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How to Set Up and Play

Vietnamese Mahjong

4-Player · Split-Function Jokers · Chaotic, High-Ceiling Hands
4 players 160 tiles 13-tile hand win gate: none difficulty 5/5
01 · Snapshot

The whole game at a glance

Players
4 · East / South / West / North · play runs counterclockwise (3-, 5-, and 6-player variations exist – Section 10)
Tiles
160: 108 number + 28 honours + 16 flowers (seasons, flowers, emperors, empresses) + 8 jokers (4 blue + 4 red)
Hand
13 tiles (dealer 14 before discarding) · 4 groups + 1 pair, or seven pairs, or a special hand
Win gate
None. Any complete hand wins. A hand with no scoring patterns (a Mosquito Hand) still wins for 1 point.
Rounds
4 rounds (East / South / West / North) · at least 16 hands, more with each dealer repeat
Scoring
Phán doubling ladder that caps into mủn · running bank, everyone starts with 300 points
Signature
The two-color joker suite: eight distinct jokers, each covering a defined slice of the tile set, played inside your hand or set aside for bonus phán

Best for experienced players who already know a Chinese-style variant and want the richest scoring and joker play in the book.

02 · The Walkthrough

Everything you need for your first hand

The Goal
Collect 14 tiles that form four groups 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. Seats are drawn randomly, then East rolls to choose the first dealer.
  2. 160 tiles. Three number suits 1–9 (four copies each), winds and dragons (four copies each), 16 flower bonus tiles, plus 8 jokers. Full rules for the bonus tiles are in Section 03, and the jokers 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 flowers aside. Reveal any flowers dealt to you and draw replacements immediately, continuing until you hold none. Jokers may be kept and played, or set aside the same way if you'd rather not use them as wilds.
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 player on your left only. Full rules in Section 06.
  3. Win. Your hand must be four groups plus a pair, or seven pairs – that's the only check. There's no minimum score to clear; the phán your hand earns (Section 08) decides how much it pays, not whether you may declare.
03 · Tiles

What's on the table

Vietnamese uses the full three-suit, honour-tile base, then adds two layers most variants don't carry together: a 16-tile flower group split into four quartets, and a two-color joker suite. The classic set is 160 tiles – sixteen more than a standard Chinese set.

Văn vs. Vạn – not a duplicate These look nearly identical but are two distinct Vietnamese words, distinguished only by tone mark (ă vs. ạ): Văn names the dot suit (from 文, "coin" – dots historically represented strings of cash), while Vạn names the character suit (from 萬, "ten-thousand/myriad" – the standard term across Chinese-derived mahjong). The resemblance is coincidental.
Suits · 108Characters/Vạn (萬), dots/Văn (筒), bamboo/Sách (索). 1–9, four copies each.
Characters (Vạn)
· ×4 each
1 2 3 4 5 6 7 8 9
Dots (Văn)
· ×4 each
1 2 3 4 5 6 7 8 9
Bamboo (Sách)
· ×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 set of a dragon, your seat wind, or the round wind scores.
East ×4
South ×4
西
West ×4
North ×4
Red ×4
Green ×4
White ×4
Flowers & seasons · 8Four seasons, four flowers, each numbered 1–4 and tied to a wind (1=East, 2=South, 3=West, 4=North). Take no part in building sets: set aside on draw, replaced immediately, scored separately at the end.
Season 1 (East)
Season 2 (South)
Season 3 (West)
Season 4 (North)
Flower 1 (East)
Flower 2 (South)
Flower 3 (West)
Flower 4 (North)
Emperors & Empresses · 8Four Emperors (皇, Hoàng), four Empresses (后, Hậu) – Vietnamese's own bonus quartets, numbered and seat-tied exactly like the flowers above, and technically counted as flowers themselves. Take no part in building sets: set aside on draw, replaced immediately, scored separately at the end.
皇1
Emperor 1 (East)
皇2
Emperor 2 (South)
皇3
Emperor 3 (West)
皇4
Emperor 4 (North)
后1
Empress 1 (East)
后2
Empress 2 (South)
后3
Empress 3 (West)
后4
Empress 4 (North)
Jokers (Khung) · 8Eight unique jokers in two colors. Each covers a defined subset of tiles – played inside your hand in place of any tile it covers, or (in some cases) set aside as a bonus tile for phán. A different mechanic from the Malaysian fei and the American joker; do not assume the rules transfer.

