Hong Kong mahjong scoring rules

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Hong Kong mahjong scoring rules are the rules used for scoring in mahjong, specifically the rules common in Hong Kong and some areas in Guangdong.

Contents

Overview of scoring

What is commonly referred to as a point or double will be referred to as faan in this article, from the Cantonese term 番 (pinyin: fān / jyutping: faan1).

A hand is considered a winning hand when it has 4 melds and a pair or is considered a special hand.

Faan are obtained by matching the winning hand and the cause of winning with a specific set of criteria, with different criteria scoring different values. Some of these criteria may be subsets of other criteria (for example, having a meld of one dragon versus having a meld of all of them), and in these cases, only the criteria with the tighter requirements are scored. The faan obtained may be translated into scores for each player using some (typically exponential) function. When gambling with mahjong, these scores are typically directly translated into sums of money. Some criteria may also be in terms of both points and score.

At the beginning of each game, each player is given a fixed score, usually in the form of scoring chips. In many cases, only the winner scores, with the winner's gain being deducted from the three losers' scores (that is, the losers pay the winner). In many cases, the change in score is modified by how the winner wins. These rules are called modifiers. Some common modifiers are:

There is no universally followed rule for what happens when a player runs out of score (i.e. their score goes below zero). In some circles, the match is immediately aborted, with the player furthest ahead in score declared the winner, while in others, a player out of scoring chips continues to play without risk of further losses.

Mahjong is sometimes played in a gambling setting. Poker chips are used for keeping score only. Since Mahjong is a zero-sum game, when one player loses all his chips, his chips are distributed among the other winners. In this case, the loser pays cash to buy back the chips from the winners and the game continues. Before the game starts, all players must agree upon how much one set of chips (100 unit) is worth. Some gamblers do away with chips and pay cash after each round depending on local laws regarding legality of gambling.

The criteria outlined in this article are by no means exhaustive or common to every variation, but are common to many 13-tile and 16-tile variations.

Criteria for scoring faan

The largest group of criteria for scoring faan concern the contents of the winning hand. Typically, a hand that is more improbable will score higher than one that is more common, but this may not be the case. In variations with scoring minimums, it is generally accepted that, barring improbable high-scoring hands (such as the Heavenly Hand described below, even if the winning hand is otherwise scoreless), at least one point must be from this set of criteria. It is not uncommon for players to define minimum faan requirements for declaring a winning hand (typically 1 or 2), and at times a maximum fan cap or ceiling (for example at 7 or 8 faan). Also note that generally speaking in Hong Kong mahjong, 13 faan is considered the absolute limit for faan.

The tables following list common criteria for faan based on the contents of the hand.

Scoring based on type of hand
EnglishCantoneseFaanDescription
Common Hand平糊; ping4 wu4*21Every meld is a Chow
MJt6-.svg MJt7-.svg MJt8-.svg - MJt1-.svg MJt2-.svg MJt3-.svg - MJw2-.svg MJw3-.svg MJw4-.svg - MJs7-.svg MJs8-.svg MJs9-.svg - MJw6-.svg MJw6-.svg
All in Triplets對對糊; deoi3 deoi3 wu4*23Every meld is either a Pong or Kong
MJt1-.svg MJt1-.svg MJt1-.svg - MJw9-.svg MJw9-.svg MJw9-.svg - MJs5-.svg MJs5-.svg MJs5-.svg - MJt2-.svg MJt2-.svg MJt2-.svg - MJd2-.svg MJd2-.svg
Seven Pairs (played by some variants) [1] 七對子; cat1 deoi3 zi24Hand consists of seven pairs. Can stack with All Honor Tiles, Mixed One Suit and All One Suit; bonus for winning from wall is not awarded.

In some variants, Kongs are not permitted in this hand.

