamboo 1 Bamboo 2Bamboo 3Bamboo 4Bamboo 5Bamboo 6Bamboo 7Bamboo 8Bamboo 9Bamboo 9Bamboo 9 Bamboo 3
Three 1’s, a sequence of 2, 3, 4, 5, 6, 7, 8, and three 9’s, 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) Bamboo 1Bamboo 9 Character 1Character 9 Dot 1Dot 9 White DragonGreen DragonRed DragonRed Dragon East WindSouth WindWest Wind Notrh Wind  
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).
100% of Limit
Heavenly Hand East declares ‘Out’ with the dealt hand (after supplement tiles, if any) 100% of Limit
Earthly Hand Non-dealer goes out on dealer’s first discard or self-drawn on first turn before any Chows, Pungs or Kongs are declared. 100% of Limit
5.3 Calculating the total score

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):

Character 5Character 5Character 5 Red DragonRed DragonRed DragonRed Dragon

Bamboo 2Bamboo 2Bamboo 2  Dot 1Dot 1Dot 1 East      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)
20 pts Winning
2 pts Out on a pair (East wind)

52 pts Total points

The basic points are rounded off to nearest ten before applying doubles, so the total points are 50.

The winner gets the following doubles for his hand:

1 dbl Kong of Dragons
1 dbl Pung hand

200 pts Final score (50 pts doubled twice)
5.4 Limit

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. 

5.5 Scoring accessories

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