Chow· 順子
Three consecutive tiles from the same suit. Honors and Bonus Tiles cannot form a Chow.Three consecutive tiles from the same suit.
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Mahjong, made clear
Mahjong leeft voort dankzij de mensen die het spelen. Het gekletter van de tegels, de geroepen termen, de vloeiende gesprekken en de debatten over huisregels maken allemaal deel uit van de traditie. Jiada brengt deze gedeelde kennis samen, zodat meer mensen het zelf kunnen ervaren.
Mahjong Rules
01 · The complete tile set01 · The Sichuan tile set
Mahjong tiles are divided into three main groups. Every Suit and Honor Tile has four identical copies, while each Bonus Tile appears only once.Sichuan Mahjong uses only Characters, Dots and Bamboo: four copies of every numbered tile. Honors and Bonus Tiles are not used.
Numbered tiles
萬
餅
條
Winds and Dragons
風
箭
Flowers and Seasons
花
季節
02 · The Objective
The goal is to complete one winning hand. Arrange your tiles into four melds and one pair; together, those five groups form the hand.The goal is to complete one winning hand. In Sichuan Mahjong, it can contain four melds and one pair or seven matching pairs.
Each of the four groups counts as one meld. The final two matching tiles form the pair.
This 14-tile example uses three Chows, one Pung and one pair. Every group belongs to the same complete winning hand.
Winning hand components
These are the four ways tiles are grouped inside the structure above.These are the melds and pair used in the four-meld structure. Seven Pairs uses seven matching pairs instead.
Three consecutive tiles from the same suit. Honors and Bonus Tiles cannot form a Chow.Three consecutive tiles from the same suit.
Three identical Suit or Honor Tiles.Three identical suited tiles.
Four identical tiles.
Two identical tiles. A normal winning hand requires exactly one pair.Two identical tiles form the pair in a four-meld hand. Seven Pairs uses seven pairs instead.
Alternative winning structure
Seven separate pairs form the entire 14-tile winning hand. This structure replaces four melds and one pair; every pair contains two identical tiles.
Complete example
All fourteen tiles belong to one Seven Pairs hand. In the Sichuan scoring used here, Seven Pairs is worth 2 Faan.
03 · Hong Kong Setup
Choose the starting seats once. Then repeat the five setup steps before every new hand.
Before the first hand · once per game
Each player rolls two dice. The highest total becomes East and the first dealer; second-highest becomes South, third-highest West and the remaining player North. Re-roll ties. Everyone keeps the same chair for the game.
Before every new hand
Repeat steps 1–5 to build the wall and prepare the next hand.
Place all 144 tiles face down on the table and shuffle them thoroughly.
Each player builds one wall of 18 stacks, with two tiles in each stack. Push the four walls together to form a square in the centre of the table.
East rolls the dice. Starting with East’s wall, count counter-clockwise by the total to choose the wall. From East’s view, count the same number of stacks from the left and make the break after the last counted stack. The right side is the start of the wall; the left side is the end.
Starting at the break, take tiles clockwise along the wall and deal counter-clockwise around the table, beginning with East. Give each player four tiles at a time and repeat three times, so everyone has 12.
East takes the first and fifth tiles from the next five—the dealer’s jump. Each non-dealer takes one more tile. East starts with 14 tiles; everyone else starts with 13.
Starting with East and continuing counter-clockwise, set every Flower or Season face up and draw one replacement from the end of the wall. Replace any new Bonus Tile in the same way. East then discards one tile to begin play.
Beginner suggestion. Leave all eight Flowers and Seasons out before shuffling. Use 136 tiles and build each wall with 17 two-tile stacks.
How the game advances
A complete game has four rounds: East, South, West and North. Each round normally has four hands, so every player serves as East, the dealer, once.
Table Wind · 圈風
The Wind shared by the whole table for the current round. A standard game begins with the East round, followed by South, West and North.
Seat Wind · 門風
Each player’s current position is East, South, West or North. East is the dealer. When a new player becomes dealer, all four Seat Winds rotate counter-clockwise while everyone stays in the same chair.
After every hand
After each hand, either the next player counter-clockwise becomes East and deals, or the current East deals again.
When the round ends
After the dealer has changed four times, every player has served as East once. The round ends and the Table Wind advances. A complete game has at least 16 hands. Whenever the same East deals again, one extra hand is added.
