Festive, but not only festive
Chinese New Year makes four-player family tables easier to gather and Mahjong more visible. The same game is also played year-round in homes, clubs and community sessions.
Written by Wong Hong Wei
Helping someone start? Use the First Hu teaching kit: a printable learner sheet and separate facilitator notes for two fixed practice examples.
This guide and playable table use 148 tiles in the Singapore set documented here: 136 suited and honour tiles that can form a hand, plus eight Flowers/Seasons and four Animals that are revealed and replaced. A normal Hu has four sets and one pair. This website's practice table requires at least 1 Tai, caps the payout at 5 Tai, and documents its house-rule choices separately from other Singapore tables.
Editorial status: the English copy received a repository editorial pass and app-specific results are checked by deterministic tests. Chinese terms are reference aids, not a complete Chinese translation. Independent instructor or club review and fluent Chinese-language review remain pending; see the methodology and review register.
Where everyone sits, how the 148 tiles are built into the wall 牌牆, and what the dice 骰子 decide. Read the picture first, then the four notes under it.
The dice in the middle show 4 + 3 + 5 = 12. The number on each wall run is how many stacks it holds. Arrows show the order of play: East → South → West → North — each player passes to the player on their right.
The dealer 莊家 rolls three dice. The total is not a score — it is an address. It picks the spot where the wall gets opened, so nobody can stack the deal in their own favour.
With 12: count 12 seats round the table, starting with the dealer as 1 — that lands on North 北. Then count 12 stacks from the right-hand end of North's wall, and the deal starts there.
The prevailing wind 圈風 belongs to the whole table, not to you. Every match opens in the East round 東風圈, and it only moves on to South once all four players have taken a turn as dealer.
Your seat wind 門風 is the separate one — the wind of the chair you are in right now. Both pay: a Pong 碰 of the prevailing wind is +1 Tai 台, and a Pong of your seat wind is another +1 Tai. Sitting East during the East round means one Pong of East collects both.
All 148 tiles go face-down and get stacked two high, which makes 74 stacks. Those are pushed into a square: two runs of 19 facing each other, and two of 18.
19 + 18 + 19 + 18 = 74 stacks = 148 tiles
East 東 and West 西 build the 19s; South 南 and North 北 build the 18s. In the picture above that is the run in front of East at the bottom and the one facing it at the top, with the two shorter runs down the sides. Each run is labelled with its own count.
The ends overlap rather than meeting flush — that offset is what makes it a pinwheel.
Turns pass East → South → West → North, and each player throws to the player on their right. Seen from above, that is anticlockwise.
If that looks backwards, it is: on a compass, E → S → W → N reads clockwise. A mahjong table is the compass mirrored, which is why the two disagree. See the side-by-side in the rulebook →
A complete, app-exact catalogue first; then four common hands drawn tile by tile. Scoring shapes, automatic wins and win circumstances are separated so one is never mistaken for another.
Compatible sources stack until the five-Tai payout cap. “Automatic” means the listed tiles can end the hand without first completing the ordinary four-sets-and-pair shape.
| Kind | Hand or pattern | Exact test used here | App score |
|---|---|---|---|
| Standard shape | All Chow / Lesser Sequence 小平胡 / 臭平胡 | Four Chows and an unvalued eye. A discard win must have had at least two possible winning tile types; bonus tiles are allowed. | +1 Tai |
| Standard shape | Ping Hu / Ping Wu 平胡 | All Chow's shape and wait test, with no Flower, Season or Animal. An exposed Chi is allowed; self-draw is exempt from the wait test. | +4 Tai |
| Standard shape | All Triplets / All Pong 對對胡 / 碰碰胡 | Four Pongs or Kongs plus one eye; no Chow. | +2 Tai |
| Standard shape | Half Flush / Half Colour 混一色 / 半色 | Exactly one numbered suit together with one or more Winds or Dragons. | +2 Tai |
| Standard shape | Full Flush / Full Colour 清一色 | Exactly one numbered suit and no honours. It stacks with Ping Hu only if the separate eye, bonus and wait tests also pass. | +4 Tai |
| Standard shape | All Honours 字一色 | Only Winds and Dragons. Compatible All Triplets and valued-set Tai may also count. | +4 Tai |
| Standard shape | Mixed / Half Terminals 混老頭 / 混么九 | Every regular tile is a suited 1 or 9, a Wind or a Dragon. | +2 Tai |
| Standard shape | Little Three Dragons 小三元 App house value | Two Dragon Pongs/Kongs plus the third Dragon as the eye. This app adds the pattern's +3 to the two individual Dragon-set Tai. | 5 Tai raw paid at cap |
| Standard shape | Little Four Winds 小四喜 | Three Wind Pongs/Kongs plus the fourth Wind as the eye; applicable seat- and prevailing-Wind Tai remain separate. | +2 Tai plus valued Winds |
| Standard shape | Pure / All Terminals 清老頭 / 清么九 | Only suited 1s and 9s, with no honours. | 5-Tai cap |
| Special shape | Thirteen Wonders / Orphans 十三幺 | One of every suited 1/9, Wind and Dragon, plus a duplicate of any one. A discard win is still paid at the self-draw rate here. | 5-Tai cap |
| Automatic Hu | Big Three Dragons 大三元 | Pongs/Kongs of all three Dragons; the unfinished concealed remainder is not inspected as an ordinary hand. | 5-Tai cap |
| Automatic Hu | Big Four Winds 大四喜 | Pongs/Kongs of all four Winds; the unfinished concealed remainder is not inspected as an ordinary hand. | 5-Tai cap |
| Automatic Hu | Eight Flowers / Eight Immortals 八仙過海 | All four Flowers and all four Seasons, irrespective of the regular concealed tiles. | 5-Tai cap |
| Type | Source or event | What it does on this practice table |
|---|---|---|
| Tai source | Dragon Pong/Kong; seat-Wind Pong/Kong; prevailing-Wind Pong/Kong | Each applicable source adds +1 Tai. The same Wind set scores both sources when seat and prevailing wind match. |
| Tai source | Animals; matching seat Flower/Season; complete Animal, Flower or Season set | Each Animal and matching seat bonus adds +1; each complete set adds its listed extra +1. Immediate bite or set awards remain separate. |
| Win circumstance | Replacement win 花上 / 槓上 | Adds +1 Tai when the replacement after a bonus tile or Kong completes Hu. |
| Win circumstance | Final live tile 海底撈月 | Adds +1 Tai when the table's last playable live-wall draw completes Hu. |
| Win circumstance | Robbing an added Kong 搶槓 | Adds +1 Tai. Only the tile used to upgrade an exposed Pong is normally robbable here. |
| Automatic circumstance | Robbing the eighth 七搶一 | Seven Flowers/Seasons alone do not win here. If another player exposes the missing eighth, it transfers to the holder of seven and triggers automatic Hu. |
| Settlement only | Self-draw 自摸 | Adds no Tai by itself. All three opponents pay the doubled rate. |
| Immediate award | Exposed, added or concealed Kong | Adds no Tai. The flat chip award is paid immediately and remains separate from the eventual Hu. |
| Liability override | Bao 包 | Adds no Tai. One liable player pays the complete discard or self-draw settlement after a configured dangerous feed. |
4 sequences (Chows) + 1 unvalued eye, with zero bonus tiles. A discard win needs 2+ possible winning tile types; a self-draw is exempt.
All 14 tiles belong to one single suit (e.g. all Bamboo / Suozi) with zero honour or dragon tiles.
Hand consists of 1 single suit combined with Honour tiles (Winds and/or Dragons).
Instant limit capped hand requiring 3 Triplets of Red Dragon (中), Green Dragon (發), and White Dragon (白)!
Select a scenario below to test which tile you should discard 打牌.
Discussing a different hand? Build its tile diagram and ask a kaki, with your rule context included.
Build the hand from the same Tai 台 sources and payment rules used by the playable table. Compatible patterns stack to the five-Tai cap.
Dealer status does not multiply payments on this table. Thirteen Wonders is always settled at the self-draw rate.
If the same Wind Pong is both your seat and prevailing wind, select both: it scores +2. Bite pairs pay chips immediately but add no separate pair Tai.
