Variants
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How to Set Up and Play

Hong Kong Mahjong

4-Player · Easiest Variant to Pick Up · The Classic
4 players 144 tiles 13-tile hand win gate: 3 faan difficulty 1/5
01 · Snapshot

The whole game at a glance

Players
4 · East / South / West / North · play runs counterclockwise
Tiles
144: 108 suits + 16 winds + 12 dragons + 8 flowers & seasons (136 without the bonus tiles)
Hand
13 tiles (dealer 14 before discarding) · 4 sets + 1 pair
Win gate
At least 3 faan, this book's standard, matching tournament play. Many casual home tables drop it to 0–1.
Rounds
4 rounds (East / South / West / North) · 16 hands minimum
Scoring
Direct payout · faan count read off a doubling faan-laak table with a hard limit at the top
Signature
The faan-laak table: each extra faan roughly doubles the payout until it slams into a fixed ceiling, the laak
Two rulesets on file This chapter teaches the casual home game as its baseline (the 144-tile set with flowers). The one tournament rule this book adopts up front is the 3-faan win gate; where the HK Mahjong Masters / HKMA 2022 tournament rules differ further – fewer tiles, stricter restrictions, a different payout scale – those are a separate ruleset this chapter doesn't cover in depth.

Best for groups new to mahjong who want the canonical four-player rules, fast scoring with real escalation, and no wild tiles or printed card to memorize.

02 · The Walkthrough

Everything you need for your first hand

The Goal
Collect 14 tiles that form four sets of three plus one pair, worth at least 3 faan, before anyone else does.
Requirements
  1. Four players. Seats are East, South, West, North; both seating and play run counterclockwise. Draw lots for seats; whoever draws East is the first dealer.
  2. 144 tiles. Three suits 1–9 (four copies each), four winds and three dragons (four copies each), plus eight flower and season bonus tiles. Full rules for the bonus tiles are in Section 03.
Setup
  1. Deal. The dealer takes 14 tiles; the other three players take 13 each. The wall-building and dealing procedure is in Section 05.
Pre-Game
  1. Set bonus tiles aside. Reveal any flowers or seasons dealt to you and draw replacements immediately, continuing until you hold none. East goes first, then South, West, North.
Gameplay
  1. Take turns: draw one, discard one. East goes first, then South, West, North, counterclockwise. On your turn, draw one tile from the wall, then discard one face-up. Exception: East (with 14 tiles) discards on the first turn.
  2. Claim discards (optional). Claiming (chow, pung, or kong) skips your draw, not your discard: take the tile, then discard one from your hand. Chow is restricted to your upstream seat only. Full rules in Section 06.
  3. Win.Your hand must pass two checks: Shape (four sets plus a pair, or Thirteen Orphans) and Value (at least 3 faan; the patterns are in Section 07). Pass both, declare your win.
03 · Tiles

What's on the table

Hong Kong uses the full three-suit base set, all of the honours, and one bonus group (flowers and seasons). Nothing is dropped and there are no wild tiles – this is the plain, complete set most people picture when they think of mahjong.

Suits · 108Characters (萬), dots (筒), bamboo (索). 1–9, four copies each.
Characters
· ×4 each
1 2 3 4 5 6 7 8 9
Dots
· ×4 each
1 2 3 4 5 6 7 8 9
Bamboo
· ×4 each
1 2 3 4 5 6 7 8 9
Honours · 28Four each of the winds 東南西北 and dragons 中發白. A pung or kong of a dragon, your seat wind, or the round wind scores.
East ×4
South ×4
西
West ×4
North ×4
Red dragon ×4
Green dragon ×4
White dragon ×4
Flowers & seasons · 8Four flowers, four seasons, each numbered 1–4 and tied to a wind (1=East, 2=South, 3=West, 4=North). Take no part in building sets: set aside on draw, replaced immediately, scored separately at the end.
Plum (1, East)
Orchid (2, South)
Chrysanth. (3, West)
Bamboo (4, North)
Spring (1, East)
Summer (2, South)
Autumn (3, West)
Winter (4, North)
Total: 144 tiles = 108 suits + 16 winds + 12 dragons + 8 flowers & seasons · 136 without the bonus tiles
04 · Building a Hand

What a winning hand looks like

The goal. A winning hand is 14 tiles: four sets, plus one pair – or Thirteen Orphans, the one structural alternative. Between turns you hold 13; the 14th is the tile that completes your hand, whether you draw it yourself or claim it from a discard.