MJt1-.svg MJt1-.svg - MJt2-.svg MJt2-.svg - MJt7-.svg MJt7-.svg - MJw9-.svg MJw9-.svg - MJs5-.svg MJs5-.svg - MJf1-.svg MJf1-.svg - MJf2-.svg MJf2-.svg
Mixed One Suit混一色; wan6 jat1 sik13Only honor tiles and tiles from one suit
MJt1-.svg MJt2-.svg MJt3-.svg - MJt2-.svg MJt3-.svg MJt4-.svg - MJt5-.svg MJt6-.svg MJt7-.svg - MJf1-.svg MJf1-.svg MJf1-.svg - MJt4-.svg MJt4-.svg
All One Suit清一色; cing1 jat1 sik16All tiles from one suit
MJt1-.svg MJt2-.svg MJt3-.svg - MJt2-.svg MJt3-.svg MJt4-.svg - MJt5-.svg MJt6-.svg MJt7-.svg - MJt8-.svg MJt8-.svg MJt8-.svg - MJt4-.svg MJt4-.svg
All Honor Tiles字一色; zi6 jat1 sik110 (already includes the 3 fān from All in Triplets)All honor tiles
MJf2-.svg MJf2-.svg MJf2-.svg - MJf3-.svg MJf3-.svg MJf3-.svg - MJf4-.svg MJf4-.svg MJf4-.svg - MJd2-.svg MJd2-.svg MJd2-.svg - MJd1-.svg MJd1-.svg
Small Dragons小三元; siu2 saam1 jyun4)5Melds of 2 dragons and a pair of the 3rd dragon
MJd1-.svg MJd1-.svg MJd1-.svg - MJd3-.svg MJd3-.svg MJd3-.svg - MJt6-.svg MJt7-.svg MJt8-.svg - MJw8-.svg MJw8-.svg MJw8-.svg - MJd2-.svg MJd2-.svg
Great Dragons大三元; daai6 saam1 jyun48Melds of all 3 dragons
MJd1-.svg MJd1-.svg MJd1-.svg - MJd2-.svg MJd2-.svg MJd2-.svg - MJd3-.svg MJd3-.svg MJd3-.svg - MJs5-.svg MJs6-.svg MJs7-.svg - MJt1-.svg MJt1-.svg
Small Winds [a] 小四喜; siu2 sei3 hei26 (6+3 fan for mixed one suit, 6+3 for all in triplets, or 6+10 for all honours)Melds of 3 winds and a pair of the 4th wind
MJf1-.svg MJf1-.svg MJf1-.svg - MJf2-.svg MJf2-.svg MJf2-.svg - MJf3-.svg MJf3-.svg MJf3-.svg - MJw7-.svg MJw8-.svg MJw9-.svg - MJf4-.svg MJf4-.svg
Great Winds大四喜; daai6 sei3 hei213 (already includes the 3 fān from All in Triplets)Melds of all 4 winds
MJf1-.svg MJf1-.svg MJf1-.svg - MJf2-.svg MJf2-.svg MJf2-.svg - MJf3-.svg MJf3-.svg MJf3-.svg - MJf4-.svg MJf4-.svg MJf4-.svg - MJt4-.svg MJt4-.svg
Thirteen Orphans十三么; sap6 saam1 jiu113One of each one, nine, wind, and dragon, and a 14th tile (any other terminal or honor tile)
MJt1-.svg MJt9-.svg - MJs1-.svg MJs9-.svg - MJw1-.svg MJw9-.svg - MJf1-.svg MJf2-.svg MJf3-.svg MJf4-.svg - MJd1-.svg MJd2-.svg MJd3-.svg + any tile in the set
All Kongs十八羅漢; sap6 baat3 lo4 hon3
四槓子; sei3 gong3 zi2
槓槓和; gong3 gong3 wo4
13 (already includes the 3 fān from All in Triplets)Hand containing four Kongs
Self Triplets四暗刻; sei3 am3 hak1
坎坎糊; kaan2 kaan2 wu2
10Hand containing four concealed (unmelded) Pongs. The bonus can only be won by self-pick unless the discarded winning tile forms the pair, not any of the four melds. The bonus fan of self-pick will be awarded but not for the bonus fan of winning from the wall.
Orphans么九; jiu1 gau210 (already includes the 3 fān from All in Triplets)Hand containing Pongs/Kongs of Ones and Nines only
MJw1-.svg MJw1-.svg MJw1-.svg - MJw9-.svg MJw9-.svg MJw9-.svg - MJs9-.svg MJs9-.svg MJs9-.svg - MJs1-.svg MJs1-.svg MJs1-.svg - MJt1-.svg MJt1-.svg
Nine Gates [b] 九子連環; gau2 zi2 lin4 waan410Hand in any one suit consisting of 1112345678999, must be totally concealed. Note that bonuses for win from wall and all one suit will not be considered in this case.
MJw1-.svg MJw1-.svg MJw1-.svg - MJw2-.svg MJw3-.svg MJw4-.svg MJw5-.svg MJw6-.svg MJw7-.svg MJw8-.svg - MJw9-.svg MJw9-.svg MJw9-.svg + any tile in the set
Notes
  1. For Small Winds, some variations have a further restriction with the prevailing wind or the seat wind disallowed as the pair.
  2. It is called nine gates because there are 9 tiles that the player can win with. It is required that the hand be totally concealed (i.e. the only tile that can be taken from a discard is the extra tile in the set). This animation shows how any one tile in the same suit will create a winning hand: 9Gates.gif
Scoring based on presence of certain melds
EnglishCantoneseFānDescriptionExample
Seat Wind門風 (mun4 fung1)1A meld of the winner's seat wind MJf1-.svg MJf1-.svg MJf1-.svg / MJf2-.svg MJf2-.svg MJf2-.svg / MJf3-.svg MJf3-.svg MJf3-.svg / MJf4-.svg MJf4-.svg MJf4-.svg
Prevailing Wind圈風 (hyun1 fung1)1A meld of the prevailing wind MJf1-.svg MJf1-.svg MJf1-.svg / MJf2-.svg MJf2-.svg MJf2-.svg / MJf3-.svg MJf3-.svg MJf3-.svg / MJf4-.svg MJf4-.svg MJf4-.svg
Red Dragon紅中 (hung4 zung1)1A meld of the red dragon MJd1-.svg MJd1-.svg MJd1-.svg
Green Dragon發財 (faat3 coi4)1A meld of the green dragon MJd2-.svg MJd2-.svg MJd2-.svg
White Dragon白板 (baak6 baan2)1A meld of the white dragon MJd3-.svg MJd3-.svg MJd3-.svg
Mixed Orphans混么九 (wan6 jiu1 gau2)1Only honor tiles, ones and nines