A special hand overrides the normal Tai inputs above.
Bao persists after the dangerous set is fed. Select it even if the eventual winning tile comes from another player or is self-drawn.
Immediate awards are collected from all three opponents when the event happens. They are shown separately because they do not add Tai and are not recalculated when the hand later ends.
Compare the facts you know with this practice table’s Ping Hu and Bao rules. These checklists do not inspect your tiles or establish an unknown game history. Your table may use different rules.
Tick a condition only if the opponent actually claimed your discard 打牌 to complete the stated exposed set. A dangerous tile that nobody claims is not enough.
A Singapore set holds 148 tiles, but only 46 different faces — the rest are duplicates. Every face is shown once below; the count beside each filter is how many tiles that family puts in the set.
Suited and honour tiles come four copies each (27 × 4 = 108, 7 × 4 = 28). The 8 flowers/seasons 花牌季節牌 and 4 animals 動物牌 are one of a kind — 108 + 28 + 12 = 148.
Four Chows, unvalued pair and no bonus tiles. A discard win cannot be a one-tile Kah Long wait; self-draw is exempt.
Hand consists of only 1 single suit (all Characters, all Bamboo, or all Circles).
Hand consists of 1 suit plus Honour tiles (Winds and/or Dragons).
All 4 sets are triplets/quads (Pongs/Kongs) plus 1 pair. Zero sequences!
A Singapore Mahjong set contains 148 tiles — the 144 standard tiles plus the 4 unique Singapore animal tiles:
Ranked 1–9, 4 copies each = 36 tiles.
Ranked 1–9, 4 copies each = 36 tiles. 1 Bamboo is depicted as a bird.
Ranked 1–9, 4 copies each = 36 tiles.
4 Flowers 花, 4 Seasons 季節牌 and 4 Animals 動物牌: Cat 貓, Rat 鼠, Rooster 雞, Centipede 蜈蚣.
The tile count that confuses everyone. 108 suited + 16 winds + 12 dragons = 136 regular hand tiles. Add the 8 flowers and seasons and you have 144. Add the four Animals used by this Singapore profile and you have 148 — the exact set used by this site's practice table. Other Mahjong sets may omit or replace local bonus tiles.
Only the 136 regular tiles ever sit in your hand. The other 12 are revealed and replaced the moment they arrive, so they never form part of your four-sets-and-a-pair.
| Family and common names | Count | Traditional Chinese tile names |
|---|---|---|
| Suited / number tiles · 數牌 | 108 | Characters / Millions 萬子; Bamboo / Bams 索子 or 條子; Circles / Dots 筒子. Each runs from 1 to 9 with four copies per rank. |
| Winds · 風牌 | 16 | East 東, South 南, West 西, North 北 — four copies each. |
| Dragons · 三元牌 | 12 | Red 中, Green 發, White 白 or 白板 — four copies each. White is often a blank framed tile. |
| Flowers & Seasons · 花牌 / 季節牌 | 8 | Plum 梅, Orchid 蘭, Chrysanthemum 菊, Bamboo 竹; Spring 春, Summer 夏, Autumn 秋, Winter 冬 — one copy each. |
| Animals · 動物牌 | 4 | Cat 貓, Rat 鼠, Rooster 雞, Centipede 蜈蚣 — one copy each. These are the four Animals used by this Singapore profile; not every Mahjong set includes them. |
Honours never form a sequence. Winds and dragons can only ever be a pair, a triplet or a quad. Every Chi must be three consecutive tiles within one numbered suit.
Different names, same tiles. Circles and Dots both mean 筒子; Characters and Millions both mean 萬子; Bamboo and Bams refer to 索子, also written 條子. This guide places its preferred English label first, but includes the alternatives so a new player can follow different Singapore tables. A tile can be named by rank — 7 Circles is 七筒 (qī tǒng).
East 東 is the dealer 莊家. Seats run East, South, West and North in anti-clockwise play order. On this practice table East keeps the deal after an East win or an exhaustive draw; a non-East win passes East to the next player. One complete East-seat rotation advances the prevailing wind 圈風 through East, South, West and North, and completing North ends the match.
East & West build 19 stacks; South & North build 18 stacks (74 stacks total, 2 tiles high).
Use the dice cut, deal 4 tiles at a time to 12, then 1 final tile to 13 (Dealer gets 14th). Reveal Flowers/Animals immediately and take each replacement from the back of the wall.
The break point. Once the wall is built, the dealer rolls three dice. The total (3–18) is counted round the table starting from the dealer as 1, and that names whose wall section is opened. The same total is then counted along that section to find the exact stack where the wall is broken, and dealing runs on from there. This is why the deal does not simply start in front of the dealer — the break point moves every hand.
The wall is consumed from both ends. Sixteen tiles are set aside at the back as a replacement reserve, and every flower, animal and Kong replacement is drawn from there rather than from the live wall. That is why the "last tile" is a defined point rather than simply the end of the row: the hand ends with 15 live tiles still sitting in the wall, and the draw taken just before that is the special final draw that scores an extra Tai. If nobody has won by then the hand is an exhaustive draw with no winner — agree beforehand whether the dealer repeats.
Why the seats do not match a compass. This catches out almost every new player: the four names look like a compass and behave nothing like one. Two ordinary facts collide, and the mismatch falls out of them.
Put those together and the seat names must appear in East → South → West → North order while travelling anticlockwise. On a compass that same sequence runs clockwise. One order, two opposite rotations — so the table is simply the compass reflected. Nothing is wrong: the seat order and the turn order are each fixed, and a mirror is the only arrangement that satisfies both.
Same four names, same starting point, opposite rotations. Hold one up to a mirror and you get the other.
From your chair, then: if you are East, South sits on your right, West faces you across the table, and North is on your left. That is exactly what this site's practice table draws.
Why play runs anticlockwise in the first place is not documented. The sources are candid that no conclusive reason survives — it is convention, and worth saying plainly rather than dressing up in an origin story.
The practical consequence is that the table's East is wherever the dealer is sitting, not a direction in the room. It moves: when the dealership passes, every player's seat wind changes and the player who was South becomes East, without anyone getting up. Trying to align the table with the room's actual compass bearing gains nothing. It also explains a distinction that bites later — your seat wind is where you sit this hand, while the prevailing wind is the round the whole table is in. Both use the same four names and both can score, so a hand's value depends on the round as well as your chair.
A standard Hu 胡 has 14 tiles: four sets 面子 and one pair 對子 (the eye 眼).
Three consecutive tiles in one numbered suit. Chi 吃 is the action of claiming a discard to expose one.
Three identical tiles. Pong 碰 is the call used to claim the third tile from a discard.
Four identical tiles count as one set. Declare Kong 槓 and take a replacement tile.
Two identical tiles complete the shape. Also called the pair or jiang 將. A Dragon, seat-wind or prevailing-wind eye blocks Ping Hu and All Chow, but is exactly what Little Three Dragons and Little Four Winds require.
Four sets and one pair, totalling 14 tiles. A set is three tiles — a sequence (Chi) or a triplet (Pong). A Kong holds four tiles but still fills one set slot, which is exactly why it comes with a replacement draw: without it you could never reach 14.
The pair — the eye — can be any two identical tiles: a suited number, a wind or a dragon. Which one you choose has scoring consequences in both directions, so it is worth deciding deliberately rather than taking whatever is left over.
Special hands ignore the template altogether, and which ones your table allows is very much a house rule. Two matter here:
Everything else runs through the four-sets-and-a-pair template, so unless you are deliberately chasing a limit hand, that is the shape to build toward.
Between turns, your concealed hand has 13 tiles.
Take one tile from the wall, or make an eligible claim. Expose a Flower, Season or Animal immediately and take its replacement.
With 14 tiles, declare a legal Hu or discard one tile. The discard can then be claimed by another player.
Why the count changes. Between turns everyone holds 13 tiles. Your draw makes 14; your discard puts you back to 13. The dealer starts with 14 only because they discard first without drawing.
A claim replaces your draw — it is not an extra tile. If you Pong or Chi a discard, that tile is your incoming tile: you form the open set and discard, without drawing from the wall first. Getting this wrong is the usual cause of ending up with the wrong number of tiles.
