The modern Chinese 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 (or slightly apart from the rest of the 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 2-2-3-3-4 and any pair, and the winning tile is Bamboo 4 (either self-drawn or discard), a player is free to arrange his hand so that the winning tile is considered to complete a Pung of Bamboo 2, rather than a Chow 2-3-4 (both arrangements are possible but the previous would pay extra faans if the remaining three sets were triplets, as well).
In Taiwanese Mah Jong the only scoring unit is tai (equivalent to faan), which is used as a point-unit. Accordingly, the final score of the hand is simply the total of tais earned by its composing patterns. Possible conversions to monetary values are not a rule-specific issue, but – if necessary – must be negotiated by the players before the game is started.
If Flowers and Seasons are used, the winner receives bonus tais for the following Flowers and Seasons:
Pattern | Score |
---|---|
Each Flower or Season | 1 tai |
Seven Flowers and Seasons, robbing the 8th Note: As this is a winning hand, scores for any other patterns are ignored. |
20 tai |
All Flowers and Seasons Note: Considered as a winning hand, so scores for any other patterns are ignored. |
30 tai |
No Flowers or Seasons | 1 tai |
In addition, the winner receives tais for the following hands:
Pattern | Score |
---|---|
![]() ![]() ![]() Pung/Kong of Honors (Dragons or any Winds) |
1 tai |
![]() ![]() ![]() ![]() Melded Kong |
1 tai |
![]() ![]() ![]() ![]() Concealed Kong |
2 tai |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 3 Chows of 1 suit, step 3 (Clear dragon, ch. ii chii ton kan, jap. ikkitsuu kan, itsuu) |
5 tai / 10 tai*) |
![]() ![]() ![]() ![]() ![]() ![]() Two concealed triplets Note: Concealed Kongs are allowed, as well. |
2 tai |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Three concealed triplets Note: Concealed Kongs are allowed, as well. |
5 tai |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Four concealed triplets Note: Concealed Kongs are allowed, as well. |
15 tai |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Five concealed triplets Note: Concealed Kongs are allowed, as well. |
40 tai |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Little Three Dragons (jap. sho san gen) |
15 tai |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Little Three Winds (two Pungs/Kongs and a pair of Winds) |
5 tai |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Big Three Winds (three Pungs/Kongs of Winds) |
15 tai |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Exposed hand (waiting with a single tile for the tile completing the pair) Note: Implies One-chance hand and Out on a pair. |
10 tai |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Concealed hand (discarded last tile) (Ch., Jap. men zen chin) Note: Concealed Kongs are allowed as concealed sets. |
1 tai |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Fully concealed hand (Ch. men zen tsuu mo, Jap. men zen tsumo) Note: Concealed Kongs are allowed as concealed sets. Implies Self-drawn last tile. Always implies Concealed hand. |
3 tai |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Chow hand (a regular hand with no Pungs or Kongs) |
3 tai |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Chow hand with no Honors/Flowers (a regular hand with no Pungs or Kongs) Note: The hand may contain no Honors and no Flowers or Seasons. |
10 tai |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Pung hand (a regular hand with no Chows) (Jap. toi toi ho) |
10 tai |
No Honors![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
1 tai |
No Flowers and no Honors![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
3 tai |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() One suit and Honors (Mixed hand, Ch. hon ii so, Jap. hon itsu) |
10 tai |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() One suit only (Clear hand, Ch. chin ii so, Jap. chin itsu) |
40 tai |
*) Paid if the pattern is concealed.
Finally, the winner can earn bonus faans for the following special ways of going out:
Pattern | Score |
---|---|
Winning (jap. yaku) | 2 tai |
Self-drawn last tile (ch. tsuu mo ho, jap. tsumo, tsumo ru) | 1 tai |
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. |
1 tai |
Out on a pair (ch. tan chao machi, jap. danki) | 1 tai |
Out on the last tile of the Wall (ch. hai tei rao
yue, jap. haite) Note: Does not imply scores for Self-drawn last tile. |
1 tai |
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 tai |
Early winning (out when more than 5 but less than 10 discards have been discarded) | 5 tai |
Early winning 2 (out when 5 or less discards have been discarded) | 10 tai |
Ready on original hand (16 tiles of the
winning hand were already in dealt hand) Note: Ready declaration is needed. |
15 tai |
Note: There are significant variations in pattern scoring of Taiwanese Mah Jong, explained by the fact that different preferences (e.g., if players want to accentuate gambling effects) are not handled by settling tables as in many other modern Asian versions of Mah Jong.
In addition, the winner can get high scores for the following special hands:
Limit or Special Hand | Description | Score |
---|---|---|
Three Great Scholars (Big Three Dragons) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Pung or Kong with all three Dragons, two Chows, Pungs and/or Kongs, and any pair. May all be melded. |
30 tai |
Little Four Winds (Little Four Joys) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Pung or Kong of three Winds, a pair of the fourth, and any other two sets completing the hand. May be all melded. Note: Does not imply doubles for any special winds, and does not imply One suit with Honors. |
30 tai |
Big Four Winds (Big Four Joys, Four Big Blessings) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Pung or Kong of each Wind, any other set and any pair. May all be melded. |
40 tai |
Seven pairs and a triplet (8 and Half Pairs) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Seven pairs (identical pairs are allowed, as well) and any triplet. The triplet cannot be melded before going out (but a player can go out by claiming a tile for the triplet). |
30 tai |
Heavenly Hand | East declares Out with the dealt hand (after supplement tiles, if any) | 40 tai |
Earthly Hand | Non-dealer goes out on dealers first discard. | 40 tai |
The total score is calculated simply by adding up the tai values for the composing parts. 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):
The winner gets the following tais for his hand:
2 tai | Winning |
9 tai | Each honor tile |
1 tai | Melded Kong |
9 tai | Pung hand |
1 tai | Out on a pair |
|
|
22 tai | Total |
Taiwanese games are often played without applying a Limit. On the other hand, players may want to set a limit at certain level (e.g. at 40 tais) in order to guarantee that payments do not become too high.
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