Other scoring criteria are based on the winning condition - how the winner won.

Scoring based on winning condition
EnglishCantoneseAdditional FānDescriptionExample
Self-Pick自摸 (zi6 mo1)1The winning tile is from the wall
Win from Wall門前清 (mun4 cin4 cing1)1Awarded when the entire hand remains concealed (no open melds exposed) until the winning tile is either self-drawn or claimed from a discard.

Hands that are strictly concealed by definition (e.g., Seven Pairs, Thirteen Orphans, Self Triplets, Nine Gates) do not receive this additional point.

Robbing Kong搶槓 (coeng2 gong3)1The winning tile is obtained from someone calling a Kong; a 12-piece penalty will be imposed on the player being robbed
Win by Last Catch海底撈月 (hoi2 dai2 lau4 jyut6)1The winning tile is either the last tile from the wall or the last discard
Win by Kong槓上開花 (gong3 soeng5hoi1faa1)2 (1 bonus +1 from self-pick)The winning tile is from a replacement tile due to a Kong or a Bonus Tile
Win by Double-Kong槓上槓 (gong3 soeng5gong3)9 (8 bonus +1 from self-pick)Similar to 'Win by Kong', except that the tile used to make the Kong was itself an extra tile from declaring a Kong
Heavenly Hand天糊 (tin1 wu4*2)13East wins with initial hand
Earthly Hand地糊 (dei6 wu4*2)13Non-East player wins on East's first discard

