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How to Set Up and Play

Taiwanese Mahjong

4 Players · Five Sets and a Pair · Bigger Hands, Faster Wins
4 players 144 tiles 16-tile hand win gate: none difficulty 3/5
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
16 tiles (dealer 17 before discarding) · 5 sets + 1 pair
Win gate
None. Any structurally complete hand is a legal win and pays the base, even at zero tai on top.
Rounds
4 wind rounds (East / South / West / North) = one round-set, 16 hands minimum
Scoring
Direct payout · a fixed base plus tai (台) counted off a tiered list and stacked
Signature
Five sets instead of four, and three different directions in one setup: count the break counterclockwise, deal clockwise, then play counterclockwise again

Best for players comfortable with basic four-set mahjong who want a bigger, faster-building hand and a rich but readable score they can total by hand.

02 · The Walkthrough

Everything you need for your first hand

The Goal
Collect 17 tiles that form five sets of three plus one pair, before anyone else does. There is no minimum score to clear – any complete hand is a legal win.
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 17 tiles; the other three players take 16 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 17 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 be five sets plus a pair – that's the only check. There's no minimum score to clear; the tai your hand earns (Section 07) decides how much it pays, not whether you may declare.
03 · Tiles

What's on the table

Taiwanese 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 – it is the same physical 144-tile set Hong Kong and many other variants use. What changes is how many tiles you hold, not which tiles exist.

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 triplet of your own seat wind or of the round wind scores; so does any dragon triplet. All three dragon triplets together is a limit-level hand (Section 07).
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), each numbered 1–4 and tied to a seat wind. Take no part in building sets: set aside on draw, replaced immediately. A flower or season matching your seat wind (正花) scores 1 tai; a complete set of four is a flower kong (花槓, 2 tai); holding all eight at once is its own win (Section 07).
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
04 · Building a Hand

What a winning hand looks like

The goal. A winning hand is 17 tiles: five sets, plus one pair – one set more than the four-set variants. Between turns you hold 16; the 17th is the tile that completes your hand, whether you draw it yourself or claim it from a discard.

The sets · you need five, 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, or a fourth tile added to a pung you already exposed. Draw one replacement tile, then discard; full rules for where replacements come from are in Section 05.

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.

Holding all eight flowers and seasons at once is its own separate win, bypassing this five-sets-plus-pair structure entirely – defined fully as a scoring pattern in Section 07.

Example · a legal winning hand
123 456 789
Three runs of dots, a Red Dragon triplet, an East triplet, and a Green Dragon pair: one legal mix among many. Counting the tai:
Dragon Triplet1 tai – the Red Dragon triplet, always worth this regardless of seat.
Seat or round wind?The East triplet adds 1 more tai if East is your seat wind, another 1 if East is the round wind – 2 tai if it's both. Depends on where you're sitting, not fixed by the hand alone.
No win gate A structurally complete hand is always a legal win, however little it scores beyond the base. This is the opposite of Hong Kong's 3-faan gate or Riichi's one-yaku rule: you count the hand after winning, not to qualify the win.

