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Hong Kong Mahjong

Hong Kong Mahjong is a popular traditional Mahjong game that is well-loved by players in the Hong Kong region. It is known for its simple rules and fast-paced gameplay, retaining the core elements of classic Mahjong while offering a high degree of flexibility in various hand combinations. This makes it suitable for both beginners and experienced players to compete together. 🌆

How to Play Hong Kong Mahjong

Hong Kong Mahjong Tiles

Hong Kong Mahjong uses a set of 136 Mahjong tiles, including number tiles and honor tiles.

  • Number Tiles: These include Bamboo, Character, and Circle , each numbered from 1 to 9, totaling 108 tiles.
  • Honor Tiles: These include the four Wind Tiles and three Dragon Tiles, totaling 28 tiles.

Hong Kong Mahjong Scoring Rules

Basic Principles

  • For the basic winning hand, the player must arrange their tiles into four "melds" and one "pair".
  • For special winning hands, the Thirteen Orphans hand is used.
  • Only the player who wins scores points. Other players pay according to the rules.
  • A winning hand must have at least 3 Fan.
  • The maximum is 10 Fan; any hand over 10 Fan is scored as 10 Fan.
  • Full Ching : If a player wins by someone else discarding a tile (called "Chong"), the person who discards the tile bears all the points.

Payment and Receipt

  • Full Liability of Chuck, the discarding player pays for the whole hand for chucking.
  • Pao (Liability): A player who discards a key tile that is meld by another player and that melding significantly assists the latter, hence Pao adopted in prevention. a. When a Pao is confirmed, the discarding player pays for the whole hand when the melding player wins on self-drawn(any moment later). If the melding player wins on chuck, it is still the chucking player who pays for the whole hand. b. The situation of Pao includes: Fourth meld, When a player has already melded (include concealed kan, same below) for three times, any player who discards a tile and lets the player to meld for the fourth time should bear the Pao. No one will pao if the fourth meld is a concealed kan. Big Dragon, When a player has already melded two dragon triplets/quads, another player who discards the remaining dragon and lets the player meld should Pao.
  • Latter Replaces the Former, A winning hand is Pao by one player at any given moment. If more than one condition of pao is triggered, the latest Pao is recognised replacing the former.

Hong Kong Mahjong Scoring Rules:

1 Fan

  • All sequences: All 4 melds are sequences. No triplets / quads.
  • Closed Hand: No melded melds, hand is completely concealed. (Concealed kan are considered as melded melds).
  • Self drawn: The winning tile is drawn by the player.
  • Triplet of Dragons: Get a triplet/quad of one of the (red/white/green) dragons.
  • Triplet of Winds: Get a triplet/quad of the wind matching the position or the prevailing wing of the revolution. When the wing of position and the wind of revolution overlaps, getting the triplet/quad of that wind scores 2 Fan.
  • All Terminals and Honours: The hand consists of only terminals and honours. It must be an all triplet hand.
  • Robbing a kan: The tile that another player uses to declare a promoted kan is the gate of a player. The player can then declare Hu and rob the kan tile. In most cases, only promoted kan can be robbed. Only thirteen orphan hands rob a concealed kan.
  • After kan: Declare Hu right at kan supplement.
  • Last Tile from Wall: Hu by Drawing the last tile from the wall. 3 Fan
  • Semi-Flush: The hand consists of only one type of suit and honour tiles.
  • All Triplets: The hand consists of only triplets and quads. No sequences.
  • Small Dragons: 2 triplets/quads and a pair of eyes using the 3 types of dragon. The Faan of the 2 dragon triplets will be counted also, making it 5 Faan in total. 5 Fan
  • Big Dragons: 3 triplets/quads of dragons. The Fan of the 3 dragon triplets will be double counted, making a total of 8 Fan. 7 Fan
  • Flush: The hand consists of only one type of suit. No Honours. 10 Fan
  • All Honours: The hand consists of only honours. No suits.
  • Small Winds: 3 triplets/quads and a pair of eyes using 4 types of wind.
  • Big Winds: 4 triplets/quads of Winds.
  • All Concealed Triplets: An All Triplets hand with all triplets concealed. No triplets are pong or hu from other players. No quads. In other words, a two pair waiting must be self-drawn; while a single eye waiting can either hu from other players or self-drawn.
  • All Quads: The hand with 4 quads. No triplets and sequences.
  • All Terminals: The hand consists of only the terminals.
  • Bless of Heaven: The dealer Hu from the Initial hand without declaring any concealed kan.
  • Bless of Earth: A non-dealer Hu on the first discard of the dealer under the circumstance that the dealer has not declared any concealed kan.
  • Thirteen Orphans: Get one of each terminals and honours. One of the terminal / honour tiles forms a pair.
  • After Consecutive Kan: Declare another Kan right at a Kan supplement process, and then declare Hu from that Kan Supplement.
  • Nine Gates: The hand consists of 1112345678999 and another tile of the same type of suit, and is totally concealed. If it is hu on another player's discard, the hand must be waiting for nine gates. If it is self-drawn, the hand that is not waiting for nine gates can also be considered as a Nine Gates Hand.

Mahjong Scoring Table

Two-Player Mahjong Rules In two-player Mahjong, there are some adjustments made to the standard four-player game:

  • Tiles: The 2 to 8 tiles of Bamboo and Character are removed, leaving only 1 and 9 of each suit, for a total of 80 tiles.
  • Scoring Table:

Hong Kong Mahjong Strategies and Tips

  • Familiarize with Scoring Combinations: Understand the different scoring hands and their Fan values, helping you plan your hand more effectively during the game.
  • Adapt Flexibly: Adjust your strategy based on the tiles you draw, aiming to form the highest-scoring combinations instead of sticking to a fixed plan.
  • Defensive Strategy: Pay attention to the tiles discarded by other players to avoid discarding tiles that might help them complete their hand.
  • Probability and Pattern Recognition: Analyze the tiles that have been discarded and the ones you draw to estimate the probability of completing certain combinations, and predict the possible hands of your opponents.
  • Risk Management: Balance offense and defense—while aiming for high-scoring hands, avoid exposing your hand and giving your opponents the chance to complete their winning hand.

Special Thanks

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