Taiwanese Mahjong
Rules and scoring

Taiwanese 16-Tile Mahjong rules and scoring

The content below captures the ruleset and scoring this online game runs on.

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The basics

The 16-tile game

Taiwanese Mahjong is played with 16 tiles. A winning hand needs five sets and one pair, and several special hands are also possible. This allows for more tile combinations and decisions than other Mahjong types, making for an exciting game!

Read the ruleset in order, or use the search and topic filter above to find a single rule.

Four players sit at the table at East, South, West and North seats. East is the dealer.

Each hand also has a Wind that cycles across East, South, West, North.

A round consists of multiple hands. A game can consist of multiple rounds.

There are 144 tiles:

Three Suits

Circles, Characters, and Bamboo. Each has four copies of #1-9.

Four Winds

East, South, West, North. Four copies of each.

Three Dragons

Red, White, Green. Four copies of each.

Eight Flowers

Blue #1-4, Red #1-4.

Winds and Dragons are known as Honours.

Each player holds 16 tiles. Whoever’s turn it is briefly holds a 17th.

The objective is to form a winning hand consisting of five sets and one pair, or a special hand.

Points are earned or deducted from each player based on their hand score and special points awarded during the hand. These add up cumulatively across hands. To win a hand, a player must achieve a minimum hand score.

If you learned the game elsewhere

Taiwanese Mahjong is the 16-tile game. Some guides use different names for the same concepts:

PongAlso called Pung
GongAlso called Kong
SheungAlso called Chow
PointsAlso called Tai
CirclesAlso called Dots

What the sets look like

Pong Three identical tiles.
Sheung Three consecutive numbers of one Suit.
Gong Four identical tiles. An open Gong is claimed from a discard or added to a Pong a player has already exposed; a concealed Gong is all four drawn by that player and declared on their turn.
Eyes The pair that completes a hand. A pair of 2s, 5s or 8s is called Good Eyes.
A complete winning hand Five sets and the eyes — 17 tiles. Special hands are also possible; these are explained further below.
Flowers These are never part of a set. Each one is exposed as it arrives and scores on its own.

Red 1 to 4: Pure Bouquet

Blue 1 to 4: Pure Bouquet

1, 2, 3, 4 across both colours: Mixed Bouquet

Winds and Dragons These can form Pongs and Gongs but never Sheungs.

Winds: East, South, West, North

Dragons: Red, Green, White

Before the game starts

Every game opens with a ceremony that decides where each player sits and where the wall is broken. All counting, draws and dealing are counter-clockwise around the table.

Finding the East seat

Whoever joins last rolls three dice and starts counting from themselves. Wherever the number lands is marked as the East seat. The other seats are marked counterclockwise from East: South, West, North.

Finding each player’s seat

The player in the East seat rolls and starts counting from themselves. The player the number lands on draws first from a stack of the four Wind tiles, and then the remaining players draw from that stack. Each person moves to the seat representing the Wind they drew. The person in East seat is the dealer.

Forming the wall

The 144 tiles are then built into a wall with four sides. Each side is 18 tiles long and two tiles high.

Breaking the wall

The dealer rolls and counts starting from themselves.

The player the number lands on breaks the wall in front of them by counting the number on the dice (starting from the right end of the wall in front of them), and breaking the wall at that point. The 16 tiles behind the break become the “Flower wall”, which is used only for Flower and Gong replacements, or for ordinary draws once the main wall runs out.

If the dealer’s roll is a triple, the other three players pay the dealer straight away: 5 for a triple of 2, 3, 4 or 5, and 10 for a triple of 1 or 6.

Dealing

Starting from the wall’s break point, each player is dealt four tiles until 16 tiles have been dealt. The dealer takes a 17th.

Flowers

Any Flower dealt is exposed straight away by the player who receives it and is replaced from the Flower wall, beginning with the dealer and going around until all players have replaced their Flowers.

Taking a turn

On each player’s turn they draw one tile from the main wall and then discard one. Before discarding a player may declare a win from their own draw, declare a concealed Gong, or add a fourth tile to a Pong they have already exposed to make an exposed Gong.

If a player uses a tile for a Gong, they draw a replacement tile from the Flower wall and then discard as usual.

Once the main wall is used up, players draw from the Flower wall.

