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How to Set Up and Play

Malaysian Mahjong

3-Player · Dots-Only · The Fei Wildcard · 5–15 Minute Hands
3 players 84 tiles 13-tile hand win gate: 5 fan difficulty 1/5
01 · Snapshot

The whole game at a glance

Players
3 · East / South / West · no North seat
Tiles
84: 36 dots + 16 winds + 12 dragons + 4 fei (wild) + 16 flowers/animals/heads
Hand
13 tiles (dealer 14 before discarding) · 4 sets + 1 pair
Win gate
At least 5 fan: hand fan + flower fan combined
Rounds
None fixed. Winner becomes next dealer; session ends by table agreement.
Scoring
Direct payout · fan count · 5-fan floor, 10-fan cap (爆番)
Signature
The fei (飛) is this variant's joker: a wild that completes almost any set, can be redeemed back into your hand, and wins instantly if you hold all four

Best for groups of exactly three, players who want fast hands (5–15 min) and like a wildcard mechanic over deep scoring math.

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 5 fan, before anyone else does.
Requirements
  1. Three players. Seats are called East, South, and West; there is no North seat. Roll two dice; the highest roll is the first dealer and sits East.
  2. 84 tiles. The dot suit 1–9 (four of each), the four winds and three dragons (four of each), four fei jokers, and sixteen bonus tiles. No characters, no bamboo: dots are the only number suit.
Setup
  1. Deal. The dealer takes 14 tiles; the other two players take 13 each. The wall-building and dealing procedure is in Section 05.
Pre-Game
  1. Set bonus tiles aside. Any flower, season, animal, or head tile never joins your hand. Place it face-up beside your hand and draw a replacement. It scores extra at the end. This applies whenever you draw one, now or mid-game.
Gameplay
  1. Take turns: draw one, discard one. East goes first, then South, then West. On your turn, draw one tile from the wall, then discard one face-up. That is the whole loop. Exception: East (with 14 tiles) discards on the first turn.
  2. Claim discards (optional). Claiming (pong, kong, or chow) skips your draw, not your discard: take the tile, then discard one from your hand. Full rules in Section 06.
  3. Win.Your hand must pass two checks: Shape (four sets plus a pair) and Value (worth at least 5 fan; the patterns in Section 08 are where fan comes from). Pass both, declare your win. The winner deals the next hand.
03 · Tiles

What's on the table

Malaysian inherits the standard three-suit base – then drops two-thirds of it. Only the dot suit survives; characters and bamboo never appear at this table.

Dots · 361–9, four copies each. The only number suit on the table.
Dots
· ×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. Form triplets/kongs only, never sequences.
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. Malaysian is a 3-player table, so No.1–3 tie to East, South, West – and No.4, with no North seat to own it, scores for anyone. Never join a set: set aside on draw, replaced immediately, scored separately at the end.
Plum (1, East)
Orchid (2, South)
Chrysanth. (3, West)
Bamboo (4, Anyone)
Spring (1, East)
Summer (2, South)
Autumn (3, West)
Winter (4, Anyone)
Animals & heads · 8Four animals, four heads. Malaysian has no Singaporean-style "Bite" pairing, so these simply join the bonus group: melded face-up on draw, replaced immediately, each worth 1 fan on its own at the end.
Cat
Mouse
Rooster
Centipede
J
Head ×4
Fei (飛) · 4Malaysian's joker: a true wildcard that stands in for almost any tile when completing a set, can later be swapped back for the real tile, and holding all four is an instant win. Full rules in Section 07.
Fei ×4
Total: 84 tiles = 36 dots + 16 winds + 12 dragons + 4 fei + 16 bonus
04 · Building a Hand

What a winning hand looks like

The goal. A winning hand is 14 tiles: four sets, plus one pair. 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 dots, such as 4-5-6. Only the player after you in turn order may claim one from a discard, and only in dots: winds and dragons never form sequences.
Triplet (pong)Three identical tiles: dots, winds, or dragons. Any player may claim a discard to complete one.
Quad (kong)Four identical tiles, counting as a single set. Declaring one earns you a replacement draw; how and when you can form one is in Section 06.

Any combination of these counts: four triplets, four sequences, or anything in between. Your hand does not need one of each.