Blue jokers (Khung Xanh)

Anything · Tổng
(any number/honour)
Dot · Thùng
(any dot)
Bamboo · Soọc
(any bamboo)
Character · Màn
(any character)

Red jokers (Khung Đỏ)

Flower Joker · Đại Hoa
(a richer flower, no substitution)
Wind · Hỉ
(any wind)
Dragon · Nguyên
(any dragon)
Number · Hợp
(any number tile)
The Flower Joker is the odd one out Despite sitting with the jokers, the Flower Joker (Đại Hoa) cannot replace any tile. It behaves as a more valuable flower – a bonus tile only.
Total: 160 tiles = 108 number + 28 honours + 16 flowers + 8 jokers

This chapter teaches the classic set: one copy of each joker. Modern sets multiply the jokers (two, three, or four copies, distinguished by frame shape) and may add a ninth, the Honor Joker (Nhị Khẩu), replacing either the Wind or Dragon Joker. The tile total is always a multiple of eight: 160, 168, 176, or 184.

04 · Building a Hand

What a winning hand looks like

The goal. A winning hand is 14 tiles: four groups, plus one pair – or one of three special shapes: Seven Pairs, Thirteen Orphans, or Nine Gates. 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 groups · you need four, any mix
Run (phu dọc)Three consecutive number tiles, same suit. Always exactly three tiles. Honour tiles never form runs.
Set (phu ngang)A triplet (three identical number or honour tiles) or a quad (four identical). A quad has one extra tile, so completing one always triggers a replacement draw.

Any combination of these counts. Your hand does not need one of each. Jokers can substitute inside a run or triplet, but never a quad – full rules are in Section 07.

The pair · exactly one
Pair (cặp mắt)Two identical number or honour tiles, the hand's only non-group piece.

Three special shapes skip this four-groups-plus-pair structure entirely: Seven Pairs (some tables restrict or drop this, especially with many joker sets), Thirteen Orphans, and Nine Gates – all defined fully as scoring patterns in Section 08.

Example · a legal winning hand
345 678
Two runs, two sets, one pair: one legal mix among many. The Anything Joker stands in for the third East wind, completing that set. Counting the phán:
Dragon Set1 phán – the Red Dragon triplet, always worth this regardless of seat.
Seat or round wind?The East set adds 1 more phán if East is your seat wind, another 1 if it's the round wind – 2 if both. Depends on where you're sitting, not shown here.

Played inside the hand like this, the joker just finishes the group. Set aside instead, that same joker would have scored bonus phán on its own – that trade-off, play it or bank it, is the heart of the variant.

No win gate Any complete hand is a legal win. A hand that scores zero patterns is a Mosquito Hand (Muỗi), still a win, worth exactly 1 point from each opponent. This is the opposite of MCR or Malaysian, which refuse a win below a points floor: in Vietnamese you can always declare a complete hand, the only question is how much it scores.

To win, your hand needs just one check

ShapeFour groups + one pair, 14 tiles – or one of the three special shapes above. That's the only requirement.
05 · Setup