Claiming a discarded tile

When someone discards a tile, other players may claim it if they can declare any of the following:

Mahjong

The tile completes a winning hand. Any player can claim it, and it takes priority over everything else.

Pong or Gong

A player holds two or three of the remaining tiles. Any player can claim.

Sheung

The tile completes a sequence of numbers. Only the player to the discarder’s right can claim it.

If more than one player claims, the order of priority is Mahjong, then Pong or Gong, then Sheung.

More than one player can win on the same discarded tile.

If a player adds a fourth tile to an exposed Pong, any other player who can win on that tile can take it. This is called robbing a Gong.

Passing on a tile

If a player passes on a tile they could have claimed, they cannot claim that same tile from anyone’s discard until their own turn has come around again.

This includes a winning tile.

Flowers

Flowers are exposed as soon as they are picked up, and are replaced with a tile from the Flower wall. If the replacement is itself a Flower, that one is exposed and replaced too.

The Flower numbers match the seats: 1 is East, 2 is South, 3 is West, 4 is North.

Collecting seven or eight Flowers wins the hand, and Mahjong must be declared only after the replacement tile has been drawn. This “instant Flower win” scores only these points and no other points are added to the hand score.

Chasing

If all four copies of the same tile are discarded before the first discarder’s turn comes round again, whoever discarded the first copy pays every other player 5 points for an Honour tile, 10 for a Suit tile.

West Wind is the exception. A player about to discard the fourth West Wind shows the tile to everyone, returns the tile to their hand and discards something else. No chasing points are paid for West Wind.

Closing a hand

Closing can only be declared on a player’s own turn, after they have drawn and before they discard. It cannot be undone.

From that point the player’s concealed tiles are hidden and frozen. The player cannot look at them anymore, and must discard each tile they draw, unless it is the winning tile. A closed hand is worth 5 points if it wins.

Closing is not allowed with Nico Nico or 16 Orphans hands. Closing and then declaring one of those is a False Mahjong.

Winning a hand

A “self-draw” win is when the winner selects their winning tile from the wall. A “discard win” is when the winner selects it from the discards.

The hand score is what the winning hand is worth (see “Scoring”). Based on the hand score, the following payments are made in the form of points:

Win from self-draw

Each of the other three pays the full hand score to the winner.

Win on a discarded tile

Only the player who discarded it pays the hand score to the winner.

Win by robbing a Gong

The player who declared the Gong pays the hand score to the winner.

More than one winner on a discard

The discarder pays each winner separately based on their hand score.

The minimum score for a winning hand depends on the Wind of the round: 20 for East, 22 for South, 24 for West, 26 for North.

Declaring a win that falls below the minimum is a False Mahjong. The player who declared it pays 25 points to each of the other three and the hand ends.

Points exchanged during play — for Flower bouquets, concealed Gongs, dealer’s triple while breaking the wall, chasing, False Mahjong — move points between players but are not part of a winning hand’s score. Dealer streak points (explained below) do count.

All points received and subtracted contribute towards players’ cumulative points, which are added up across all hands of the game.

How the dealer, seat Wind and round Wind change

The deal moves one seat counter-clockwise each hand, unless the dealer wins alone.

A “dealer streak” is when the dealer wins alone on consecutive hands. The dealer gets 3 bonus points on their second win and 5 on their third win.

The deal passes after the dealer wins three times in a row, if the hand is drawn, or if the dealer wins along with another player.

If a player claims a False Mahjong, the dealer and dealer streak remain unchanged.

Seat Winds are read from whoever is currently dealer, so they shift as the deal moves. The round Wind does not: It advances only when the deal has been all the way round the table, so every round runs at least four hands.

When nobody wins

The hand is a draw when both the main wall and Flower wall are used up.

On a drawn hand every player pays 5 points onto the table. That pool is collected by the next player to win through self-draw, and it builds up if hands are drawn one after another.