The sets · you need four, any mix
Sequence (chow)Three consecutive tiles, same suit. Honours never form sequences. Claimable from a discard only by the next player to act, and only from the seat just before them – your upstream seat. You may always form one from your own draws.
Triplet (pung)Three identical tiles, any suit or honour. Any player may claim a discard to complete one.
Quad (kong)Four identical tiles: concealed (all four drawn), exposed (claimed from a discard), or added (a fourth tile placed onto a pung you already exposed, drawn yourself – never claimed from a discard). Draw one replacement after declaring, then discard. Full rules in Section 06.

Any combination of these counts. Your hand does not need one of each.

The pair · exactly one
Pair (the eye)Two identical tiles, the hand's only non-set piece. Claimable from a discard solely as your winning tile, never mid-hand to build the pair itself.

One special shape skips this four-sets-plus-pair structure entirely: Thirteen Orphans, one of every terminal and honour with one of them paired. Defined fully as a scoring pattern in Section 07.

Example · a legal winning hand
123 456 789
Three sequences (1–2–3, 4–5–6, 7–8–9 dots), a green-dragon triplet, a red-dragon pair: one legal mix among many, using dots throughout. Counting the faan:
Mixed One Suit3 faan – every number tile is a dot.
Dragon Triplet1 faan – the green-dragon triplet.
Total4 faan – comfortably clears the 3-faan win gate.

To win, your hand must pass both checks

① ShapeFour sets + one pair, 14 tiles – or Thirteen Orphans.
② ValueValue is measured in faan, this variant's scoring unit. Your hand needs at least 3 faan. Every way to earn faan is in Section 07.

A hand can pass Shape and still fail Value: a structurally complete hand under the gate – four random chows and a pair scoring nothing, a "chicken hand" (雞糊) – is not a legal win. Keep improving it.

05 · Setup

Seats, wall, and the deal

SeatsEveryone rolls two dice; highest becomes first dealer and sits East. The other three take South, West, North counterclockwise. East is dealer; the first round's prevailing wind is East.
EAST DEALER SOUTH 西 WEST NORTH TABLE
Seating & turn order, four players. East's panel is outlined in red with the starting dot; the swept arrow runs counterclockwise – East → South → West → North – before returning to East. This is the standard direction for Hong Kong, shared with Riichi, MCR, and Vietnamese.
Three directions in one setup The break is counted one way, the deal runs the other way, and turns run back the first way. Keep them straight and the rest of setup is easy.
1. Break point counterclockwise count seats from East 2. Deal clockwise tiles leave the wall 3. Play counterclockwise turns pass round
The three directions. Counting the break runs counterclockwise from East; dealing then runs clockwise from the break point; turns during play run counterclockwise again, matching the swept arrow in the seating diagram above. The deal and the play sweep opposite ways – this is the setup step beginners get wrong most often.
WallEach player builds a wall 18 stacks × 2 tiles (36 per side), pushed into a hollow square: 144 tiles total. Playing without flowers and seasons drops each wall to 17 stacks, 136 tiles.
SOUTH · 18 stacks NORTH · 18 stacks WEST · 18 stacks EAST · 18 stacks hollow square · 144 tiles
Wall build, four sides. Top-down view of the four wall sections forming a hollow square – each bar is one player's 36-tile wall. No tile art needed; each side is simply a labelled row.
BreakEast throws three dice once. The total counts seats counterclockwise from East to choose whose wall breaks; that player counts stacks from their wall's right end by the same total to mark the break.
SOUTH NORTH WEST EAST BREAK
Break point. The same four-wall square as above, with the chosen wall highlighted (here East's), a single break-point marker, and an arrow showing the direction tiles are drawn away from the break.
Dead wallThe seven stacks (14 tiles) to the right of the break, also called the kong box. Drawn for kong and flower/season replacements, and self-replenished from the tail of the live wall.
one wall section, 2 tiles high · right end shown break DEAD WALL · 7 stacks = 14 tiles live wall (continues left)
The dead wall, 14 tiles. One wall section, two tiles high. To the left of the break the live wall continues; the seven shaded stacks to the right are the dead wall. Replacement tiles are taken from this reserve and refilled from the far tail of the live wall.

Hong Kong is one of five variants in this book with a true reserved dead wall (alongside Riichi, Sanma, MCR, and Singaporean). Others replace straight from the live wall's tail with no carved-out reserve.