Seats, wall, and the deal

SeatsSeats are randomized by drawing wind tiles face-down. Whoever draws East stays put; the others swap to match their winds. The player who drew East then rolls to choose the first dealer. Play runs counterclockwise: East → South → West → North. Your seat wind also fixes your seat flowers: East owns the No.1 flowers, South No.2, West No.3, North No.4.
TABLEEASTDEALERSOUTH西WESTNORTH1234
Seating & the winds, Vietnamese 4-player. East's panel is outlined in red with the starting dot; the swept arrows run counterclockwise, East → South → West → North. This is the book's default seating layout, shared with Riichi, MCR, and others.
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 two tiles high, 20 stacks long: 40 tiles per side, 160 total. The four sections push together with their right ends angled forward, forming a pinwheel around a small square in the middle.
SOUTH – 20 stacks ×2 = 40 NORTH – 20 stacks ×2 = 40 WEST – 20 stacks ×2 = 40 EAST – 20 stacks ×2 = 40 pinwheel arrangement · 160 tiles
The pinwheel wall. Each of the four players builds one 20-stack section; the sections meet at offset corners, leaving a square in the middle. Drawing runs along the wall from the break point.
BreakThe dealer rolls three dice, once. The total picks both the wall section (counting seats counterclockwise from the dealer) and where on it to break (counting stacks from its right end). Tiles left of the break are the drawing end; tiles right of it are the back end.
SOUTH NORTH WEST EAST BREAK
Break point. The dealer rolls three dice once; the total picks the wall section and the stack where it opens. Tiles to the left of the marker are the drawing end; the 26-tile dead wall is counted off to the right, the back end that feeds flower, joker, and kong replacements.
Dead wallThe last 13 stacks (26 tiles) at the far end of the drawing sequence. Never drawn into during normal turn draws – your regular draw always comes from the drawing end. Replacements for flowers, jokers, and kongs come from here, and unlike a Riichi dead wall it's never topped up: each replacement shrinks it, and nothing slides over to restore the count. The hand ends the moment the live wall is drawn down to the dead wall with no winner.
DealStarting with the dealer, going counterclockwise, each player takes four tiles at a time (two stacks of two) until everyone holds 12.
read right → left (the order tiles leave the wall) · 3 full E-S-W-N passes = 12 tiles eachEEEESSSSWWWWNNNNEEEESSSSWWWWNNNNEEEESSSSWWWWNNNN
Dealing, right-to-left stack pattern. Starting at the break, East takes a full 2×2 stack of four, then South, West, North, repeating for three passes until everyone holds 12. The dealer then jump-draws to 14 and each of the others takes one more to 13 (the finale below).
Finale – "next and third" (jump-draw, shared HK-cluster shape) The dealer takes the top tile of the next stack and the top tile of the stack after that (skipping one between), reaching 14. Each other player takes one more top tile, reaching 13. This matches the "one-and-three" motion used in MCR.
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
06 · Playing a Turn

Draw, act, discard, react

Your turn

1 · DrawOne tile from the drawing end of the wall.
MandatoryIf the tile is a flower, set it aside face-up and draw a replacement from the back end right away. Keep replacing until you hold a regular tile.
2 · Act (optional)Declare a kong (four natural copies, no jokers): draw a replacement from the back end, then discard. Freely replace an Anything or Number Joker you've played, turning it into a bonus tile. Declare a win by self-draw.
3 · DiscardOne tile face-up. Your turn ends; the reaction window opens.

Reactions to a discard

A discard can be claimed only on the turn it's discarded; once the next player draws and discards, it's dead. A tile can be called only if it immediately completes a group; groups formed by calling are open, laid face-up and locked.

Chow (Ăn)Completes a run. Only the player to the discarder's right may chow – you may only chow from the player on your left.
Pung (Phỗng)Completes a triplet. Any player may pung; out-of-turn pungs skip the players in between.
Kong (Coong)Completes a quad: four natural copies, no jokers. Any player may kong; draw a replacement from the back end, then discard.
WinBy deal-in on the discard, or by robbing a quad when a player adds a tile to promote an open triplet.
Priority: KONG > PUNG > CHOW, and a WIN beats all of them  ·  tied pungs: fewest or weakest jokers used wins priority  ·  tied wins: next in turn order (head bump, Ù Tay Trên) – decided by seat, not hand value
Missed pung If you decline to pung a tile, you cannot pung another copy from a different player until after your next turn. You may still chow the same tile.
Discarded flowers and jokers A discarded joker can be called normally. A discarded flower can be called only to win, and in that case it acts as an Anything Joker. Discarding a flower or joker at all is legal only while you hold none laid down.