The loop, and what breaks it. Play normally runs East → South → West → North, passing to the player on your right. A claim cuts the loop short:
Bonus tiles are handled inside your turn. Reveal any flower, season or animal the moment it arrives, take a replacement from the reserve, and repeat if the replacement is another bonus tile. Only then do you decide your discard.
| Call | Where it can come from | Priority |
|---|---|---|
| Hu 胡 | Any player's discard, if it completes a legal hand | First |
| Pong 碰 / Kong 槓 | Any player's discard | Second |
| Chi 吃 | Your immediately previous player only — the next-player claim in turn order | Third |
When more than one claim is possible, this table uses Hu 胡 → Pong 碰 / Kong 槓 → Chi 吃. It does not use multiple winners; the eligible player nearest to the discarder takes priority.
Two players on the same rung? The one nearer the discarder in turn order takes it. There is never more than one winner.
Chi is the only call that cares where the tile came from. If the player on your left discards 6 Bamboo and you hold 4–5 Bamboo, you may Chi. The identical 6 Bamboo from either other player cannot be Chi'd — though it could still be claimed for Hu if it completes your whole hand. Pong, Kong and Hu can be taken from anyone.
The three kinds of Kong, which behave differently but all count as one set and all earn a replacement draw:
| Kong | How it happens |
|---|---|
| Concealed | You draw the fourth copy of a triplet already entirely in your hand. Declared on your own turn and kept hidden. |
| Exposed | You claim a discard to complete the quad. Shown face-up. |
| Promoted (added) | You already have an exposed Pong and later draw the fourth tile yourself. This is the one that can be robbed — another player may Hu on the tile you are adding. |
The replacement draw is not a bonus turn. A Kong uses four tiles to fill one set slot, so without a replacement you would be a tile short of ever reaching 14. It restores the count, nothing more. If the replacement is itself a bonus tile, reveal it and draw again.
Claim 1 Character with 2–3 to expose 1–2–3. On this same turn you cannot discard the claimed 1, or the opposite extension 4. Choose another tile.
Pass 過 also has a temporary cost. Passing an eligible Hu 胡 blocks Hu on that tile type until your next draw. Separately, passing an eligible Pong 碰, Kong 槓 or Chi 吃 blocks all three set claims—Pong, Kong and Chi—on that tile type until your next draw, but does not by itself block Hu. Your own latest discard is likewise locked against reclaiming or winning until your next draw. Drawing clears these temporary restrictions.
You cannot claim merely to swap the same tile back. After Pong, the claimed tile cannot be discarded immediately. After Chi, the claimed tile is blocked and, when the claimed tile sits at one end of the new sequence, the opposite extension is blocked too. For example, after claiming 1 with 2–3, neither 1 nor 4 may be the immediate discard. The restriction ends as soon as you discard another legal tile.
Calling is optional, and often wrong. Being allowed to Pong or Chi is a different question from whether you should. A call trades flexibility and information for speed: the set is locked in, cannot change shape, and tells everyone what you are collecting.
The test worth applying every time: does this call bring me closer to a hand I could actually declare — including reaching the minimum Tai — or does it just fill a slot? A call that completes a set but leaves you with no legal Tai source is how players end up holding a finished chicken hand.
Chi and Pong are not symmetrical. A Chi can only ever come from one player, so a genuinely useful one is rare — take it when it helps. A Pong can come from any of three, so useful chances recur, and you can afford to let a marginal one go.
One thing that does not apply here: some rulesets pay a bonus for a fully concealed hand, which any call forfeits. This table awards no concealed-hand Tai, so the only cost of calling is information and flexibility. Check which applies at your table.
Tenpai (聽牌) means one more tile makes a legal Hu. Count the copies already discarded or exposed before judging a wait.
4–5 can take 3 or 6. It is usually fastest, with up to eight live copies.
4–6 needs the 5 in the middle. At most four live copies.
8–9 can only take 7; 1–2 can only take 3. The rank runs out at the end of the suit.
Four sets are complete and one matching tile is needed for the eye. Narrow, but can be correct late in a hand.
Ready (聽牌) is not simply "one tile from four sets and a pair". Because this table requires at least one Tai, the tile that completes your shape must also leave you with a legally scoring hand. A hand one tile from a complete but worthless shape is not ready — it is stuck.
The same three loose tiles, shaped three ways, give very different chances. This is the highest-leverage skill beyond knowing the rules:
| Shape | Needs | Copies alive at best |
|---|---|---|
| 4–5 Circles · two-sided 兩面 | 3 or 6 Circles — two tile types | 8 |
| 4–6 Circles · closed 嵌張 | exactly 5 Circles — one type | 4 |
| 8–9 Circles · edge 邊張 | exactly 7 Circles — one type | 4 |
| 5–5 Circles · pair wait 單釣 | the third 5 Circles | 2 — you already hold two of the four |
Those are ceilings, not counts. Subtract every copy you can see before trusting any of them — a two-sided wait on a suit an opponent is visibly hoarding can be worse than a narrow wait on a tile nobody wants.
Shape the wait before you are ready, not after. Early on, when choosing between a tile that only serves a closed wait and one that could become two-sided, lean flexible. Once you are actually ready the wait is essentially fixed — the decision that mattered was made several turns earlier. Reshaping late costs a draw you usually cannot spare.
Before you declare Hu, run four checks — a wrongly declared win is a penalty situation on stricter tables:
A completed four-sets-and-pair hand with zero Tai is not a legal Hu in this ruleset. Plan a Tai source early.
Seven Pairs is not used. The usual route is four sets plus one pair, or one of the special limit hands shown in the calculator.
Shape and value are two separate tests, and you need both. Holding fourteen tiles in four sets and a pair is necessary but, on a table with a minimum-tai rule, it is not sufficient. A complete hand worth zero tai is a chicken hand (雞胡): you cannot declare it, and play simply continues. This is the rule newcomers from other Mahjong variants least expect, and the one that most often ruins an otherwise finished hand.
The practical consequence is that you have to plan a tai source before the final tile arrives, not after. Common sources on a Singapore table:
Two ways to win can settle differently by table: self-drawn (Zimo · 自摸), where the tile completing your hand comes from your own draw, and on a discard (Fangpao / Dianpao · 放炮 / 點炮), where you claim another player's discard as the win rather than as a Pong, Kong or Chi.
Confirm the number before the first hand. This practice table requires one Tai. The compared rulesets and configurable profiles also document two-Tai and zero-Tai alternatives; this guide does not claim how prevalent each choice is. The minimum changes how you build every hand, so settle it alongside the other house rules rather than discovering it mid-game.
Tai 台 is capped at 5. Use the calculator for the combined hand and payout.
Four Chows, unvalued pair and no bonus tiles; no one-tile discard wait. Self-draw is exempt.
One numbered suit only.
One numbered suit plus honours.
Four Pongs/Kongs and a pair.
Each Dragon set, Seat-Wind set and Prevailing-Wind set. One Wind Pong can score both.
Singapore players mix English, Chinese and family pronunciations. For example, Half Flush, Half Colour and 半色 (bàn sè, often written “ban se”) all commonly point to one numbered suit plus honours. Use the Chinese characters and the exact shape below to resolve ambiguity; a familiar name does not automatically import another table's Tai value or conditions.