The pair · exactly one
PairTwo identical tiles. Every winning hand needs exactly one pair alongside its four sets.
Example · a legal winning hand
333 777 55
Four triplets and a pair: one legal mix among many, this one happens to use no sequences at all. Say you won this from the East seat. Counting the fan, line by line:
East pong2 fan (East's own wind; 1 fan if you sit South or West)
Red Dragon pong1 fan
All triplets3 fan
Total6 fan – clears the 5-fan gate. From South or West this same hand totals exactly 5, still a legal win.

To win, your hand must pass both checks

① ShapeFour sets + one pair, 14 tiles.
② ValueValue is measured in fan, this variant's scoring unit. Your hand needs at least 5 fan, counting hand patterns and bonus tiles together. Every way to earn fan is in Section 08.

A hand can pass Shape and still fail Value: perfectly formed but worth only 3 or 4 fan is not a legal win yet. Keep improving it.

05 · Setup

Seats, wall, and the deal

SeatsRoll two dice; highest is first dealer and sits East. The other two take South and West. Every hand is treated as the East round, so East is always dealer for that hand.
TABLEEASTDEALERSOUTH西WESTNORTH(no seat · 3 players)123
Seating & dice count, 3-player adaptation. East's panel is outlined in red with the starting dot; the swept arrow runs counterclockwise, East → South → West, before returning to East. North is omitted entirely – there is no fourth wall on this table.
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 of the three players builds a wall 14 stacks × 2 tiles (28 per side). The fourth, North side stays open.
SOUTH – 14 stacks ×2 = 28 WEST – 14 stacks ×2 = 28 EAST – 14 stacks ×2 = 28 open – no North wall open-sided · 84 tiles
Wall build, 3-player adaptation. Top-down view of three wall sections forming an open-sided square. No tile art needed; North's side stays empty.
BreakDealer rolls two dice and counts seats to pick whose wall breaks. That player rolls again; the sum counts stacks from that wall's right end to mark the break.
SOUTH WEST EAST BREAK
Break point, 3-player adaptation. Same three-wall square as above, with East's own wall highlighted and a single break-point marker, plus an arrow showing the direction tiles are drawn away from the break.
DealFrom the break, tiles leave right to left in stacks of 4: East, South, West, 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 E E E E S S S S W W W W E E E E S S S S W W W W direction of dealing: right to left, one 4-tile stack at a time, E → S → W → E… (3 full passes = 12 tiles/player)
Dealing, right-to-left stack pattern. Starting at the rightmost stack closest to the break, East takes a full stack of 4, then South, then West, then back to East – three full passes until everyone has 12 tiles. East's stacks are outlined in red to show the repeating E-S-W rhythm.
jump-draw finale – 3 columns × 2 rows E W E S dashed cells = blank, not drawn
Malaysian's jump-draw finale. Top row reads E, W, E; bottom row reads S, blank, blank. East and South take their first stack together (column 1 top + bottom). East then jumps over column 2 to take the top tile of column 3, while West takes the top of column 2 – giving East 14 tiles total (12 + 1 + 1), and South/West 13 each (12 + 1). The two bottom-row cells in columns 2–3 are genuinely blank, not colored tiles.
Dealer = 14 tiles · South & West = 13 tiles each
ExchangeEast draws first, then South, then West: reveal bonus tiles, draw replacements from the tail of the live wall (the stacks on the right side of the break point) in that order. If a player draws another bonus tile as their replacement, it is set aside rather than immediately re-replaced – that player waits for West to finish their first replacement pass. Only once West's first pass is complete does East begin a second round of replacement, followed by South, then West again if needed. This continues, alternating full passes, until no one is holding an unreplaced bonus tile.
Clean hand (邋遢 / 門清) A player who never draws or holds any bonus tile across the entire hand qualifies for a maximum-scoring "clean" win.
06 · Playing a Turn

Your turn, and claiming other players' discards

Your turn

1 · DrawOne tile from the live wall.
MandatoryIf the tile is a bonus tile, set it aside face-up and draw a replacement immediately. Keep drawing replacements until you hold a regular tile.
2 · Act (optional)Declare a kong (draw a replacement) · reclaim an exposed fei by swapping in the real tile (a self-draw if you're already ready to win) · declare a fei as a bonus tile, irreversible · declare a win by self-draw.
3 · DiscardOne tile face-up into your own pool.

