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Created page with "This game plays '''Hong Kong Old Style''' mahjong. Its scoring is not the Chinese Official (MCR) fan list that ships with many mahjong sets: hands are counted in '''Faan''' from 0 to 13, and many MCR hands (Seven Pairs, All Green, Knitted Straight, ...) don't exist here. == Winning hand == A winning hand (''Sik Wu'') is four Sets plus one pair, the '''Eyes''': * '''Chow''': three consecutive tiles of one suit. * '''Pung''': three identical tiles. * '''Kong''': four iden..."
 
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This game plays '''Hong Kong Old Style''' mahjong. Its scoring is not the Chinese Official (MCR) fan list that ships with many mahjong sets: hands are counted in '''Faan''' from 0 to 13, and many MCR hands (Seven Pairs, All Green, Knitted Straight, ...) don't exist here.
This game plays '''Hong Kong Old Style''' mahjong. Its scoring is not the Chinese Official (MCR) fan list that ships with many mahjong sets: hands are counted in '''Faan''' from 0 to 13, and many MCR hands (Seven Pairs, All Green, Knitted Straight) don't exist here.


== Winning hand ==
== Winning hand ==

Latest revision as of 11:31, 29 October 2026

This game plays Hong Kong Old Style mahjong. Its scoring is not the Chinese Official (MCR) fan list that ships with many mahjong sets: hands are counted in Faan from 0 to 13, and many MCR hands (Seven Pairs, All Green, Knitted Straight) don't exist here.

Winning hand

A winning hand (Sik Wu) is four Sets plus one pair, the Eyes:

  • Chow: three consecutive tiles of one suit.
  • Pung: three identical tiles.
  • Kong: four identical tiles, declared as one Set (you then take a Replacement draw).

Thirteen Orphans is the only winning hand with a different shape.

A hand must be worth at least the table's Minimum Faan to win: 3 Faan by default, or no minimum at a beginner table. Faan from Bonus tiles count toward the minimum. Small and Great Flower hands win regardless of the minimum.

Counting Faan

  1. Add everything. Every element the hand meets adds its Faan, including elements implied by another one (Small Dragons also scores its two Dragon Pungs).
  2. Limit hands pay flat. A 10- or 13-Faan limit hand scores exactly its limit. Nothing else is added. A hand that is both a 10- and a 13-Faan limit hand scores 13.
  3. Cap. The total is capped at 13.
  4. Best reading. If the hand splits into Sets in more than one way, the split worth the most Faan counts.

When a hand ends, the game shows each element with its Faan, the total, and who paid what.

Faan table

Element Faan What it takes
Chicken hand 0 A complete hand with no scoring element. Wins only at a table with no minimum.
Common hand 1 Four Chows and Eyes.
Dragon Pung 1 each A Pung or Kong of one dragon.
Seat-wind Pung 1 A Pung or Kong of your Seat wind.
Prevailing-wind Pung 1 A Pung or Kong of the Round's wind. Scores 2 if it is also your Seat wind.
Concealed hand 1 No Chow, Pung or Kong claimed from a discard. A Concealed Kong keeps the hand concealed.
Self-draw 1 The winning tile is drawn from the Wall (Replacement draws included).
Robbing the Kong 1 Winning on the tile another player adds to a Pung to make a Kong.
Last tile 1 Self-draw of the last tile of the Wall.
Last discard 1 Winning on the last discard of the Hand.
Win by Kong 1 Winning on the Replacement draw after a Kong (plus 1 for the Self-draw). Doesn't count after a Bonus-tile Replacement draw.
Own-seat Flower / Own-seat Season 1 each A Flower or Season whose number matches your Seat wind (East 1, South 2, West 3, North 4).
No Bonus tiles 1 Winning without having declared any Bonus tile.
Mixed terminals 1 All Pungs made only of 1s, 9s and honours. With All Pungs: 4.
Full set of Flowers / Full set of Seasons 2 each All four tiles of one kind. The own-seat tile inside it isn't counted again.
All Pungs 3 Four Pungs or Kongs and Eyes.
Mixed one suit 3 One suit plus honours.
Small Dragons 3 Two Dragon Pungs and Eyes of the third dragon. With the two Dragon Pungs: 5.
Small Flower hand 3 Holding seven Bonus tiles. Wins at once, counted as a Self-draw with no extra Self-draw Faan.
Great Dragons 5 Three Dragon Pungs. With the three Dragon Pungs: 8.
Small Winds 6 Three wind Pungs and Eyes of the fourth wind. Other elements (wind Pungs, Mixed one suit) add to it.
Pure one suit 7 One suit, no honours.
Kong-on-Kong 8 Winning on the Replacement draw of a second Kong in a row (plus 1 for the Self-draw).
Limit hands: 10 Faan, flat
All Honours 10 Every Set and the Eyes are winds or dragons.
All Terminals 10 All Pungs of 1s and 9s only.
Nine Gates 10 Concealed 1-1-1-2-3-4-5-6-7-8-9-9-9 of one suit, winning on any tile of that suit.
Self triplets 10 Four concealed Pungs (Concealed Kongs allowed) and Eyes. Waiting on either of two pairs, the win must be a Self-draw.
Limit hands: 13 Faan, flat
Great Winds 13 Four wind Pungs.
All Kongs 13 Four Kongs and Eyes.
Thirteen Orphans 13 One of each 1, 9, wind and dragon, plus one more of any of them. May rob a Concealed Kong.
Heavenly hand 13 The Dealer is complete on the initial deal.
Earthly hand 13 A non-Dealer wins on the Dealer's first discard.
Great Flower hand 13 Holding all eight Bonus tiles.

Not in this game: Seven Pairs, the Jade, Ruby and Pearl Dragon hands, and the Hand of Man (人糊).

Examples

  • Four Chows and Eyes, won by Self-draw, holding your own-seat Season: Common hand 1 + Self-draw 1 + Own-seat Season 1 = 3 Faan.
  • Three Dragon Pungs, a Chow and Eyes, won on a discard: Great Dragons 5 + three Dragon Pungs 3 = 8 Faan.
  • Great Winds won by Self-draw with an own-seat Flower: 13 Faan, nothing added.
  • Three Chows, one claimed Pung of 6 Characters, Eyes of South, as West in an East Round, holding Bonus tiles: no element at all, 0 Faan. It can't win at a 3-Faan table.

Payment

The capped Faan total gives the hand's base points (b):

Faan 0 1 2 3 4 5 6 7 8 9 10 11 12 13
b 1 2 4 8 16 24 32 48 64 96 128 192 256 384
How the hand is won Who pays Winner receives
Self-draw Each of the other three pays 2b 6b
Discard win The Discarder pays 2b, the other two pay b each 4b
Robbing the Kong The Kong-maker alone pays 6b 6b

Example, 3 Faan (b = 8): a Self-draw collects 16 from each player (+48). A Discard win collects 16 from the Discarder and 8 from each of the other two (+32). Robbing the Kong collects 48 from the Kong-maker alone (+48).

  • The Dealer pays and receives like everyone else.
  • A Draw (Wall exhausted, nobody wins) moves no points.
  • Everyone starts with 10,000 points. Nobody is knocked out; a score below zero keeps playing.

Game end and ranking

The Dealer (East) keeps the seat after winning. After anyone else wins, or after a Draw, the deal passes counter-clockwise to South. A Round ends once every player has dealt. The table chooses one Round (East), two (East, South) or a full game of four. Players are ranked by score; ties go to the player who won more Hands, then to the one who scored more Faan over the game.