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Mahjong scoring

The Hong Kong system, pattern by pattern

Scoring is where most beginners give up, and it is the one part of mahjong you can put off. Play a few evenings at one point per win, then add patterns from the list below a few at a time. This page follows Hong Kong scoring, the most common starting system: patterns in the winning hand earn fan, fan are converted to points by a table, and the losers pay according to how the win happened.

The common patterns

A hand may hold several patterns at once and their fan add up. The list below covers what comes up in almost every game. Tables differ on the exact values, sometimes by a fan here and there; write yours down before you start.

Worth one fan

A pung of green dragons is one fan anywhere. A pung of South is one fan for the South seat, one fan in the South round, and two if both.

Worth three fan

Half flush: dots and honours only. Three fan, plus one for the dragon pung, plus whatever the wind pair would have been as a pung.

Worth more, up to the limit

Big three dragons: pungs of all three dragons. A limit hand on most tables.

Worth nothing

A hand with no pattern at all, mixed chows and pungs with no dragons, no wind of value, won on a discard with an exposed set: the chicken hand. Under a three-fan minimum it cannot win. Under a no-minimum house rule it wins for the base amount and is often the fastest hand on the table, which is a strategy in itself.

From fan to points

Fan are converted with a doubling table. A common one, with a three-fan minimum and a ten-fan limit:

Fan345678910 (limit)
Base points8162432486496128

The base is what one loser pays. Tables that start at one fan, or that double all the way with no flattening in the middle, exist; the shape matters less than everyone agreeing on it beforehand.

Who pays

This is the rule that makes discarding dangerous. If the winner drew the winning tile from the wall, all three losers pay the base. If the winner claimed it from a discard, the player who discarded it pays for everyone: either the whole three shares, or, in the gentler “half-spicy” variant common in Hong Kong, the discarder pays a full share and the other two pay half a share each. Either way, throwing the tile that wins someone the hand costs you, and the last few discards of a long hand are chosen with that in mind. A hand that is obviously one tile from a flush changes what everyone else is willing to throw.

The dealer pays and receives double in many houses, which is why keeping the deal by winning as East is worth chasing.

A worked example

South seat, East round. The hand below is won by self-draw with no exposed sets.

Pung of red dragons, pung of South, 2-3-4 bamboo, 4-5-6 characters, pair of 8 dots. Won by self-draw, fully concealed, in the South seat.

Counting: self-draw one fan, concealed one fan, the pung of red dragons one fan, the pung of South (seat wind) one fan. Four fan; on the table above that is 16 base points, and since it was a self-draw, all three losers pay 16, for 48 in total. Had the same hand been won on a discard, it would have lost the self-draw fan and one of the concealed fan by most tables' reckoning and dropped to two fan, below the minimum, so it could not have been declared at all. That difference, between a hand you can win only by drawing the tile and a hand you can win on any discard, is most of the strategy of the late game.