Reactions to a discard

PongAny player, matching pair → triplet. A fei may stand in; two fei may pong together, three may not.
KongClaim a discard to complete a kong from an exposed pong. Draw a replacement.
ChowNext player only, dots only. One fei may complete it. Honours never form sequences.
WinYour hand is complete and worth at least 5 fan.
Priority: WIN > PONG / KONG > CHOW  ·  tied wins: nearer in turn order after the discarder  ·  pong/kong always beats a competing chow

After any claim, the claimed tile joins the exposed group, the claimer discards, and play resumes from the claimer. The skipped player loses their turn that round.

Declaring a win: the checks

① ShapeFour sets + one pair.
② GateYour hand's Value clears the win gate: hand fan + flower fan reach at least 5. If not, you cannot declare a win yet.
③ Blocked?No. Malaysian has no missed-win restriction and no dead-hand rule. If your hand is complete and worth 5 fan, nothing stops you from calling it.
④ DeclareSelf-draw: announce, reveal, keep the winning tile visibly separate. Discard win: announce, reveal, leave the winning tile in the discarder's pool.
⑤ False win (詐胡)Declaring with fewer than 5 fan: the false-declaring player pays both opponents the maximum (爆) amount.
First-game sidebar Skip this penalty for your first game. Just play, and fix mistakes as they come.
07 · Fei

How the wildcard works

Section 03 introduces the fei as Malaysian's wildcard: a joker that can stand in for almost any tile. Every situation it comes up in, from claiming a discard to redeeming it back for the real tile, is here.

PongOne fei can complete a pong. Two fei can pong a discard together. Three fei cannot: that combination only counts toward the Four Flying instant win.
ChowOne fei can complete a chow claimed from a discard. Two fei claimed together always count as a pong, never a chow. Inside your own concealed hand (tiles you drew yourself and kept hidden), though, two fei may sit in a chow.
PairTwo fei can serve as the pair in an ordinary hand.
KongNever. A kong must be four real tiles, no exceptions.
As a bonus tileIf your hand falls short of the 5-fan minimum, you may declare one fei as a bonus tile instead of a wild. It scores +1 fan like a flower, and you draw a replacement from the live wall. This cannot be undone: once declared, that fei is permanently a bonus tile for the rest of the hand and can never be reclaimed as a wild or swapped back.
Redeeming a feiIf you used a fei to stand in for a tile in an exposed set, and you later draw that real tile yourself, you may swap the real tile in. The fei returns to your hand as a free wild. If you were ready to win (one tile from a complete hand) and the returned fei completes it, this counts as a self-drawn win.
08 · The Scoring Pattern Catalog

Every scoring pattern in standard play

This catalog is your hand's Value, itemized. Every pattern below adds fan, and building toward the 5-fan win gate means building toward these: keep this section open while you decide what your hand is trying to become.

ConcealedA set built entirely from your own draws, never shown until you win. Several of the biggest-scoring patterns below require staying fully concealed.
ExposedThe moment you claim a discard, that set is placed face-up and becomes exposed. Faster to build, but it closes off the concealed-only patterns.
Fan stacks: a hand scores every pattern it satisfies, plus bonus-tile fan.

Honor Based

East pong2 fan for East (seat + prevailing); 1 fan for South or West.2 / 1
South pongSouth seat only.1
West pongWest seat only.1
North pongAnyone: the seatless wind.1
Dragon pongAny dragon pong, any player.1
Little Three DragonsTwo dragon pongs plus a pair of the third.3
Big Three DragonsPongs of all three dragons.MAX
Little Four WindsThree wind pongs plus a pair of the fourth.MAX
Big Four WindsPongs of all four winds.MAX
All HonoursHand made entirely of wind/dragon pongs plus an honour pair.MAX

Sequence Based

All sequencesFour chows plus a non-honor pair.4

Triplet Based

All tripletsFour pongs/kongs plus a pair; dots and honours may mix.3
Four Concealed TripletsFour triplets plus a pair, all concealed and self-drawn.MAX
Four KongsAny four kongs, concealed or exposed.MAX

Suit Based

Mixed one-suitDots plus honours only.1
All dotsPure dot flush, no honours.3
All-dots all-tripletsPure dot pong hand, no honours.5
Nine GatesDots 1112345678999, must be self-drawn.MAX

Win Manner & Timing

Robbing the kongWin the tile someone adds to an exposed kong.1
Win on kong replacementWin on the tile drawn after a kong.1
Win on flower replacementWin on the tile drawn while replacing a bonus tile.1
Last tileWin on the wall's last drawn tile.MAX
Heavenly HandDealer wins on the dealt hand.MAX
Earthly HandA non-dealer wins on the dealer's first discard.MAX

