|
NOTES
ON HOW TO PLAY MAHJONG -
Compiled by Mark A. S. Grace Some variations
and Notes on the Game collected since 1975.
The following notes should
provide a relatively full explanation of the Game as well as
providing a sufficient range of rules for participants of all
ages and abilities. The first occurrence of important terms are
in bold text. Bizarrely, many sets are sold without complete
instructions on how to play, or are either poorly translated or
totally without guidance! So, there's no longer any excuse to
keep those sets at the back of cupboards and not enjoy the game!!
Any additions to these notes
appreciated, with many thanks for the positive feedback.
Remember: If you can't find a rule to fit your circumstances,
apply House Rules and
agree before you play.
- Reviewed & Revised in
April 2010 -
[With
fond memories of games & friends in The HAGS Mahjong Club at
High Arcal Grammar School, Sedgley, UK (1974-77) & MUMPS
(Manchester University Mahjong Players Society) founded in 1977.
]
Introduction
Mahjong
or Mah Jongg
(from the Chinese meaning "sparrows"
) is a game of skill and chance of ancient Chinese origins,
usually played by four people in which game pieces known as
Tiles,
bearing various designs, are drawn and discarded until one Player
has an entire Hand
of winning combinations, or the Game
is drawn. The tiles are traditionally made of
bamboo faced with bone and ivory, although modern tiles are
plastic imitations. During the Cultural Revolution the game
suffered many setbacks in its country of origin, particularly in
connection with gambling, however it is now making a comeback
with the use of plastic chips or pure points scoring, and makes a
pleasant variation to games using playing cards. Some of the
increasing popularity has been helped by PC-based solitaire
Mahjong games, where complex 3D blocks of mahjong tiles have to
be disassembled in tile pairs within a certain timeframe.

The
Mahjong Set
The basic Chinese
Set consists of 136 tiles
(sometimes referred to as Cards),
and all tiles are represented four times within the Set. There
are three Suits
known as Bamboos,
Characters,
& Circles,
with tiles being numbered from
1 to 9. The tiles in these
three suits therefore total 108 tiles and are shown below:
There are 12 Cardinal
Tiles known as Dragons,
and are coloured Red,
White &
Green:
There are 16 Directional
Tiles known as Winds
or feng
labelled East,
South,
West &
North:
These 136 tiles comprise the
Chinese Set.
The 1's, 9's, Winds &
Dragons are known as the Major
or Honour
Tiles. The tiles numbered
from 2-8 are the Minor Tiles.
The Western/European
Game, to which these notes
generally refer, has eight additional tiles, making the 144-tile
Western/European Set.
These are the four Seasons
and the four Flowers.
Each one corresponds to a particular wind or player. The terms
for these eight tiles varies considerably depending on the
translation of the rules and regional variation. The following
table shows the combinations of terms so far encountered by the
author:
|
Winds:
|
East
|
South
|
West
|
North
|
|
|
|
Dong
|
Nan
|
Fang
|
Bei
|
|
|
|
Ton
|
Nan
|
Sya
|
Peki
|
|
|
|
1
|
2
|
3
|
4
|
in
one colour
|
|
Seasons:
|
1
|
2
|
3
|
4
|
in
another colour
|
|
|
Spring
|
Summer
|
Autumn
|
Winter
|
|
|
|
Wind
|
Flower
|
Snow
|
Moon
|
|
|
|
Fisherman
|
Woodcutter
|
Farmer
|
Scholar
|
|
|
Flowers:
|
Plum
|
Bamboo
|
Chrysanthemum
|
Orchid
|
|
|
|
Plum
|
Orchid
|
Chrysanthemum
|
Bamboo
|
|
|
|
Plum
|
Lily
|
Bamboo
|
Chrysanthemum
|
|
|
|
Fu
|
Lu
|
Shu
|
Csi
|
|
There are at least three
versions of the Chinese Game (Taiwanese, Hong Kong/Cantonese, and
conventional Chinese) and at least two versions of the Western
Game (European & American/Jewish). The American/Jewish Game
has 8 additional Joker tiles,
which can be used anywhere, making a 152 tile set. Some blanks
are often supplied for any missing tiles.
Spelling and phonetic
variations also exist for the terms used in Calling:
|
Terms
used in these Notes:
|
Definition:
|
Alternative
Terms:
|
|
Pung
|
Three
of a kind
|
Poong,
Pon
|
|
Kong
|
Four
of a kind
|
Kaong,
Quong, King, Kan
|
|
Chow
|
Three
consecutive numbers in sequence
|
Chi,
Run, Sequence, Quint
|
In the US the suits are often
referred to as "Bambs", "Dots" & "Cracks"
for short.
The following table also gives
familiar names to certain individual tiles if players wish to use
them:
|
Tile(s)
|
Alternative
Name
|
Notes
|
|
1
Circle

