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Hong Kong Mahjong

Tiles

There are four copies of every suited and honour tile.

Number Character
1
2
3
4
5
6
7
8
9

Winds and Dragons

Tile Character
East
South
West 西
North
Red Dragon
Green Dragon
White Dragon

The Goal

A normal winning hand is four melds and one pair:

Only the next player may claim a discard for a chow. Anyone may claim one for a pung, kong, or win. A winning claim takes priority, then pung/kong, then chow.

On a turn: draw one, then discard one.

Faan

Add every pattern that applies unless it is a limit hand.

Tiles in the Hand

Hand Faan Requirement
All chows 1 Four chows and a pair
Mixed terminals and honours 1 Only pungs/kongs of terminals and honours, plus a pair of one of them; also scores all pungs
All pungs 3 Four pungs/kongs and a pair
Half flush 3 One suit plus honours
Little three dragons 5 Two dragon pungs/kongs and a pair of the third dragon; includes the two dragon faan
Little four winds 6 Three wind pungs/kongs and a pair of the fourth; wind and half-flush faan may also apply
Full flush 7 One suit and no honours
Big three dragons 8 A pung/kong of every dragon; includes the three dragon faan, and scores all pungs if the fourth meld is also a pung/kong

Honours and the Win

Pattern Faan
Pung/kong of your seat wind 1
Pung/kong of the round wind 1
Pung/kong of any dragon 1
Self-drawn win 1
Fully concealed hand 1
Win on the last draw or last discard 1
Win on a kong replacement tile 1
Rob an added kong to win 1

A wind that is both your seat wind and the round wind is worth 2 faan.

Limit Hands

Hand Faan Requirement
All honours 10 Only winds and dragons
All terminals 10 Only 1s and 9s
Four concealed pungs 10 Four concealed pungs/kongs; win by self-draw or complete the pair from a discard
Nine gates 10 Concealed 1112345678999 in one suit, plus any tile of that suit
Big four winds 13 A pung/kong of every wind
Four kongs 13 Four kongs and a pair
Thirteen orphans 13 One of each wind, dragon, and suited 1 and 9, plus a duplicate of any one
Heavenly hand 13 East wins with the original deal
Earthly hand 13 A non-East player wins on East’s first discard, with no earlier calls

Limit hands do not also collect ordinary hand or honour faan. Winning-condition faan may apply, but the total stays at the agreed cap.

Dealing

Seats, turns, and dealing proceed East → South → West → North, counterclockwise. Tiles are taken from the wall in the opposite direction, clockwise. East starts with 14 tiles and discards first; everyone else starts with 13.

Shuffle all 136 tiles. Each player builds a wall 17 stacks long and 2 tiles high; push the four walls together into an offset square, with counter-clockwise tails.

  1. East rolls dice and sums them
  2. Count walls by starting with East as 1, then count players counterclockwise to the total
  3. Count stacks clockwise on that player’s wall, and count the same total again. Break after that stack
  4. The stacks counterclockwise from the break are the dead wall. Draw from the live wall
  5. Starting with East, each player takes four tiles at a time, in counter-clockwise player order, but clockwise tile order. Repeat until everyone has 12
  6. Deal one more tile to everyone, then one extra to East