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Singaporean Mahjong

4-Player · Animal Pairing Bonuses · Fast, Low-Gate Wins
4 players 148 tiles 13-tile hand win gate: 1 tai difficulty 2/5
01 · Snapshot

The whole game at a glance

Players
4 · East / South / West / North · play runs counterclockwise
Tiles
148: 108 suits + 28 honours + 8 flowers & seasons + 4 animals (cat, mouse, rooster, centipede)
Hand
13 tiles (dealer 14 before discarding) · 4 sets + 1 pair
Win gate
At least 1 tai. Seven Pairs is not a legal hand here at all.
Rounds
Wind rounds by table agreement; no source-fixed length. Dealer keeps the deal on a win or any draw.
Scoring
Direct payout · tai count converted through a doubling table (1/2/4/8/16) · pay-for-all liability
Signature
The animals: four bonus tiles that pay out instantly the moment cat+mouse or rooster+centipede both come up, on top of the pay-for-all rule that can make one careless discard cover the whole table

Best for groups who know basic mahjong and want a fast, lively four-player game with bonus-tile payouts and a low one-tai win gate.

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 1 tai, before anyone else does.
Requirements
  1. Four players. Seats are East, South, West, North; both seating and play run counterclockwise. Draw for seats; whoever draws East is the first dealer.
  2. 148 tiles. Three suits 1–9 (four copies each), seven honours (four copies each), eight flower and season bonus tiles, plus four animal tiles. Full rules for the bonus tiles are in Section 03, and the animals get their own section, Section 07.
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, seasons, or animals 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 Thirteen Orphans) and Value (at least 1 tai; the patterns are in Section 08). Pass both, declare your win. East keeps the deal on a win or a draw alike – full rules in Section 10.
03 · Tiles

What's on the table

Singaporean uses the complete base set – all three suits, all seven honours, and the full flowers-and-seasons bonus group – then adds one extra group that gives the variant its character: the four animals.

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 of a dragon, your seat wind, or the prevailing wind scores.
East ×4
South ×4
西
West ×4
North ×4
Red Dragon ×4
Green Dragon ×4
White Dragon ×4
Flowers & seasons · 8Four flowers (梅蘭菊竹), four seasons (春夏秋冬), each numbered 1–4, matching the four seat winds. A flower or season whose number matches your seat is your Seat Flower and scores tai. These tiles never form sets; reveal and replace them on draw.
Plum (1, East)
Orchid (2, South)
Chrys. (3, West)
Bamboo (4, North)
Spring (1, East)
Summer (2, South)
Autumn (3, West)
Winter (4, North)
Animals · 4Cat (貓), Mouse (鼠), Rooster (雞), Centipede (蟲) – Singaporean's defining addition. Melded face-up the moment they're drawn, exactly like flowers, and replaced from the dead wall's tail. Cat+Mouse together, or Rooster+Centipede together, trigger an instant payment from every other player the moment both are exposed – the "Bite" (Section 07). Each animal is also worth 1 tai on its own, and holding all four is a 5-tai maximum hand.
Cat
Mouse
Rooster
Centipede
Total: 148 tiles = 108 suits + 28 honours + 8 flowers & seasons + 4 animals
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 non-standard shape allowed, and itself a maximum hand. 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 in turn.
Triplet (pung)Three identical tiles, any suit or honour. Any player may claim a discard to complete one.
Quad (kong)Four identical tiles: concealed, or a fourth tile added to a pung you already exposed, or claimed from a discard. Draws a replacement from the dead wall.

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 eyes. Claimable from a discard solely as your winning tile, never mid-hand to build the pair itself.

No Seven Pairs here, unlike Riichi and several other variants – a winning hand is always four sets plus a pair, or Thirteen Orphans.

