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Rules & strategy guide · Updated 29 July 2026

How to play Singapore Mahjong: rules, scoring and strategy

Singapore Mahjong at a glance

Everything a new player needs to go from “what are these tiles?” to playing a full hand with confidence: the tile set, dealing, the 13-to-14 tile rhythm, claims, winning, chicken hands, tai, bonus tiles, strategy and a glossary. Singapore Mahjong varies by family, club and event, so this guide explains the common foundations and flags the choices your table must settle before playing for stakes.

Is Mahjong luck or skill?A random draw decides one moment; better decisions show their value over many hands.
Should I Pong or Chi every chance?No. A call buys speed by giving up flexibility, information and sometimes scoring value.
Why can’t I Hu with a complete hand?Four sets and a pair may still be a zero-tai chicken hand under a minimum-tai rule.
Does Kah Long mean minus one tai?Not universally. On this practice table it blocks particular sequence-hand categories rather than subtracting one from everything.
Are there official Singapore rules?There is a shared foundation, but no single nationwide ruleset used at every family, club and event.
When should I stop trying to win?When your chance and likely payout no longer justify feeding a dangerous opponent.
Why is Mahjong linked to Chinese New Year?The festive season makes the game highly visible, but community groups and clubs play year-round.
Is playing for money legal in Singapore?No-prize play and gambling are different; the official social-gambling exception has narrow conditions.
Which ruleset is this guide describing? Mahjong has no single governing body, so wherever tables genuinely differ this guide says so rather than pretending there's one right answer. Where a concrete example is needed, it uses the ruleset of this site's practice table, so you can actually play along. That table's headline settings:

Chinese calls you will hear at a Singapore Mahjong table

Chi / Chow · 吃Claim a same-suit sequence from the player immediately before you.
Pong · 碰Claim a discard to complete three identical tiles.
Kong / Gang · 槓Declare four identical tiles, then take a replacement draw. Simplified Chinese writes 杠.
Hu · 胡Declare a legal winning hand.
Zimo · 自摸Win on the tile you draw yourself.
Fangpao / Dianpao · 放炮 / 點炮Discard the tile that lets another player Hu.

Singapore tables often mix English, Mandarin, Cantonese and other dialect vocabulary. The call matters more than the accent: say it clearly before the next player draws.

1. Know the tiles

A Singapore Mahjong set has 148 tiles — the 144 found in most Mahjong sets worldwide, plus the four animal tiles that are a Singapore speciality. They fall into three groups: suited tiles, honour tiles, and bonus tiles. The illustration below shows one example tile from each family; for the exact artwork used in the browser game, see the tile reference.

5
Characters
萬子 · wànzi
3
Bamboo
索子 · suǒzi
5
Circles (Dots)
筒子 · tǒngzi
Winds
(East shown)
Dragons
(Red shown)
White Dragon
(often blank)
1
Flowers & Seasons

Circles or Dots? Both are correct English names for 筒子 (tǒngzi). This guide uses Circles because that is common in Singapore-facing rules and describes the printed rings directly; many English-language books and websites use Dots. A specific tile can be named by rank: 7 Circles is 七筒 (qī tǒng).

Suited tiles · 數牌 — 108

Three suits, ranked 1–9, four copies of each: Characters · 萬子 (wànzi), Bamboo · 索子 (suǒzi) and Circles/Dots · 筒子 (tǒngzi). The 1 Bamboo is traditionally drawn as a bird. 9 ranks × 3 suits × 4 copies = 108 tiles.

Winds · 風牌 — 16

East 東, South 南, West 西 and North 北, four copies each. Winds are honour tiles: they can form a triplet or quad, never a sequence.

Dragons · 三元牌 — 12

Red 中, Green 發 and White 白 (often shown as a blank framed tile), four copies each. These are also honour tiles: triplet or quad only.

Flowers & Seasons · 花牌 / 季牌 — 8

Four flowers—Plum 梅, Orchid 蘭, Chrysanthemum 菊 and Bamboo 竹—and four seasons—Spring 春, Summer 夏, Autumn 秋 and Winter 冬—one copy each.

