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. On the other hand, if the hand ends in a draw and there are players with a calling hand, they must expose their hands in order to get paid for their calling hands.
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 modern rules the available scoring units are fu (point units) and han (multipliers, regulated doubles). Instead of a linear doubling scheme, a specific settling table is used to determine the final score of the hand.
The winner receives the following basic points for the completed sets.
Tile set | Melded | Concealed |
---|---|---|
Pung of Simples |
2 fu | 4 fu |
Pung of Terminals |
4 fu | 8 fu |
Pung of Winds |
4 fu | 8 fu |
Pung of Dragons |
4 fu | 8 fu |
Kong of Simples |
8 fu | 16 fu |
Kong of Terminals |
16 fu | 32 fu |
Kong of Winds |
16 fu | 32 fu |
Kong of Dragons |
16 fu | 32 fu |
Pair of player’s own Wind |
2 fu | 2 fu |
Pair of Wind of the Round |
2 fu | 2 fu |
Pair of Dragons |
2 fu | 2 fu |
In addition, the winner gets bonus points for the following patterns:
Pattern | Score |
---|---|
Winning | 20 fu |
Concealed hand Note: As for Kongs, only concealed Kongs are accepted as concealed sets. |
10 fu |
No-points hand (non-concealed version, i.e., having one or more melded sets before going out ) (Ch. pin fuu, Jap. pin fu) A hand that does not include any other patterns that score in point units than Winning. (But the hand can contain patterns that earn han units). 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. |
10 fu |
Self-drawn last tile (ch. tsuu mo ho, jap. tsumo, tsumo ru) | 2 fu |
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 fu |
Out on a pair (ch. tan chao machi, jap. danki) | 2 fu |
The winner receives bonus mutlipliers for the following basic sets:
Set | Score |
---|---|
Pung of Dragons |
1 han |
Kong of Dragons |
1 han |
Pung of players Own Wind |
1 han |
Kong of players Own Wind |
1 han |
Pung of the Wind of the Round |
1 han |
Kong of the Wind of the Round |
1 han |
In addition, the winner receives multipliers for the following patterns:
Pattern | Score |
---|---|
Same Chow from all suits (Three sisters, Jap. san shoku do jun) |
1 han / 2 han *) |
Two identical Chows (Sister Chows, Ch. ton ryan shun, Jap. ippei ko) |
0 han / 1 han *) |
Three identical Chows (Ch. tong san shun) Note: This pattern can be considered as optional. |
0 han / 3 han *) |
Four identical Chows (Ch. tong si shun, implies Four same in four Chows) Note: This pattern can be considered as optional. |
400% of Limit |
3 Chows of 1 suit, step 3 (Clear dragon, Ch. ii chii ton kan, Jap. ikkitsuu kan, itsuu) |
1 han / 2 han *) |
Three triplets of the same number (Brothers Pung, Jap. san shoku dou kou) |
2 han |
Three concealed triplets (Jap. san an ko) Note: Concealed Kongs are also accepted as concealed triplets (but not other kinds of Kongs). |
2 han |
Three Kongs (Jap. san kan tsu) |
2 han |
Little Three Dragons (Jap. sho san gen) Note: Implies scores for Dragons. |
4 han |
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 han |
No-points hand (concealed version) (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 is concealed and consists of four Chows and the winning tile is used for a multi-chance Chow and that the pair is a non-scoring one. The winning tile can be either self-drawn (allowed as an exception, so the bonus for Self-drawn last tile, worth 2 fu, is zeroed) or a discard. |
1 han |
Pung hand (a regular hand with no Chows) (Jap. toi toi ho) |
2 han |
All Simples (Ch. tan yao chuu, Jap. tan yao) |
1 han |
Terminal or Honor in each set (Jap. chan tao, chan tai yao) |
1 han / 2 han *) |
Terminal in each set (Jap. jun chan) |
2 han / 3 han *) |
All Terminals and Honors (Ch., Jap. hon rao to) Note: Does not imply scoring for Pung hand. |
1 han / 3 han *) |
One suit and Honors (Mixed hand, Ch. hon ii so, Jap. hon itsu) |
2 han / 3 han *) |
One suit only (Clear hand, Ch. chin ii so, Jap. chin itsu) |
5 han / 6 han *) |
* ) If in a concealed hand
Finally, the winner gets bonus multipliers 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 han |
Out on the last discard (no tiles left in the Wall) (Ch. ho tei rao yui, Jap. hote) | 1 han |
Out on a supplement tile (Ch., Jap. rin shan kai ho) | 1 han |
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 han |
Out on 1st turn with a self-drawn tile Note: Often it is required that no melds appear on the table at the time of winning. |
400% of Limit |
Out on 1st turn with a discarded tile (Jap. ren
ho) Note: This hand is defined as "going out on a discard before a player has made his first discard", and accordingly the dealer cannot achieve this hand. It is often also required that no melds appear on the table at the time of winning. Some players specify a lower score for this hand (typically 200% of the Limit). |
400% of Limit |
Declaration of Ready (jap. rii chi) | 1 han |
One Out after the Ready declaration (jap. ippatsu). Going out on the turn player declared Ready, before making his next discard, provided that no claims are made between the declarations of Ready and Out. | 1 han #) |
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. Note: Ready declaration is needed. |
1 han |
Dora tile | 1 han |
Ura Dora tile | 1 han #) |
Kong Dora tile | 1 han #) |
Kong Ura Dora tile | 1 han #) |
#) An optional scoring item.