Example · a legal winning hand
234 567 999
Two sequences, two triplets, one pair: one legal mix among many. Counting the tai:
Dragon Pung1 tai – the Red Dragon triplet.
Total1 tai – clears the gate on its own. Without it, this would be a complete but featureless hand, and not a legal win.

To win, your hand must pass both checks

① ShapeFour sets + one pair, 14 tiles – or Thirteen Orphans.
② ValueValue is measured in tai, this variant's scoring unit. Your hand needs at least 1 – the lowest gate of any variant in this book. Every way to earn tai is in Section 08.

The floor is low enough that most ordinary hands clear it on a single dragon pung, a seat flower, a self-drawn win, or a half flush.

05 · Setup

Seats, wall, and the deal

SeatsDraw for seats. East is dealer and goes first; play runs counterclockwise: East → South → West → North.
TABLEEASTDEALERSOUTH西WESTNORTH1234
Seating & turn direction, Singaporean 4-player. East's panel is outlined in red with the starting dot. Seats are assigned counterclockwise from the dealer, and the swept arrow shows this same counterclockwise order – the direction turns pass.
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.
WallTwo tiles high all around, but uneven: East and West build 19 stacks each, South and North build 18 stacks each – 38+38+36+36 = 148 tiles, enough for the bonus tiles too.
SOUTH – 18 stacks ×2 = 36 NORTH – 18 stacks ×2 = 36 WEST – 19 stacks ×2 = 38 EAST – 19 stacks ×2 = 38 148 tiles total
Wall build, four sides. Top-down view of the four wall sections. Unlike most variants the sides aren't equal: East and West run one stack longer than South and North.
BreakThe dealer rolls the dice and counts seats to choose whose wall breaks; the count along that wall fixes the break point. Tiles are drawn moving away from the break, around the square. The tiles to the right of the break, counting back into the wall, are set aside as the dead wall.
SOUTH NORTH WEST EAST BREAK
Break point. Same four-wall square as above, with one wall highlighted, a single break-point marker, and an arrow showing the direction live tiles are drawn away from the break. The dead wall is counted off on the other side of the marker.
Dead wallThe last 15 tiles of the wall, set aside and never drawn in normal play. Replacements for flowers, animals, and kongs come from its tail.
Wall exhaustion Play continues until the live wall is down to the dead wall. The player who draws the last playable tile does not discard, and may declare a kong on that tile without drawing a replacement. After that the hand ends – a draw if no one has won.
DealStarting at the break, tiles leave the wall in stacks of 4, right to left: East takes the first stack of 4, then South, then West, then North – repeating for three full passes until each player holds 12 tiles.
read right → left (chronological order tiles leave the wall) · 3 full E-S-W-N passes = 12 tiles each EEEESSSSWWWWNNNNEEEESSSSWWWWNNNNEEEESSSSWWWWNNNN direction of dealing: right to left, one 4-tile stack at a time, E → S → W → N → E… (3 full passes = 12 tiles/player)
Dealing, right-to-left stack pattern. Read right to left, the chronological order tiles leave the wall. Three full E-S-W-N passes give everyone 12 tiles (East's stacks outlined in red); the finale below adds the last tiles.
finale – 3 columns × 2 rows E W E S N dashed cell = blank, not drawn
Standard 4-player 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 together as a pair. East then takes one more tile alone in column 3, giving East 14 tiles total (12 + 2), and South, West, North 13 each (12 + 1). This is the same finale shape shared across the Hong Kong / Singaporean / MCR cluster, distinct from Malaysian's 3-player jump-draw grid.
Dealer = 14 tiles · South, West & North = 13 tiles each
Bonus tilesResolved during the deal itself, not as a separate step: each player reveals any flowers, seasons, or animals dealt into their hand and draws replacements from the tail of the dead wall, in turn order starting from East. If a replacement is itself a bonus tile, reveal it and draw again – chain until everyone holds only regular tiles. Once everyone holds only regular tiles, play begins immediately with East's first discard.
06 · Playing a Turn

