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How to Set Up and Play

MCR / Chinese Official

4 Players · The 81-Pattern Catalogue · The Governing-Body Ruleset
4 players 144 tiles 13-tile hand win gate: 8 points difficulty 5/5
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
Hand
13 tiles (dealer 14 before discarding) · 4 sets + 1 pair
Win gate
At least 8 points from the scoring patterns. A structurally complete hand under 8 points cannot be declared.
Rounds
4 wind rounds (East / South / West / North) of 4 hands each – 16 hands total, fixed
Scoring
Running tournament score · sum every pattern the hand qualifies for (1–88) · add a fixed 8-point base
Signature
The 81-pattern catalogue and its 8-point floor: you don't just complete a hand, you engineer one worth enough to be legal, then stack every pattern it qualifies for under a strict no-double-count rule

Best for players who want the competitive, internationally standardized game and enjoy optimizing a hand against a large, exact scoring table.

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 8 points, before anyone else does.
Requirements
  1. Four players. Seats are East, South, West, North; both seating and play run counterclockwise. Draw winds 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 the next player only. Full rules in Section 06.
  3. Win.Your hand must pass two checks: Shape (four sets plus a pair, or a special shape) and Value (at least 8 points; the patterns are in Section 08). Pass both, declare your win. Every seat then rotates one position, whether you won or not – full rules in Section 10.
03 · Tiles

What's on the table

MCR uses the complete base set: all three suits and all honours, plus the eight flower and season bonus tiles. Nothing is dropped and there are no wild tiles – every set is built from genuine matching or consecutive tiles.

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 (梅蘭竹菊), four seasons (春夏秋冬). Never form sets: revealed and replaced the moment they're drawn, and each is worth one point at scoring.
Plum (1, East)
Orchid (2, South)
Chrys. (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
04 · Building a Hand

What a winning hand looks like

The goal. A winning hand is 14 tiles: four sets, plus one pair – or one of a handful of special shapes (Seven Pairs, Thirteen Orphans, the knitted-tile hands), listed directly in the catalogue. 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. Claimable from a discard only by the next player in turn order.
Triplet (pung)Three identical tiles. Any player may claim a discard to complete one.
Quad (kong)Four identical tiles. Concealed if drawn entirely in hand; exposed if made from a discard, or by adding a drawn fourth tile to an exposed pung. Every kong triggers a replacement draw; full rules are in Section 06, and its combination-scoring consequences are in Section 07.

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

The pair · exactly one
PairTwo identical tiles, the hand's only non-set piece – also called the eye. Claimable from a discard solely as your winning tile, never mid-hand to build the pair itself.
Example · a legal winning hand
234 567 333 88
Two sequences, two triplets, one pair: one legal mix among many, all one suit plus a single honour. Counting the points:
Half Flush6 points – one suit plus honours only.
Dragon Pung2 points – the Red Dragon triplet.
Total8 points – clears the win gate exactly, no more, no less.

To win, your hand must pass both checks

① ShapeFour sets + one pair, 14 tiles – or one of the special shapes above.
② ValueValue is measured in points, this variant's scoring unit. Your hand needs at least 8 points from the 81-pattern catalogue alone – a separate 8-point base gets added later at settlement (Section 09), but it never counts toward this gate; the two 8s are unrelated. Every way to earn points is in Section 08; the combination rules that govern how they stack are in Section 07.

A hand can pass Shape and still fail Value: a structurally complete hand under 8 points is not a legal win yet, even one tile from finishing. Keep improving it.