Declaring a win: the checks

① ShapeFour groups + a pair, or seven pairs, or a special hand (Thirteen Orphans, Nine Gates).
② GateNone – skip this check. Even a zero-pattern Mosquito Hand is a legal win.
③ Blocked?Missed win: passing on a winning discard blocks you from winning on another copy of that tile until after your next turn. Dead hand: a short hand, long hand, or an illegal call/discard cannot win; keep drawing and discarding.
④ DeclareSelf-draw (Chỉ Mó): lay your winning tile down separately, announce "chỉ mó," then reveal the rest. Deal-in (Ù): leave the winning tile in place, announce "ù," then reveal. Keep the winning tile and the closed part of your hand visibly separate; both affect scoring.
False win (Chao Ù)Declaring and revealing a hand that isn't a valid win: pay every opponent the value of the hand you declared, plus 1 mủn, paying the doubled amount to whoever would have owed you double.
First game Skip the penalties for your first game. Just play and fix mistakes as they come up.
07 · The Split-Function Jokers

Eight jokers, each covering its own slice

Eight unique jokers in two colors, each covering a defined subset of tiles rather than substituting for anything and everything. A different mechanic from the Malaysian fei and the American joker – don't assume the rules transfer.

Substituting inside your hand
Runs, triplets, pairsAny number of jokers may be used, as long as each joker covers the tile it stands for – a Dot Joker only inside a dot group, and so on.
QuadsMust be four natural copies of a tile. No jokers, ever. A promoted quad adds a natural fourth tile to a no-joker open triplet, drawing a replacement; a closed quad lays all four tiles at once, one face-down in the middle, also drawing a replacement.
The Flower JokerNever substitutes for anything, despite sitting with the other jokers. It's a bonus tile only.
Playing it vs. banking it
Play itUse the joker inside a group to complete your hand's shape. It contributes nothing beyond finishing that group – no bonus phán for the joker itself while it sits there.
Bank itSet the joker aside as a bonus tile instead, the way you would a flower. Each joker scores its own phán once revealed this way – the exact value per joker is in Section 08.
Bouncing a joker back outDrawing the real tile for a joker played in an open triplet lets you bounce that joker out, turning it into a bonus tile – runs can't be bounced this way. The Anything and Number Jokers may also be freely replaced on a later turn.
The trade-off is the heart of the variant A joker played inside your hand just finishes a group. The same joker set aside instead scores bonus phán on its own. You can't have both from the same joker – every joker you draw is a choice.
08 · The Scoring Pattern Catalog

Every scoring pattern in standard play

This catalogue is your hand's Value, itemized. Every pattern below adds phán, and building toward a win means building toward these – there's no gate to clear, but the phán decide the whole payout. Keep this section open while you decide what your hand is trying to become.

ClosedBuilt only from your own draws, never claimed. Several scoring patterns, and all three Blessing hands, require staying closed.
OpenA group formed by calling a discard is open: laid face-up and locked.
Phán stack, with stated exceptions: a mủn-level wind or dragon hand suppresses the smaller phán it already contains. Values under 6 are phán; at 6 they become 1 mủn, and climb from there. This catalogue includes the full No Flowers, No Leaves family and the progressive-counting rule, both dropped from the shorter guide.

Honor Based

Dragon SetA set of any dragon, each worth its own phán.1
Round / Seat Wind SetA set of the round wind and/or your seat wind. A wind that's both scores 2.1
Little Three DragonsSets of two dragons plus a pair of the third. No extra Dragon-Set phán. +1 mủn with no jokers.1 mủn
Big Three DragonsSets of all three dragons – equal to 1 mủn 3 phán; +1 mủn with no jokers.9
Little Four WindsSets of three winds plus a pair of the fourth. No extra Wind-Set phán. +1 mủn no jokers; +1 mủn if Single Wait and Fully Closed.4 mủn
Big Four WindsSets of all four winds. No extra All-Sets or Wind-Set phán. +1 mủn no jokers; +1 mủn if Single Wait and Fully Closed.8 mủn
All HonorsOnly honour tiles. No extra All-Sets, Dragon-Set, or Wind-Set phán. +1 mủn no jokers; +1 mủn if Single Wait and Fully Closed.4 mủn

Sequence Based

All RunsFour runs and a pair, any pair.1

Triplet Based

QuadAny open, promoted, or closed quad, each worth its own phán.1
All SetsFour sets and a pair. +1 phán with no jokers.3
Four Closed SetsFour closed sets plus a pair. +1 mủn no jokers; +1 mủn if Single Wait and Fully Closed.3 mủn
Four QuadsFour quads of any kind plus a pair. +1 mủn if all four are closed.4 mủn