On a phone, swipe sideways to compare the names with the exact hand shape.
| Guide / scorer label | Chinese | Other names you may hear | Exact shape used here |
|---|---|---|---|
| All Chow | 小平胡 / 臭平胡 | Small Ping Hu; Chou Ping Hu | Four sequences, an unvalued eye and no one-type discard wait. Unlike strict Ping Hu, bonus tiles are allowed. |
| Ping Hu | 平胡 | Ping Wu; All Sequences | Four sequences, unvalued eye, no bonus tiles and no one-type discard wait; self-draw is exempt from the wait restriction. |
| All Triplets | 對對胡 / 碰碰胡 | All Pong; Triplets Hand | Four triplets or quads plus one pair. |
| Half Flush | 混一色 / 半色 | Half Colour / Half Color; Mixed One Suit; “ban se” | Exactly one numbered suit together with one or more Winds or Dragons. |
| Full Flush | 清一色 | Full Colour / Full Color; Pure One Suit | Exactly one numbered suit and no honours. |
| All Honours | 字一色 | All Honors; All Big Tiles / 大牌 | Only Winds and Dragons. |
| Half Terminals | 混老頭 / 混么九 | Mixed Terminals; Big Tiles One-Nine / 大牌一九 | Only suited 1s and 9s together with honours. |
| All Terminals | 清老頭 / 清么九 | Pure Terminals | Only suited 1s and 9s; no honours. |
| 13 Wonders | 十三幺 | Thirteen Wonders; Thirteen Orphans | One of each suited 1/9, Wind and Dragon, plus one duplicate among those thirteen types. |
All Chow naming is especially variable: some tables use 小平胡 or 臭平胡 for conditions that are not identical. Some references also fold an all-honours hand into “Full Colour”; this scorer keeps All Honours 字一色 separate. Here the aliases are cross-references only—the written tile shape is authoritative.
| Tai | Pattern | What qualifies |
|---|---|---|
| +1 | All Chow · 小平胡 / 臭平胡 | All sequences. A valued eye disqualifies it, as does Kah Long — winning from a discard on a hand with only one possible winning tile. Self-drawn is exempt. |
| +1 each | Valued Dragon / Wind triplet · 三元牌 / 門風 / 圈風刻子 | Each Dragon, seat-wind or prevailing-wind triplet/quad scores separately. If your seat wind is also the prevailing wind, its set scores both +1 sources: +2 total. |
| +1 each | Bonus tiles · 花牌 / 動物牌 | Each matching flower/season and each animal. Complete flower, season and all-animal sets add +1 each; bite pairs add immediate chips, not extra pair Tai. |
| +2 | All Pong 對對胡 / 碰碰胡 · Half Flush 混一色 / 半色 · Mixed Terminals 混老頭 / 混么九 · Little Four Winds 小四喜 | These patterns stack where the game scorer permits. |
| +3 | Little Three Dragons · 小三元 | Two Dragon Pongs plus the third Dragon as the eye. |
| +4 | Ping Hu 平胡 · Full Flush 清一色 · All Honours 字一色 | Each follows its own conditions; payouts cap at five Tai. |
| 5 cap | Pure Terminals 清老頭 / 清么九 · Thirteen Wonders 十三幺 · Eight Flowers 八仙過海 | These reach the table cap. Thirteen Wonders is paid at the self-draw rate even when won on a discard. |
| Auto Hu | Big Three Dragons 大三元 · Big Four Winds 大四喜 · Eight Flowers 八仙過海 | Declared immediately; Big Four Winds is internally ten Tai but pays at the five-Tai cap. |
| +1 | Replacement 花上 / 槓上 · last-live-tile 海底撈月 · robbing an added Kong 搶槓 | Recognised by the game scorer when the relevant event occurs. |
Half Terminals is Mixed Terminals 混老頭: every regular tile must be a suited 1 or 9, a Wind or a Dragon. All Terminals 清老頭 is stricter—only suited 1s and 9s, with no honours—and reaches the cap. Little Three/Four and honour-pattern Tai stack with their individual valued sets before the five-Tai cap is applied.
When East is both your seat and the prevailing wind: Seat +1 + Prevailing +1 = +2.
The animals themselves give +2 Tai total. Completing the pair collects immediate chips; it does not add another Tai.
This 5-Tai hand is settled at the self-draw rate even when the winning tile came from a discard.
Ping Hu differs materially across the rulesets compared here. The shared idea is an all-sequence hand, but the eye, the wait, whether bonus tiles disqualify it and whether an exposed Chi is allowed are all table-rule questions. A rule learned at one table does not transfer unchanged to another — check it rather than assume.
Open the focused Ping Hu contradiction map for the direct answer, a side-by-side table of documented alternatives, stable rule ID SGMJ-PINGHU-001, and worked hands that are automatically checked against the playable scorer.
On this site's practice table the test runs in order, and the hand scores Ping Hu only when every answer is favourable:
Chou Ping Hu (臭平胡) — literally "smelly" Ping Hu — is the near miss: a hand that looks like Ping Hu but fails one condition, most often because the eye turned out to be a valued honour. Tables differ on whether it still pays something or nothing at all.
The practical warning is the same one that governs the minimum-tai rule: because Ping Hu forbids Pongs, an all-sequence hand often has no other tai source. If your table also blocks it on bonus tiles, a single flower you were pleased to draw can leave you with a complete hand you cannot legally declare. Decide early whether you are committing to Ping Hu, and confirm your table's exact four conditions before the first hand rather than mid-dispute.
Bonus tiles are exposed immediately and replaced from the back of the wall (補花 / 補牌).
East=1, South=2, West=3 and North=4. Each matching Flower or Season adds 1 Tai.
Cat, Rat, Rooster and Centipede each add 1 Tai. All four add one more set Tai, subject to the cap.
Cat + Rat and Rooster + Centipede trigger 1 immediate chip from every opponent, doubled if both were in your opening deal. There is no separate pair Tai; the two individual animals already contribute +2 Tai.
Some bonus combinations pay chips immediately, while the tiles also have their ordinary Tai value. The immediate award happens as soon as the combination is complete, before anyone wins. It is separate from final hand settlement.
| Combination | Immediate payment (from each opponent) | Tai at scoring |
|---|---|---|
| Cat + Rat 🐱🐭 | 1 chip (2 if both were in your opening deal) | +2 total from the two animals; no extra pair Tai |
| Rooster + Centipede 🐓🐛 | 1 chip (2 if both were in your opening deal) | +2 total from the two animals; no extra pair Tai |
| All four animals | 2 chips | +5 total: four animals + all-animal set |
| Your seat's Flower and Season | 1 chip (2 if both were in your opening deal) | +1 for each matching tile |
| All four Flowers | 2 chips | +1 set Tai |
| All four Seasons | 2 chips | +1 set Tai |
Collecting all eight ends the hand at the 5-Tai cap. If you already have seven and another player exposes your missing eighth tile, this table transfers it to you as robbing the last flower and declares the automatic win. It settles like a discard win at the cap: the player the tile was taken from pays 32 and the other two pay 16 each.
Two details worth knowing. The immediate payment for your seat's Flower and Season needs both tiles, whereas the Tai is awarded for each matching tile separately — so a single matching Flower scores but does not trigger the payment. And each combination pays only once per hand, however the tiles arrive.
Because every animal is worth +1 Tai on its own, animals are the easiest way to satisfy the minimum-Tai rule without building anything special. A bonus tile is not optional hand material: it must be exposed immediately, then replaced from the back of the wall before play continues.
All three opponents pay: the discarder pays double, while the other two each pay the single rate.
All three opponents pay the double rate, making the same hand worth 50% more in total than a discard win.
Feeding an opponent's 3rd exposed Dragon set, 4th exposed Wind set, or 4th exposed Same-Suit set triggers FULL LIABILITY! The discarder pays the entire payout for all 3 players!
How a win is paid depends on how it was won. This is the part new players get wrong at the table rather than in theory, because the two cases look similar and settle very differently.
Chips double per tai. On this table a one-tai hand starts at 1 chip and doubles from there, so the gap between a small hand and a capped one is far wider than the Tai numbers suggest:
| Tai | Single rate | Won on a discard | Self-drawn |
|---|---|---|---|
| 1 | 1 | 4 | 6 |
| 2 | 2 | 8 | 12 |
| 3 | 4 | 16 | 24 |
| 4 | 8 | 32 | 48 |
| 5 (cap) | 16 | 64 | 96 |
Read the last two columns as what the winner collects in total. A discard win is the single rate ×4 (double from the discarder, single from each of the other two); a self-drawn win is the single rate ×6. Confirm your own base and cap before the first hand rather than after someone wins big.
Kongs pay immediately, and separately. An exposed Kong claimed from a discard and a promoted (added) Kong each collect 1 chip from every opponent. A concealed Kong collects 2 chips from every opponent. The flat payment happens before anyone wins, does not scale with Tai and adds no Kong Tai.