Scoring

Fundamental scoring elements (points for specific sets are in sections below)

  • Mahjong

    5

  • Win after Closing

    5

  • Good Eyes: Pair is 2, 5, or 8 of any Suit

    2

  • Calling by pairs: Win depends on either of two pairs becoming a Pong — NOT awardable with all-Pong hand

    2

  • True single wait: Only one particular tile can win, no alternatives

    2

  • False single wait: Three or more different tiles could have completed the hand

    2

  • Dealer wins, or dealer discarded the winning tile

    1

  • Win by self-draw

    1

  • Fully concealed hand, discard win

    5

  • Fully concealed hand, self-draw win

    10

  • Winning tile from the Flower wall

    5

  • Last Man Standing, discard win: Fully exposed hand with only one tile concealed to form a pair. No Closing allowed. Open Gong allowed

    15

  • Last Man Standing, self-draw win: Fully exposed hand with only one tile concealed to form a pair. No Closing allowed. Open Gong allowed

    10

  • Seabed hand: Winning tile is the last tile of the wall

    20

  • Win within seven discards

    50

  • Heavenly hand: Dealer's dealt hand is complete before their first discard

    100

  • Earthly hand: A non-dealer wins on the dealer's very first discard

    90

Instant payments during play (paid immediately, by all 3 other players unless stated)

  • While breaking the wall, dealer rolls triples of #2–5: 5. Triples of 1 or 6: 10

    5 / 10

  • Mixed Bouquet: 1,2,3,4 of Flowers, mixed colours

    5

  • Pure Bouquet: 1,2,3,4 of Flowers, same colour. A player can be paid for both Mixed and Pure Bouquets.

    10

  • Concealed Gong declared (add +2 to hand score if the holder wins)

    5

  • Chasing: Fourth copy of a tile discarded within one go-around. First discarder pays.

    Honour 5 / Suit 10 to every other player

  • False Mahjong: Complete hand that scores below the round minimum. Caller pays, hand ends and dealer stays the same.

    25 to every other player

  • Drawn hand: The pool is collected by the next self-drawn winner and builds up across consecutive drawn hands

    5 paid by every player

Flowers

  • Each Flower tile

    1 each

  • Flower matching the player's seat number

    +1

  • No Flowers

    1

  • No Flowers AND no Winds/Dragons — replaces both the 1 for no Flowers and the 1 for no Winds and no Dragons (5 in total, not 7)

    5

  • 7 Flowers = instant win, after its replacement is drawn; no other hand score. East/South/West/North minimum score awarded.

    20 / 22 / 24 / 26

  • 8 Flowers = instant self-draw win, after both replacements are drawn; no other hand points

    40

Winds and Dragons

  • Each Pong/Gong of Winds

    1

  • Pong/Gong of the player's seat Wind

    +1

  • Pong/Gong of the round Wind

    +1

  • Little 3 Winds: 2 Wind Pongs + Wind pair

    15

  • Big 3 Winds: 3 Wind Pongs

    30

  • Little 4 Winds: 3 Wind Pongs + Wind pair

    50

  • Big 4 Winds: 4 Wind Pongs

    60

  • Each Pong/Gong of Dragons

    2

  • Little Dragons: 2 Dragon Pongs + Dragon pair

    20

  • Big Dragons: 3 Dragon Pongs

    40

  • No Winds and no Dragons

    1

Pongs

  • Concealed Pongs, all from self-draw (open Gongs count as concealed Pongs; concealed Gongs count too): 2 / 3 / 4 Pongs

    5 / 15 / 30

  • 5 concealed Pongs, at least one being an open Gong

    80

  • 5 concealed Pongs, no open Gongs (all self-drawn / concealed)

    100

  • Sequential Pongs, same Suit (e.g., 111 + 222): 2 / 3 / 4 Pongs

    5 / 15 / 30

  • 5 sequential Pongs + any pair

    60

  • 5 sequential Pongs + sequential pair (e.g., 111…555 + 66)

    80

  • Sister Pongs: Same number, different Suits: 2 / 3 Pongs

    5 / 15

  • Four in 2/3/4 ways: All 4 copies of one tile appear in the winning hand, spread across 2 / 3 / 4 distinct sets or the pair. Examples: 3-Circle used in a Pong and in 2-3-4 Sheung of Circle = 2 ways; 6-Character used in 4-5-6, 5-6-7, 6-7-8 and another 4-5-6 = 4 ways

    5 / 15 / 20

Gongs

  • Each open Gong (counts as a concealed Pong)

    1

  • Win by robbing a Gong: If a player adds a fourth tile to an exposed Pong, any player who can win with that tile can take it. Adds 10 to the winner's hand score; the player who declared the Gong pays.