|
The
Moon
|
|
|
5
Circles

|
Plum
Blossom
|
as
it resembles the flower
|
|
1
Bamboo

|
Sparrow
or Peacock
|
often
depicted as a bird
|
|
8
Bamboos

|
The
Gate or Gates
|
|
|
White
Dragon

|
Soap,
Po
or
Haku
|
|
|
Red
Dragon

|
Chung
or
Chun
|
|
|
Green
Dragon

|
Fat
or
Hatu
|
|
|
2,
4, 6, & 8 Bamboos
|
|
the
Green Bamboos
|
|
3,
5, 7, & 9 Bamboos
|
|
the
Red Bamboos (some red on tile, except for the 3)
|

How
To Play
Notes are supplied in simple
sections. Further detail can also be obtained from the
Appendices.
1. The Allotment of Seats
Each Seat
may be marked by a Ming
or Mingg,
either a labelled counter or tile holders marked with a Wind
consecutively East, South, West and North. One Ming only may mark
the position of East, then the remaining seats will be known as
South, West and then North in that order, anticlockwise around
the Table from East's position. It should be noted that East and
West are opposite to that normally found on a compass rose which
is a reflection of the hierarchy and importance of the winds to
the Chinese and not their direction.
Two dice are used to allocate
the four Players their Seats. The Player throwing the highest
total becomes East, the next South, West, and then North for the
lowest number thrown. In the event of a tie, only those players
involved in the tie throw again for only those seats in question.
2. Building The Wall
All the tiles are shuffled face down on the
table by all four players, something referred to as "the
twittering of the sparrows" by the Chinese. Each player then
constructs a Wall
of 36 tiles (34 tiles in the Chinese version,
38 tiles in the US version). Each wall consists of two layers of
18 tiles face down, with the longest sides adjacent. The four
walls are then pushed together to form a square which represents
the City or Chinese Garden, something also referred to as
"keeping the devils out". The racks are used to help in
the construction and moving the walls together.
3. Opening The Gate
East throws two dice and starts counting.
With East's own wall as '1', the counting of walls goes
anticlockwise until the number on the dice is reached. This is
the wall in which the Gate
is to be opened. In quick summary East's wall
counts as 1, 5 & 9, South's wall 2, 6, & 10, West's wall
3, 7 & 11 and North's wall 4, 8, & 12.
The owner of the selected wall also throws
two dice. The total number thrown on all four dice is used to
count the vertical pairs of tiles in that wall from right to left
as the owner looks at his own wall. If 18 is exceeded, then the
counting continues onto the next wall to the left.
The corresponding vertical pair of tiles
are then placed on top of the preceding tiles, the lower tile of
the pair being nearest to the newly formed Gate. These two tiles
are termed the Loose Tiles,
and are always to be found on the Roof
of the Garden or City wall. The use of these
tiles is further explained in Notes 7 & 8, iii.
4. Dealing
Dealing proceeds clockwise from the Gate
(i.e. the opposite side to the Loose Tiles), East taking the
first two pairs of tiles, South the next, followed by West and
then North in that order. This is done three times until all
players have 12 tiles each. East then takes the tile from the top
of the next pair, South the bottom tile, West the top of the next
pair, then North the remaining bottom tile, so that all players
have a thirteen tile hand similar to a game of cards. East then
takes one further tile from the end of the wall to provide the
discard.
[A US variant of this is that East can take the 13th & 14th
tile together, by taking the top two tiles from the Wall, before
the other players take their remaining tile.]
The tiles are often placed on wooden
racks to
allow their display privately to each player, otherwise they
should be stood on their ends facing the player. Some racks are
supplied with special holders if using chips. In the US, where
the game is particularly popular, special Mahjong tables are
available, some of which are computerised and automatic, and use
magnetic tiles.
All players in turn of priority (i.e. East.
South, West, then North) should then check their dealt hands for
Flowers and
Seasons,