05 · Setup

Seats, wall, and the deal

SeatsEach player draws one of the four wind tiles; whoever draws East takes the East seat and is the first dealer. Play and seating both run counterclockwise: East → South → West → North.
TABLEEASTDEALERSOUTH西WESTNORTH1234
Seating & turn direction. East's panel is outlined in red with the starting dot. The swept arrows run counterclockwise, East → South → West → North, before returning to East.
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 long, 2 tiles high: 36 tiles per side, 144 total. The four sections push together into a closed square.
SOUTH – 18 stacks ×2 = 36 NORTH – 18 stacks ×2 = 36 WEST – 18 stacks ×2 = 36 EAST – 18 stacks ×2 = 36 closed square · 144 tiles
Wall build. Top-down view of the four 36-tile wall sections forming a closed square. Each bar represents one player's wall, two tiles high.
BreakTwo dice throws. First, East rolls and sums, then counts that many walls counterclockwise (East's own wall as 1, South's as 2, and so on) to pick which wall breaks. Second, the owner of that wall rolls and sums, then counts that many stacks along from the right-hand end to break it there.
SOUTH WEST EAST NORTH BREAK
Break point (example). The two throws have selected a wall and a stack on it. The marker shows where the wall opens; the arrow shows the direction tiles are drawn into the live wall.
Dead wallCounting back from the break, the 14 tiles to the right form the dead wall (the "Kong Box"); everything to the left is the live wall. Reserved for replacement draws, taken whenever a player reveals a flower or season, or declares a kong.
LIVE WALL (drawn from here) DEAD WALL – 14 tiles break ← draw direction
Dead wall (Kong Box). The 14 tiles to the right of the break are held in reserve. As replacement tiles are taken from one end, the dead wall is topped up from the live wall's tail so it always stays at 14 tiles.
DealTwelve stacks of four leave the wall in three full E–S–W–N passes.
read right → left (the order tiles leave the wall) · 3 full E-S-W-N passes = 12 tiles eachEEEESSSSWWWWNNNNEEEESSSSWWWWNNNNEEEESSSSWWWWNNNN
The deal. Twelve stacks of four leave the wall in three full E–S–W–N passes (East's stacks outlined in gold). The finale below adds the last tiles.
The finale – "one and three" (chan-chan) For the last tiles, the dealer does not take a neat stack of two. In the common tournament motion, East takes the top tile of the first stack and the top tile of the third stack together (skipping the second), clicking them together – the sound that gives chan-chan its name. South, West, and North each then take one tile. A simpler table variant lets East just take a stack of two; either way East ends on 14 and the rest on 13.
finale – 3 columns × 2 rows E W E S N dashed cell = blank, not drawn
The jump-draw finale. Top row reads E, W, E; bottom row reads S, N, blank. Column 1 (E + S) and column 2 (W + N) are each taken as a pair, then East takes one more alone in column 3, reaching 14 while South, West, and North hold 13 each.
Dealer = 14 tiles · South, West & North = 13 tiles each
ExchangeBefore the first discard, players in turn starting with East set aside any flower or season tiles face-up and draw replacements from the dead wall. If a replacement is itself a flower or season, it's shown and replaced again, chaining until a normal tile is drawn. A concealed kong already in hand may also be declared and replaced at this point.
06 · Playing a Turn

Draw, act, discard, react

Your turn

1 · DrawOne tile from the live wall.
2 · Act (optional)Declare a kong (concealed, or by adding a drawn fourth tile to an exposed pung), then draw a replacement from the dead wall. Reveal and replace any flower or season just drawn. Or declare a win by self-draw.
3 · DiscardOne tile face-up in the centre. Your turn ends; the reaction window opens.

Reactions to a discard

A reaction window opens on each discard and closes when the next player draws.

PungAny player holding a matching pair claims the discard for a triplet. Expose it, then discard.
KongAny player holding a matching triplet claims the discard for a quad, then draws a replacement from the dead wall.
ChowOnly the next player in turn may claim a discard to complete a sequence in the same suit.
Win (hu)Any player whose hand is complete and worth at least 8 points may claim the discard.
Priority: WIN > PUNG / KONG > CHOW  ·  tied wins: nearer counterclockwise after the discarder  ·  pung/kong always beats a competing chow
Partial-set claim You may claim a tile that completes a chow or pung and then discard a leftover tile from that same group – for example claim a tile to fill 234 and discard the 5 you no longer need.

Declaring a win: the checks

① ShapeFour sets plus a pair, or one of the listed special shapes (Seven Pairs, Thirteen Orphans, the knitted hands).
② GateTotal the scoring patterns. The sum must reach at least 8 points. If it falls short, you cannot declare – keep building.
③ Blocked?No. MCR has no furiten or "sacred discard" rule. You may win on a tile you discarded earlier in the hand.
④ DeclareSelf-draw: announce "hu," reveal the full hand, and keep the winning tile set apart. Discard win: announce "hu," reveal the full hand, and leave the winning tile in the discarder's pool. Other players keep their hands concealed until the win is confirmed.
False win (錯和)Declaring a win that doesn't reach 8 points, or on a tile that doesn't actually complete your hand: the hand is stopped for you, you play on as a non-winner, and you pay 10 points to each other player.
False declaration off a non-ready hand (詐和)Declaring a win while still more than one tile away from ready: you pay 20 points to each other player and play on as a non-winner.
First-game sidebar Skip these penalties for your first game. Just play, and fix mistakes as they come.
07 · The Combination Rules

How patterns are allowed to stack

Points add up by simple addition – but under five strict rules that stop the same tiles from scoring twice under two different names. Every pattern in Section 08's catalogue is written assuming you already know these five.