    10

  • Win by self-draw after a Gong replacement: Player makes a Gong, draws a replacement tile and makes another Gong, draws a replacement again and wins. (One Gong and its replacement is not enough.)

    30

Sheungs

  • Mixed Dragon: 123 / 456 / 789 across different Suits — any part exposed

    5

  • Mixed Dragon fully concealed

    10

  • Pure Dragon: 123 / 456 / 789 all in one Suit — any part exposed

    15

  • Pure Dragon fully concealed

    20

  • Brother Sheungs: Identical number sequence, same Suit: 2 / 3 / 4 sets

    5 / 15 / 25

  • Sister Sheungs: Identical number sequence, different Suits: 2 / 3 / 4 / 5 sets

    3 / 10 / 25 / 40

  • Step-up: 3 Sheungs, each starting one number higher than the last (Suits may mix; max one award)

    5

  • All step-up hand: 5 consecutively stepped Sheungs + any pair

    20

  • All step-up hand in a single Suit: added on top of the 20 above

    +90

Terminals (1s and 9s)

  • No terminals: no 1s, 9s or honours

    5

  • Terminals-only hand with Honour tiles: Every numbered set contains 1 or 9; pairs are of 1, 9, or honours

    20

  • Terminals-only hand with no Honours

    40

  • Terminal Pong set: 111 + 999 of the same Suit: 1 / 2 sets

    5 / 20

  • Terminal Sheung set: 123 + 789 same Suit

    5

  • 2 terminal Sheung sets, two different Suits ("mixed")

    16

  • 2 terminal Sheung sets, same Suit ("pure")

    20

Suits and whole-hand structure

  • 2-Suit hand: 2 Suits, no Honours, with Flowers

    5

  • 2-Suit hand, no Honours, no Flowers (the 5 for no Flowers or Honours is included, not added again)

    15

  • 5-Suit hand: All 3 Suits + Winds + Dragons

    10

  • Semi-pure hand: 1 Suit + Honours

    30

  • Pure Suit hand: 1 Suit, no Honours

    90

  • Pure Honour hand: Winds/Dragons only; also scores its Wind, Dragon and Flower points

    140

  • All-Sheung hand: 5 Sheungs + pair with Flowers and/or Honours

    5

  • All-Sheung hand, no Flowers or Honours (the 5 for no Flowers or Honours is included, not added again)

    15

  • All-Pong hand: 5 Pongs/Gongs + pair

    25

Dealer streak ("dice on the wall")

  • Dealer bonus points for 2nd / 3rd consecutive win

    3 / 5

Special hands

  • Nico Nico: 7 pairs + 1 Pong. Fully concealed and self-drawn except the winning tile which can be discard or self-drawn. Good Eye points only received if the winning tile is 8, 5 or 2. No Closing allowed (would be False Mahjong); no concealed-hand bonus.

    40

  • Nico Nico containing 1 undeclared Gong (4 of a kind held as 2 pairs)

    50

  • Nico Nico containing 2 such Gongs

    65

  • 13 Orphans: 13 Orphan tiles (1 and 9 of each Suit + one of every Wind and Dragon) + any Pong or Sheung + 1 of any of the 13 Orphan tiles (makes the pair). Hand is fully concealed; Mahjong can be self-drawn or discard.

    90

    Here the extra 1 of Circles pairs with the first.

  • 16 Orphans: 16 Orphans (3 "spread Sheungs" per Suit (tiles ≥2 apart, e.g., 1-4-9) + one of each honour) + 1 of any of the 16 Orphan tiles (makes the pair). Hand is fully concealed; Mahjong can be self-drawn or discard. No Closing allowed (would be False Mahjong).

    50

    Here the extra 4 of Circles pairs with the one in the first Sheung.

  • 16 Orphans with 1s and 9s in all Suits

    +10

  • Chicken hand: Hand worth exactly 1 point before adding 5 points for Mahjong

    20

  • Jewel hands: Jade (green Dragons + Bamboo only), Ruby (red Dragons + Characters only), or Diamond (white Dragons + dots only). May be exposed; Sheungs and Pongs allowed.

    20