DealFrom the break: East, South, West, North each take a stack of 4, repeating for three full passes (12 tiles each).
read right → left (chronological order tiles leave the wall) E E E E S S S S W W W W N N N N E E E E S S S S W W W W N N N N E E E E S S S S W W W W N N N N E → S → W → N, one 4-tile stack each, 3 full passes = 12 tiles/player
Dealing, right-to-left stack pattern. Starting at the stack nearest the break, East takes a full stack of 4, then South, West, and North each take the next stack of 4 to the left – three full passes until everyone holds 12 tiles.
The finale – chan-chan jump drawTo reach the final count, East and West each take one more tile, then East jumps to take a second tile from further along, while South and North each take one more tile too – a six-tile, single-motion finale across the remaining wall. The clicking sound of East's two tiles being taken together is what gives the move its name, 跳牌 / chan-chan.
chan-chan jump draw – 3 columns × 2 rows E W E S N dashed cell = blank, not drawn
The chan-chan jump draw. Three columns × two rows. Top row reads E, W, E; bottom row reads S, N, blank. East takes the column-1 and column-3 top tiles together in one jump motion, West takes the column-2 top tile, and South and North each take their column's bottom tile. The bottom-right cell is genuinely blank, not a colored tile – the same finale shape as Malaysian's jump-draw, adapted here for four seats instead of three.
Dealer = 14 tiles · South, West & North = 13 tiles each
ExchangeEast reveals and replaces flowers/seasons first, then South, West, North in turn. Replacement chains continue until no unrevealed bonus tiles remain, before passing to the next seat. A player who has a concealed kong in their dealt hand may declare it at the same time, drawing its replacement alongside the flower replacements.
06 · Playing a Turn

Draw, act, discard, react

Your turn

1 · DrawOne tile from the live wall (from the dead wall instead, on a kong replacement).
MandatoryIf the tile is a flower or season, set it aside face-up and draw a replacement right away. Keep replacing until you hold a regular tile.
2 · Act (optional)Declare a kong (concealed, or a self-drawn fourth tile onto an exposed pung): draw a replacement, then discard. Declare a win by self-draw.
3 · DiscardOne tile face-up into the centre. Your turn ends; the other players may now react.

Reactions to a discard

PungAny player holding a matching pair claims the discard for a triplet, then discards.
KongAny player holding a matching concealed triplet claims the discard for a kong, draws a replacement, then discards.
ChowOnly the next player in turn, and only from the seat just before them (their upstream seat).
WinAny player whose hand becomes complete and reaches the 3-faan gate may claim the discard.
Priority: WIN > PUNG / KONG > CHOW  ·  tied wins: nearer in turn order after the discarder (head-bump)  ·  pung/kong always beats a competing chow

After any claim, the claimed tile joins the exposed set, the claimer discards, and play resumes from the claimer. Players skipped by the claim lose that turn.

Declaring a win: the checks

① ShapeFour sets + one pair, or Thirteen Orphans.
② GateAt least 3 faan. If it falls short, you cannot declare – keep playing.
③ Blocked?No. Casual Hong Kong has no furiten rule and no missed-win restriction: having passed on a winning tile earlier does not stop you from winning later.
④ DeclareSelf-draw: announce, reveal, keep the winning tile visibly separate. Discard win: announce, reveal, leave the winning tile in the discarder's pool.
False win (詐胡)Declaring a win that turns out invalid (wrong shape, or under the gate). On a casual table the penalty is whatever the group agrees.
First-game sidebar Skip penalties for your first game. Just play, and fix mistakes as they come.
07 · The Scoring Pattern Catalog

Every scoring pattern in standard play

This catalog is your hand's Value, itemized. Every pattern below adds faan, and clearing the win gate means qualifying for at least 3 of them: keep this section open while you decide what your hand is trying to become.

ConcealedBuilt entirely from your own draws, never claimed. A fully concealed self-drawn hand is itself a limit hand, and staying concealed protects several other patterns below.
ExposedClaiming a pung, kong, or chow from a discard makes that set – and from then on, your hand – exposed.
Faan stacks: identify every pattern the hand satisfies and add them up. When a hand can be read more than one way, read it the way that scores highest.