Animals · 動物牌 — 4

Cat 貓, Rat 鼠, Rooster 雞 and Centipede 蜈蚣, one copy each. Standard in Singapore sets and rare elsewhere. Cat hunts Rat; Rooster hunts Centipede—see the bonus-tile rules.

The count that often causes confusion: 108 suited + 16 winds + 12 dragons = 136 regular hand tiles. Add the 8 unique flower and season bonus tiles and the set has 144 tiles. Add the 4 animal bonus tiles and it has 148 — and 148 is what a typical Singapore set, and this site's practice table, actually uses. Only the 136 regular tiles ever sit in your hand; the other 8 or 12 are revealed and replaced on sight.

2. Setting up: wall, dice and dealing

Seating and the dealer

Four players sit at the compass points — East, South, West and North — and each takes a matching seat wind for that hand. Whoever draws or rolls to sit East becomes the dealer for the first hand. Play then passes to the right: East, South, West, North, and back to East, going anti-clockwise around the table.

Staying or rotating as dealer: if the dealer wins the hand (or the hand ends in a draw, on many tables), the dealer keeps their seat and deals again — sometimes with the stakes increased for the repeat. If anyone else wins, the dealer seat rotates to the next player. A formal game is organised into rounds named after a "prevailing wind" — an East round is complete once every player has had a turn as dealer, and a full game is commonly East round followed by South round (sometimes extending to West and North for a longer game). Casual games often just play a fixed number of hands instead — agree this upfront.

Building the wall

Each player shuffles the tiles face-down and stacks a section of wall 2 tiles high in front of their seat, the four sections meeting in a square. How wide each section is depends on how many tiles the set has:

At the corners the four walls form a pinwheel rather than a neat square frame: each wall runs flush to one outer edge and overhangs its neighbour at the end it runs towards, so the figure has four-fold rotational symmetry. That is what this site's practice table draws, and it is the arrangement you get naturally when four players each push a wall of their own length forward. Some tables instead butt the ends together into a plain square; nothing in play depends on which you use.

WEST seat's side EAST seat's side NORTH seat's side SOUTH seat's side 144 or 148 tiles 2 high, 18–19 stacks per side

Simplified in two ways: each side is drawn with fewer stacks than the real 18 or 19 so the diagram fits, and the corners are squared off rather than drawn as the pinwheel described above. The dealer's dice roll picks a break point somewhere along one side to start the deal.

The winds are seat names, not compass directions. This trips up almost every new player, because the four names look like a compass and behave nothing like one. On a compass, going clockwise reads North, East, South, West. At a Mahjong table the order is East, South, West, North, and it runs anticlockwise — play passes to the player on your right, not your left.

So if you are East, South sits to your right, West faces you across the table, and North is on your left. Lay that on a compass rose and it looks mirrored, which is exactly why the two are worth keeping apart in your head. Nothing about the room matters: the table's "East" is wherever the dealer happens to be sitting, and it moves when the dealership does.

The diagram above is drawn from the East seat, matching the practice table — you at the bottom, South to your right, West opposite, North to your left. Section 4 follows the same order for turns.

Breaking the wall

Animal-tile check: not every group splits an uneven 148-tile wall the same way, and some set the animals aside instead of building them in. Agree the arrangement and the replacement-draw convention before the first hand rather than mid-deal.

The dealer rolls two or three dice. The total determines which player's wall section is broken and how many stacks in from the right the deal begins — this is what makes each game start from a slightly different, unpredictable point in the wall rather than always the same corner.

Dealing

  1. Starting from the break point, tiles are dealt in blocks of 4 to each player in turn (East, South, West, North), repeated three times — each player now holds 12 tiles.
  2. One more tile is dealt to each player, bringing everyone to 13.
  3. The dealer takes one additional tile, giving them 14, and discards first to start the hand.