Bao (包) is the exception that overrides all of it. Where feeding the winning tile normally costs you the double share, bao makes you liable for the entire settlement — the full 4× or 6× above, paid by you alone, on behalf of the two players who did nothing. At the five-tai cap that is 64 or 96 chips out of one pocket. It is not a penalty for carelessness in general; it triggers on specific, visible situations, which is exactly why it is avoidable.
The trigger is feeding a tile that lets an opponent complete a third exposed dragon set, a fourth exposed wind set, or a fourth exposed same-suit set. In each case the danger was showing on the table before you discarded: the opponent had already exposed two dragon sets, or three winds, or three sets in one suit. That is the practical lesson — read exposed sets before you discard, because bao only ever arrives after a warning you could see.
The liability sticks. This is the part that surprises people: once you have fed the triggering tile, you are on the hook for that player's eventual win — whether they go on to win off your discard, off somebody else's, or by self-draw. You do not get released because the winning tile came from elsewhere. The moment of the mistake is when you fed the set, not when the hand ended.
Bao has several independently varying dimensions. Compared rulesets use different triggers and durations, and some profiles turn it off. Because Bao can move the whole settlement onto one player, agree the exact trigger, duration and payment consequence before play.
Use this checklist before the first deal, then settle the less common edge cases below.
There is no single nationwide Singapore ruleset. The foundation is stable — four players, the same tiles, draw-and-discard turns, the familiar Chi/Pong/Kong/Hu calls. The disagreements cluster tightly around scoring and edge cases, and that is where arguments start. A club or tournament can publish an official ruleset for that event, and an app can define an exact implementation, but neither overrides your family's table. "Official at this tournament" and "universal Singapore rule" are different claims.
So name the ruleset before money or pride is involved. Here is what varies, and what this site's practice table does:
| Topic | What you may encounter | This practice table |
|---|---|---|
| Tile set | 144, or 148 with animals | 148 tiles |
| Minimum & cap | Chicken hands allowed; 1-Tai minimum; various caps | Minimum 1 Tai; cap 5 |
| Ping Hu | Eye, wait, concealment and bonus conditions all differ | Four Chows, unvalued eye, no bonus tile, no Kah Long — an exposed Chi is still allowed |
| Bonus licence | Bonus Tai may or may not satisfy the minimum | Bonus Tai counts toward the minimum |
| Kong payments | Tai, instant chips, both, or neither | Instant chips only, no Kong Tai: 1 from every opponent for exposed/added; 2 from every opponent for concealed |
| Discard vs self-draw | Discarder alone; all pay evenly; or discarder pays more | All three pay; discarder ×2. On Zimo all three ×2 |
| Bao 包 | Different triggers, or none at all | 3rd dragon, 4th wind or 4th same-suit exposed set |
| Multiple Hu | All eligible winners, or nearest only | One winner — nearest eligible player in turn order |
| Passing an eligible claim | No restriction; temporary lock; permanent lock | Passing Hu blocks Hu on that tile; passing Pong, Kong or Chi separately blocks all three set claims on it. Both locks clear on your next draw |
| Special hands | Seven Pairs, Thirteen Wonders, local instant hands | No Seven Pairs; Thirteen Wonders and the listed cap hands |
| Concealed hand | Some tables pay a bonus for staying concealed | No concealed-hand Tai |
| False Hu, wrong count | Warning, dead hand, or penalty payment | Agree it with human players first |
On a phone, swipe the table sideways to compare every column.
| Decision | This practice table | Human-table question |
|---|---|---|
| Dealer after a win | East repeats after winning; otherwise East passes right | Does East receive any extra stake or payment multiplier? |
| Dealer after a draw | East repeats after every exhaustive draw | Do Kongs or other events change the repeat rule? |
| Prevailing rounds | East → South → West → North; completing North ends the match | Play one round, four rounds, a time limit or a chip target? |
| Starting chips | 100 each; chips are an in-game score only | What happens at zero chips, and how is the session winner chosen? |
| Mistakes | The app rejects illegal actions; physical-table penalties are not simulated | Warning, correction, dead hand, fixed payment or redeal? |
The thirty-second version, if you only ask a few: how many Tai are needed and what is the cap? Who pays on a discard versus a self-draw? Does bao apply, and on what? What counts as Ping Hu? And what happens after a false Hu?
An exhaustive draw has no winner. This practice table ends after the final live tile and keeps the current East as dealer; other human tables should agree their repeat rule before play.
If an exposed Pong is upgraded with its fourth tile, another player may Hu on that added tile. It does not apply to every kind of Kong.
Passing Hu blocks Hu on that tile until your next draw. Passing an eligible Pong, Kong or Chi separately blocks all three set claims on that tile, but not Hu. Your own most recent discard is also temporarily unavailable to reclaim or Hu on until then.
This table uses one winner: the eligible player nearest the discarder in turn order takes priority. Other groups may allow multiple winners.
A Kong or bonus replacement can reveal another bonus or Kong. Resolve each event fully. This scorer also recognises replacement wins 花上 / 槓上, last-live-tile wins 海底撈月 and robbing an added Kong 搶槓.
A false Hu, wrong tile count, exposed tile or late claim is a house-rule issue. Tell the table immediately; agree whether the hand is corrected, dead or redealt rather than improvising a penalty mid-hand.
Chi is only from the player immediately to your left. Pong, Kong and Hu can use an eligible discard from any player.
Chi and Pong may speed a hand, but they reveal your direction and can end a Ping Hu route.
Check your Tai source before the final few tiles. A pretty completed hand still cannot Hu at zero Tai.
When it has already gone wrong. Everything above is about avoiding mistakes. This is about the moment one has already happened — which is when a new player most often freezes. None of these situations is unusual and none needs an argument, but Mahjong has no governing body, so every penalty below is a table convention rather than a fixed law. Agree the answers before the first hand, not during the dispute.
A hand sits at 13 between turns and 14 only after you draw or claim. If you are long or short — usually from forgetting to discard, or drawing twice — say so immediately rather than quietly fixing it. Tables may correct the count, mark the hand dead or use another pre-agreed response; this practice app does not prescribe a physical-table penalty.
Usually the hand does not reach the minimum Tai, or the shape is not actually complete. Show the hand rather than taking it back. Tables may allow correction, mark the hand dead or use a fixed pre-agreed penalty. This guide does not assume an amount; settle the response before play.
Show the accidentally exposed tile immediately. The table should then apply its agreed response; during the deal, one practical option is to return it before reshuffling. This guide does not assume a universal penalty.
A call is binding once made, and too late once the next player has drawn. Both halves matter — you cannot un-Pong because you spotted a better hand a second later, and you cannot claim a discard the table has already moved past. When two players call the same tile, priority runs Hu, then Pong or Kong, then Chi.
Miscounted stacks, a tile dropped mid-deal, dice off the table. Before anyone has looked at a hand, reshuffling and dealing again removes doubt. Once tiles have been seen, agree whether to correct and continue or redeal; the app does not prescribe a physical-table ruling.
This is normal, not a failure. Singapore tables genuinely differ on bonus payouts, bao, minimum Tai and the animals. Pick one answer, write it down, apply it for the whole session and revisit afterwards. A consistent house rule beats a correct one applied halfway through — section 12 lists what to settle up front.
Keep options early; commit only when a line is fast enough, valuable enough or safer than the alternatives.
Prefer runs, pairs and tiles that can join more than one shape. Isolated honours and lone terminals are often first discards.
Discards and exposed melds show which tiles are dead and which suits an opponent may be collecting.
Early calls should create a clear improvement. If they only make the hand visible, passing is often better.
Five habits that matter more than any clever play. None of these require reading opponents well — they are simply the things beginners most often skip.
One myth worth dropping now. "They discarded it themselves, so it is safe" is unreliable here. Japanese Riichi and this practice table apply different discard restrictions; other rulesets may define another lock or none. The genuinely useful signal is a tile with several copies already visible — that simply leaves fewer copies for anyone to be waiting on.