Honor Based

Dragon tripletPung or kong of any dragon.1
Seat-wind tripletPung or kong of your own seat wind.1
Round-wind tripletPung or kong of the prevailing round wind. A wind that is both scores both lines, for 2 faan.1
Little Three DragonsTwo dragon triplets plus a pair of the third.4
Big Three DragonsTriplets of all three dragons.LAAK
Little Four WindsTriplets of three winds plus a pair of the fourth.LAAK
Big Four WindsTriplets of all four winds.LAAK
All HonoursEvery set and the pair made of winds and dragons.LAAK

Sequence Based

All sequencesFour chows plus a pair, no triplets or kongs.1

Triplet Based

All tripletsFour pungs/kongs plus a pair, no sequences.3
Hidden TreasureFour concealed triplets plus a pair, won by self-draw.LAAK
All KongsFour kongs plus a pair.LAAK

Terminal & Honor Triplets

All TerminalsEvery set and the pair made of 1s and 9s only.LAAK

Suit Based

Mixed one suitOne number suit plus honours.3
Pure one suitA single number suit, no honours at all.6
Nine GatesConcealed 1112345678999 of one suit, plus any one more of it.LAAK

Special Hands

Seven PairsSeven distinct pairs.4
Thirteen OrphansOne of every terminal and honour, with one of them paired.LAAK

Win Manner & Timing

Self-drawYou drew your own winning tile.1
Win on wall's last tileSelf-drew the very last live-wall tile.1
Win on last discardWon the discard that followed the last draw.1
Robbing the kongWon the tile an opponent added to a pung to make a kong.1
Win on a replacement tileSelf-drew the tile that replaced a kong or flower.1

First Round Wins (laak): base 64 each

Heavenly HandDealer wins on the dealt hand, before any discard.LAAK
Earthly HandA non-dealer wins on the dealer's first discard.LAAK

Bonus Tiles

Flower of your windThe flower numbered for your seat wind.1
Season of your windThe season numbered for your seat wind.1
All four flowersThe complete flower set.2
All four seasonsThe complete season set.2
No flowers or seasonsHeld none, all hand.1
08 · Settlement

Faan in, payments out

Direct settlement: no starting point pool, no running bank. Each hand closes the moment someone wins. Every win produces a faan (番) count from the patterns it satisfies; the faan-laak table converts that count into a base value, which sets the payout.

The volume-dial way to picture it Think of faan as a volume dial. From 0 it turns up: 3, then 4–6, then 7–9, then 10+. Each step roughly doubles the value of the hand. But the dial only goes to 10 – past that point, extra faan are ignored, and the hand settles at the same top value no matter how spectacular it is. That top value is the laak.
FaanBase
38
4–616
7–932
10+ (laak)64
First-game shortcut For your very first session, ignore the faan count entirely. Play every hand to its lowest valid win (3 faan), use the first row of the table (base 8), and settle those numbers. The doubling structure will make sense naturally after a few hands.

Settlement

Discard winDiscarder settles 2× base; each other player settles 1× base. This is the common casual arrangement; the alternative, full responsibility (全銃), has the discarder settle everything alone. Agree which your table uses.
Self-drawAll three players settle 2× base each.
Limit hands (laak)A handful of named hands skip the faan count and settle straight at the top row, base 64, regardless of any other pattern.
Worked example · 4 faan, discard win
Base4 faan → base 16
Discarder settles2× base = 32
Each opponent settles1× base = 16
Winner receives64
Worked example · 3 faan, self-draw
Base3 faan → base 8
Each opponent settles2× base = 16
Winner receives48

Below the 3-faan gate (for tables that drop it): 2 faan = base 4, 1 faan = base 2, 0 faan = base 1. A common table variant doubles the dealer's stake on every hand East sits as dealer; the casual rules on file do not include this by default.

09 · The Full Game

Rounds, ranking, and the finish

Dealer rotationWhen a non-dealer wins, the deal passes: the player who sat South becomes the next East, and every seat wind shifts one position counterclockwise. When East wins, or the hand is a dead draw, East keeps the deal and the seat winds stay put.
Round structureA full game runs four rounds – East, South, West, North – named for the prevailing wind. Within each round the deal passes around all four seats, so each player sits East once per round (more, if East repeats). That's the source of the 16-hand minimum: four seats × four rounds.
Why East repeating matters Because East stays on a win, a strong dealer can string several hands together as East – which is exactly why a complete game runs "16 hands minimum" rather than exactly 16.
Exhaustive drawIf the live wall runs down to its last tile with no winner, the hand is a dead draw: no winner, no payment, no other reveal step. East keeps the deal.
AbortsCasual Hong Kong has no special abortive-draw conditions: no nine-terminals abort, no four-winds abort. A hand only ends without a winner on an exhaustive draw.
Session endThe game ends when the last hand of the North round resolves. Casual groups often stop earlier by agreement – a fixed number of rounds, or a time limit.
Dealer bonusDealer repeat here is a seat rule, not a scoring bonus: no per-repeat point bonus, and the faan-laak table pays the dealer no extra. Many tables layer on doubling the dealer's stake as a common variant, though it isn't in the casual rules by default.
RankingWhoever holds the most points when the final hand resolves wins. No formal tiebreaker in the casual rules; settle ties by table agreement before you start.
Frequently Asked