Draw, act, discard, react

Your turn

1 · DrawOne tile from the live wall.
MandatoryIf the tile is a flower, season, or animal, set it aside face-up and draw a replacement from the tail of the dead wall right away. Keep replacing until you hold a regular tile.
2 · Act (optional)Declare a kong, concealed or by adding a fourth tile to your own exposed pung: draw a replacement from the dead wall. Declare a win by self-draw.
3 · DiscardOne tile face-up into the discard area. Your turn ends; the reaction window opens.
The last playable tile Whoever draws the last live tile before the dead wall does not discard. If it completes a kong, they may declare it without taking a replacement, since there isn't one left. Otherwise the hand ends here, a draw if no one has won.

Reactions to a discard

PungAny player holding a matching pair claims the discard for a triplet, then discards.
KongAny player may claim a discard to complete a kong from an exposed pung or a concealed triplet. Draw a replacement.
ChowOnly the next player in turn, completing a run of three in one suit.
WinAny player whose hand becomes complete and clears the 1-tai gate may claim the discard.
Priority: WIN > PUNG / KONG > CHOW  ·  tied wins: nearer in turn order after the discarder  ·  pung/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. Players skipped by the claim lose their turn that round.

Sacred discard: you can't chase your own discard After discarding a tile, you cannot claim an identical tile to win or pung until after your own next turn. The same lock applies if you skip a discard you could have claimed – except that you may still claim it for a chow. This is Singaporean's version of a furiten-style restriction, and it's the only one.

Declaring a win: the checks

① ShapeFour sets + one pair, or Thirteen Orphans. No Seven Pairs.
② GateAt least 1 tai. If it falls short, you cannot declare yet.
③ Blocked?Only the sacred discard rule above. There's no riichi-style lock and no permanent furiten on your whole discard pile.
Robbing a kongIf an opponent adds a fourth tile to an exposed pung and that tile completes your hand, you may rob the kong to win on it, worth 1 tai – the one time you can win on a tile being melded rather than discarded.
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 winDeclaring a win that's not complete, or fails the 1-tai gate. No fixed penalty figure in the source; agree the penalty before play.
07 · The Animals

Singapore's own bonus tiles

Four extra bonus tiles beyond the usual flowers and seasons: Cat (貓), Mouse (鼠), Rooster (雞), Centipede (蟲). They behave like flowers in every mechanical sense – melded face-up the moment they're drawn, replaced from the dead wall's tail, never part of a set – but they carry their own payout rules on top.

On their ownEach animal you hold is worth 1 tai by itself, same as a seat flower.
The BiteCat+Mouse together, or Rooster+Centipede together – the two matched pairs, and the only two that count. The instant both tiles in a pair are exposed, every other player pays out immediately, whether or not you go on to win the hand. Exact amounts are in Section 09.
All four at onceHolding all four animals is a 5-tai maximum hand (Animal Set), on top of whatever Bite payments already happened along the way – the two aren't exclusive.
Dealt vs. drawn later pays differently Being dealt a completing tile as part of your starting hand pays more than finishing the same pair during play – the opposite of what you'd expect. Exact figures are in Section 09.
08 · The Scoring Pattern Catalog

Every scoring pattern in standard play

This catalogue is your hand's Value, itemized. Every pattern below adds tai, and clearing the 1-tai win gate means qualifying for at least one 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 Hand and Hidden Treasure (four concealed pungs) both depend on staying concealed.
ExposedClaiming a pung, kong, or chow from a discard makes that set exposed.
Tai stack: identify every pattern the hand satisfies and add them up. Some patterns already include the tai for their components, noted below, so don't double-count those.