which should be replaced from the Loose Tiles, and placed face up
on the table by the player's hand. Each replacement loose tile
should also be checked and replaced if a Flower or Season before
the next player, and so on. See also Note 7.
5. The Compilation of Hands
The compilation of Hands
occurs with the systematic drawing and
discarding of tiles from the wall, until a hand of winning
combinations is completed, or the game is drawn.
a. Apart from certain Special
Hands (see Appendix B), all
hands must consist of Pungs
(three of a kind), Kongs
(four of a kind), Chows
(number sequence of three consecutive tiles in
the same suit), and a Pair
(otherwise known as the Sparrow's Head).
Mahjong is therefore achieved with 14 tiles, with no discard
being made on completion.
b. A Standing
Hand can be declared by a
player during the course of a game. After the declaration ALL the
remaining tiles required to complete the hand must be drawn from
the wall. No calls for discarded tiles can be made, including
Mahjong. Extra points are then available upon successful
completion of the hand (See Appendix A).
6. The Discard
If a discarded tile upon discard is
required to complete a Pung, Kong, or Chow, or complete a hand
for Mahjong, then the appropriate Call must be made by the player
requiring it. See also Note 8.
If a tile has been discarded and not been
called for then it is deemed to be dead, and remains
irretrievable in the garden. The next tile is drawn from the
wall.
After the Call, the discard continues from
the caller and the Game continues around the table. Unless a call
comes from the player sitting immediately to the right of the
discard, several players will effectively lose their turn.
The tile being discarded should be
correctly and clearly named BEFORE disclosure, enabling all
players to have an equal chance of calling for it. Alternatively,
you can play silently. See note under "Calling" below.
7. Flower and Seasons
If a Flower or Season is found in the dealt
hand, or is subsequently drawn from the wall during the course of
a game, then it must be immediately declared by being placed face
up on the table beside the players hand, and a Loose Tile (See
Note 3) taken to replace it before the discard.
After the deal, each players in turn (East,
South, West, North) should check their hands and replace any
Flowers or Seasons with Loose Tiles. If any of the Loose Tiles
taken are themselves Flowers or Seasons, then they too must be
replaced before the next player checks their hand.
When the two Loose Tiles from the wall are
used, then they are replaced by two more tiles from that end of
the wall, in exactly the same manner as Opening the Gate, i.e.
the top tile of the vertical pair becomes the Loose Tile furthest
from the Gate.
8. Calling
a. A Call
must be made for any discarded tile before the
next player draws the next tile from the wall, and has seen the
face of that tile. In a fast game the situation may arise where
it is difficult to determine whether a Call or the Draw
was first. If the situation cannot be amicably
settled, then two dice should be thrown and the higher have the
decision. Players may find the introduction of alternative House
Rules more suitable to their
needs (see Note 16).
i. After the calls of Pung, Kong and Chow,
the combination is then declared
or melded
by being turned face up on the table beside
the players hand.
ii. A Chow can only be made from the
discard of the player immediately preceding the caller.
iii. After the call of Kong, the
combination should be declared by being turned face up on the
table. And then a loose tile is taken to replace the fourth tile
in the Kong. If the loose tile is not taken, then Mahjong cannot
be achieved by obtaining a final pair.
b. An Undeclared,
Unmelded,
Hidden or
Closed Kong is
achieved when all four tiles have been drawn from the wall or
loose tiles. In this case, in order to receive the loose tile
necessary to replace the fourth tile, the call of Kong is made
and the combination is placed FACE DOWN on the table besides the
player's hand. This Kong is consequently worth twice the points
of an Open Kong.
c. An Open or Disclosed Pung can only be
