1. Introduction and explanation
  2. Patterns based on chows
  3. Patterns based on pongs/kongs
  4. Patterns based on the entire hand
  5. Special hands
  6. Additional points awarded at the end of the hand
  7. Penalties
  8. Reference table
  9. Scoring guidelines history

1. Introduction and explanation

The following rules for scoring hands when we play mahjong are very loosely based on the official Chinese rules for mahjong. For more information on these rules, go to www.mahjongnews.com or in the help documentation for Four Winds Mahjong at www.4windsmj.com.

2. Patterns based on chows

Double Chow: 1 point
Two chows with the same numbers
Mixed Triple Chow: 2 points
Three chows with the same number, not all in the same suit
Straight Chows: 2 points
One of each tile from 1-9 in the same suit
Two Double Chows: 3 points
Hand contains 2 distinct double chows, none of which are included in a mixed or pure triple chow
Points for All Chows are already included
Pure Triple Chow: 3 points
Three chows with the same numbers, all the same suit
Mixed Triple and Double Chow: 4 points
Hand contains 4 chows, 3 of which compose a mixed triple chow, and the 4th having the same number sequence as the mixed triple chow
Points for All Chows are already included
Quadruple Chow: 9 points
Four chows with the same number, all in the same suit
Points for All Chows are already included
Points for Tile Hog are already included
All Chows: 1 point
Hand consist of 4 chows and the eye

3. Scoring based on patterns for Pongs and Kongs

For rules listed below that just describe pongs, kongs count as pongs, but with appropriate bonuses added since kongs get bonus points as listed separately below (e.g., 1 Dragon Kong would be 2 points, instead of just one).

One Dragon Pong: 1 point
Only one pong of Dragons
Two Dragon Pongs: 2 points
Only two pongs of Dragons
Little Three Dragons: 4 points
Two pongs of Dragons with the eye made of the third Dragon
Big Three Dragons: 6 points
Pongs of all 3 Dragons
Pong of Round Wind: 1 point
Pong of the Wind that corresponds to the round being played

Pong of Seat Wind: 1 point
Pong of the Wind that corresponds to the player seat (i.e., dealer is East, etc.)

Big Three Winds: 3 points
Only three pongs of Winds
Little Four Winds: 4 points
Three pongs of Winds with the eye being made of the fourth Wind
Automatically gets points for at least Semi-Pure Hand, depending on the hand
Big Four Winds: 11 points
Four pongs of Winds
Points for All Pongs are already included
Points for Round's Wind and Seat's Wind are already included
Automatically gets points for at least Semi-Pure Hand, depending on hand
All Pongs: 3 points
Hand consists of 4 pongs and the eye
Triple Pong: 3 points
Three pongs, each with the same number
Single Kong: 1 point
One kong, either revealed or concealed
Double Kong: 2 points
Two kongs, either revealed or concealed
Triple Kong: 4 points
Three kongs, either concealed or revealed
Quadruple Kong: 12 points
Four kongs, either revealed or concealed
Points for All Pongs are already included

4. Scoring based on patterns for the entire hand

These are conditions that the entire hand must satisfy, and are not listed above (e.g., All Chows, All Pongs).

All Simples: 1 point
No Terminals or Honors in the hand
All Terminals and Honors: 4 points
Hand contains only Terminals and Honors
All Terminals: 6 points
Hand only contains Terminals
All Honors: 6 points
Hand contains only Honors
Does not receive points for Semi-Pure or Pure Hand, since the hand does not contain tiles of any suit
Semi-Pure Hand: 3 points
Hand contains tiles from only one suit, plus at least one Honor
Pure Hand: 6 points
Hand contains tiles from only one suit, with no Honors
Reversible Tiles: 3 points
Hand contains only tiles that look the same upside-down (i.e., 1-5 and 8-9 of Balls, 2 4-6 and 8-9 of Bamboo, White Dragon)
All Green: 12 points
Hand contains only tiles that are completely green (i.e., 2-4 6 and 8 of Bamboo, and Green Dragon, since the White Dragon is not always green)
Points for Semi-Pure or Pure Hand are already included

5. Special hands

These are hands that do not follow the usual pattern of 4 sets and an eye, yet are considered as legal hands for winning. They are all worth more than the 3 minimum points needed to win. By definition, these hands must be at least Concealed, but the point for Concealed Hand is already included.

