MyMahjong
LEARN

Basics of Mahjong

Mahjong is a game for four players built on a simple idea: gather tiles into sets and be the first to complete a winning hand. This page covers what every variant has in common, then shows where Hong Kong and MCR go their own ways.

What is Mahjong?

Mahjong is a tile game for four players. It began in China in the nineteenth century and later spread to Japan, America and Southeast Asia. Every region developed its own rules, so details can differ from table to table. What stays the same is the core: draw a tile, discard a tile, and try to build a complete hand before anyone else.

MyMahjong supports two variants today: Hong Kong Mahjong (with VMC Classic and HKMA rules) and Chinese Official Mahjong (MCR). Riichi and American Mahjong are being prepared. Mahjong here is a game of attention, memory and planning; scores have no monetary value.

The tiles

A standard set has 34 different tiles with four copies of each, which makes 136 tiles.

  • Three suits: Bamboo, Dots (also called circles) and Characters. Each suit runs from 1 to 9, four copies of every number: 108 tiles.
  • Four winds: East, South, West and North, four copies each: 16 tiles.
  • Three dragons: Red, Green and White, four copies each: 12 tiles.
Bamboo 1 to 9
Dots 1 to 9
Characters 1 to 9
Winds (East, South, West, North) and dragons (Red, Green, White)

Hong Kong and MCR add eight more tiles, one of each: four flowers (plum, orchid, chrysanthemum and bamboo) and four seasons (spring, summer, autumn and winter). The full set is then 144 tiles. Flowers and seasons never form sets: when you draw one, you show it and take a replacement from the back of the wall.

Flowers and seasons
Variant in MyMahjongTiles
Hong Kong, VMC Classic144 (with flowers and seasons)
Hong Kong, HKMA136 (no flowers)
MCR144 (with flowers and seasons)

Sets and pairs

A hand is built from sets and one pair:

  • Chow: three consecutive numbers in the same suit, such as Bamboo 3-4-5. Only the three suits can form chows, never winds or dragons.
  • Pung: three identical tiles.
  • Kong: four identical tiles. When you declare a kong you take one extra tile from the back of the wall, so a kong still counts as a single set.
  • Pair: two identical tiles.
A chow: Bamboo 3-4-5
A pung: three East wind tiles
A kong: four Red Dragon tiles
A pair: two Characters 5

The winning hand

A standard winning hand is four sets and one pair: 14 tiles for the purpose of counting, with a kong counted as one set. You start with 13 tiles, draw one on your turn and discard one. When your tiles form a legal winning hand, you declare the win ("Mahjong" or "Hu").

Example: three chows, one pung and a pair

Some special hands use other shapes, for example Seven Pairs and Thirteen Orphans. A complete shape is also not always enough: both Hong Kong and MCR require a minimum score before you may win (see Scoring below).

How a hand is played

  1. Seats and dealer. Four players sit around the table. One player is the dealer and sits at East; the seats continue South, West and North in the order of play. These are names of seats, not compass directions.
  2. The wall. The tiles are shuffled face down and built into four walls. Dice decide where the wall is opened.
  3. The deal. Each player takes 13 tiles and the dealer takes a 14th to start. Flowers and seasons are shown and replaced from the back of the wall.
  4. A turn. Turns go counter-clockwise. Draw one tile, check whether you can win, then discard one tile face up and name it.
  5. Claiming a discard. Any player may claim a discard to complete a pung, a kong or a winning hand. A chow may only be claimed from the player just before you in turn order. If several players want the same tile, a win comes first, then a pung or kong, then a chow. Claimed sets are placed face up (exposed). A hand without exposed sets is concealed, which many scoring systems reward.
  6. The end of a hand. A hand ends when someone wins, or when the wall runs out with no winner (a draw).

Winds and the dealer

Two winds matter for scoring. Your seat wind belongs to the seat you occupy, and the round wind belongs to the whole table; a full game moves through the East, South, West and North rounds. Pungs of these winds can earn extra points. The dealer is always East.

How the deal passes depends on the rules. In Hong Kong VMC Classic the dealer keeps the deal after winning or after a draw, and it moves on when another player wins. In HKMA rules the dealer keeps it only after winning. In MCR the deal passes after every hand, whoever wins.

Scoring: Hong Kong and MCR

Hong Kong counts faan. Every scoring feature of the hand is worth some faan; you add them up and need at least the minimum (three faan in both rule sets used here). A table then converts faan into points, and HKMA caps the hand at 10 faan. In VMC Classic the discarder pays double, a self-drawn win is paid double by everyone, and payments involving the dealer are doubled. In HKMA rules the discarder pays everything on a win from a discard, and on a self-drawn win each opponent pays half.