To win, your hand needs just one check

ShapeFive sets + one pair, 17 tiles.
05 · Setup

Seats, wall, and the deal

SeatsDraw lots. East is dealer and takes the first turn; seating runs counterclockwise. The prevailing wind of the first round is East.
TABLEEASTDEALERSOUTH西WESTNORTH1234
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 direction play runs; setup uses two other directions (below).
Three directions in one setup This is the trademark Taiwanese trap. 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. The deal and the play sweep opposite ways – this is the game's signature trap.
WallEach player builds a wall 18 stacks × 2 tiles (36 per side), pushed into a hollow square: 144 tiles total.
SOUTH – 18 stacks ×2 = 36 NORTH – 18 stacks ×2 = 36 WEST – 18 stacks ×2 = 36 EAST – 18 stacks ×2 = 36 hollow square · 144 tiles
Wall build, four sides. Top-down view of the four 36-tile wall sections forming a hollow square. No tile art needed; each side is a labelled row.
BreakThe dealer throws two dice once. The total counts seats counterclockwise from East to choose whose wall breaks; that player counts off the same number of stacks from that wall's end to mark the opening.
SOUTH NORTH WEST EAST BREAK deal CW
Break point. The same four-wall square as above, with the chosen wall highlighted, a single break-point marker, and an arrow showing the direction tiles are drawn away from the break.
No dead wallAll 144 tiles are live. Kong and flower/season replacements are drawn from the tail of the same wall, not from a separate reserve. This puts Taiwanese in the no-fixed-dead-wall family alongside Malaysian; Riichi, Sanma, Hong Kong, MCR, and Singaporean all reserve one instead.
DealFrom the break, tiles leave the wall clockwise in stacks of 4: East, South, West, North, repeating for four full passes. Every player holds 16 tiles.
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 E E E S S S S W W W W N N N N E → S → W → N, one 4-tile stack each, 4 full passes = 16 tiles/player
Dealing, four players, four passes. Read right to left – the chronological order tiles leave the wall. Each stack is a full 2×2 block of four tiles; East's stacks are outlined in red to show the repeating E-S-W-N rhythm. Four full passes give everyone 16 tiles; the dealer alone then takes one extra tile to reach 17.
after four passes the dealer takes one more single tile E16 S16 W16 N16 +1 Only East draws the 17th tile · East 17, others 16
The dealer's odd tile. Taiwanese deals 16 tiles to every player over four full passes, then the dealer alone takes one more single tile to reach 17. Unlike the 13-tile variants there is no chan-chan jump-draw – South, West, and North simply stop at 16.
Dealer = 17 tiles · South, West & North = 16 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. Once everyone has finished, the dealer holds 17 tiles and the other three hold 16.
Dealer retention is a table choice Depending on the rules in use, the dealer may keep the East seat after a win, or rotate after each hand. Taiwanese is the one variant this book does not pick a default for – agree which you are playing before you start. The same choice governs what happens on a drawn hand (Section 09).
06 · Playing a Turn

Draw, act, discard, react

Your turn

1 · DrawOne tile from the live wall. There is no separate dead wall: kong and flower replacements come from the tail of the same wall.
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. This isn't your discard for the turn.
2 · Act (optional)Declare a kong (concealed, or a self-drawn fourth tile onto an exposed pung): draw a replacement, then discard. Declare ready if your concealed hand is one tile from complete. Declare a win by self-draw.
3 · DiscardOne tile face-up into the centre. Your turn ends; the other players may now react.

Declaring ready

RequirementsConcealed and one tile from a complete hand.
DeclareLock your hand as-is. You may not change your tiles afterward without forfeiting the win.
Named casesThe dealer declaring before the first discard is heavenly ready (8 tai); a non-dealer declaring on an uninterrupted first turn is earthly ready (4 tai).

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 structurally complete may claim the discard. There is no minimum to clear first.
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 ShapeFive sets + one pair.
② GateNone. Any structurally complete hand may be declared, whatever it scores.
③ Blocked?Missed win: passing on a tile that would have won locks you out of winning on a copy of it, until you first discard or kong a non-winning tile. Dead hand: the wrong tile count or an illegal exposure makes your hand dead for the rest of the round; you cannot win at all, though play continues for the others. Ready lock: once you've declared ready, changing your hand forfeits 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.
False winDeclaring a win that turns out invalid (wrong shape, or blocked by a missed win or dead hand). 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 tai to your payout, but none of them are required to win – Building a Hand's Shape check is the only thing that decides whether your hand is legal. Keep this section open while you total up what your hand earns.

ConcealedNo set claimed from a discard anywhere in your hand. Winning fully concealed scores its own tai on top (Fully concealed, below), and self-drawing on top of that scores again (Concealed self-draw).
ExposedA set becomes exposed the moment you claim a discard for it.
Tai stack: 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.

Seat & Scoring Modifiers

DealerThe dealer's standing line, added whether the dealer wins or pays.1
Dealer repeatEach consecutive hand the dealer holds the seat, cumulative.1

Honor Based

Seat windPung or kong of your own seat wind.1
Round windPung or kong of the prevailing round wind. A wind that is both scores both lines, for 2 tai.1
Dragon tripletPung or kong of any dragon, each worth 1.1
Small three dragonsTwo dragon triplets plus a pair of the third dragon.4
Big three dragonsTriplets of all three dragons.8
Small four windsTriplets of three winds plus a pair of the fourth (plus the seat/round wind lines).8
Big four windsTriplets of all four winds (plus the seat/round wind lines).16
All honorsEvery set and the pair made of winds and dragons (plus dragon/wind lines).16