Review decisions, not outcomes. After a hand, the useful questions are: did I keep the shape with more live improvements? Could I name my Tai source? Did I update my outs as copies appeared? Did I reassess when the table turned dangerous, or keep attacking because that was the plan? "I discarded wrong because the next draw would have helped it" is hindsight and teaches nothing. "I kept a shape with two live improvements instead of one" is analysis you can reuse.
When you are ready to go further, section 17 covers trading speed against value and section 18 covers when to stop pushing altogether.
Read a starting hand as four future sets plus one future pair. A tile that belongs to no useful block is the best discard candidate—unless it protects a needed Tai source.
A winning hand needs five functional blocks: four that become sets, plus one that becomes the eye. Reading your hand as five jobs to fill is far easier than asking, tile by tile, whether each one is "good" — and it is the only reliable way to see which tile is genuinely spare.
A worked example. You are in the South seat, prevailing wind East. You have just drawn, and hold:
| Block | Job | Verdict |
|---|---|---|
| 1–2–3 Circles | Complete set | Done — leave it alone. |
| 4–5 Bamboo | Two-sided block, needs 3 or 6 | Broad and worth keeping. |
| 2–3 Characters | Two-sided block, needs 1 or 4 | Broad and worth keeping. |
| 7–7 Characters | Pair — eye candidate | Keep; could also become a Pong. |
| Red–Red 中中 | Value pair | Keep — this supplies Tai if you complete the Red Dragon Pong. |
| 8–9 Circles | Edge block, needs 7 only | Weakest block — one-sided. |
| North 北 | No job | The discard. |
Why North goes. It is not your seat wind (South), it is not the prevailing wind (East), and you hold only one copy — so it scores nothing and completes nothing. Every other group in the hand is doing a job. That is what makes it the clean cut rather than a guess.
Block quality changes with the table. If three 7 Circles are already visible, the 8–9 Circles block has almost no live outs left and becomes worse than the North you were about to throw — and North may be worth holding as a safe tile instead. Count the live outs before you decide which block is really the weakest.
The one caveat: a tile with no block job can still be worth keeping if it is your only realistic route to the minimum Tai. A hand with six tidy blocks and no way to score is not a plan.
An out is a remaining tile that improves or wins your hand. Start with four copies, then subtract the copies in your hand, the river and open melds. A two-sided wait is not automatically good if most of its outs are already visible.
Do the subtraction on the table, not in your head afterwards. A wait is only as good as the number of copies still available, and that number drops every time a matching tile appears in a discard row or an exposed meld. Counting it is the difference between a wait that looks strong and one that is.
A worked example. You are holding 4–5 Bamboo, a two-sided wait that completes on a 3 or a 6. That shape starts with eight winning tiles — four 3 Bamboo and four 6 Bamboo:
| Step | Count | Why |
|---|---|---|
| Start | 8 | Four copies each of 3 Bamboo and 6 Bamboo. |
| Subtract what is visible | −3 | One 3 Bamboo and two 6 Bamboo have already been discarded. |
| Live outs | 5 | Still hidden in the wall or in the other three hands. |
Five outs, not eight. The shape did not change and the wait is still two-sided — but it is now meaningfully worse than it looks, and a one-sided wait on a tile nobody has touched may be the better hand.
What counts as visible. Subtract every copy in your own hand, in any discard row, and in any exposed Pong, Kong or Chi. Tiles in concealed hands stay in the count: you cannot see them, so they are still possible draws. This is why reading the table pays off — the information is sitting face-up in front of you.
The habit worth building is checking your outs before you commit to a wait, not after you have been sitting on it for six turns. If a wait has three or fewer live outs and you can switch to one with more, switch early — and if you cannot, that is a strong signal to read the push-or-fold decision rather than pushing on hope.
A fast 1–2 Tai hand is sensible when opponents look dangerous, the wall is short or you are protecting a lead.
Keep a 4–5 Tai route only when the starting shape already supports it. Do not sacrifice a live tenpai for a distant flush.
Every hand is a trade between three things: how likely you are to finish it, how much it pays if you do, and how much you risk feeding someone else while you try. Good Mahjong is not "always go fast" or "always chase a big hand" — it is knowing which of the three is currently scarce.
A worked example. You hold 4–5 Circles. The player to your left discards 6 Circles, which you could Chi for a complete run. An opponent already has two exposed sets. Should you call?
| Ask | Call the Chi if… | Pass if… |
|---|---|---|
| Do you already have a Tai source? | Yes — the call speeds up a hand that can legally win. | No — and this run is not one, so you would be racing toward a hand you cannot declare. |
| What happens to your wait? | It stays broad, or improves. | It narrows to a single tile with few live outs. |
| How dangerous is the table? | Very — finishing quickly is worth more than extra value. | Quiet — you can afford the turns a bigger hand needs. |
Read the phase of the hand. Early, keep connected shapes and more than one plausible Tai route. Mid-hand, narrow toward a real shape and start reading opponents' melds rather than only your own tiles. Late, when the wall is running short, re-price every extra Tai against the draws actually remaining — speed usually gains value, and folding a cheap hand can beat forcing it through a dangerous tile.
A note on luck and skill, because it is the argument every table eventually has. You do not control the deal or the order of the wall, so a beginner can beat an expert in a single hand and a correct decision can still lose. Skill shows up across many hands: keeping shapes with more live improvements, recognising a legal Tai route early, and limiting losses when someone else is clearly favoured. Judge a choice by what you knew when you made it, not by whether the next tile happened to reward it — and resist inventing precise win percentages out of hidden information. Compare what you can actually observe.
Continue with a wide tenpai or a hand that is both close and valuable.
Slow down when you remain far from tenpai and an opponent shows several threatening open sets. Prefer tiles already proven safe by the river.
Folding does not mean giving up. It means you stop trying to advance your own hand and start discarding tiles that are unlikely to complete anyone else's, because the cost of feeding a win now outweighs what is left of your own chances. Winning more over an evening is about half finishing hands and half not paying for other people's.
A worked example — and the most expensive discard in the game. An opponent has exposed a White Dragon Pong and a Green Dragon Pong. You are holding a Red Dragon 中 and thinking of throwing it.
| What you can see | What it means |
|---|---|
| Two dragon Pongs already exposed | They only need the third dragon set. |
| You hold Red Dragon 中 | Your discard could complete their third Dragon set if they hold the other two copies. |
| Table plays bao | If they win after that, you may owe the entire settlement — including the two players who did nothing. |
This is not merely "a risky honour tile". The two exposed sets were visible before you discarded, which is the whole point of the bao rule: it punishes discards you had every opportunity to avoid.
Reading opponents. Three signals are worth more than the rest:
A player with no melds at all late in the hand is ambiguous, not automatically frightening: they may be far behind, or quietly ready. Their discards tell you more than their concealment does.
When to change gears. If you are still far from ready, your live outs are few, and an opponent shows several threatening sets, switching to safe discards is usually worth more than the small chance you still finish. Tiles already sitting in the discard rows are the safest available — but "safer" is not "safe": a discarded tile can still complete a pair or a single-tile wait. Nothing in Mahjong defence is a guarantee, and any table convention beyond this is worth agreeing with your group rather than assuming.
It matches South's seat number, so it is exposed and adds 1 Tai.
Draw from the back of the wall. The hand returns to its normal tile count before the turn continues.
Check whether the replacement creates Hu, a Kong or a better wait; otherwise discard back to 13.
The questions that actually stall beginners at a real table. Every answer below is what this practice table does; where tables genuinely differ, it says so.
Claims, wins and hand shape
Yes, if it completes a legal winning hand. The "left player only" restriction applies to Chi, not to Hu. A winning tile can be claimed from anyone — even when it happens to complete a sequence.
No. It would make a sequence, but Chi is restricted to the player immediately on your left. You could still take that tile from anyone for a Pong, Kong or Hu if it qualified.
Usually yes — the eye can be completed by a discard just like any other set, provided the whole hand is legal and reaches the minimum Tai. Be aware this is a single-tile wait, so winning it from a discard counts as Kah Long and will block Ping Hu and All Chow.
No — declare a Kong, then take a replacement draw. The Kong holds four tiles but fills only one set slot, so without the replacement you could never reach 14. On this table it also collects an immediate chip payment.