Furthermore, depending on the actual tiles making up the special hand, the hands can be worth more than their listed point values, as other bonuses such as Semi-Pure Hand or Pure Hand may apply. For all of the following hands, the final tile needed to win can be either another player's discarded tile or a self-drawn tile. If the final tile is a self-drawn tile or a supplement tile, the appropriate bonus is awarded.

Seven Pairs: 7 points
Hand contains seven pairs. This implies that at least 6 of the pairs must be self-drawn. In addition, if a player has a revealed kong or a concealed kong, the player can not break up the kong to form 2 pairs.
Points for Single Wait are already included
Nine Gates: 12 points
Hand contains 1-1-1-2-3-4-5-6-7-8-9-9-9 in the same suit, plus a 14th tile in the same suit. When a player has the first 13 tiles as listed above, then the 14th tile is any of the nine tiles in the appropriate suit; hence, the hand is called "Nine Gates", because there are 9 ways to win with this configuration. This hand may not contain any revealed chows, pongs, or kongs, or concealed kongs, because this would ruin the "nine gates" or 9 ways to win.
Does not receive points for Pure Hand or Straight Chows
Does not receive points for any type of Wait
Thirteen Orphans: 12 points
Hand contains 12 distinct Honors and Terminals, and a pair of the 13th Honor/Terminal. The first 13 tiles, of course, must be concealed.
Does not receive points for All Terminals and Honors
Does not receive points for any type of Wait

6. Additional points awarded at end of the hand

Most of the following rules for awarding points are based on how the winning player actually won the hand. All of the point awards below except for the points awarded for flower tiles can be counted towards the minimum 3 points necessary to win.

Self-Touch: 1 point
The winning tile is drawn from the wall as a normal tile, not as a supplement tile.

Self-Touch with Supplement Tile: 2 points
The winning tile is a supplement tile drawn after either a flower or a kong.

Concealed Hand: 1 point
None of the four sets in the hand is revealed, and the winning tile is another player discarded tile.

Fully Concealed Hand: 2 points
None of the four sets in the hand is revealed, and the winning tile is a self-drawn tile. This bonus already includes the 1 point usually awarded by Self-Touch.

Fully Concealed Hand by Supplement Tile: 3 points
None of the four sets in the hand is revealed, and the winning tile is a supplement tile. This bonus already includes the 2 points usually awarded by Self-Touch with Supplement Tile.

Revealed Hand: 2 point
All four sets in the hand are revealed, and the winning tile must be discarded by another player. This implies that there can be no concealed kongs. Points for Single Wait are already included.

Last Drawn Tile: 2 points
The winning tile is the final tile from the wall. Points for Self-Touch are already included.

Last Discarded Tile: 2 points
The winning tile is the final tile discarded after the wall has been exhausted.

Last Tile: 1 point
The winning tile is the 4th of its kind. The other 3 tiles must be in revealed sets or in the discard pile. If you have a concealed pong, and then you use the 4th tile as a winning tile, you do not get this point, as the pong was concealed. If you win by Single Wait, you can not get this bonus point, as the 3rd tile, the incomplete eye, was concealed.

Tile Hog: 1 point
The winning hand contains all 4 of any tile. However, the 4 tiles can not be used as a kong, either concealed or revealed.

Robbing the Kong: 3 points
The winning tile is the 4th tile that another player wishes to add to a previously revealed pong. The loser pong must be revealed; if it is a concealed pong, and the 4th tile is a discarded tile, you do not get points for robbing the kong, as the kong was never formed. Points for Last Tile are already included.

Heavenly Mahjong: 12 points
Winning either from the initially dealt hand, or before any player gets a second turn during the game.

Flower Tiles: 1 point per Flower
In this version of mahjong, you will get 1 point per flower, regardless of what seat you are. However, you can not use these points as a means to attaining the minimum 3 points needed to win.

Edge Wait: 1 point
The winning tile is either a 3 to complete a 1-2-3 chow or a 7 to complete a 7-8-9 chow. This does not combine with either Closed Wait or Single Wait. In addition, the only tile you can be waiting for to get this point is the 3 or 7; you can not be waiting for either the 3 or another tile.