Any flower, season or animal tile dealt into a starting hand is immediately revealed and set face-up in front of that player, then replaced by drawing a fresh tile from the end of the wall (the "dead wall" or kong box)—see the bonus-tile sequence.

3. The winning hand shape

The simplest mental model: a normal winning hand contains 14 hand tiles: four sets of three, plus one pair. A Kong has four tiles but still occupies one set, because it earns a replacement draw.

456
sequence
777
triplet
triplet
234
sequence
pair
Four sets + one pair = 14 tiles. The tile faces are illustrative: the pattern, not these exact tiles, matters.

A complete hand is 14 tiles, arranged as four sets plus one pair (the pair is often called "the eye"):

Pong (triplet)

Three identical tiles, e.g. three 5 Bamboo.

Chi (sequence)

Three consecutive tiles in the same suit, e.g. 4-5-6 Circles. Suits only — winds and dragons can never form a sequence.

Kong (quad)

Four identical tiles. Counts as one set but is worth more, and comes with a replacement draw — see below.

The pair / eye

Two identical tiles of anything: a suited number, a wind, or a dragon.

A complete 14-tile hand, laid out as four sets plus a pair:

5
5
5
Set 1 · Pong
3
4
5
Set 2 · Chi
7
8
9
Set 3 · Chi
Set 4 · Pong
Pair / Eye

Some tables also recognise special hands that ignore the 4-sets-plus-pair template — most famously Seven Pairs (seven distinct pairs, no sets at all) and Thirteen Orphans. Which of these your table allows is very much a house rule. Worth knowing: this site's practice table does not use Seven Pairs, but does play Thirteen Orphans under the name 13 Wonders, plus a couple of Singapore-specific instant wins — so don't build toward a seven-pair hand there and expect it to be callable.

4. Taking a turn

Why the number of tiles changes: between turns, each player normally has 13 hand tiles. Your draw makes 14; your discard returns you to 13. The dealer begins with 14 only because they discard first.

13 tiles
waiting
Draw or claim
14 tiles
Check win / bonus / KongDiscard
13 tiles
A Chi or Pong claim uses the discarded tile as your incoming tile, so you do not draw from the wall first: form the open set, then discard.
East draws → discards South draws → discards West draws → discards North draws → discards

The normal flow loops right around the table. A claim breaks the loop: Pong, Kong or Hu can jump straight to any player who calls, skipping everyone in between; Chi only ever hands the turn to the very next player, since it can only be claimed from the player on your left.

  1. Draw a tile from the wall (unless you are claiming a discard instead).
  2. If the draw completes a kong or your hand, declare it now.
  3. Decide whether the new tile improves your hand.
  4. Discard one tile, face-up, into the middle of the table.
  5. Play passes to the next player to the right — unless another player interrupts by claiming your discard.

5. Claiming a discard: Pong 碰, Kong 槓, Chi 吃 and Hu 胡

Exact table situationCan you Chi?
Player on your leftdiscarded 6 Bamboo
Discard pool: 6 Bamboo
6
CHI is available
Chi 4–5–6Pass
Player oppositetheir discard cannot be Chi'd
Your hand contains4–5 Bamboo
45
Read it like the game: your 4–5 Bamboo plus the highlighted 6 Bamboo make a sequence, but only because the discard came from your immediate left. The same 6 from another seat could still be used to Hu if it completes your whole hand, but not to Chi.

Calling a tile is optional, not automatic. It speeds your hand up, but Chi and Pong expose information and can remove a concealed-hand scoring route. Before calling, ask whether the set helps you reach a legal, minimum-tai hand rather than merely making your tiles look tidier.

A discarded tile doesn't just sit there — any player can potentially take it out of turn, which is one of the things that makes Mahjong tactical rather than purely a drawing game.

YOU your seat Player on your LEFT Opposite Player on your RIGHT Chi ✓ Pong / Kong / Hu from any player
Chi runs one way only. The solid arrow is the only direction a Chi can come from — the player immediately to your left. Pong, Kong and Hu (dashed) can be claimed off anyone's discard.