Bonus Tiles

AnimalAny single animal tile: cat, mouse, rooster, or centipede.1
Seat FlowerA flower or season whose number matches your seat wind.1
Flower SetAll four flowers or all four seasons. Already includes the Seat Flower tai.2
All 8 flowers & seasonsHold all four flowers and all four seasons: an immediate win, hand need not be complete.5
7 flowers/seasons + rob the lastHold 7 flowers/seasons and rob the 8th from the player who draws it: an immediate win, paid as a win on discard. If the wall runs out first with no winner, everyone reveals hands to prove no one hid the last bonus tile.5

Honor Based

Dragon pungA pung of any dragon: 中 / 發 / 白.1
Valued wind pungA pung of your seat wind or the prevailing wind.1
Little DragonsTwo dragon pungs plus a pair of the third dragon. Already includes the tai for each dragon pung.3
Little WindsThree wind pungs plus a pair of the fourth wind. Already includes Half Flush; the valued-wind pung tai may be added on top.4
Big DragonsThree dragon pungs: an immediate win.5
Big WindsFour wind pungs: an immediate win.5
All HonoursEvery tile is an honour.5

Sequence Based

Little (Smelly) Ping HuFour chows plus a pair; the pair is not a dragon or valued wind. Needs a multi-tile wait to win on a discard; self-draw is always allowed except when waiting on a single tile after melding four chows.1
Ping HuAs Little Ping Hu, but with no animals, flowers, or seasons at all.4

Triplet Based

All PungsFour pungs and a pair.2
Hidden TreasureFour concealed pungs and a self-drawn win. Concealed kongs allowed.5
4 KongsFour kongs and a pair.5
Kong on KongMake two or more kongs and win, all on the same turn, on replacement tiles.5

Terminal & Honor Triplets

All Terminals or HonoursEvery set is terminals or honours. Already includes the All Pungs tai.4
All TerminalsEvery tile is a terminal: a 1 or a 9.5

Suit Based

Half FlushEverything one suit, plus honours.2
Full FlushEverything in one suit only, no honours.4
All GreenEntirely green tiles: bamboo 2, 3, 4, 6, 8 and the Green Dragon.5

Special Hands

Thirteen OrphansOne of each terminal and honour, plus a tile pairing any of them. May rob a concealed kong; always paid as a self-drawn win, even on a discard.5
Nine Gates1112345678999 in one suit plus any tile of that suit, no melds (flowers/seasons/animals aside).5
Animal SetAll four animals held at once, on top of any Bite payments already made mid-hand.5

Win Manner & Timing

Fully Concealed HandNo melds (flowers/seasons/animals aside), won by self-draw.1
Replacement-tile winWin on the replacement drawn for a flower, season, or animal, or for a kong.1
Robbing a kongWin on the tile an opponent adds to an exposed pung.1
Win on the last tileWin on the last drawn tile, unless it's a replacement tile.1

First Round Wins 5 tai each

Heavenly HandDealer wins on the initial turn.5
Earthly HandA non-dealer wins on their first turn, or on a discard before their first turn, before any other discard is claimed.5
09 · Settlement

Tai in, points out

Direct payout: no starting point pool, no running bank. Add up the tai from every scoring pattern the hand qualifies for (Section 08), then convert that tai total into points with the doubling table below. Points, not tai, are what actually change hands.

TaiScore
11
22
34
48
5 or more16

The score doubles for each tai up to four, then caps: any hand of 5 tai or more is worth a flat 16-point base score. Several patterns already include the tai for their own components, noted where relevant in Section 08, so you don't double-count.

Who pays

Who pays, and how much, depends on how the hand was won and whether a pay-for-all player is on the hook (below).

No pay-for-all · discard winDiscarder settles 2× score. Each other player settles 1× score. Winner receives 4× score.
No pay-for-all · self-drawEach of the three opponents settles 2× score. Winner receives 6× score.
Pay-for-all present · discarder is the pay-for-allThe discarder alone settles 4× score. The other two settle nothing.
Pay-for-all present · discarder is not the pay-for-allDiscarder settles 2× score, the pay-for-all player settles 1× score, the third player settles 1× score. Winner receives 4× score.
Pay-for-all present · self-drawThe pay-for-all player alone settles 6× score. Winner receives 6× score.