Questions players actually ask

Can my pair be a dragon or wind tile in an All Sequences (平糊) hand?

Yes. Unlike several other variants, Hong Kong's All Sequences pattern doesn't restrict the pair at all – any tile works, honors included. You just need four chows and a pair, with no triplets or kongs anywhere in the hand.

Do I need to self-draw to score All Sequences?

No – it scores the same whether you win by discard or self-draw. Self-draw is a separate bonus faan (自摸) that stacks on top if it applies; it isn't a requirement for All Sequences itself.

If two players can both win on the same discard, do they both win?

Depends which ruleset you're playing. In the casual game taught as this chapter's baseline: no, same head-bump rule as most other variants – only the player nearer in turn order after the discarder wins. But the Hong Kong Mahjong Association's competition rules explicitly override this: under HKMA tournament rules, two or even three players actually can all win off the same discard (雙響 / 三響 – “double hit” / “triple hit”), each collecting their own hand separately. If you're playing casually, expect one winner; under tournament rules, check this override is in effect first.

Can I rob a concealed kong the way I can rob an exposed one?

No. Robbing the kong only applies to a kong made by adding a tile to an already-exposed pung – that's the visible moment being robbed. A concealed kong is placed all at once from your own hand, so there's no equivalent “adding a tile” moment for anyone to claim.

Does the dealer keep their seat after winning, or does it always rotate?

East keeps the deal on both a win and a dead draw – full stop, no exceptions based on hand status. Unlike Riichi, where repeating as dealer adds a small per-hand bonus (honba), Hong Kong adds nothing extra for the repeat itself. A common (but non-default) table variant has the dealer pay and collect double on every hand they sit as dealer instead – the casual rules on file don't include it, so treat it as something to agree on, not assume.

What happens if the hand ends in a draw?

No winner, no payment – a dead draw is simply a dead draw, with no other reveal or settlement step. East keeps the deal and a fresh hand begins.

Who actually pays when I win on a discard – just the discarder, or everyone?

Depends on the table. This chapter's casual baseline has everyone pay: the discarder settles at double, and the other two players each settle at single. But a widespread alternative – and the actual HKMA tournament rule – is “full responsibility” (全銃): the discarder alone settles the entire amount, and the other two pay nothing. These give very different incentives around what's safe to discard, so it's worth confirming which one your table uses before you start.

If my hand is already a limit hand (laak), do extra scoring patterns add anything on top?

No – a limit hand skips the faan count entirely and settles straight at the ceiling row of the faan-laak table, regardless of what else the hand might separately add up to. Once you know a hand qualifies as a laak (Big Three Dragons, All Honours, Nine Gates, and so on), there's nothing left to count.

What exactly counts as a Heavenly Hand versus an Earthly Hand?

Heavenly Hand (天糊) is the dealer winning on their own freshly dealt hand, before anyone – including the dealer – has discarded a single tile. Earthly Hand (地糊) is a non-dealer winning specifically off the dealer's very first discard. Both are limit hands.

Do flower and season tiles need to match my seat to score anything?

Mostly yes – only the flower and season numbered for your own seat wind score (1 faan each), plus 2 faan bonuses for holding the complete set of all four flowers or all four seasons. But here's the genuinely surprising one: holding zero flowers or seasons the entire hand also scores 1 faan on its own. So bonus tiles aren't strictly a “the more the better” mechanic – going without them entirely is its own small reward.

This is a guide to Hong Kong Mahjong, built from community-sourced Hong Kong mahjong references, cross-checked against the HKMA tournament rules where the two overlap.

Spot something off?

Played it differently at your table, or think there's a more common way to run a rule? Let us know – genuinely appreciated, and repeated feedback can shape a revision.