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).
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.
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 |
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 |
The winner receives 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 |
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 |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Four triplets, three concealed Note: Implies scoring for Pung hand. |
2 dbl |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Little Three Dragons (jap. sho san gen) Note: Implies scores for Dragons. |
3 dbl |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 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 |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 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 |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Pung hand (a regular hand with no Chows) (Jap. toi toi ho) |
1 dbl |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() All Simples (Ch. tan yao chuu, Jap. tan yao) |
1 dbl |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Terminal or Honor in each set (Jap. chan tao, chan tai yao) |
1 dbl |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() All Terminals and Honors (Ch., Jap. hon rao to) Note: Does not imply scoring for Pung hand. |
2 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 |
---|---|---|
Hidden Treasure
(Buried Treasure) |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 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 |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 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) |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 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) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Pung or Kong of each Wind, and any pair. May all be melded. |
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 or self-drawn on first turn before any Chows, Pungs or Kongs are declared. | 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 |
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) |
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