Terminal & Honor Triplets

All Terminals & HonorsOnly 1s, 9s, and honours. No extra All-Sets phán.1 mủn
All TerminalsOnly 1s and 9s. +1 mủn no jokers; +1 mủn if Single Wait and Fully Closed.4 mủn

Suit Based

Half FlushOne suit plus honours.3
Full FlushOne suit only, no honours. +1 mủn with no jokers. No extra Full-Flush phán if also Nine Gates.1 mủn

Special Hands

Seven PairsSeven pairs instead of four groups and a pair.1
Thirteen OrphansOne of each 1, 9, wind, and dragon, plus a duplicate of any. +1 mủn no jokers; +1 mủn if Single Wait and Fully Closed.13
Nine GatesOne suit in the pattern 111 2345678 999, no open groups. +1 mủn no jokers; +1 mủn if Single Wait and Fully Closed.3 mủn
Throwing Flowers/JokersWin on a number tile after safely discarding three flowers/jokers with none dealt to you – no standard shape required. +1 mủn for the fifth such discard and each after.1 mủn
Throwing FlowersAs above, but only flowers were safely discarded, none dealt to you.1 mủn
Throwing Blue JokersAs above, but only blue jokers were safely discarded, none dealt to you.1 mủn
True No Flowers, No LeavesA complete standard hand containing no flowers, no jokers, and no honours at all – none dealt, none drawn.1 mủn
Progressive counting When a hand combines several patterns each worth 3+ phán, the extras are upgraded: once you have 1 mủn from a single pattern (or from two 3-phán patterns combined), any further 3-phán pattern is counted as 1 mủn instead. Only regular hand patterns and No Flowers, No Leaves participate – situational mủn and flower/joker mủn do not trigger it. For this purpose, Single Wait + All Runs + Fully Closed Hand counts as one 3-phán pattern.

Win Manner & Timing

Mosquito HandFour groups plus a pair with no phán from any source. A valid win, paying exactly 1 from each opponent.0
Single WaitThe winning tile completes the hand's only wait. No other natural tile could complete it; the winning tile itself may be a joker.1
Fully Closed HandNo open groups, won by self-draw. Closed quads are allowed.1
All CalledAll four groups completed by calling, no closed groups, won by deal-in. +1 phán with no jokers.3
No-Jokers MosquitoA would-be 0-phán hand completed without any jokers at all.1 mủn
Robbing a QuadWin on the tile another player adds to promote an open triplet into a quad.1
Win on Replacement TileWin on a replacement drawn for a flower, joker, or quad.1
Win on Last TileWin on the last live-wall tile, or the last discard of the hand.1

First Round Wins 2 mủn each

Blessing of HeavenDealer is dealt a complete hand.2 mủn
Blessing of EarthWin on the dealer's first discard.2 mủn
Blessing of ManWin on your first draw, before any discard has been called.2 mủn

Bonus Tiles

Seat FlowerA flower whose number matches your seat wind, each worth its own phán.1
BouquetAll four flowers of one quartet. No extra seat-flower phán.1 mủn

Jokers scored when replaced, not when played in the hand

Anything Joker3 if East, or replaced at the opening flower phase – either condition, not both. Cap is 3, never 4.2
Dot Joker+1 for South.1
Bamboo Joker+1 for West.1
Character Joker+1 for North.1
Flower JokerBonus tile only, never substitutes.2
Wind Joker+1 for South.1
Dragon Joker+1 for West.1
Number Joker3 if North, or replaced at the opening flower phase – either condition, not both. Cap is 3, never 4.2
Joker SetAll four jokers of one colour with matching frames. +1 mủn if all four were replaced.1 mủn
09 · Settlement

Phán in, points out

Running bank, the same architecture as Riichi and Sanma: everyone begins the game with an equal 300-point pool of chips, and each hand's payment moves points directly between pools. The scoring unit is the phán. The hand starts at half a point; each phán doubles it. The doubling caps at six phán, which becomes one mủn. Past that, every six phán scored becomes another mủn, and any leftover phán are a flat 6 points each – no longer doubled.

Total phánBase (single)Doubled
011
112
224
348
4816
51632
each mủn (6)3264

The half-point base rounds up when undoubled, so a 0-phán hand is worth 1 point either way. Phán left over after a mủn has formed are 6 points flat and never doubled. Which column applies depends on how the win came in.