Bonus Tiles

No.1 flower/seasonEast only.1
No.2 flower/seasonSouth only.1
No.3 flower/seasonWest only.1
No.4 flower/seasonAnyone.1
Animal & head tile, eachAnyone.1
Complete bonus groupPer complete group of four.1
Sixteen bonus tilesHold the complete flower/season/animal/head set.MAX
No-flower handNever drew or held any bonus tile, the whole hand.MAX

Fei-Specific the Malaysian wildcard, no equivalent elsewhere

Four fei on the dealHold four fei in your starting hand: instant win.MAX
Win holding four feiGo out with four fei in hand.MAX

Scoring Ceiling

Ten fan or moreAny hand reaching the 10-fan ceiling.MAX
09 · Settlement

After a win: who pays what

A hand ends the moment someone declares a win. Settlement is what happens next: the two losing players pay the winner, in points, before the tiles are shuffled for the next hand. “Settles” means those points transfer from that player to the winner. You may hear this called “paying” at the table: same thing, different word.

Malaysian keeps this simple. There is no starting point pool and no running bank: every hand settles immediately as direct payments between players. How much moves depends on three things: the winner's fan count (from the patterns in Section 08), how they won (self-draw or off a discard), and how many fei they hold. Two boundaries frame it all: 5 fan is the minimum to win at all, and 10 fan is the ceiling, beyond which any hand scores as a doubled maximum (爆番) regardless of its true count.

base = fan × 100  ·  floor 5 fan (500)  ·  cap 10+ fan → doubled max (爆番, 2,000)

The settlement rules

Self-drawBoth opponents settle the same: 2× base each.
Discard winDiscarder settles 2× base. The other opponent settles 1× base.
Fei add-onEvery fei the winner holds adds +200 to each settlement listed above.
Liability (pao)A single discard that feeds a maximum hand makes the discarder liable for both shares: their own discard-win share is doubled again to cover both. Fei add-on applies once, on top. The other opponent settles nothing.
Worked example · 6 fan, self-draw
Base6 fan × 100 = 600
Each opponent settles2× base = 1,200
Winner receives2,400
Worked example · 7 fan, discard win
Base7 fan × 100 = 700
Discarder settles2× base = 1,400
Other opponent settles1× base = 700
Winner receives2,100

Kong bonus settlements

Every kong triggers an instant bonus settlement, separate from the hand's main settlement:

Concealed kongAll four tiles drawn and held. Each of the other two players settles 1,000 to the declarer (2,000 total).
Called kongFourth tile claimed from a discard. Only the discarder settles 1,000 to the caller.
Melded kongSelf-drawn fourth tile added to an exposed pong. Each of the other two players settles 500 to the declarer (1,000 total).
TimingSettle instantly on declaration, or hold and settle together at session end. Agree before play starts.

Loser-vs-loser settlement · optional

After the winner is settled, the two losers may compare hands and settle the difference between themselves, never involving the winner:

Fan difference× 100 per fan, lower to higher. A loser below the 5-fan floor counts as 0 fan for this comparison only.
Fei difference× 200 per fei, fewer to more.
NetThe two comparisons combine into one net transfer.
Worked example · B has 7 fan, C has 2 fan (1 fei)
Fan difference700, C → B
Fei difference200, B → C
NetC settles B 500
Worked example · B has 7 fan (1 fei), C has 5 fan (2 fei)
Fan difference200, C → B
Fei difference200, B → C
Net0 – the two differences cancel out
10 · The Full Game

Sessions, rounds, and endings

A dealer rule unlike any other variant Malaysian's dealer rule is a genuine outlier among the variants in this book. It is not "the dealer repeats on a win, otherwise the seat rotates." Instead, whoever wins any hand becomes the next dealer, regardless of which seat they were sitting in. Think winner-stays-on, not a fixed rotation.
Dealer ruleWhoever wins any hand – dealer or not – becomes the dealer for the next hand. On a drawn hand the dealer simply stays in their seat, rather than the seat rotating or passing to whoever drew the final tile.
Round structureNone fixed. No East/South round, and no source states how many hands make "a complete game." This is treated as genuinely open – most likely a table-agreed stopping point rather than a fixed standard.
Session endEnds whenever the table agrees to stop: an agreed number of hands, a time limit, or by consensus. Hands run 5–15 minutes, so this is rarely a long wait.
WinnerMost points at session end. Because Malaysian has no formal round count, there is no built-in tiebreaker beyond table agreement – settle ties however the group prefers before starting, if it matters to them.
AbortsNone. No nine-terminals, four-winds, or equivalent abortive draw. A hand only ends without a winner when the wall is exhausted.
Exhaustive drawWall runs out with no winner: the hand ends in a draw. The dealer remains the same person for the next hand – a drawn game does not rotate the seat. Unlike some variants, there is no check or payment for players who were close to winning: everyone simply moves on.
Frequently Asked

Questions players actually ask

Can my pair be an honor tile in an All Sequences (平糊) hand?