Sequence Based

All sequencesFive chows plus a pair, no honours or flowers, two-sided wait, won by discard (+1 if fully concealed).2

Triplet Based

Three concealed tripletsThree pungs formed without claiming a discard.2
All tripletsFive pungs or kongs plus a pair, no sequences.4
Four concealed tripletsFour pungs formed without claiming a discard.5
Five concealed tripletsFive pungs formed without claiming a discard.8

Suit Based

Half flushOne number suit plus honours only.4
Full flushA single number suit, no honours at all.8

Bonus Tiles

Correct flowerA flower or season matching your seat direction, each worth 1.1
Flower kongA complete set of four flowers or four seasons.2
Eight immortalsAll eight flowers and seasons at once – an automatic win, all three opponents pay.8

Special Hands

Robbing the eighthOne player holds seven flowers or seasons; when another player reveals the eighth as a replacement draw, the holder may claim it to win immediately. House rule, not part of the standard tai list.8

Win Manner & Timing

Fully concealedNo melded sets, won on a discard with a fully concealed hand.1
Self-drawYou drew your own winning tile.1
Concealed self-drawFully concealed and self-drawn, stacking with both lines above.1
Robbing the kongWon the tile an opponent added to a pung to make a kong.1
Out on a replacementSelf-drew the tile that replaced a kong or flower.1
Win on last discardWon the final discard of the hand.1
Win on last wall tileSelf-drew the very last live-wall tile.1
Edge waitCompleted a 1-2 waiting on 3, or 8-9 waiting on 7.1
Closed waitFilled the single gap in a run, e.g. 4-6 waiting on 5.1
Pair waitWaited on the final tile to complete the pair.1
All claimedEvery set melded from discards, waiting on a single pair, won on a discard.3
Earthly readyA non-dealer declares ready on an uninterrupted first turn.4
Heavenly readyThe dealer declares ready before the first discard.8

First Round Wins 16 tai each

Heavenly handThe dealer wins on the dealt hand, before any discard. Dealer only.16
Earthly handA non-dealer wins on their first self-draw, with no prior claims.16
Human handA non-dealer wins on a first-round discard, with no prior claims.16
08 · Settlement

Base plus tai, the payments they set

Direct payout: no starting point pool, no running bank. Every win pays in two parts: a flat base (底), the same on every hand, plus a bonus for the hand's quality, measured in tai (台). Add them together and you have the payment – that's the whole system. Like a taxi fare: the base is the flag-fall everyone pays just for winning, and each tai adds a fixed amount on top, however far the "ride" goes.

payment = base + (tai value × tai count)  ·  this book uses base 1,000, tai value 200 (tournament figures)
One word, two meanings – don't get tripped up The word tai is used for two different things: the name of the unit ("this hand is worth 3 tai") and shorthand for the cash value of one tai ("our tai is 200"). When you score, you count how many tai the hand earns, then multiply that count by what one tai is worth. Two separate numbers, same word.

Your table only has to agree the base and tai value once, before play starts – any round numbers work.

Settlement

Discard winThe player who discarded the winning tile settles the whole payment alone. The other two settle nothing.
Self-drawAll three opponents each settle the full payment.
Dealer lineThe dealer adds +1 tai to the hand whether the dealer wins or settles.
Worked example · 3 tai, discard win
Payment1,000 + 200 × 3 = 1,600
Discarder alone pays1,600
Worked example · 6 tai, dealer self-draw
Payment1,000 + 200 × 6 = 2,200
Winner collects2,200 × 3 = 6,600

Dealer bonus & repeat

SeatEach consecutive repeat the dealer holds the seat adds its own +1 tai, on top of the dealer's usual +1, accumulating with every hand. Which retention rule decides how long that streak runs is set in Section 05.
Common escalation – 連N拉N Many tables make a repeating dealer more dangerous each time by adding both a 連 line and a matching 拉 (拉莊) line, so the Nth straight deal is worth 2N extra tai. Treat the doubling as a widespread option to agree on, not a default.
09 · The Full Game