Why the Winds matter. A Pung or Kong of your Seat Wind scores 1 Faan; a Pung or Kong of the Table Wind scores 1 Faan. If both Winds are the same, the meld scores both bonuses for 2 Faan. See Chapter 05: Flower, Wind & Dragon Faan.
Swipe left or right to see the full table
| Round | Hand | Table Wind | Player 1 | Player 2 | Player 3 | Player 4 | Comment |
|---|---|---|---|---|---|---|---|
| 1 | 1 | East | East (Dealer) | South | West | North | |
| 2 | North | East (Dealer) | South | West | |||
| 3 | West | North | East (Dealer) | South | |||
| 4 | South | West | North | East (Dealer) | |||
| 2 | 5 | South | East (Dealer) | South | West | North | |
| 6 | North | East (Dealer) | South | West | |||
| 7 | West | North | East (Dealer) | South | No one wins | ||
| Extra hand | West | North | East (Dealer) | South | Repeat Seat Winds | ||
| 8 | South | West | North | East (Dealer) | |||
| 3 | 9 | West | East (Dealer) | South | West | North | |
| 10 | North | East (Dealer) | South | West | |||
| 11 | West | North | East (Dealer) | South | |||
| 12 | South | West | North | East (Dealer) | |||
| 4 | 13 | North | East (Dealer) | South | West | North | |
| 14 | North | East (Dealer) | South | West | East wins | ||
| Extra hand | North | East (Dealer) | South | West | Repeat Seat Winds | ||
| 15 | West | North | East (Dealer) | South | |||
| 16 | South | West | North | East (Dealer) |
How to read the example. At Hand 7, the wall runs out without a winner, so Player 3 stays East and deals an extra hand. After Hand 14, Player 2 wins while East, so Player 2 also deals an extra hand. The numbered sequence resumes only after a player other than East wins and the next player becomes dealer. In total, 18 hands are played.
03 · Sichuan Setup
Sichuan Mahjong uses 108 suited tiles. Build the four shorter walls, determine the first dealer, mark the break and deal the starting hands.
Before the first hand · once per game
Each player rolls two dice. The highest total becomes the first dealer; tied players roll again.
Before every new hand
Repeat steps 1–4 to prepare the wall and starting hands.
Shuffle all 108 tiles face down. Make two walls of 14 stacks and two walls of 13 stacks, with two tiles in every stack.
The dealer rolls two dice again. Starting from the dealer’s wall, count counter-clockwise by their total to choose the wall to break.
On the chosen wall, use the lower die to count stacks from the right. Lift the final counted stack and place it on top of the wall’s right end to mark the break.
Starting at the break, give each player four tiles at a time until everyone has 12. The dealer takes two more tiles and every other player takes one. The dealer begins with 14 tiles; everyone else begins with 13.
Passed down through generations, Hong Kong Mahjong is lively, familiar and deeply social. It has travelled with Chinese communities around the world, becoming one of the most widely played forms of Mahjong.
04 · Calls & gameplay
Most turns follow one draw–check–discard rhythm. A declaration can interrupt that rhythm, and what you may declare depends on where the tile came from and what it completes.
Your tile count during a normal turn
Start with 13 tiles, draw one to hold 14 and check for a win. If the hand is not complete, discard one tile and return to 13.
Take the next tile from the wall.
See whether all 14 tiles form a legal winning hand.
If you have not won, discard one tile face up.
Calls & declarations
A declaration can claim a discard, reveal a Kong or announce a win. What you say depends on where the tile came from and what it completes.
Win on a discard
Win by self-draw
Claim priority for one discard
05 · Faan types & limited hands
Add every applicable Faan to an ordinary hand. For a Limited Hand, use only its highest Limited Hand value, then add any permitted winning-condition Faan.
Faan Types + Flower, Wind and Dragon Faan + winning-condition Faan.
Take only the highest Limited Hand value, then add permitted winning-condition Faan.
Every applicable type is added to an ordinary winning hand. The examples below are complete 14-tile hands.
Mixed Chows and Pungs or Kongs from multiple suits. No other Faan applies.
Every meld is a Chow.
Every meld is a Pung or Kong.
Only Honors and tiles from one numbered suit.
All tiles come from one numbered suit; no Honors.