Pay-for-all (包) – who triggers it

A single dangerous discard can make one player liable for the whole table's share. The common triggers:

Low wallWith 7 or fewer playable tiles left, any fresh tile claimed to kong makes that discarder pay-for-all for that kong only. With 5 or fewer left, a fresh tile claimed to win, or konged with a win that same turn, makes the discarder pay-for-all for the win.
Feeding a brewing handDiscarding a dragon, the prevailing wind, or a player's own seat wind into a hand already showing 4+ tai in melded animals, flowers, seasons, or honour pungs, when that player then wins with 5+ tai.
Feeding a flushDiscarding a tile of the suit a player has 3+ melds in, when they win on Full Flush.
Feeding dragons or windsDiscarding the remaining dragon into two melded dragon pungs, or the remaining wind into three melded wind pungs, feeding a Little or Big Dragons/Winds win.
Feeding All HonoursDiscarding any remaining honour into 3+ melded honour pungs, feeding an All Honours win.

Instant bonus-tile payments

Separate from the hand's main settlement, several bonus-tile events pay out the moment they happen, mid-hand:

Concealed kong4 points from each other player, unless robbed.
Melded kong2 points from each other player.
WeddingBoth your flower and season match your seat wind: 4 points each if dealt initially, 2 points each if drawn later.
BiteCat+Mouse, or Rooster+Centipede, both exposed: 4 points each if dealt initially, 2 points each if drawn later.
Flower SetAll four flowers or all four seasons: 4 points each, either way.
Animal SetAll four animals, on top of any Bite settlements already paid: 4 points each, either way.
Worked example · 4 tai, discard win, no pay-for-all
Score4 tai → 8
Discarder settles2× score = 16
Each other player settles1× score = 8
Winner receives16 + 8 + 8 = 32
Worked example · 4 tai, self-draw, no pay-for-all
Score4 tai → 8
Each of the three opponents settles2× score = 16
Winner receives16 × 3 = 48

"Each" in the bonus-tile table means from each of the other three players. A concealed kong of tiles you were dealt does not trigger (it was not "drawn later"); a kong completed during play does. These bonus settlements are handled immediately and are separate from the hand's main settlement.

Optional – a table stake For tables that want something tangible beyond the score sheet, agree a simple rate before play starts. The point total converts directly into that stake. This is a table convention, decided before play, not a rule of the variant.
10 · The Full Game

Rounds, ranking, and the finish

Dealer rotationSeats rotate counterclockwise only when a player other than the dealer wins – everyone moves, not just the deal: the player who was South becomes the new East, West becomes the new South, and so on. On any kind of draw, seats do not rotate at all: everyone keeps their current wind into the next hand, dealer included.
Two ways East stays EastThe dealer wins the hand, or the hand is a draw. Different causes, same result.
Round structureTracked by a prevailing wind that starts at East and advances only when the original first dealer becomes dealer again – East round → South round → West round → North round. Because seats only rotate on a non-dealer win, a round can run long if the dealer keeps winning or the table keeps drawing: there's no fixed hand count per round.
How many roundsNot fixed in the source. Tables commonly play one full round (prevailing wind returns to East once) or all four. Agree the number of rounds before starting.
Exhaustive drawThe live wall runs out with no winner: the hand ends in a draw, with no other reveal or settlement step. One exception: if the 7-flowers-rob-the-last situation is live and the wall runs out with no winner, every player reveals their hand to prove no one is hiding the final flower or season.
AbortsNone recorded beyond wall exhaustion: no nine-terminals abort, no four-winds abort.
Dealer bonusNone on the payment itself. The dealer pays and is paid on the same scale as anyone else; what the dealer gets is the seat, not extra points.
RankingWhoever holds the most points when the session ends wins. Because every hand settles directly, the running total is simply the net of payments made and received. Settle ties by table agreement.
Frequently Asked

Questions players actually ask

Can I win Little (Smelly) Ping Hu off a discard?