Hu beats Pong and Kong, which beat Chi. If more than one player could Hu, this table awards it to the eligible player nearest the discarder in turn order — there are no multiple winners here, though some tables allow them.
No. Once exposed, the call is a commitment. This table has no concealed-hand bonus to lose, but a Pong still destroys any Ping Hu or All Chow route, since both require every set to be a sequence.
Waits, live tiles and probability
Start with eight — four 3s and four 6s. Remove the three you can see and five live outs remain, hidden in the wall or in the other three hands. See section 16 for the full method.
All else equal, 4–5 is broader — it takes a 3 or a 6, while 4–6 takes only a 5. But "all else equal" is doing real work: if the 3s and 6s are already gone, or the 5 supports a scoring shape, count again before assuming the wider shape is better.
Potentially. If your other sets are complete, either pair can become the triplet while the other becomes the eye. With no 3s or 7s visible that is up to four live outs — two of each.
Neither follows. Unseen means it is still somewhere — the wall, the replacement reserve, or an opponent's hand. It may well still be live for you, but that is exactly why it can be dangerous to throw late.
No. You can estimate from live outs against unknown tiles, but opponents' hidden hands, future claims and who gets there first are all unknowable. Use probability to compare two choices, never as a certainty — and be sceptical of anyone quoting exact percentages from hidden information.
Scoring and practical decisions
The shape is complete but nothing in it scores. Look for a value honour Pong, a qualifying bonus tile, All Chow, All Pong or a suit pattern. Note this table gives no Tai for concealment or for self-drawing on its own — neither will rescue a zero-Tai hand.
No. Reveal it, take the replacement, and carry on. Bonus tiles never occupy one of the fourteen hand-tile slots — they sit in your bonus area and score separately.
Usually only if the flush is already well supported and the wall is still early. Weigh the Tai gained against the outs lost. A broad legal small hand is often worth more in practice than a speculative big one.
Defend. Stop treating each discard as an attacking move, prefer tiles with several copies already visible, and accept that limiting the loss is the winning play. Section 18 covers this properly.
Nobody — it is an exhaustive draw. On this practice table the hand ends with 15 live tiles remaining and the current East repeats as dealer. Other human tables should agree their repeat rule before the session rather than during it.
At 3 Tai the single rate is 4 chips. On a discard win, the discarder pays 8 and the other two opponents pay 4 each, so the winner collects 16. On self-draw, all three opponents pay 8, so the winner collects 24. Self-draw is therefore worth 50% more in total, but it does not itself add Tai on this table.
This app gives +1 for each Dragon Pong and +3 for Little Three Dragons 小三元 when the third Dragon is the eye, producing five Tai raw. Several published Singapore references count the same shape as three Tai total instead. This worked example documents the app's house rule; check the source note above before using it at another table.
South has exposed three Character Chows: 1–2–3, 4–5–6 and 2–3–4. Your 7 Characters is claimed as South’s fourth exposed same-suit set, a Pong. South still holds 8 and 9 Characters, so the hand is incomplete, and discards the 9. Later South draws another 8 to make the pair and wins with Full Flush +4 Tai. The ordinary self-draw total is 48 points (16 from each opponent); under persistent Bao, you alone pay all 48. The triggering discard and winning tile are different.
Four Chows and an unvalued eye would normally qualify for All Chow or Ping Hu. If the hand wins from a discard when only one tile type could complete it, Kah Long blocks both routes. At zero other Tai the completed shape cannot Hu. If the player has an animal, valued set or another legal +1 source, the hand may still Hu using that source—Kah Long blocks the sequence-hand Tai, not the whole hand.
A concealed Kong first collects 2 chips from each opponent: 6 chips total, immediately. The replacement tile then completes a legal 2-Tai hand; winning on that replacement adds +1 for a 3-Tai final hand. The earlier 6-chip Kong award remains separate from the 16-chip discard settlement or 24-chip self-draw settlement.
Singapore Mahjong is more than one fixed scoring chart. It is played at family gatherings, during Chinese New Year, in community groups and online — often with different house rules. Name the variant, agree the expensive rules and decide whether this is a fast table or a teaching table before the first discard.
Chinese New Year makes four-player family tables easier to gather and Mahjong more visible. The same game is also played year-round in homes, clubs and community sessions.
Calls, scoring shortcuts and house rules are often taught by demonstration. Write the rules down when newcomers join so inherited convention does not become a surprise penalty.
Singapore-family Mahjong, Japanese Riichi and MCR share tiles but not scoring, bonus tiles, claim locks or winning conditions. “We are playing Mahjong” is not yet a complete briefing.
Cat, rat, rooster and centipede are familiar Singapore bonus tiles. Not every set includes them, and their payouts still vary by table.
The old guide's teaching progression was useful, so it is restored here as a compact five-step table plan.
Using chips only as an in-game score, with no money, money equivalent or thing of value settled afterwards, does not by itself make a Mahjong game gambling. If value is at stake, Singapore's physical social-gambling exception has conditions: play must be in person in an individual's home, among family or people who know one another personally, with no commission, fee or private gain for a non-participant or business. It does not cover public-place or online social gambling.
Current MHA social-gambling guidance ↗Current GRA Mahjong and community FAQ ↗
This is a plain-language signpost, not legal advice. Check the linked government guidance before organising play for stakes or prizes.
Well-being, without overclaiming: Mahjong is mentally and socially engaging, but that is not proof it prevents, treats or cures dementia. Play for enjoyment, challenge and connection — not as a substitute for medical care.
This is the canonical rules summary for the playable table on this website. If a shorter card elsewhere conflicts with it, use this section and the scorer.
| Topic | Exact rule used here |
|---|---|
| Seats and direction | East, South, West and North act anti-clockwise; the next player is on the discarder’s right. Seat winds move with the dealer rather than the room’s compass. |
| Wall and cut | East/West build 19 stacks and South/North 18, all two tiles high. East rolls three dice; the total selects the wall and the counted break. Sixteen rear tiles are reserved for replacements. |
| Deal | Three rounds of four tiles give everyone 12. East jump-draws the tops of the first and third stacks; South, West and North each take one final tile. East begins with 14 and discards first. |
| Normal turn | Hold 13, draw to 14, then Hu 胡 or discard 打牌 back to 13. Chi 吃 or Pong 碰 replaces the draw; a Kong 槓 requires a supplement. |
| Bonus tiles | Flowers, Seasons and Animals are exposed immediately and replaced from the back. Replacement chains continue until a regular tile arrives or no supplement remains. |
| Claim priority | Hu first; Pong/Kong second; Chi third. Pong or Kong is resolved before a nearer Chi. Chi is available only to the next player; other eligible claims can come from anyone. |
| Competing Hu | One winner only. If several players can Hu on the same discard, the eligible player nearest the discarder in turn order wins. |
| Passing and own discard | Passing Hu temporarily blocks Hu on that tile type. Passing an eligible Pong, Kong or Chi separately blocks that tile type for all three set claims, but does not itself block Hu. Both locks clear on the player’s next draw. A player’s latest own discard is likewise unavailable to reclaim or Hu on until that draw. |
| Post-claim discard | The claimed tile cannot immediately be discarded after Pong or Chi. After an end-claim Chi, the opposite extension is also blocked; another legal discard clears the restriction. |
| Kongs | Exposed and added Kongs collect 1 chip from every opponent; concealed Kongs collect 2. The payment is immediate, adds no Tai and is separate from final settlement. Only an added Kong can normally be robbed here. |
| Winning shape | Four sets and one eye, with at least 1 Tai, or a recognised automatic/special hand. Seven Pairs is not recognised. |
| Special events | Replacement-tile win, final-live-tile win and robbing an added Kong add +1 Tai. Thirteen Wonders is always paid at the self-draw rate. |
| Automatic Hu | Big Three Dragons, Big Four Winds and Eight Flowers can end the hand without an ordinary four-sets-and-eye shape. Holding seven Flowers/Seasons lets the player take the missing eighth when another player exposes it. |
| End of live wall | The final playable draw is taken when 16 live tiles remain, leaving 15. It may win or complete an immediate event, but it is not discarded; no replacement is taken after it. |
| Dealer and match | East repeats after an East win or an exhaustive draw. A non-East winner passes East right. A full East-seat rotation advances the prevailing wind East → South → West → North; completing North ends the match. |
| Final settlement | At Tai t, the single rate is 2t−1. On a discard win the discarder pays double and the others single; on self-draw all three pay double. Bao makes one liable player pay the entire 4× or 6× total. |
| Dealer multiplier | None. East changes turn order and match progression but does not multiply payments on this table. |
| Chips and illegal actions | Each seat starts with 100 score chips. The app prevents illegal claims and invalid Hu; it does not simulate physical-table penalties, bankruptcy or cash settlement. |
On a phone, swipe the table sideways to compare every column.