MCR has 81 official patterns and its own point values. A winning hand must reach at least 8 points from patterns, and flowers and seasons do not count towards that minimum (each adds one point only after the hand qualifies). Every opponent pays the winner 8 base points plus the hand value on a self-drawn win; on a win from a discard, the discarder pays 8 plus the value and the other two pay 8 each.

Hong KongMCR
Tiles144 (VMC) or 136 (HKMA)144
Minimum to win3 faan8 points (flowers excluded)
Scoring unitFaan, then a payment tablePoints from 81 patterns
DealerStays after a win (and a draw in VMC)Passes after every hand

Tips for beginners

  • Start with Hong Kong rules: they are the gentlest way to learn the flow of play.
  • Plan a scoring direction early. In MCR, choose one or two plausible patterns within the first five or six turns.
  • Do not expose sets too early. Claiming a discard opens your hand and closes the door on concealed-hand bonuses.
  • Count before you call. A complete hand below the minimum cannot win, and in many MCR events a false win is penalised.
  • In MCR, do not count the same thing twice. For example, Full Flush already excludes honours, so No Honors is not added.
  • Use the Coach and the scoring guide in MyMahjong while you learn.

Glossary

Chow
Three consecutive numbers in one suit.
Pung
Three identical tiles.
Kong
Four identical tiles; take a replacement tile from the back of the wall.
Pair
Two identical tiles; every standard winning hand has one.
Wall
The stacked tiles that players draw from.
Dealer
The player at East who starts each hand.
Exposed / concealed
A set made with a claimed discard is exposed (face up); a hand without any is concealed.
Seat wind / round wind
The wind of your seat, and the wind of the current round.
Faan / fan
The scoring unit in Hong Kong and in MCR.
Mahjong / Hu
The declaration of a winning hand.
Draw game
A hand that ends with no winner because the wall ran out.

More guides

Step-by-step articles on playing and scoring, written for beginners.

MCR

How to play MCR: a hand from setup to the last tile

A step-by-step guide to a hand of Chinese Official Mahjong (MCR): the setup, the deal, a turn, claiming discards, kongs, flowers, a drawn hand and the 16-hand match.

Read the guide →
MCR

MCR scoring explained: the 8-point minimum and how to count

How scoring works in Chinese Official Mahjong (MCR): winning structures, the eight-point minimum, the pattern tiers, avoiding double counting, payments with worked examples and the common mistakes.

Read the guide →
MCR

MCR strategy for beginners: how to reach eight points

Practical beginner strategy for Chinese Official Mahjong (MCR): plan your eight points early, learn a few patterns, combine small ones, keep sets concealed and use a checklist before you play.

Read the guide →
HONG KONG

Hong Kong Mahjong basics: the dealer, winds, flowers and faan

A beginner guide to Hong Kong Mahjong: how the dealer and winds change, taking a turn and claiming discards, kongs, flowers, the minimum faan and the basic faan items.

Read the guide →
VMC

VMC rules explained: shared faan, Classical and Modern settlement

What the Victoria Mahjong Club (VMC) Hong Kong rules cover: the shared faan list, the two point settlement models called Classical and Modern, the base-point tables and worked examples.

Read the guide →
HKMA

HKMA rules explained: 3-faan minimum, 10-faan ceiling and how it differs from VMC

What the Hong Kong Mahjong Association (HKMA) Classical Mahjong rules cover: the 3-faan minimum, the 10-faan ceiling, how faan add up, conditions to watch, and a comparison with VMC values.

Read the guide →
RIICHI

How riichi mahjong works: a beginner's guide to the Japanese rules

The basics of riichi mahjong: the 136 tiles, how a hand and a game run, calling tiles, the riichi declaration, furiten, dora and how a hand ends.

Read the guide →
RIICHI

Riichi scoring explained: han, fu, limits and payments

How a riichi hand is scored: counting han and fu, the fu table, mangan and the limits, who pays what, and the effect of continuance counters, riichi sticks and draws.

Read the guide →
RIICHI

Riichi rule options: competition rules, house rules and red fives

The main rule choices in riichi mahjong: open tan'yao, red fives, starting points, uma and oka, rounding mangan, and the optional rules groups agree before a game.

Read the guide →

Ready to try a hand?

Play against bots for free, with a Coach and a scoring guide beside you.

Play now