made into a Kong if the fourth tile is drawn for the wall by the
holding player. The tile cannot be called for upon being
discarded. A loose tile is taken the fourth tiles drawn from the
wall, as above.
Note: In March 2008 I was observing a game
being played by market sellers in Xi'an, China. There was no
calling and the hands collected were "unclean". Instead
of calling, the players would tap the table with two fingers to
denote they were taking the discarded piece. From tea ceremonies
we were informed tapping the table is a polite form of saying
thank you, so this may be what is happening here.
9. Simultaneous Calling
At discard, should more than one player
call for the same tile, not necessarily at the same time, then
the following priority of calls decides who should have the tile:
Mahjong, before Kong, before Pung, before Chow.
In the event of two players calling Mahjong
on the same discarded tile, then the following priority of
combinations decides who should get the tile: Kong, before Pung,
before Pair, before Chow.
It is possible that two players can call
Mahjong on the discard for either a Chow or a Pair. In this case,
the player who would be next around the table in order of play
from the player discarding would be the winner.
10. Drawn Games
A game is Drawn
when the last 14 tiles (including any Loose
Tiles) remain in the wall. No scores are taken, the seating
remains the same, and tiles are reshuffled to begin a new game.
11. At Mahjong
The Ming, which denotes the position of
East and thereby the positions of the other three players, moves
on one place anticlockwise around the table. If East is the
winner of the game, then the seating remains the same.
12. Game Duration
The Full
Game consists of four Rounds,
where each Round is named after each of the winds consecutively
as the prevailing Wind of
Round. The first round is
named East, then South, West & North. One round is when the
Ming denoting the position of east has rotated the table once,
i.e. a minimum of four winning games. A round will consist of
more games in the event of draws or East winning games.
The Full Game represents the four seasons
of the Chinese Year and will therefore consist of a minimum of 16
winning games.
The Ming may also contain a device to
indicate Wind of Round, which would be useful as Wind of Round is
taken consideration during Scoring. (See Appendix A).
13. Robbing The Kong
If one player requiring a particular tile
to go Mahjong sees it being incorporated into a Declared or Open
Kong, then that player can call Mahjong by Robbing
the Kong, and the tile is
taken to complete the winning hand. Extra points are then
available to the winning hand. (See Appendix A).
14. Fishing
A player who only requires one tile for
Mahjong is termed to be Fishing.
A player who is fishing should call "Fishing" to give
notice to the remaining players. If agreed by the players
beforehand, it can be acceptable to fish for a hand and be
awarded some points (particularly Special Hands), even if that
hand could not be completed due to all required tiles already
discarded.
15. Scoring
For points system see Appendix A.
The Winner
receives in full from each of
the players the full value of the Winning
Hand, and pays out nothing to
other players.
The three losing players then settle the
differences between the value of their hands. A player will pay
out the difference to players with a higher scoring hand, and
receive the difference from a lower scoring hand. Hence, the
player with the lowest score pays out to every other player and
receives nothing.
In any given scoring situation East always
pays and receives double. This is why East is sometimes referred
to as the Banker.
Quick example: After Mahjong the points
have been calculated as follows - East 200 points, South (the
Winner) 400, West 50, North 100. South, as the Winner, receives
400 from West and North, and 800 from East. East receives 200
from North (2x 200-100) and 300 from West (2x 200-50). North
receives 50 from West, (100-50) and West receives nothing.
Many sets are supplied with Scoring
Sticks or Counting
Bars. I am grateful to Pieter van
Zijl who passed on some notes from his set: “There
