- Introduction and explanation
- Patterns based on chows
- Patterns based on pongs/kongs
- Patterns based on the entire hand
- Special hands
- Additional points awarded at the end of the hand
- Penalties
- Reference table
- 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
- Rules now online, instead of being an annoying Word document being attached to e-mail
- Added more examples for the different types of Waits
- Added Tile Hog rule, and edited Quadruple Chow because of Tile Hog rule
- Added Two Double Chows and Mixed Triple and Double Chow for clarification
- Changed restriction on the suit of the chows for Mixed Triple Chow
- Re-organized listing of rules, creating section 5 for special hands, and creating section 7 for penalties
- Edited a few point values to take into account points that are implied (e.g., Big Four Winds automatically implies All Pongs and other things, so it is now worth 11 points)
- Clarified description of the different types of Concealed Hands
Version 1.0 - 07/02/03
- First major revision, mostly aimed at resolving ambiguities and inconsistencies in previous version
- Added many rules, mostly introduced by Sonia, such as Closed Wait ("In The Middle")
- Added penalties
- Added rules for different Chow patterns
- Added Reversible Tiles
- Clarified description of All Simples, No Simples, All Honors, All Terminals
- Clarified description of classical "limit" hands
- Changed many point values, loosely based on relative point rankings for similar rules in the official Chinese rules for mahjong
- Points for flowers no longer restricted by the seat of the winner
Version 0.5 - 05/19/03
- First version of the rules
- Many ambiguities and inconsistencies, such as Seven Pairs being worth only 3 points, and Big Three Dragons being worth 6 and 3 points simultaneously
- Later determined to be directly taken from help documentation for Hong Kong Mah Jong by Nine Dragons Software