Some criteria for faan are based on "bonus tiles" - the flowers and the seasons. See the following table:

Scoring based on bonus tiles
EnglishCantoneseFānDescriptionExample
No Flowers or Seasons无花 (mou4 faa1)1No flower or season bonus tiles
Flower of own Wind正花 (zing3 faa1)1A flower of the winner's seat wind MJh5j-.svg / MJh6j-.svg / MJh7j-.svg / MJh8j-.svg
Season of own Wind正花 (zing3 faa1)1A season of the winner's seat wind MJh1j-.svg / MJh2j-.svg / MJh3j-.svg / MJh4j-.svg
All Flowers一台花 (jat1 toi4 faa1)2All flower bonus tiles MJh5j-.svg MJh6j-.svg MJh7j-.svg MJh8j-.svg
All Seasons一台花 (jat1 toi4 faa1)2All season bonus tiles MJh1j-.svg MJh2j-.svg MJh3j-.svg MJh4j-.svg

Non-standard special hands

These hands are not standard hands, but can be used to win nonetheless. Because they diverge from the criteria for a normal winning hand, it is inherently risky to attempt these hands: effectively all pieces need to be self-drawn since melds are not useful to these hands

Point translation function

As mentioned in the #Overview of scoring, the point translation function is the function used to convert the number of faan to score.

The point translation function is typically an exponential function. The function itself is subject to variation. In most variations this is to set an upper bound:

Simplified faan point-base point table

Base points (Old Hong Kong Simplified)
Faan pointsBase points
31
42
52
62
74
84
94
10+8 (limit)

This table is based on play where 3 faan is the minimum needed in order to win with a legal hand. If a player has 3 faan then his hand is worth one base point. A winning hand with 9 faan is worth 4 base points. Losing players must give the winning player the value of these base points. Individual players must double the number of base-points owed for the following:

If two of these criteria apply to any player, then the player must double and then redouble the points owed to the winner.

Examples

Hand 1 (West wins with 3 fan from the wall (base points of 1))
Playerbase points
East (dealer)1 (base points) x2 (doubling for winning from wall) x2 (doubling for being east) = -4
South1 (base points) x2 (doubling for winning from wall) = -2
West4 (from east) + 2 (from south) 2 (from north) = +8
North1 (base points) x2 (doubling for winning from wall) = -2
Hand 2 (North wins with 6 fan on a discard from south (base points of 2))
Playerbase points
East (dealer)2 (base points) x2 (doubling for being east) = -4
South2 (base points) x2 (discarding winning piece) = -4
West2 (base points) = -2
North4 (from east) + 4 (from south) 2 (from west) = +10
Hand 3 (East wins with 10 fan on discard from west (base points of 8)
Playerbase points
East (dealer)16 (from south) + 32 (from west) + 16 (from north) = +64
South8 (base points) x2 (paying to east) = -16
West8 (base points) x2 (paying to east) x2 (discarding winning piece) = -32
North8 (base points) x2 (paying to east) = -16

Hong Kong Mahjong is essentially a payment system of doubling and redoubling where winning from the wall adds great value to the final payment and where the dealer is highly rewarded or penalized if they win or lose.

Traditional faan point-base point table

Fān-Laak Table
FānChipsBy DiscardBy Self-Draw
011+1+2=4N/A
122+2+4=84+4+4=12
244+4+8=168+8+8=24
388+8+16=3216+16+16=48
4-61616+16+32=6432+32+32=96
7-93232+32+64=12864+64+64=192
10+/Limit6464+64+128=256128+128+128=384

This table is similar to simplified but allows payments for hands of less than 3 faan. If a player has 3 faan then his hand is worth eight base points. A winning hand with 9 faan is worth 32 base points. Losing players must give the winning player the value of these base points. Individual players must double the number of base-points owed for the following:

If two of these criteria apply to any player then the player must double and then redouble the points owed to the winner.