are 8 Bars which represent 500 points each, 36 Bars which
represent 100 points each and 40 Bars which represent 10 points
each. The 500-point Bars are often called the Flags of the
Regiment because they are very precious. Although the markings on
the Bars may vary in different Sets, the number and values are
always the same. At the start of the Game, each player has :—
This
amount corresponds to the Maximum Points, not of the Eldest Hand,
but of the other hands. (MG: I assume here this means effectively
a 2000 point Limit). The losers of each game pay the winner by
using these Bars. When the last game of the North (or last) Round
is over, every player counts his Bars to decide whether he wins
or loses”
The bars look like this -
500 points - 5 red dots on bar
100 points - 1 red dot on bar
10 points - 8 black dots on bar
Also included (but not mentioned in
Pieter's manual) are four very fancy bars which he assumes
represent 1000 or perhaps an amount to be agreed upon according
to circumstances. They have in 5 red dots - the same as the 500
point bar, and then an additional large red dot on either outer
edge of the central 5 and then a further two large green dots on
the very outer edge- one on either side of the large red dots.
Some sets come with and shops sell paper
pads for scoring in a conventional way, as you would for a game
of Bridge, for example.
16. House Rules
House Rules enable
players in a game to decide on which Rules they wish to play or
omit, prior to the start of the game. This enables the game to be
adapted to the players abilities, to suit the available time,
number of players if less than 4, or for pure convenience.
Players with experience can introduce their own House Rules to
add duration, excitement and complexity to the game. Any issues
you don't find explained here should be subject to your own house
rules!
Some examples of House Rules:
a. The
use, or otherwise, of Special
Hands (see Appendix B). b.
A limit of one Chow per hand; Special Hands
excepted. c.
A hand must be Clean
before Mahjong:
Clean is
defined as a hand consisting of entirely one suit, with Winds
and Dragons.
"Superclean"
or Immaculate
hands are those consisting of entirely one
suit, with no Winds or Dragons, and is used only in Scoring (see
Appendix A).
d. Discarding
tiles face down on the table, instead of face up. e.
The Chinese Game - omitting the Flowers &
Seasons. The Walls in this game will only be 17 tiles long. f.
The Limit - this is used for
Special Hands (see Appendix B), where scoring is determined as
multiples or fractions of the Limit. The Limit is most commonly
set at 1000 points in the European Game and at 300 points in the
Chinese Game. The use of the higher limit is to encourage more
inventive and riskier play. g.
The Goulash -
introduced at any stage of the game as an added incentive to
players to Mahjong in an otherwise tactical series of drawn
games. After reaching a draw, each player adds an agreed amount
(usually 100 points) to the Goulash. The Winner of the next game
will receive the usual points for the Winning Hand plus the bonus
of the Goulash. h.
The use of Penalties
(see Appendix A). i.
The Exchange or
Charleston
(Compulsory in the US game) - This is an
exchange of tiles at the start of the game, and a chance to
improve a player's hand by getting rid of unwanted tiles. The
three steps to the First Exchange are:
1. Each
player passes 3 unwanted tiles to the player on their right.
2. Each
player passes 3 unwanted tiles to the player opposite.
3. Each player passes 3 unwanted tiles
to the player on their left.
A Second
Exchange of tiles is optional,
and must be agreed to by all players. The three steps to the
Second Exchange are:
1. Each
player passes 3 unwanted tiles to the player on their left.
2. Each
player passes 3 unwanted tiles to the player opposite,
3. Each player passes 3 unwanted tiles
to the player on their right.
Once the Exchange has been started all 3
steps must be completed. If a player is happy with the tiles and
does not wish to exchange, then they can be passed on without
looking at them. This is called a Blind
Pass. No Jokers (US Game) are
passed during an Exchange. All other tiles may be passed.