Who can claim what, and from whom:

ClaimWhat it needsFrom whose discardEffect on turn order
Pong 碰You hold a pair matching the discardAny playerTurn jumps straight to you; you discard next
Kong / Gang 槓You hold a triplet matching the discard, or draw the 4th copy yourselfAny player (or self-drawn)Turn jumps to you; you draw a replacement tile, then discard
Chi 吃You hold two tiles that complete a run with the discardOnly the player to your immediate leftBecomes your turn; you discard next
Hu 胡The discard completes your handAny playerHand ends immediately

Priority when more than one player wants the same tile: a win always comes first — if a discard would complete someone's hand, that claim overrides everyone else's Pong, Kong or Chi. Below that, Pong and Kong outrank Chi. If two players could both Pong the same tile, house rules on who takes precedence vary; agree this before playing competitively.

The three kinds of Kong

1. Can it win? If it makes a valid Hu, declare Hu immediately.
2. Does it make a Kong or Pong? Call only if the open set fits your hand and scoring plan.
3. Is it from your left? Only then can you consider Chi, and only for a same-suit sequence.
4. Otherwise Let the discard pass and play continues to the next draw.
ConcealedBuilt entirely in hand, hidden from opponents
9999
Exposed4th tile claimed from a discard, all face-up
3333
PromotedExisting open Pong, plus the 4th drawn later (highlighted)
All three count as one set and all three earn a replacement draw. Some tables display a concealed Kong with the middle two tiles turned face-up instead of all four hidden — follow your table's convention.

Any Kong — of any kind — is followed by drawing a replacement tile from the dead wall, since a Kong uses 4 tiles but only counts as one set. This keeps your hand at the right size to keep playing toward 14.

Exact table situationWhy a Kong needs a replacement draw
Your concealed tripletthree 7 Circles · 七筒 were already in hand
777
You draw the fourth 7 Circles · 七筒
7
DECLARE KONG
Draw replacementThen discard
Replacement endtake one tile from the designated end of the wall
The declared setfour tiles, but one set slot
7777
The replacement is not an extra bonus turn. The fourth tile makes the Kong physically larger than a normal set, so the replacement restores the number of tiles available to complete the rest of your hand. If that replacement is a bonus tile, reveal it and replace again.

Should you Pong or Chi every chance you get?

No. Being allowed to Pong or Chi and it being a good idea are two different questions. A call is a genuine trade: you complete and lock a set immediately, but you give something up every time. The useful question is not “can I take this tile?” but “does taking it improve my chance of completing a legal, worthwhile hand more than it harms my flexibility and safety?”

What you gain

Speed—you complete a set immediately instead of waiting to draw it. A Kong also earns a replacement draw and may earn tai or an instant payment under the table’s rules. On this practice table it earns immediate chips, not Kong tai.

What you give up

Information — opponents now know part of your hand and can discard around it. Flexibility — that set is locked in and can't change shape later. And on rulesets that pay a bonus for a fully concealed hand, any exposed call forfeits it for the rest of that hand. (This site's practice table does not award concealed-hand tai, so there the cost is purely information and flexibility — check which applies at your table.)

A practical call test: call when it meaningfully reduces the work left, preserves a real tai source, and does not leave a visibly poor wait. Pass when the call merely makes the hand look tidier, breaks a broader shape, exposes a speculative flush, or leaves you racing a threatening opponent for a tiny reward.

The core question to ask before every call: does taking this tile bring me meaningfully closer to a hand I can actually declare — including reaching the minimum tai — or does it just fill a slot while leaving my overall position no better? A call that completes a set but leaves you further from any valid tai path is usually a mistake, chicken-hand rule included.