Who pays

All three opponents settle with the winner, whether the win was by self-draw or deal-in. "Settles" means the points transfer from that player to the winner – some tables call this "paying," same thing.

Self-draw (Chỉ Mó)All three opponents settle the doubled amount.
Deal-in (Cầu Nhận)The discarder settles the doubled amount; the other two each settle the base (single) amount.
Additional phánThe flat 6-points-per-phán portion, beyond a mủn, is never doubled – every opponent settles it once.
Mosquito HandAlways 1 point from each opponent, regardless of how it was won.
Worked example · 3 phán (All Runs + Single Wait + seat flower), deal-in
Base3 phán → 4
Discarder settlesdoubled = 8
Each other player settlesbase = 4
Winner receives8 + 4 + 4 = 16
Worked example · 5 phán (Half Flush + Dragon Set + seat flower), self-draw
Base5 phán → doubled 32
Each of the three opponents settles32
Winner receives32 × 3 = 96

Liability (báo) – one player can owe the whole hand

To punish reckless feeding, certain dangerous situations make the feeder settle every player's share alone:

Nine-Tile (Cửu Chướng Báo)A player has three open groups in one suit, of terminals, or of honours, and you feed the fourth (or deal in): you cover the whole hand if it scores Full Flush, All Terminals, or All Honours.
Three Dragons (Tam Nguyên Báo)A player has open sets of two dragons and you feed the third: you cover the whole hand if it scores Big Three Dragons.
Four Winds (Tứ Hỉ Báo)A player has open sets of three winds and you feed the fourth: you cover the whole hand for Little or Big Four Winds.
No Flowers, No LeavesDeal in by discarding a flower or joker: you cover the whole hand at its value plus 1 mủn.
ExemptionIf you were forced to discard a dangerous tile with no safe tile left, you settle only your own share. But if you created that position by calling away your safe tiles, you are not exempt.
10 · The Full Game

Rounds, ranking, and the finish

Dealer rotationDealer wins, or the hand is a draw: the dealer repeats, staying East. Anyone else wins: the deal passes one seat to the right – the opposite direction from turn order. For four players, that means North becomes the new dealer, not South: seat winds are reassigned so North is now East, and everyone else shifts to match. The table still cycles through all four seats as dealer over a round, just in the reverse order from how turns are taken.
Round structureA full game is four rounds, each with its own round wind: East, then South, then West, then North. A round ends once every player has dealt and the deal returns to the initial dealer. A full game runs at least 16 hands, more since every dealer repeat adds another.
The wind indicatorA four-faced wind die, in its holder, sits at the initial dealer's left and stays there all game. Flip it to the new round wind at the start of each round.
Exhaustive drawIf the live wall is drawn down to the 26-tile dead wall with no winner, the hand is a draw: no points are exchanged, and the current dealer keeps the deal. There is no other reveal or settlement step.
AbortsThe standard game has only the one draw condition: the exhaustive draw at the dead wall. No nine-terminals or four-winds abort is part of the base rules.
Dealer bonusNo per-repeat point bonus or continuance counter. The dealer's edge is positional rather than flat: as East, the dealer scores the East seat-wind set, can earn the dealer-only Blessing of Heaven, and feeds the round-and-seat-wind doubling when East is also the round wind.
RankingEveryone started with 300 points; whoever holds the most at session end wins, and the rest rank by their chip totals. Settle any tie by table agreement.
Common variations (from the source) Player count: 3-player drops North (West→South, East→West on deal change). 5- and 6-player rotate players in and out, seating the sitters as Red (and Green) dragons. Mủn bonus: some add 10 (or 6) flat points per mủn. Quad bonus: some add 6 flat points per quad instead of, or on top of, the 1 phán, or give phán only for closed quads. Points for additional phán: some use 1–2 points per extra phán instead of 6. Seven Pairs: some drop it (especially with many joker sets) or require self-draw. Some tables also add Robbing a Bounce, Double Triplet Wait, Eight Flowers, and Six Consecutive Wins as extra optional scoring, or add Four Winds Draw / Nine Terminals Draw as optional immediate-draw conditions. Some tables don't recognize Blessing of Man.
Frequently Asked

Questions players actually ask

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

Yes – Vietnamese's All Runs pattern is the most permissive version of this rule across all nine variants. It's just four runs and a pair, any pair, with no restriction on the pair tile at all.