Appendix
A: Scoring System
There are as many variations
in scoring as there are styles of play. See also Note 15. It
was rumoured that an International scoring system was to be
agreed and introduced sometime in 2001.
a. Points available to
ALL HANDS:
|
Combination
|
Open
|
Closed
|
|
Minor
Pung
|
2
|
4
|
|
Major
Pung
|
4
|
8
|
|
Minor
Kong
|
8
|
16
|
|
Major
Kong
|
16
|
32
|
|
Dragon
Pair
|
|
2
|
|
Pair
of Own Winds
|
|
2
|
|
Pair
of Prevailing Winds
|
|
2
|
|
Each
Flower or Season
|
4
|
|
b. Additional
points for WINNING HAND ONLY:
|
Mahjong
|
20
|
|
Winning
tile from Loose Tiles
|
10
|
|
Winning
tile was last tile in the Game
|
10
|
|
Winning
tile was drawn from the Wall
|
2
|
|
No
Chow in hand
|
10
|
|
Robbing
the Kong (see Note 13)
|
10
|
|
Standing
Hand (see Note 5b)
|
100
|
c. Doubles:
Points totals from a + b above
are then doubled -
|
For
a Clean Hand (see Note 16c)
|
Once
|
|
For
a "Superclean" or Immaculate Hand (see Note 16c)
|
Thrice
|
|
For
each group of Dragons
|
Once
|
|
For
group of Own Winds or Prevailing Winds
|
Once
|
|
For
Own Flower or Season (See Introduction)
|
Once
|
|
For
each complete set of Flowers or Seasons
|
Twice
|
|
For
Winning on Final Discard in a Game (Optional and
alternative to 10 points in b., above)
|
Once
|
|
If a
player wins Mahjong without calling for a discarded tile and
without using a Joker (US Game)
|
Once
|
e.g. a 100 points hand with 6
doubles will be worth 6,400 points, unless playing with a Limit.
d. Fishing for Special
Hands
A player who was Fishing for
Special Hand at Mahjong will receive 40% of the value of the hand
had it been completed.
e. Bonus Points
Payable by each player during
the game -
|
The
call of Pung or Kong on East's first discard
|
100
|
|
Obtaining
a Set of 4 Seasons or all 4 (Bouquet) of Flowers
|
1000
|
|
Any
Penalties played
|
|
f. Penalties
|
False
Mahjong call
|
1000
|
|
Other
false calls
|
100
|
|
Incorrect
naming of discarded tile
|
50
|
|
To a
player who calls for, or misses, an incorrectly named tile
|
100
|
A player must always keep
only 13 tiles at one time. If by error, a player has more tiles,
or less tiles than the 13 (other than East who has 14 tiles at
the start of a game) the hand is considered dead. A Dead
Hand means the player may no
longer continue to play Mahjong until the game is won, or drawn.
The Dead Hand is kept concealed until the game is completed. The
player still pays the other players when scoring based on a
score of zero.
If a player wins Mahjong
because of a tile discarded by another player, the player who
discarded the tile pays double the worth of the winning hand (US
Game).