Usually worth callingUsually worth passing
You've already exposed a set this hand — whatever concealment was worth is already spent, so calling again costs lessEarly in the hand, before your shape has settled — calling now narrows your options and tips off opponents for no real gain yet
You're deliberately racing for a fast, cheap hand (e.g. all-sequence) before opponents develop theirsYou're building toward a big hand that specifically needs a concealed or self-drawn bonus — one call and that tai category is gone for good
The wall is running low and you need to finish before an exhaustive drawThe tile only completes a set, not your hand's overall shape — you're just as far from a valid win afterwards
Kong specifically, when it doesn't wreck your shape — the replacement draw plus whatever your table pays for it (bonus tai, or an immediate chip collection) is close to free valueAn opponent is clearly close to winning and the exposed information would only help them read your hand too

Chi and Pong aren't symmetrical opportunities. Chi can only ever come from the player on your left, so a genuinely useful Chi is relatively rare — when one actually helps your hand, it's often worth taking readily, because you can't just wait for a better version to come from someone else. Pong (and Hu) can be claimed off any of the other three players, so useful Pong opportunities come around more often — which means you can afford to be pickier and let a marginal Pong go, on the assumption a better one, or the tile you actually need, is statistically more likely to show up later.

A simple newbie checklist before calling: (1) Does this call actually shorten my path to a valid, above-chicken-hand win — not just fill a set? (2) Have I already exposed a meld this hand, so there's nothing left to protect? (3) Am I intentionally racing for speed over value right now? If most answers are yes, call. If mostly no, let it go and stay concealed.

6. Ready hands (聽牌) and useful waits

A ready hand (聽牌, ting pai) is one tile away from a valid win. Japanese rules call the same state tenpai. It is not simply “one tile away from four sets and a pair”: if your table requires at least one tai, the winning tile must also leave you with a legal scoring hand.

Two-sided waitFor example, holding 4–5 Bamboo can accept either 3 or 6 Bamboo to make a sequence. It often has more live copies than a single-ended wait, but never guarantees safety or speed.
Pair / triplet waitHolding a pair can wait for a third matching tile to make a Pong. This is especially relevant when a dragon or wind triplet is your tai path.
Closed waitHolding 4–6 Bamboo waits specifically for 5 Bamboo. It is narrower, but may be the shape your hand naturally needs.

Before declaring Hu

Maximising your odds: counting outs and shaping your wait

"How do I win more often" mostly comes down to one idea: keep as many different tiles alive as possible for as long as possible, then narrow down only when you have to. Two players can hold the exact same 13 tiles in different arrangements and have very different chances of completing next turn — this is the single highest-leverage skill beyond knowing the rules.

The same three loose tiles, shaped three different ways — all one tile from a set, with very different odds:

4
5
Two-sided waitNeeds 3 or 6 Circles — two tile types, up to 8 copies live
4
6
Closed waitNeeds exactly 5 Circles — one tile type, up to 4 copies live
5
5
Pair waitNeeds a 3rd 5 Circles for a Pong—one tile type, up to 2 copies live because you already hold two

Counting outs (live tiles): every tile type has exactly 4 copies in the set. To estimate your real chances, subtract every copy you can actually see — the ones in your own hand, any exposed melds on the table, and the discard pile — from 4. If you need 5 Circles and you already hold one, and one more has been discarded, only 2 copies are still live among the wall and opponents' hidden hands. A two-sided wait on a tile nobody's discarded yet, with none in sight, can have up to 8 live copies across its two tile types — a very different proposition from a closed wait with 2 left.

Counting the 4 copies of a tile you need — here, 5 Circles:

5In your own hand
5Already discarded
5Still live
5Still live
Two copies are accounted for, so only 2 outs remain somewhere in the wall or an opponent's hand. Doing this count turns “I need a 5 Circles” into a real estimate of your chances.
Wide isn't always betterA two-sided wait on a suit an opponent is visibly hoarding (they've stopped discarding it, or Pong'd it already) can be worse than a narrow wait on a tile nobody wants — count what's actually still live, not just the shape on paper.
Multi-way waits existSome shapes can complete more than one way at once — for example a hand one tile from either a sequence or a pair, depending on what shows up. These are the strongest waits when you can arrange for them, since more than one incoming tile type wins.
Reshaping costs tempoTrading a closed wait for a wider one usually means discarding a tile and drawing fresh — worth it early, rarely worth it once you're already down to your last few useful draws.