Closed Wait: 1 point
The winning tile is the middle tile to complete a chow. This does not combine with either Edge Wait or Single Wait. In addition, the only tile you can be waiting for is the tile that is in the middle.

Single Wait: 1 point
The winning tile is for the eye. This does not combine with Edge Wait or Closed Wait.

Waiting Example 1
If you have 1-2-3-3 in a suit, you only get 1 point, even though another 3 can count as both an Edge Wait (1-2-3 chow) and a Single Wait (3-3 eye with the 1-2-3 chow already in the hand).

Waiting Example 2
If you have 1-2-2-3-4 in a suit, you only get 1 point, even though another 3 can count as both an Edge Wait (1-2-3 chow with 2-3-4 already in hand) and a Closed Wait.

Waiting Example 3
If you have 1-2-3-3-3-4-5 in a suit and they are all concealed, you do not get the point for any Waits, because you can win with either a 3 (as the eye with 1-2-3 and 3-4-5 in the hand already) or with a 6 (to complete 4-5-6 chow with 1-2-3 and 3-3 in the hand already).

Waiting Example 4
If you have 1-2-3-3-3-4-5 in a suit and the 1-2-3 is revealed, you do not get the point for any type of Wait, because you can win with either a 3 (as the eye being 3-3 with 3-4-5 in the hand already) or with a 6 (to complete 4-5-6 chow with 3-3 in the hand already).

Waiting Example 5
If your hand is "ready" and the only set that needs to be completed is a chow with 6-7, this does not receive a point for any Wait, as either a 5 or 8 will complete the chow. This applies even if all of the 5s or all of the 8s that could be used are unavailable because they have been discarded or are in other revealed sets on the table, including the player's own revealed sets.

7. Penalties

Discarding the winning tile: 1 extra point to winner of the hand
If a player discards a tile that causes another player to win, the discarder will pay 1 extra point to the winner, in addition to the point value of the winner's hand.

Declaring false mahjong: 6 points to each player
If a player declares his hand to be a winning hand, he must show his tiles. If it is then determined that the hand is not a winning hand, either due to lack of sufficient points or due to a combination of tiles that would not win normally, the declarer will pay 6 points to each player. All of the tiles will then be reshuffled, and a new hand will begin. The deal will not pass.

Wrong number of tiles in a player's hand: 6 points to each player
If it is determined that a player has the wrong number of tiles in his hand, either too many or too few, and it is not the beginning of the hand (i.e., East has discarded the first tile, and someone has already drawn a tile from the wall or the discard pile), the offending player will pay 6 points to each player. All of the tiles will then be reshuffled, and a new hand will begin. The deal will not pass.

8. Reference table of scoring rules

Rule Name Points
Double Chow 1
Mixed Triple Chow 2
Straight Chows 2
Two Double Chows 3
Pure Triple Chow 3
Mixed Triple and Double Chow 4
Quadruple Chow 9
All Chows 1
One Dragon Pong 1
Two Dragon Pongs 2
Little Three Dragons 4
Big Three Dragons 6
Pong of Round's Wind 1
Pong of Seat's Wind 1
Big Three Winds 3
Little Four Winds 4
Big Four Winds 11
All Pongs 3
Triple Pong 3
Single Kong 1
Double Kong 2
Triple Kong 4
Quadruple Kong 12
All Simples 1
All Terminals and Honors 4
All Terminals 6
All Honors 6
Semi-Pure Hand 3
Pure Hand 6
Reversible Tiles 3
All Green 12
Seven Pairs 7
Nine Gates 12
Thirteen Orphans 12
Self-Touch 1
Self-Touch with Supplement Tile 2
Concealed Hand 1
Fully Concealed Hand 2
Fully Concealed Hand with Supplement Tile 3
Revealed Hand 2
Last Drawn Tile 2
Last Discarded Tile 2
Last Tile 1
Tile Hog 1
Robbing the Kong 3
Heavenly Mahjong 12
Flower Tiles 1 per flower
Edge Wait 1
Closed Wait 1
Single Wait 1
Discarding the winning tile -1 to winner of hand
Declaring false mahjong -6 to each player
Wrong number of tiles -6 to each player

9. Scoring guidelines history

Version 1.1 - 07/25/03

Version 1.0 - 07/02/03

Version 0.5 - 05/19/03