Rounds, ranking, and the finish

Dealer rotationWhen the deal passes to a new dealer, South becomes the next East and every seat wind shifts one position counterclockwise – East → South → West → North → back to East. Which retention rule decides when the deal passes is set in Section 05; the community default keeps East on a win or dead draw, passing only when a non-dealer wins.
Round structureA full game is one round-set: the prevailing wind advances East → South → West → North, and within each wind the deal passes around all four seats. That's the source of the 16-hand minimum: four seats × four winds. Under dealer retention a round-set usually runs longer than 16 hands, since a repeated deal delays the wind from advancing.
When does the round wind advance? The prevailing wind moves on only once the deal has completed its full pass through all four seats – that is, when the original first dealer would come back around to East. Under the rotate-every-hand variant that's exactly every four hands; under the standard dealer-retention rule it can take longer.
Exhaustive drawIf the live wall runs down with no winner, the hand is a dead draw: no winner, no payment, no other reveal step. By the standard rule the dealer keeps the seat.
PenaltiesFalse win: an invalid declaration; the offender compensates all three opponents. Dead hand: wrong tile count or an illegal exposure; that player cannot win for the rest of the hand, but play continues for the others. Missed win: passing a winning tile temporarily locks you out of winning on its copies. Ready broken: changing a hand after declaring ready forfeits it.
AbortsNone beyond the exhaustive draw: no nine-terminals abort, no four-winds abort. A hand only ends without a winner when the wall runs out.
Session endThe game ends when the last hand of the North wind resolves, completing one round-set. Casual groups often agree to play several round-sets, or stop on a time limit; tournaments typically play two to three round-sets per match.
RankingEvery hand settles in direct payment, so each player's running total is the standing. Whoever holds the most points when the final hand resolves wins. No formal tiebreaker; settle ties by table agreement, or play one extra hand.
Frequently Asked

Questions players actually ask

Can I win All Sequences (平胡) by self-draw?

No – this pattern specifically requires winning off a discard. A self-drawn hand with the same all-sequences shape doesn't score the 2-tai All Sequences pattern; it picks up the separate self-draw tai (自摸) instead, but not this one.

Are flower tiles or honor tiles allowed in an All Sequences hand?

No to both. Even a single flower tile or a single honor tile anywhere in the hand disqualifies it from All Sequences.

Does the wait type matter for All Sequences?

Yes – it has to be a two-sided wait. Edge waits, closed waits, and pair waits don't qualify, even if every other condition is met.

If I win All Sequences with a fully concealed hand, do I get extra?

Yes – fully concealed (門清, no calls of any kind) adds +1 tai on top of the 2 tai from All Sequences itself, for 3 tai total. This is the same math shown in the chapter's worked example.

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

No – only one. This is a head-bump: 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 only applies when an opponent adds a tile to an already-exposed pung to make a kong. 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?

Table's choice, and this is the one variant in the book where that's true – the source states outright that the dealer may keep East after a win or rotate every hand, depending on which rules a group uses. The book does give a stated community default, though: dealer keeps the seat on both a win and a dead draw, and only rotates when a non-dealer wins. Agree which version you're playing before you start.

What happens if the hand ends in a draw?

No other reveal or settlement step – nobody pays for being unready. The dealer keeps the seat on a dead draw under the standard rule (same as after a win), and a fresh hand begins.

Which direction does dealing go – same as seating and play?

No, and this trips people up: counting seats from East runs counterclockwise, dealing then runs clockwise as tiles leave the wall, and play itself runs counterclockwise again once it starts. Three different directions in one setup. The source specifically calls this out as the most common setup mistake for new players.

If I pass on a tile I could have won on, am I blocked from winning after that?

Only temporarily. This is 過水 (missed win) – once you pass on a winning tile, you can't win on a copy of it until you've first discarded or konged a non-winning tile. Declaring a win anyway while still locked out counts as a false win.

What happens if I declare ready (天聽/地聽) and then change my hand?

You forfeit the hand. Once you've declared ready, your tiles are locked – you can't rearrange or swap anything in your hand afterward. Breaking that lock doesn't carry a points penalty on its own; it just costs you your shot at winning that hand.

What's the penalty for a false declaration in tournament play?

A heavy one – 4底24台, worked out to 4,000 + 200 × 24 = 8,800 points paid to each of the three opponents at tournament values. The dealer continues afterward regardless of who falsely declared. Casual tables are free to agree their own, lighter number instead.

This is a guide to Taiwanese Mahjong, built from How_to_Setup_Taiwanese_Mahjong.pdf for setup.

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.