No double-countingIf one pattern always implies another, the implied one is not added again.
No splittingOnce a set is used for a pattern, its tiles can't be re-split to form a different pattern.
No identical reuseTiles already used for a pattern can't form that same pattern again with other tiles.
Take the higherWhen tiles could form two patterns but only one may be scored, score the higher value.
Account onceAn unused set may be paired with one already-scored set a single time.
Example · no double-counting in practice
Two dragon pungs in the same hand technically satisfy "Dragon Pung" (2 points) twice over. No-double-counting says the more specific pattern absorbs the simpler ones it implies, rather than stacking alongside them:
WrongDragon Pung × 2 (4) + Two Dragon Pungs (6) = 10
CorrectTwo Dragon Pungs alone = 6 – it already implies both individual Dragon Pungs, so they aren't added on top
08 · The Scoring Pattern Catalog

Every scoring pattern in standard play

This catalogue is your hand's Value, itemized. Every pattern below adds points, and clearing the 8-point win gate means qualifying for enough of them, stacked under the combination rules in Section 07. Keep this section open while you decide what your hand is trying to become.

ConcealedA set built only from your own draws, never claimed. Fully Concealed Hand, the Concealed Pungs series, and Melded Hand all turn on this split.
ExposedAny set completed by claiming a discard becomes exposed – and from then on, your hand is no longer concealed.
Points stack by simple addition under the five combination rules in Section 07. 81 patterns, 1 to 88 points each.

Honor Based

Pung of Terminals or HonoursA pung or kong of 1s, 9s, or a non-scoring wind or dragon.1
Dragon PungA pung or kong of any dragon.2
Prevalent WindA pung or kong of the round's wind.2
Seat WindA pung or kong of your own seat wind.2
Two Dragon PungsPungs of two different dragons.6
Big Three WindsPungs or kongs of three different winds.12
Little Three DragonsTwo dragon pungs plus a pair of the third dragon.64
Little Four WindsThree wind pungs plus a pair of the fourth wind.64
All HonoursThe whole hand made of winds and dragons only.64
Big Three DragonsPungs or kongs of all three dragons.88
Big Four WindsPungs or kongs of all four winds, plus any pair.88

Sequence Based

Pure Double ChowThe same chow twice in one suit.1
Mixed Double ChowThe same numbered chow in two suits.1
Short StraightTwo consecutive chows in one suit, e.g. 1-2-3 and 4-5-6.1
Two Terminal ChowsA 1-2-3 and a 7-8-9 chow in the same suit.1
All ChowsFour chows and an ordinary pair, no scoring honours.2
Mixed Shifted ChowsThree chows across the three suits, each shifted up by one.6
Mixed Straight1-2-3, 4-5-6 and 7-8-9 spread one run to each of the three suits.8
Mixed Triple ChowThe same numbered chow in all three suits.8
Mixed Shifted PungsThree pungs across the three suits, each one number higher.8
Pure Straight1-2-3, 4-5-6 and 7-8-9 all in one suit.16
Three-Suited Terminal ChowsA 1-2-3 and a 7-8-9 chow in two suits, plus a pair of 5 in the third.16
Pure Shifted ChowsThree chows in one suit, each shifted up by one or by two.16
Triple PungThe same numbered pung in all three suits.16
Pure Triple ChowThe same chow three times in one suit.24
Pure Shifted PungsThree pungs in one suit, each one number higher than the last.24
Four Shifted ChowsFour chows in one suit, each shifted up by one (or by two).32
Quadruple ChowThe same chow four times in one suit.48
Four Pure Shifted PungsFour pungs in one suit, each one number higher than the last.48
Pure Terminal ChowsTwo 1-2-3 and two 7-8-9 chows in one suit, with a pair of that suit's 5.64

Triplet Based

Melded KongOne exposed kong.1
Double PungThe same numbered pung in two suits.2
Two Concealed PungsTwo pungs formed without claiming a discard.2
Concealed KongOne concealed kong.2
Two KongsTwo kongs, both of them exposed.4
All PungsFour pungs or kongs plus a pair, no chows.6
Two Concealed KongsTwo concealed kongs.8
Three Concealed PungsThree pungs formed without claiming a discard.16
All Even PungsFour pungs of even simples (2, 4, 6, 8) and an even pair.24
Three KongsThree kongs in one hand.32
Four Concealed PungsFour pungs, all formed without claiming a discard.64
Four KongsFour kongs in one hand.88

