In addition to payments to the winner, the classical European 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 normally 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, if Flowers and Seasons are used, 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 |
Concealed hand Note: As for Kongs, only concealed Kongs are accepted as concealed sets. |
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 |
Note: Many European rules give 2 points for One-chance hand (which means a hand that can be completed with only one kind of a tile, e.g. calling with B1 B-345) instead of giving points for Out on a one-chance Chow. E.g. going out on a pair would give 2 points for Out on a pair and 2 points for One-chance hand. This practice is true to the classical Chinese game.
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 |
All Flowers | 2 dbl |
All Seasons | 2 dbl |
All Flowers and Seasons | 4 dbl |
In addition, all players receive doubles for the following patterns:
Pattern | Score |
---|---|
Little Three Dragons (jap. sho san gen) Note: Implies scores for Dragons. |
3 dbl |
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 Kongs as concealed sets. |
1 dbl |
Chow hand (a regular hand with no Pungs or Kongs) Note: The hand may contain no scoring pairs. Some rules acknowledge the Japanese style No-points hand instead of this classical pattern. (A No-points hand requires, besides a valueless pair, that the hand goes out in a way that gives no bonus scores, i.e., it must go out on a discard and complete a Chow that can be completed on two sides). |
1 dbl |
Pung hand (a regular hand with no Chows) (Jap. toi toi ho) |
1 dbl |
All Terminals and Honors (Ch., Jap. hon rao to) Note: Does not imply scoring for Pung hand. A common alternative scoring is 2 doubles. |
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 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 |
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. Note: Some rules do not acknowledge this pattern. |
100% of Limit |
Four Kongs (Fourfold Plenty, 18 Buddhas) | Hand containing any four Kongs, concealed or melded. Note: Some rules do not acknowledge this pattern. |
100% of Limit |
Hidden Treasure (Buried Treasure) | Four concealed triplets and a pair. Note: The hand can go out on a discard, if the completing set is the pair, and it may contain concealed Kongs. |
100% of Limit |
Three Great Scholars (Big Three Dragons) |
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. |
100% of Limit |
Little Four Winds (Little Four Joys) | Pung or Kong of three Winds, a pair of the fourth, and any other set completing the hand. May be all melded. Note: Some rules do not acknowledge this pattern. |
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). |
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 dealers first discard. Note: A common option is to give this bonus also if a non-dealer goes out on the first tile he draws from the Wall (provided that there are no melded sets on the board). |
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. Note: Some rules do not acknowledge this pattern. |
100% of Limit |
Plum Blossom on the Roof | Going out on a supplement
tile, tile being Dot 5. Note: Some rules do not acknowledge this pattern. |
100% of Limit |
Scratching a Carrying Pole | Going out on robbed Kong, tile being Bamboo 2. Note: Some rules do not acknowledge this pattern. |
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) |
20 pts | Winning |
2 pts | Out on a pair (East wind) |
|
|
52 pts | Total points |
In European rules the basic points are normally rounded off to nearest ten before applying doubles, so the rounded total points will be 50 points, in this case.
In addition, 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) |
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