Practically: in the early-to-mid hand, when you have a choice between keeping a tile that only helps a closed wait and one that could become part of a two-sided wait later, lean toward the flexible one. Once you're actually tenpai, the wait is usually fixed — the decision that matters most has already been made by how you shaped the hand on the way there.

7. Winning and the chicken-hand rule

Exact table situationWhy the Hu button is unavailable
Hand shapefour sets plus one pair
Hand complete · 0 tai
123456
CHICKEN HAND — cannot Hu
Rule checkminimum tai requirement not met
Before you declareshape + tai both required
Check hand shapeCheck minimum tai
The game-state distinction: having 14 tiles in four sets and a pair is necessary, but where your table uses a minimum tai rule it is not sufficient. Plan at least one legal tai source before the final tile arrives.

You can win in one of two ways:

The chicken-hand rule. This is the feature many newcomers from other Mahjong variants do not expect: on most Singapore tables, a completed hand must be worth at least one tai (台) under the table’s scoring rules. A complete 4-sets-plus-pair hand that scores zero tai is a chicken hand (雞胡)—you cannot call it, and play simply continues. Think about your minimum tai path before you are staring at a complete-but-worthless hand.

When nobody wins: the exhaustive draw

If the wall runs out — down to just the dead wall — before any player completes a valid hand, play simply stops. This is an exhaustive draw: no one wins, no one pays anyone (on most tables), and the hand is void. What happens next commonly depends on the dealer's position: many tables keep the same dealer for a redeal if the dealer's own hand was one tile away from winning (was "ready" or "tenpai"), and rotate the dealer onward otherwise — but this is another point that varies by table, so agree it in advance if it matters to your group.

Edge cases and less common rulings

These come up rarely, but each one causes real confusion — and a real argument — the first time it does. Worth reading once before you meet one at the table.

Robbing the kong (qiang gang hu)

If a player upgrades an exposed Pong into a Kong by drawing the matching 4th tile, and that exact tile would complete your hand, you can declare Hu on it instead of letting them complete the Kong — on tables that allow it. It only applies to that specific upgrade moment, not to a Kong built straight from a discard or fully concealed in someone's hand from the start.

Furiten: check before you assume

Players coming from Japanese Riichi Mahjong ask whether passing on a winning tile locks you out of it later. Many Chinese-style tables have no furiten rule at all. Others — including this site's practice table — use a temporary version: if you pass on a discard that would have won, that tile is furiten for you only until your next draw. Worth settling explicitly, because it changes whether passing a marginal win is free.

Two players want to Hu the same discard

Rare, but possible when hands overlap. Some tables allow multiple simultaneous winners (一炮多响), each collecting separately from the discarder. Others award it to one player only. This site's practice table takes the second route: no multiple winners — the eligible player nearest the discarder in turn order takes it and the rest miss out. Agree this before it happens, not during the argument.

A false or mistaken Hu declaration

Calling Hu on a hand that turns out not to be valid (wrong shape, missing the minimum tai, a miscounted tile) is a real mistake with real consequences on most tables — commonly a penalty payment to the other players, sometimes forfeiting the rest of the hand. Double-check before you call, especially the minimum-tai requirement, which is the single most common reason a "complete" hand turns out not to be callable.

Chained Kongs and bonus tiles

Kong replacement draws and bonus-tile replacement draws can trigger each other — draw a replacement after a Kong and it turns out to be a flower, reveal the flower and draw again, and if that's the 4th copy of something you hold, you can Kong again. Resolve one event fully before moving to the next; there's no upper limit to a genuine chain, though it's very unusual to see more than two in a row.