No – the pair must not be an honor tile. All Sequences requires four chows plus an ordinary (non-honor) pair. It can be won off a discard; there's no self-draw requirement.

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

No – only one. The player nearer in turn order after the discarder takes it. There's only ever one winner per hand.

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

No – Robbing the Kong is defined as winning the tile someone adds to an exposed kong, meaning an already-exposed pong being promoted. A concealed kong is placed all at once from your own hand, so there's no equivalent moment to rob.

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

Neither, exactly – Malaysian is a genuine outlier here, and worth knowing if you've played anything else in this book first. It isn't “East repeats on a win, otherwise rotates,” the way almost every other variant works. Instead, whoever wins becomes the next East, regardless of which seat they were sitting in. Think winner-stays-on, not a fixed rotation.

What happens if the hand ends in a draw?

The dealer simply stays in their seat for the next hand – a drawn game doesn't rotate the seat, and it doesn't pass to whoever happened to draw the final tile either. There's no check or payment for players who were close to winning: everyone simply moves on.

Does Malaysian have a matched-pair bonus for animal tiles, like Singaporean's Bite?

No. Malaysian has the same four animal tiles (Cat, Mouse, Rooster, Centipede), but each just scores 1 fan on its own, individually – there's no bonus for holding two specific matching animals together the way Singaporean rewards Rooster+Centipede or Cat+Mouse. Malaysian does have its own quartet bonus, though: completing all four tiles in any one bonus sub-group (all four flowers, all four seasons, and so on) adds 1 extra fan, and holding the complete set of all sixteen bonus tiles is one of the maximum-cap hands.

Does holding zero bonus tiles all hand actually score big in Malaysian?

Yes – genuinely surprising if you're coming from Hong Kong, where the same “no flowers” achievement is worth a modest 1 faan. In Malaysian, a no-flower hand (邋遢/門清 – never drawing or holding a single bonus tile all hand) is one of the maximum-cap hands, same tier as Big Three Dragons or Nine Gates.

Can fei be used to complete a kong?

No, never – this is a flat rule with no exception. Fei can stand in for pongs, chows, or your pair, but a kong can't include one.

Can three fei pong a discard together?

No, and this one's counterintuitive since two fei can pong together. Three fei specifically cannot combine to claim a pong – that exact combination only counts toward the Four Flying win condition instead.

If I claim two fei together on a discard, is that a chow or a pong?

A pong – even though a single fei can complete a chow claimed from a discard, two fei claimed together are read as a pong instead. The one exception: two fei can still form a concealed chow if you build it entirely within your own hand rather than claiming it.

Can fei serve as my winning pair?

Yes – two fei can stand in as the pair in an ordinary four-sets-plus-pair hand.

Can a fei be scored as a bonus tile instead of a wild?

Yes, as a fallback – if your hand is just short of the 5-fan minimum, a fei may instead be counted as a flower, worth +1 fan, to help you clear the gate.

What happens if I redeem a fei while I'm ready to win?

If you'd exposed a fei standing in for a real tile, and you then draw that real tile yourself, you can swap it into your hand. The fei returns to you as a free wild. If you were already ready to win, and that returned fei is what completes your hand, it counts as a self-draw.

If two players both want to pong the same discard using different fei combinations, who gets priority?

Real tiles beat fei, and fewer fei beats more fei. The order runs: a win always comes first if anyone can claim one; then pong with the two original real tiles; then pong with one real tile and one fei; then pong with two fei. So on a discarded East, a player pong-ing with two real East tiles outranks a player who'd need a fei to complete theirs, even if the second player would technically also complete a valid pong.

This is a guide to Malaysian Mahjong, built from How_to_setup_Malaysian_3P_Mahjong.pdf, with rulings on unresourced points made by Edward, the author.

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.