| Kind | When declared | Immediate award | Can be robbed? | Next step |
|---|---|---|---|---|
| Exposed Kong 明槓 | Claim a discard while holding the other three copies | 1 from each opponent | No | Take one supplement, then discard |
| Added Kong 加槓 | Draw the fourth copy of an exposed Pong | 1 from each opponent | Yes | If nobody Hu, take one supplement |
| Concealed Kong 暗槓 | Hold all four copies on your own turn | 2 from each opponent | No, under this table’s normal rule | Take one supplement, then discard |
If a Kong is declared at the protected wall boundary and no legal supplement exists, the hand ends cleanly rather than inventing a tile. A Kong on the final playable draw may complete its immediate award, but no supplement follows.
Singapore Mahjong is a family of table rules, not one nationwide code. These are source-linked comparison points, not prevalence claims or extra scoring options for this practice table.
On a phone, swipe the table sideways to compare every column.
| Rule or hand seen elsewhere | What it means | This practice table |
|---|---|---|
| Fully Concealed 門清自摸 | No exposed Chi, Pong or open/added Kong, usually completed by self-draw; the exact treatment of concealed Kongs varies | No separate Tai |
| Hidden Treasure / Four Concealed Pongs 坎坎胡・四暗刻 | Four concealed triplets or quads plus an eye, usually completed by self-draw; whether a concealed Kong qualifies varies by table | No separate pattern |
| Seven Pairs 七對 | Seven distinct pairs as an alternative winning shape | Not recognised |
| Seven Flowers | Published tables differ: seven bonus tiles may be an automatic win, may require a complete hand, or may only confer the right to rob the eighth tile | Seven alone is not Hu; exposing the missing eighth lets the holder of seven rob it |
| Nine Gates 九蓮寶燈 | Concealed 1112345678999 in one suit plus any same-suit tile | No separate award; it may win as ordinary Full Flush if it decomposes into the normal shape |
| All Green 綠一色 | Only green Bamboo 2, 3, 4, 6 and 8, with Green Dragons optionally included | No separate award; score compatible Full Flush or Half Flush and any value set |
| Four Kongs / Eighteen Arhats 四槓・十八羅漢 | Four declared Kongs in one hand, often treated as a limit | Only ordinary Kong awards; no separate Four Kongs limit |
| Kong-on-Kong 槓上槓 | A win after chained Kong replacement draws | Only one replacement-draw win Tai |
| Heavenly / Earthly / Humanly Hand 天胡・地胡・人胡 | Opening wins distinguished by dealer status and whether the first win is self-drawn or claimed; timing definitions vary | No separate pattern |
| Thirteen Wonders priority or robbing a concealed Kong | Some published rules give Thirteen Wonders special claim priority or permit it to rob a concealed Kong | Normal nearest-player Hu priority; only an added Kong is ordinarily robbable |
| Fresh-tile liability 生牌 / 包生 / 包槓 | Some competition rules make a late dangerous discard or Kong feed liable for the winner's settlement | Not used |
| Dealer doubling | East pays and receives a multiplier | Not used |
| Different minimum and cap | Zero-, two- or three-Tai minima and higher caps are encountered | Fixed at minimum 1, cap 5 |
| Shooter-only payment | Only the discarder pays a discard win | Not used; all three pay, with the discarder doubled |
| Multiple winners | Every eligible Hu on one discard is paid | Not used; nearest eligible player only |
| Alternative draw repeats | East may rotate after a draw, or repeat only when no Kong occurred | East always repeats after an exhaustive draw |
| Alternative Bao | Different dangerous-set triggers, next-discard-only liability, or no Bao | Persistent liability after the configured third-Dragon, fourth-Wind or fourth-suit feed |
If your family uses one of these rules, it is not “wrong”; it is a different table agreement. Keep the core guide for tile handling and turn flow, then replace only the relevant scoring or settlement row. Do not combine limit hands or payouts from different references without agreeing the resulting cap.
Singapore Mahjong rules reference ↗Singaporean scoring names ↗半色 Singapore usage ↗Singaporean reference sheet ↗SPGG competition rules ↗
External references describe their own rulesets and sometimes disagree with one another. They are linked for comparison; the exact rules of this website remain those in section 21.
A normal win has four sets and one eye pair and must reach the table's minimum Tai. This practice table also recognises Thirteen Wonders and several automatic wins that do not require the normal shape.
This practice table requires at least one Tai and caps the payout at five Tai. Other Singapore tables use different minima and caps, so agree them before dealing.
The complete app catalogue lists All Chow, Ping Hu, all-Pong and flush families, terminal and honour hands, Dragon and Wind hands, Thirteen Wonders and Eight Flowers. It separately labels scoring shapes, Tai sources, win circumstances and settlement-only events.
Not in this practice app. Seven Pairs is a house-rule variant at some Singapore tables, so confirm it before play.
Seven Flowers alone do not win here. If another player exposes the missing eighth Flower or Season, the holder of seven robs it and wins automatically. Published Singapore rules differ on seven Flowers, so this is a table-rule question.
No. Self-draw does not add Tai on this practice table; it changes settlement because all three opponents pay the doubled rate.
This app uses a documented house rule: Little Three Dragons adds three Tai and its two Dragon sets add one Tai each. Several published Singapore references count the same shape as three Tai total.
Tai is a scoring multiplier, not a currency. This app uses virtual chips and its stated payout table; human players should agree a base stake or chip value before play.
Both require four sequences, an unvalued pair and a qualifying wait here. All Chow is worth one Tai and allows bonus tiles; Ping Hu is worth four Tai and requires no Flowers, Seasons or Animals.
No. Flowers, Seasons and Animals are revealed immediately, placed in the bonus area and replaced from the rear wall. They can score, but never occupy one of the fourteen regular hand-tile slots.
No. Chi 吃 (claiming a sequence) can only be taken from the player to your immediate left. Pong 碰 and Hu 胡 can be claimed off any player.
Between turns you hold 13 tiles. On your turn you draw 1 tile (making 14). If you don't win, you discard 1 tile back to 13.
No. This practice table requires at least one Tai. Check your Tai source before your final few tiles; a completed shape alone is not a legal win.
Not as a separate subtraction — it blocks both Ping Hu and All Chow on this table, which can leave an otherwise complete hand with no legal Tai source. Kah Long is also written Ka Long or Kalong. What triggers it here is winning from a discard on a hand that had only one possible winning tile. That includes closed middle, edge and single-tile pair waits — but not a self-drawn win, which keeps the Tai.
It is local shorthand for having a valid source of the minimum Tai required to declare Hu. It is not an extra scoring pattern.
Show the issue immediately. Home tables often correct it; stricter groups may make the hand dead or apply a pre-agreed penalty. The consistent answer is the one your table agreed before the hand.
Yes. The practice table has Vs AI, Local and Online room modes. Local supports one to four chosen human seats on the same device; an online room fills unoccupied seats with AI.
Probably not in every detail. It implements the precise choices listed in section 12; use those to learn the shared foundation, then compare the minimum Tai, cap, Ping Hu, bonus, Bao and payment rules with your own table.
Start with open hands and one simple legal win, then add hidden information, scoring and penalties in stages. The five-step teaching table keeps the first session understandable.
It exercises pattern recognition, memory, probability comparison and social conversation. Those are good reasons to play, but they do not prove that Mahjong prevents or treats dementia, and it should not replace medical advice or care.