Winning on the very last tile

Drawing the last available tile in the wall and having it complete your hand is often specifically named and separately valued (sometimes called "last tile draw") on tables that track it. Symmetrically, being the one whose discard is claimed as the very last tile of the hand is sometimes its own named, often penalised, situation. Check whether your table's tai chart lists either.

Abortive hands some tables use. A few groups play optional "instant redeal" conditions — for example four Kongs appearing across the table in one hand, or every player discarding the same tile on the very first go-around — where the hand is voided and redealt rather than played out. These are far more common in formal Chinese Official rules than in casual Singapore play, and are not universal — if you've never heard of one at your regular table, it's probably not in use there, but it's worth asking rather than assuming if you're joining a new group.

8. Tai scoring: how a hand's value is counted

Tai values are the most table-specific thing in Mahjong. A generic chart copied off the internet will not match your group. The chart below is the exact one this site's practice table uses, so it is at least internally consistent and something you can actually practise against — but treat it as one ruleset, not the universal one. Confirm your own table's values before playing for stakes.

Once a hand is valid, its value is counted in tai (台), called fan (番) in some regions. Two things about this ruleset matter more than any individual row: a hand needs at least 1 tai to be declared at all, and the total is capped at 5 tai—so beyond a point, stacking more scoring categories stops adding value.

The practice table's tai chart:

TaiHand or featureWhat it means
+1All ChowEvery set is a sequence (but not a Kah Long wait — see below)
+1Dragon PongEach triplet of Red, Green or White dragons, counted separately
+1Seat wind / Prevailing windA triplet of your own seat wind, or of the current round wind. Both can apply.
+1 eachBonus tilesYour matching seat flower or season; a complete 1–4 flower set; a complete season set; each animal; all four animals
+2All PongEvery set is a triplet or quad, no sequences
+2Half FlushOne suit plus honour tiles
+2Half TerminalsEvery set contains a terminal or honour
+2Little Four Winds 小四喜Three wind triplets plus a pair of the fourth
+3Little Three Dragons 小三元Two dragon triplets plus a pair of the third
+4Ping Hu 平胡The classic all-sequence hand with a valueless pair — the biggest common hand here
+4Full FlushOne suit only, no honours at all
+4All Honors 字一色Nothing but winds and dragons
5 (cap)All Terminals · 13 Wonders · Eight FlowersStraight to the cap. 13 Wonders is this table's Thirteen Orphans; Eight Flowers wins on bonus tiles alone.
Auto-winBig Three Dragons 大三元 · Big Four Winds 大四喜Declared immediately. Big Four Winds is scored at 10 internally but still pays out at the 5-tai cap.
Two things that surprise people coming from other rulesets. There is no separate tai for a concealed hand, and no separate tai for self-drawing — so keeping a hand closed does not pay by itself here. Self-draw is rewarded through the payment side instead, by doubling what every opponent pays. Also note Kah Long 卡窿, a closed middle-tile wait, cancels the All Chow tai — so how you shape a wait can change the score, not just your odds.

What those category names actually look like as tiles:

All sequences
234 567 345 678 99
All triplets
222 777 444
Half flush
123 666 789
Full flush
123 456 777 888 99
Half flush is one suit plus honour tiles; full flush is one suit and nothing else — which is why it's worth considerably more. Note the all-triplets hand contains no runs at all, and the all-sequences hand contains no triplets.

Tai values stack — one hand can qualify for several categories at once. A full flush that is also all triplets counts both, and bonus tiles add on top. That is why experienced players steer toward hands that combine two or three categories rather than chasing a single big one.

But watch the cap. With a 5-tai ceiling, stacking is only worth it up to the point you reach it. A Full Flush (+4) plus one dragon Pong (+1) already caps out — a third scoring category adds nothing. Once you can see you are at or near 5, the better use of your remaining turns is finishing the hand quickly and, ideally, self-drawing it, because the payment doubling is the only lever still available to you.