Terminal & Honor Triplets

Outside HandEvery set and the pair contains a terminal or an honour.4
All Terminals and HonoursEvery set a pung of terminals or honours, with a terminal/honour pair.32
All TerminalsEvery set a pung or kong of 1s or 9s, with a terminal pair.64

Suit Based

One Voided SuitThe hand uses only two of the three suits.1
No HonoursNo winds or dragons anywhere in the hand.1
Half FlushOne suit plus honours only.6
Full FlushThe entire hand in one suit, no honours.24
All GreenBuilt only from green tiles: bamboo 2, 3, 4, 6, 8 and the Green Dragon.88

Number Based

All SimplesNo terminals or honours; only the 2 through 8 tiles.2
Upper FourEvery tile numbered 6, 7, 8 or 9.12
Lower FourEvery tile numbered 1, 2, 3 or 4.12
All FivesEvery set and the pair contains a 5.16
Upper TilesEvery tile numbered 7, 8 or 9.24
Middle TilesEvery tile numbered 4, 5 or 6.24
Lower TilesEvery tile numbered 1, 2 or 3.24

Special Hands

Reversible TilesOnly tiles that look the same upside-down: dots 1-5, 8, 9; bamboo 2, 4, 5, 6, 8, 9; White Dragon.8
Lesser Honours and Knitted TilesKnitted singles (1-4-7 / 2-5-8 / 3-6-9 split across suits) plus some honours, no sets.12
Knitted Straight1-4-7 in one suit, 2-5-8 in another, 3-6-9 in the third.12
Seven PairsSeven distinct pairs, fully concealed.24
Greater Honours and Knitted TilesAll seven honours, plus single knitted tiles filling the rest, no sets.24
Nine GatesConcealed one suit shaped 1-1-1-2-3-4-5-6-7-8-9-9-9 plus one more of that suit.88
Seven Shifted PairsSeven consecutive pairs in one suit, e.g. 1-1 2-2 ... 7-7.88
Thirteen OrphansOne of each terminal and honour, plus a second copy of any one of them.88

Win Manner & Timing

Edge WaitWin on a 3 while holding 1-2, or on a 7 while holding 8-9.1
Closed WaitWin on the inside tile of a sequence, e.g. hold 2-4, win on 3.1
Single WaitWin by completing the pair.1
Self-DrawnWin on a tile drawn from the wall.1
Concealed HandFully concealed, but won on a discard.2
Tile HogAll four copies of one tile used in the hand without forming a kong.2
Fully Concealed HandFully concealed and won by self-draw.4
Last TileWin on the fourth and final copy of a tile, the other three already shown.4
Melded HandEvery set, and the winning pair, completed from discards; win on a discard.6
Chicken HandA complete hand that scores nothing else; its 8 points are exactly enough to reach the gate.8
Last Tile DrawSelf-draw the very last tile of the live wall.8
Last Tile ClaimWin on the very last discard of the hand.8
Out with Replacement TileWin on the replacement drawn right after declaring a kong.8
Robbing the KongWin on the tile a player adds to an exposed pung to make a kong.8

Other

Flower TilesOne point for each flower or season tile held.1
All TypesAll five tile types present: three suits, winds and dragons.6
09 · Settlement

Points in, running total out

MCR uses a running tournament score. Points are not a depleting pool you can be knocked out of, and not a per-hand cash settlement – each player carries a cumulative total that rises across the session. Standings are read off that total at any time.

A winning hand scores the sum of every pattern it qualifies for (Section 08), following the five combination rules from Section 07 so nothing is double-counted. A fixed base of 8 is then added at settlement.

Who pays

Who settlesHow much
Self-drawAll three other players settleeach settles (points + 8)
Discard winThe discarder settles the full hand; the other two settle only the basediscarder settles (points + 8) · each other settles 8
DealerNo special multiplier – the dealer settles and receives exactly like any seatsame as above
Worked example · 15 points, discard win
Discarder settles15 + 8 = 23
Each other player settles8 (base only)
Winner receives23 + 8 + 8 = 39
Worked example · 15 points, self-drawn
Each of the three settles15 + 8 = 23
Winner receives23 × 3 = 69
MCR's only "liability" is structural There's no separate pao or responsibility rule. The natural consequence of feeding a big hand is built into the formula above: on a discard win, only the discarder settles the hand's full point value, while the other two settle just the 8-point base. Self-drawing spreads the full cost across all three opponents instead.
10 · The Full Game

