Mahjong
Think of it like gin rummy with blocks—born in China centuries ago, it’s all about matching sets, reading the table, and racing to go out first.
Think of it like gin rummy with blocks—born in China centuries ago, it’s all about matching sets, reading the table, and racing to go out first.
4
144 Mahjong tiles (including suits, honors, and bonus tiles)
2 dice
Score chips or paper
Form a winning hand of four sets (pungs/chows/kongs) and one pair, scoring enough points (fan) to declare Mahjong.
Tile Types
Suits (dots/circles, bamboo/sticks, characters) → 1–9
Honors → Winds (East, South, West, North) + Dragons (Red, Green, White)
Bonus Tiles → Flowers & Seasons (used for bonus points only)
This is what a Mahjong tile set looks like, complete with flowers and seasons for bonus points. There can be variations in the bonus tiles but the rest are pretty close to always being the same. You can also get this set with numerals/letters in the corner for people who can't read the characters and winds tiles.
1. Seating & Winds
Each player sits on one side of the square table.
The four seats are East, South, West, North.
Everyone throws a die, the highest number is East. East is the dealer for the first hand and stays the dealer until they lose a hand.
2. Building the Walls
Each player takes 36 tiles (18 stacks of 2) and builds a wall in front of them.
The four walls form a square "fortress" of 144 tiles.
3. Determining the Break in the Wall
East rolls two dice.
Count counter-clockwise around the players to determine which wall to break (1 = East, 2 = South, 3 = West, 4 = North, then repeat if higher than 4).
Example: East rolls a total of 7 → count 7 players counter-clockwise → ends on West → break West’s wall.
The player whose wall is chosen then rolls the dice again (or East rolls a second time, depending on house rules) to determine where in that wall the break occurs.
4. Breaking the Wall
Starting from the dealer’s right-hand side of the chosen wall, count off the number shown on the dice.
At that point, lift the wall open — the dealer begins drawing tiles from there.
5. Dealing the Tiles
East (dealer) takes the first 4 tiles (2 stacks of 2).
Then each player in turn (counter-clockwise) takes 4 tiles, until everyone has 12 tiles.
Finally, each player takes 1 more tile → 13 tiles each.
East takes 1 extra tile (to start with 14).
6. The Dead Wall (Kong Box)
After dealing, 14 tiles from the back end of the wall are set aside as the “dead wall.”
These tiles are reserved for replacement draws when a Kong is declared, or for flowers and seasons
The remainder is the “live wall” for normal draws.
7. Starting the Game
East discards first (since they have 14 tiles).
Play proceeds counter-clockwise.
Tiles stand up facing you just like a hand of cards. If you arrange in suits you can see what your hand looks like and what hand you might try to make.
Turn Sequence
A turn consists of drawing one tile (from the wall or discard) and discarding one tile.
Play continues clockwise.
Making Sets
Pung = 3 identical tiles
Chow = 3 consecutive tiles in the same suit (e.g. 3–4–5 Bamboo)
Kong = 4 identical tiles (requires an extra tile draw)
Pair = 2 identical tiles
Claiming Discards
You may claim another player’s discard to complete:
A Pung/Kong (at any time, but must declare immediately), or
A Chow (only from the player on your left).
Claiming interrupts the turn order; you then discard.
Winning Hand (Mahjong)
Standard hand = 4 sets + 1 pair (14 tiles total).
Minimum 1 fan (scoring point) required to go out.
Winning player declares “Mahjong!” and reveals their hand.
Winning Bonuses
Self Pick (zimo) → +1
Out on Last Tile → +1
Out on Last Discard → +1
Robbing a Kong → +1
Out on a Supplement Tile (flower/season replacement) → +1
Pungs and Chows
4 Chows → +1
4 Pungs → +3
Purity
Semi-Pure (one suit + honors) → +3
Pure (all one suit) → +6
Winds & Dragons only → max
Dragons
1 Dragon Pung → +1
2 Dragon Pungs → +2
3 Little Dragons (two Pungs + a Pair) → +4
3 Big Dragons (all 3 Pungs/Kongs) → max
Winds
Pung/Kong of Player’s Own Wind → +1
Pung/Kong of Wind of the Round → +1
4 Winds (including a pair) → max
Flowers & Seasons
Flower/Season of Player’s Own Wind → +1
No Flowers or Seasons → +1
All Flowers or All Seasons → +2
Special Hands
7 Pairs (no quads) → +4
Hidden Treasure → Four concealed Pungs + any Pair, all self-drawn → max
All Honors → Dragons and Winds only → max
All Terminals → Pungs/Kongs and a Pair, 1s and 9s only → max
Nine Gates → 1112345678999 + any tile in same suit (concealed, no Kongs) → max
Thirteen Orphans → One of each Dragon, Wind, 1 & 9 of each suit, + any duplicate → max
All Kongs → Four Kongs + any Pair → max
Jade Dragon → Pung/Kong of Green Dragon + rest of hand in Bamboo → max
Pearl Dragon → Pung/Kong of White Dragon + rest of hand in Circles → max
Ruby Dragon → Pung/Kong of Red Dragon + rest of hand in Characters → max
Heavenly Hand → East wins immediately with dealt tiles (after flower replacement) → max
Earthly Hand → Non-dealer wins immediately on East’s first discard (after flower replacement) → max
9-Piece Penalty
If you throw a tile giving a player 3 sets in one suit and they go out with a pure hand, you pay for everyone.
If you throw a tile giving a player 12 tiles in one suit and they self-draw the winning tile for a pure hand, you pay for everyone.
Claim Priority
Win has priority over Pung, Kong, or Chow.
Pung/Kong has priority over Chow.
If two players claim a tile to win, priority goes to the first player to the left of the discarder.
Each non-winner pays the winner based on total fan.
If the winning tile is self-drawn, all players pay double.
Minimum Fan: Some groups require 2 fan to declare Mahjong (to prevent “cheap hands”).
Multiple Winners: If two players can go out on the same discard, priority goes to the closest player in turn order (to the discarder’s left).
Kongs: Some groups score extra bonuses for concealed vs. exposed Kongs.
Play continues until the wall is nearly empty (14 tiles remain).
If no one declares Mahjong → the hand is a draw.
Deal passes East → South → West → North.
Calculate how many points you have, and if it is from discard follow the table to work out what everyone owes you, including double form the person who discarded. If by self pick, everyone owes you double.
I've actually never played this, but somehow came up with this. I cannot guarantee this would go very well at all so, as the boss often says, "make good decisions".
Flowers/Seasons – Draw a bonus tile of your seat number and everyone else drinks, draw someone else’s flower and just they drink. Excludes initial deal.
Winds – Pung, Kung or Chow your wind and everyone else drinks, someone elses wind and just they drink.
Pungs – Pung at any time and everyone else drinks.
Kongs – Kong at any time and everyone else has two drinks.
Finish vessel if you incur the 9 piece penalty.
Finish vessel if someone wins by robbing your kong.
Finish vessel if someone wins with a maximum hand.