Appendix
B: Special Hands
Definitions:
Group
= Pung or Kong Open
= Hand comprises Open and Closed Groups Closed
= Hands must comprise of
closed groups only. No calls can be made with the exception of
Mahjong
|
Name
|
Description
|
Score
|
|
Heaven's
Blessing Hand
From Heaven,
or Heaven's
Grace
|
East
has Mahjong with original 14 tiles
|
2 x
Limit
|
|
Earth's
Blessing or
Earth's
Grace
|
Mahjong
on East's first discard
|
2 x
Limit
|
|
The
Four Happinesses or
The
Four Blessings Hovering Over The Door
|
Four
groups of Winds and a major pair
|
2 x
Limit
|
|
Three
Great Scholars
|
Groups
of the 3 Dragons A Wind group and a pair of Winds
|
2 x
Limit Open
|
|
Royal
Ruby
|
Group
of Red Dragons Groups and a pair of Red Bamboos
|
2 x
Limit Open
|
|
Imperial
Jade
|
Group
of Green Dragons Groups and a pair of Green Bamboos
|
2 x
Limit Open
|
|
All
Pictures
|
Hand
entirely composed of Winds and Dragons
|
2 x
Limit Open
|
|
Thirteen
Unique Wonders or Thirteen
Grades of Imperial Treasure
|
One
of each Major Tile, plus one for the pair
|
2 x
Limit Closed
|
|
Windy
Dragons
|
Two
groups of Dragons, with one pair of each wind (four pairs
total)
|
2 x
Limit Open
|
|
Heavenly
Paradise
|
Group
of each Dragon, Group of own Wind when prevailing, plus
any pair
|
2 x
Limit Open
|
|
Red
Lily
|
Groups
of Red & White Dragons two groups + pair of Red
Bamboos
|
2 x
Limit Open
|
|
Lily
of the Valley
|
Groups
of Green & White Dragons, two groups + pair of Green
Bamboos
|
2 x
Limit Open
|
|
Red
Lantern
|
Group
of Red Dragons and Own Wind, Run of 1-7 + one for the
pair
|
2 x
Limit Closed 1 x Limit Open
|
|
Heads
& Tails or
One's
& Nine's
|
Hand
consisting of groups and a pair of 1's & 9's
|
1 x
Limit Open
|
|
Ordinary
Limit Hands: Note:
Dragons as a Group and not as the Pair
|
Characters
& Red Dragons, or Bamboos & Green Dragons,
or Circles & White Dragons
|
1 x
Limit Open
|
|
One's,
Nine's, Winds & Dragons
|
Hands
consisting entirely of Major Tiles
|
1 x
Limit Open
|
|
Chinese
Odds
|
Four
groups and a pair of odd numbers in any one suit
|
1 x
Limit Open
|
|
Dragon's
Tail
|
1-9
in any suit, group of Winds + pair of Dragons
|
1 x
Limit Closed
|
|
Run,
Pung, Pair
|
1-9,
Pung + Pair in one suit
|
1 x
Limit Closed
|
|
Plucking
The Plum Blossom From The Roof
|
Mahjong
by drawing the 5 Circles (Plum Blossom) from the Wall
irrespective of the hand being assembled
|
1 x
Limit Open/Closed
|
|
Picking
the Moon From The Bottom of The Sea
|
Mahjong
by drawing the 1 Circles (Moon) from the Wall irrespective
of the hand being assembled
|
1 x
Limit Open/Closed
|
|
Clean
Pairs or
Heavenly
Twins
|
7
pairs entirely in one suit
|
1 x
Limit Closed
|
|
Honour
Pairs
|
7
pairs of Winds & Dragons
|
1 x
Limit Closed
|
|
Heavenly
Joy
|
4
Kongs & a pair
|
1 x
Limit Open
|
|
Windy
Chow
|
1-9
in any suit, one of each Wind + one Wind for the Pair
|
1 x
Limit Closed
|
|
Crawly
Snake
|
1-9
in any suit, Pung + Pair of Winds
|
1 x
Limit Closed
|
|
Wrigley
Snake or
Greta's
Garden Note:
This is the only hand that does not require a Pair
|
1-7
in any suit, one of each Wind & Dragon.
|
1 x
Limit Closed
|
|
Gates
of Heaven or
Calling
Nine Tiles
|
2-8
in any suit, group's of the 1's & 9's in the same suit
+ one from 2-8 for the Pair
|
1 x
Limit Closed
|
|
Gertie's
Garter
|
1-7
in two different suits
|
1 x
Limit Closed
|
|
Sparrow's
Sanctuary
|
Five
pairs of Green Bamboos + 2 pairs of 1 Bamboo
|
1 x
Limit Closed
|
|
Hitler's
Blunder
|
1-9
in any suit, Pung (not Kong) in the same suit + Pair of
Winds or Dragons
|
1 x
Limit Closed
|
|
Dragonfly
|
One
Pung in each of the three suits, a Dragon group + any pair
|
1 x
Limit Open/Closed
|
|
Buried
Treasure
|
Any
four Pungs + any pair
|
Half
Limit Closed
|
|
No
Score Hand Note:
This is a no score hand and will be invalidated by any Season
or Flower held!
|
Four
chows in the same suit + minor pair in the same suit.
|
Half
Limit Closed
|
|
Crocheting
|
Seven
MIXED pairs in the same TWO suits. Example Mixed Pair:
 
|
Half
Limit Closed
|
|
Knitting
or
Triple
Knitting
|
Four
MIXED Pungs in THREE suits + MIXED Pair Mixed Pung:
  
|
Half
Limit Closed
|
|
Dirty
Pairs
|
Any
seven pairs
|
Half
Limit Closed
|
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