Rounds, ranking, and the finish

Dealer rotationAfter every hand, a win or a draw alike, the seat winds rotate one position counterclockwise. There is no dealer repeat: the East seat simply passes to the next player each hand.
Round structureA full game is four wind rounds – East, South, West, North – of four hands each, 16 hands in all. The prevailing wind advances by round, and over the four rounds every player sits in each of the four seats once.
Tournament reseatingIn organized tournaments, players are also re-seated between wind rounds so everyone faces a fresh mix of opponents. At a fixed home table you can skip this and just rotate seats counterclockwise each hand.
Exhaustive drawIf the live wall is used up with no winner, the hand is a draw. No points change hands, there is no other reveal or settlement step, and the seat still rotates as normal into the next hand.
AbortsNone: no nine-terminals abort, no four-winds abort. A hand ends only with a win or with the wall exhausted.
Dealer bonusNone at all. The dealer scores and pays exactly like any other seat. Unlike Riichi's renchan, winning as dealer earns no extra and does not extend the deal.
Disruption penaltyA player who disrupts the wall so a hand cannot continue pays 30 points to each other player.
Session endThe game ends when the sixteenth hand – the last hand of the North round – resolves. Tournaments may instead cap a table by time, finishing the hand in progress when time is called.
RankingThe player with the highest running total at the end wins. In tournament play, ties are broken by the organizers' regulations – commonly by the number of hands won, or by head-to-head result.
Frequently Asked

Questions players actually ask

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

No. All Chows requires four chows plus an ordinary pair – meaning a plain numbered-suit tile, not a dragon or wind. If your pair is an honor tile, the hand doesn't qualify for All Chows, even though it might still be a perfectly valid winning hand scoring other patterns.

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

No – there's no self-draw requirement. You can win All Chows off anyone's discard.

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

No – only one. The player nearer counterclockwise 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 only applies to a kong made by adding a tile to an already-exposed pung. A concealed kong is placed all at once from your own hand, so there's no equivalent moment to rob.

Is the 8-point minimum to win the same as the 8-point base added at settlement?

No – they're two unrelated 8s that happen to share a number. The 8-point minimum is a gate: your hand's pattern total from the 1–88 catalogue must reach 8 before you're even allowed to declare. The 8-point base is added separately at settlement, on top of whatever your pattern total is, every single time – it doesn't change how the payout math works once you've already qualified to declare.

Does the dealer get any special multiplier in MCR?

No – this is one of MCR's bigger departures from other variants. The dealer settles and receives exactly like any other seat, with no double-payment rule at all. If you're used to a variant where the dealer pays or collects double, don't carry that assumption into MCR.

Does MCR have a separate liability (pao) rule for big hands?

No standalone liability rule exists – but the same effect happens automatically through the settlement formula. On a discard win, only the discarder settles the hand's full value; the other two players pay just the 8-point base. So feeding someone a big hand already costs you disproportionately, without needing a named pao rule to enforce it.

Can I win on a tile I discarded earlier in the hand?

Yes. MCR has no furiten and no “sacred discard” restriction – there's nothing here that blocks an otherwise-legal win, even if the winning tile is one you passed on or discarded yourself earlier.

What happens if I declare a win by mistake?

It depends how wrong the declaration was. If your hand doesn't actually reach 8 points, or the tile you called doesn't really complete it, that's a false win (錯和) – you pay 10 points to each other player and keep playing as a non-winner. If you declare while still more than one tile away from being ready at all, that's a false declaration off a non-ready hand (诈和) – a steeper 20 points to each other player.

Is there a rule against combining certain patterns on the same hand?

Yes – five combination rules govern how patterns stack, covering double-counting, re-splitting a set, reusing the same tiles, competing readings, and pairing with an already-scored set. In short: stack everything a hand genuinely qualifies for, but each tile's contribution only counts the best way, once. Full explanation with a worked example is in Section 07.

Do flower or season tiles score extra if they match my own seat?

No – every flower and season tile is worth a flat 1 point, regardless of whose seat it is or which flower it is. There's no seat-matching bonus in MCR the way some other variants have.

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

It always rotates – MCR has no dealer-repeat rule at all. Even if East wins, the East seat passes to the next player exactly like any other hand. This is a real departure from most other variants in this book, where winning keeps you as dealer.

What happens if the hand ends in a draw?

No points change hands and there's no other reveal or settlement step. The seat rotates into the next hand exactly as it would after any other hand.

This is a guide to MCR Mahjong, built from the official MCR 2021 (ZC2021) ruleset and MCR_A_GUIDE_TO_MAHJONG.

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.