Does the wait type or win method matter for All Runs?

No – there's no required wait shape, and it scores the same whether you win by self-draw or by someone's discard.

If two players could both declare a win on the same discard, do they both win?

No – only one. This is called Ù Tay Trên (“head bump”), decided purely by seat: the player next in turn order after the discarder wins, regardless of hand value.

Can I rob a concealed quad the way I can rob an open one?

No. Robbing a Quad (Bắt Coong) is specifically winning the tile another player adds to promote an open triplet into a quad. A concealed quad 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?

The dealer stays if they win. If any other player wins, the deal passes one seat over and the table reassigns seat winds so the new dealer is East.

What happens if the hand ends in a draw?

No points are exchanged, and the current dealer keeps the deal for the next hand – the same treatment as a dealer win. There's no other reveal or settlement step.

How do phán and mủn actually relate – is a mủn just “6 phán”?

Not addition – doubling. Think of your hand's value as a number that starts tiny and doubles once for every scoring pattern (every phán) it has:

  • 0 phán → 1 point (rounds up from a half-point starting value)
  • 1 phán → 1 point
  • 2 phán → 2 points
  • 3 phán → 4 points
  • 4 phán → 8 points
  • 5 phán → 16 points
  • 6 phán → 32 points – and this is the exact point where it gets renamed. 32 points is 1 mủn.

So a mủn isn't “6 phán added up” – it's the specific value the doubling reaches at 6 phán. Past that point, the doubling stops completely. Every phán beyond your first mủn is worth a flat 6 points instead, no more doubling, and every 6 of those flat-rate phán forms one more mủn.

That's why a 9-phán hand isn't some huge doubled number – it's “1 mủn, plus 3 more phán,” written that way rather than worked out as one lump total. (A self-drawn win roughly doubles these figures again; the numbers above are for winning off someone's discard.)

One shortcut worth knowing: not every pattern makes you do this math. Smaller patterns are listed in the catalog as a raw phán count (and you run them through the ladder above). Bigger patterns are simply labeled directly in mủn – the catalog's already done the conversion for you, so you don't need to work backward from a phán count at all.

If my hand already qualifies for a bigger mủn-level wind or dragon pattern, do I also score the smaller version separately?

No. Some patterns come in a small version (worth a few phán) and a bigger version worth a full mủn or more – Three Dragons versus Big Three Dragons, for example. If your hand is good enough for the big version, you only count the big version. The smaller pattern it's technically also built from doesn't get added on top – you take the best reading of the hand, not every possible reading stacked together.

For Emperors and Empresses, do I only get a bonus for the one matching my own seat?

Yes, for the individual tiles – an Emperor or Empress numbered for your seat wind is worth 1 phán each, and a non-matching one scores nothing on its own. But there's a separate bonus on top: collecting the complete set of all four Emperors (or all four Empresses) is its own pattern, the Bouquet (Bộ Hoa), worth a full 1 mủn outright – and that replaces the individual seat-match phán entirely rather than stacking with them.

What exactly counts as “no jokers” for those bonus tags?

A strict, literal zero – the hand must contain no jokers at all, including ones you used earlier and later swapped back out. Playing a joker at any point and then legitimately replacing it doesn't retroactively make the hand joker-free for these bonuses.

Can I choose to keep a joker in my hand, or do I have to set it aside like a flower?

It's your choice – jokers are optional to play. You can reveal and replace one like a flower if you'd rather not use it as a wild, or keep it in hand to substitute for a real tile.

Can I get a joker back out of an exposed set later?

Yes – this is the “bounce” mechanic. If you draw the real tile a joker was standing in for, you can swap it into an open triplet and pull the joker back out, turning it into a bonus tile instead.

Do all eight jokers work the same way?

No – one of them, the Flower Joker, can never substitute for a real tile at all. It's a bonus tile only, unlike the other seven, which can be played as wilds inside your hand.

This is a guide to Vietnamese Mahjong, built from Bridget's collaborator reference (How to Play Vietnamese Mahjong, Revised Ed., 2026) and the accompanying Scoring (Classic) sheet.

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.