In addition, the winner can get directly the limit points or few extra multipliers 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. |
400% of Limit |
Four Kongs (Fourfold Plenty, 18 Buddhas) | Hand containing any four Kongs, concealed or melded. |
400% of Limit |
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. |
400% of Limit |
Three Great Scholars |
Pung or Kong with all three Dragons, any Pung or Kong, and any pair. May all be melded. |
400% 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. |
400% of Limit |
Big Four Winds (Big Four Joys, Four Big Blessings) | Pung or Kong of each Wind, and any pair. May all be melded. |
400% of Limit |
All Honors (All Symbols) | Four Pungs or Kongs and a pair of Dragons and Winds. May all be melded. |
400% of Limit |
All Terminals (Heads and Tails) | Four Pungs or Kongs and a pair of 1s or 9s. May all be melded. |
400% 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. |
400% of Limit |
Nine Gates (Impure) |
A hand otherwise equal to Nine Gates, but without a possibility of completing the hand with all nine tiles of the suit. (One of the tiles required by Nine Gates is missing from the hand before getting the 14th tile.) |
400% 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). |
400% of Limit |
Seven Pairs (a.k.a Dirty Pairs) |
Hand containing any seven pairs. Identical pairs are not allowed. |
Fixed base points worth 25 fu (all other point units are zeroed) + 2 han |
Consecutive Pairs in One Suit | Seven pairs in sequence of the same suit (sometimes restricted to numbers from 2 to 8 and called Big Wheels). Note: This hand can be considered as optional. |
400% of Limit |
Heavenly Hand | East declares Out with the dealt hand. Note: In Japanese rules it is often required that the hand is complete right from the start (i.e., if a player declares a concealed Kong and gets the winning tile as a supplement, the hand would no longer qualify for a Heavenly Hand). |
400% of Limit |
Earthly Hand | Non-dealer goes out on dealers first discard. Note: Some rules do not acknowledge this hand, but allow Out on 1st turn with a discarded tile (which naturally covers also the special situation where the winning tile is discarded by East, but is not so strict, as it allows going out on any player's first discard before a player himself has made a discard). In this case it is normally also required that no melds appear on the board at the time the winning hand is declared. On the other hand, Earthly hand might be interpreted as Out on 1st turn with a self-drawn tile. |
400% of Limit |
When the basic points (fu) and multipliers (han) have been calculated, the total score for the hand can be determined by using a settling table.
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 fu | Concealed Pung of Simples (Bamboo 2) |
8 fu | Concealed Pung of Terminals (Dot 1) |
2 fu | Melded Pung of Simples (Character 5) |
16 fu | Melded Kong of Dragons (Red Dragons) |
20 fu | Winning |
2 fu | Out on a pair (East wind) |
|
|
52 fu | Total points |
The basic points are rounded up to nearest ten before applying multipliers, so the total points are 60.
The winner gets the following multipliers for his hand:
1 han | Kong of Dragons |
1 han | Pung hand |
|
|
960 pts | Final score (looked from the settling table, see below) |
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13– han | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20 fu | 160 | 320 | 640 | 1280 | 100% | 150% | 150% | 200% | 200% | 200% | 300% | 300% | 400% |
25 fu | 200 | 400 | 800 | 1600 | 100% | 100% | 150% | 200% | 200% | 200% | 300% | 300% | 400% |
30 fu | 240 | 480 | 960 | 1920 | 100% | 150% | 150% | 200% | 200% | 200% | 300% | 300% | 400% |
40 fu | 320 | 640 | 1280 | 100% | 100% | 150% | 150% | 200% | 200% | 200% | 300% | 300% | 400% |
50 fu | 400 | 800 | 1600 | 100% | 100% | 150% | 150% | 200% | 200% | 200% | 300% | 300% | 400% |
60 fu | 480 | 960 | 1920 | 100% | 100% | 150% | 150% | 200% | 200% | 200% | 300% | 300% | 400% |
70 fu | 560 | 1120 | 100% | 100% | 100% | 150% | 150% | 200% | 200% | 200% | 300% | 300% | 400% |
80 fu | 640 | 1280 | 100% | 100% | 100% | 150% | 150% | 200% | 200% | 200% | 300% | 300% | 400% |
90 fu | 720 | 1440 | 100% | 100% | 100% | 150% | 150% | 200% | 200% | 200% | 300% | 300% | 400% |
In games where the final score is specified using a settling table, the limit is used as a unit to specify the final scores. In modern Japanese rules the Limit is 2,000 points, but the actual highest final score is specified by a settling table according to which a hand worth 13 han or more pays 400% of the Limit (meaning the Limit doubled twice), i.e. 8,000 points. Individual hands can bypass this value and specify scoring values even higher than this (e.g. 1600% of Limit).
It is important to understand that in this scoring system the Limit is not used as a point cutter but simply as a scoring unit.
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