Pungs or Kongs of ones, nines or Honors only. Add All Triplets for 4 Faan total.
Melds of two Dragons and a pair of the third. Add 2 Dragon Faan for 5 total.
Melds of all three Dragons. Add 3 Dragon Faan for 8 total.
Melds of three Winds and a pair of the fourth. A suited final meld can also add Mixed One Suit, making at least 9 Faan.
Seven pairs. It may stack with Mixed One Suit or Pure Suit when applicable.
Rooted in Sichuan’s teahouses and everyday life, Sichuan Mahjong is the most-played variant in mainland China. People love it for its fast pace, lively atmosphere and the feeling that everyone remains part of the game.
04 · Sichuan Essentials
These three ideas give Sichuan Mahjong its fast, social rhythm: exchange three tiles, commit to a Forbidden Suit and keep the battle going after the first Hu.
Optional opening
After each starting hand is dealt and before the first discard, every player selects three tiles from the same suit. The dealer rolls one die, and everyone exchanges the three tiles simultaneously.
Required choice
After the exchange, choose one Forbidden Suit. If the exchange is skipped, make this choice immediately after the starting tiles are dealt. Place one tile from that suit face down as your first discard. The choice cannot change. Discard every tile from that suit before the others. It cannot be part of your winning hand.
If your starting hand contains only two suits, the missing suit automatically becomes your Forbidden Suit.
Bloody Battle
Declaring Hu ends that player’s turns, not the whole hand. The remaining active players continue drawing, discarding and declaring until three players have Hu or the wall is exhausted.
A single discard may complete more than one winning hand. Every eligible player may declare Hu, and the discarder pays each winner.
05 · Calls & Gang Points
Most turns follow a draw–check–discard rhythm. Pung, Gang or Hu can interrupt it. A declared Gang also triggers an immediate payment before play continues.
Your tile count during a normal turn
Start with 13 tiles, draw one to hold 14 and check for a win. If the hand is not complete, discard one tile and return to 13.
Take the next tile from the wall.
See whether all 14 tiles form a legal winning hand.
If you have not won, discard one tile face up.
Calls & declarations
A declaration can use a discard to complete identical tiles or a winning hand. Sichuan Mahjong allows Pung, Gang and Hu declarations; it does not allow Chi.
Pause and settle immediately
A Gang briefly interrupts the turn. Declare the four matching tiles, settle its Gang Points immediately, draw a replacement from the end of the wall and continue. These points stay separate from the final winning-hand score.
Four matching tiles are already in your concealed hand.
2 base pointsfrom each player who has not yet declared Hu
You hold three matching tiles and claim the fourth from another player’s discard.
2 base pointsfrom the player who discarded the tile
You add the fourth matching tile to a Pung that you exposed earlier.
1 base pointfrom each player who has not yet declared Hu
Gang penalty. If the hand ends and the player is not Waiting (one tile away from Hu), return the Gang Points received.
06 · Faan types & Scoring
Add every Faan Type and Additional Faan that applies, then double the chosen base once for each Faan. Chapter 05 explains the separate payment made when a Gang is declared.
Faan Types may combine when the same winning hand meets more than one pattern. Open a hand to see one complete example.
Four complete melds and one pair, without another Faan Type.
Every meld is a Pung or Gang.
Every tile in the winning hand comes from one numbered suit.
The winning tile must be claimed from another player’s discard and must complete the pair.
A special winning hand made from seven pairs.
These Faan describe extra features of the hand or the way the winning tile arrived. Add each one that applies.
Add 1 Faan for every set of four identical tiles in the hand.
Draw the winning tile from the wall.
Win from the final wall tile, whether it is self-drawn or discarded.
Win with the tile another player adds to an exposed Pung to declare an Added Gang.
Win on a tile another player discards immediately after declaring a Gang.
Claim a discard to make a Gang, then win on the replacement draw.
Declare a concealed or added Gang, then win on its replacement draw.
Add Faan Types and Additional Faan. Starting from the chosen base point, double the multiplier once for every Faan.
Apply the calculated hand score after the win, or settle Waiting payments if the wall is exhausted.
Each player who has not yet declared Hu pays the winner separately.
The player who discarded the winning tile pays the calculated amount.
Each non-waiting player pays each waiting player using that hand’s highest possible Faan.
See it at the table
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