Only if you're waiting on more than one tile. A pair wait – waiting only to complete your final pair – doesn't qualify for a discard win under this pattern. Any other wait shape (two-sided, edge, closed) is fine.

Can I self-draw Little (Smelly) Ping Hu on any wait?

Almost – self-draw works for any wait type, with one specific exception: if you've melded (exposed) all four chows and are only waiting to complete your pair, even a self-draw doesn't count for this pattern.

Can my pair be an honor tile in Little (Smelly) Ping Hu?

The pair can't be a dragon or a valued wind (your seat wind or the prevailing wind), but a guest wind (any other wind) is fine.

What's the difference between Little (Smelly) Ping Hu and full Ping Hu?

The wait rules and pair restriction are identical. The only difference is animal, flower, and season tiles: Little (Smelly) Ping Hu allows them, full Ping Hu (4 tai) requires you to have none at all.

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 – this pattern is worded around exposed pungs specifically (“if an opponent adds a fourth tile to an exposed pung”). 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?

East keeps the deal on both a win and any drawn hand – the dealer only changes when a non-dealer wins. Unlike Riichi, where repeating as dealer adds a small per-hand bonus (honba), Singaporean adds nothing extra for the repeat itself, and the dealer pays and is paid on exactly the same scale as everyone else.

What happens if the hand ends in a draw?

No other reveal or settlement step – a drawn hand is simply a draw, no points change hands, and the dealer keeps their seat for the next one.

Do bonus-tile combos like kongs, Wedding, or animal pairs only score at the end of the hand?

No – several of them settle instantly, the moment they're completed, paid by every other player, regardless of whether you go on to win the hand at all (or even if you later lose). This covers concealed kongs, melded kongs, Wedding (holding both the flower and season matching your own seat wind), Bite (a matched animal pair – Rooster+Centipede or Cat+Mouse), and completing the full Flower Set or Animal Set. These are settled the instant they happen, separately from whatever the hand's main settlement ends up being.

Does it matter whether I'm dealt a Wedding or Bite pair initially, versus completing it during play?

Yes, and it's the opposite of what you'd expect – being dealt the completing tile as part of your starting hand actually pays more (4 points from each other player) than finishing the same pair later during play (2 points each). Concealed and melded kongs work differently: they only pay out if completed during play at all – an already-complete kong sitting in your starting hand doesn't trigger anything.

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

Not right away. This is the “sacred discard” rule – after you discard a tile, or after you pass on a tile you could have claimed, you're locked out of claiming an identical tile (to win or to pung) until after your own next turn. The one exception is chow: you can still chow a tile you're otherwise locked out of.

What actually triggers pay-for-all liability?

A handful of specific danger zones, mostly tied to how low the wall is or how far along a big hand looks. With 7 or fewer tiles left in the wall, discarding any fresh tile not yet seen makes you pay-for-all if it's claimed for a kong. Drop to 5 or fewer, and the same applies to a discard that's claimed to win outright. Separately, if an opponent already has 4+ tai showing in melded animals, flowers, or honor pungs, or two dragon pungs, three wind pungs, or 3+ tiles of one suit melded, discarding the exact tile that completes their big pattern (a dragon, their wind, the matching suit, and so on) makes you liable for the whole table if they win big enough off it.

If I'm the pay-for-all, what does it actually cost me?

You don't just pay your own share – you absorb what the other two players would have settled too. On a discard win you caused, you alone pay the full 4× the score; on a self-draw you enabled, you alone pay the full 6×. Everyone else at the table pays nothing for that hand.

This is a guide to Singaporean Mahjong, built from community-sourced Singaporean mahjong references (Singaporean_Mahjong_Reference.pdf).

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.