Examples

Hand 1 (West wins with 4 fan from the wall (base points of 16))
Playerbase points
East (dealer)16 (base points) x2 (doubling for winning from wall) x2 (doubling for being east) = -64
South16 (base points) x2 (doubling for winning from wall) = -32
West64 (from east) + 32 (from south) + 32 (from north) = +128
North16 (base points) x2 (doubling for winning from wall) = -32
Hand 2 (North wins with 7 fan on a discard from south (base points of 32)
Playerbase points
East (dealer)32 (base points) x2 (doubling for being east) = -64
South32 (base points) x2 (discarding winning piece) = -64
West32 (base points) = -32
North64 (from east) + 64 (from south) + 32 (from west) = +160
Hand 3 (East wins with 10 fan on discard from west (base points of 64)
Playerbase points
East (dealer)128 (from south) + 256 (from west) + 128 (from north) = +512
South64 (base points) x2 (paying to east) = -128
West64 (base points) x2 (paying to east) x2 (discarding winning piece) = -256
North64 (base points) x2 (paying to east) = -128

Canton Faan point-base point table

Base points (Old Hong Kong Simplified)[ contradictory ] [2] [ circular reference ]
Faan pointsBy DiscardBy Self-Draw
0 (Chicken Hand)1N/A (self-pick is 1 faan)
123 (1×3)
246 (2×3)
3812 (4×3)
41624 (8×3)
52436 (12×3)
63248 (16×3)
74872 (24×3)
86496 (32×3)
996144 (48×3)
10128192 (64×3)
11192288 (96×3)
12256384 (128×3)
13 (Limit)384576 (192×3)

This table is based on play where 3 faan is the minimum needed in order to win with a legal hand. If a player has 3 faan then his hand is worth eight base points. A winning hand with 9 faan is worth 128 base points. Losing players must give the winning player the value of these base points. Individual players must double the number of base-points owed for the following:

If two of these criteria apply to any player, then the player must double and then redouble the points owed to the winner.

Examples

Hand 1 (West wins with 4 fan from the wall (base points of 16))
Playerbase points
East (dealer)16 (base points) x2 (doubling for winning from wall) x2 (doubling for being east) = -64
South16 (base points) x2 (doubling for winning from wall) = -32
West4 (from east) + 2 (from south) + 2 (from north) = +128
North1 (base points) x2 (doubling for winning from wall) = -32
Hand 1 (West wins with 7 fan from the wall (base points of 48))
Playerbase points
East (dealer)48 (base points) x2 (doubling for winning from wall) x2 (doubling for being east) = -192
South48 (base points) x2 (doubling for winning from wall) = -96
West192 (from east) + 96 (from south) + 96 (from north) = +384
North48 (base points) x2 (doubling for winning from wall) = -96
Hand 3 (East wins with 12 fan on discard from west (base points of 256)
Playerbase points
East (dealer)512 (from south) + 1024 (from west) + 512 (from north) = +2048
South256 (base points) x2 (paying to east) = -512
West256 (base points) x2 (paying to east) x2 (discarding winning piece) = -1024
North256 (base points) x2 (paying to east) = -512

Hong Kong Mahjong is essentially a payment system of doubling and redoubling where winning from the wall adds great value to the final payment and where the dealer is highly rewarded or penalized if he or she wins or loses.

Penalties

EnglishCantoneseDescriptionExample
9 Pieces Penalty九張包Discarder pays all losses for enabling winner to go out with Pure Hand after winner had already melded 3 sets (9 tiles) of the same suit
12 Pieces Penalty十二張包自摸Winner goes out with Self-Picked Pure Hand after discarder has allowed them to meld a 4th set of the same suit; Discarder pays all losses
Fifth Tile Penalty五子包生Discarder pays all losses for discarding a "fresh" (previously unseen anywhere on the table) tile when there are 5 or less tiles left in the wall, allowing winner to go out
Maximum Penalty

Hand progress terminology

The following is a list of terms describing the progress of one's hand:

See also

References

  1. "Seven Pairs Wiki".[ user-generated source ]
  2. zh:香港麻雀胡牌列表#分數計算