9. Ping Hu, Chou Ping Hu and “licence to Hu”

Ping Hu (平胡) is one of the most confusing Singapore Mahjong terms because groups use it differently. The shared idea is an all-sequence hand, but the required eye, wait, bonus tiles and whether an exposed Chi is allowed are all house-rule questions. Do not assume a rule learned at one table transfers unchanged to another.

The exact Ping Hu test on this site’s practice table

For this practice table, ask these questions in order. The hand earns Ping Hu +4 tai only when every answer is favourable:

Four Chows?Every set must be a numbered sequence. Any Pong or Kong ends the Ping Hu route.
Unvalued eye?The pair cannot be a dragon, your seat wind or the prevailing wind.
No bonus tile?Any flower, season or animal blocks Ping Hu on this table.
No Kah Long?A closed middle-tile wait such as holding 4–6 and winning on 5 does not qualify.

An open Chi is allowed here. “All sequences” does not automatically mean “fully concealed.” That is another frequent point of disagreement between tables.

Your completed shapeResult on this practice tableWhy
Four Chows + ordinary number pair + no bonus + two-sided or edge waitPing Hu: +4 taiAll four conditions are satisfied.
Four Chows + ordinary number pair + one or more bonus tilesAll Chow: +1 tai, plus applicable bonus taiThe bonus blocks Ping Hu, but the all-sequence shape still scores on the lower route.
Four Chows + dragon, seat-wind or prevailing-wind pairNo Ping Hu or All Chow shape taiThe eye is valued. The hand needs another qualifying tai source.
Four Chows + Kah Long closed-middle waitNo Ping Hu or All Chow shape taiThe wait itself blocks both sequence-hand categories on this table.
Any Pong or KongNot an all-sequence handScore the triplet, suit, honour and bonus categories that actually apply instead.

Does a Kah Long wait subtract one tai?

Not as a universal “minus one” calculation. Kah Long / Kalong (靠張) usually describes a closed-middle wait: you hold 4–6 and need exactly 5 to complete the Chow. What happens next is ruleset-specific.

Example: your four-Chow hand has a Kah Long wait and a qualifying 1-tai bonus. Under this site’s rules, the Kah Long blocks the sequence-hand tai, but the separate bonus tai still provides the minimum needed to Hu. Calling that “2 tai minus 1” reaches the same number in some examples but teaches the wrong rule and fails as soon as other categories are involved.

Practice-table scoring checkSame Chows, different eye
Valid Ping Hu eyepair of ordinary 9 Bamboo
9Bamboo9Bamboo
Four Chows are already complete
ordinary eye → Ping Hu routevalued eye → find another tai
Check the eye before Hu
Valued eyepair of Red Dragons
A pair is not automatically “neutral.” On this ruleset, an ordinary suited pair preserves Ping Hu; a dragon, seat-wind or prevailing-wind pair blocks it. A pair does not earn the triplet tai that three matching honours would.

What people mean by Chou Ping Hu

Chou Ping Hu is informal and its exact meaning varies. Some Singapore players use it for the lower-value all-Chow route when strict Ping Hu conditions are not met. This guide calls that route All Chow (+1) because that is the label used by the practice table. At another table, ask for examples rather than relying only on the name.

What “licence to Hu” means

“Licence to Hu” is local shorthand for having at least one valid tai source so your completed shape may legally win. It is not a separate scoring pattern. On this practice table, a qualifying animal, matching seat flower/season, dragon Pong, wind Pong, All Chow or another listed category can provide that minimum. Other groups may insist that the minimum comes from the hand rather than bonus tiles.

Name your licence before calling Chi or Pong. If you cannot say where the required tai will come from, the call may be making your hand faster but unwinnable. Check the tai chart, then check whether bonus tai counts at your own table.

10. Flower, season and animal tiles

Flowers, seasons and animals are not part of your 14-tile winning shape. Reveal one as soon as it is dealt or drawn, place it face-up in your bonus area, and take a replacement tile from the designated end of the wall. If the replacement is another bonus tile, repeat the process until you receive an ordinary hand tile.

Exact table situationSouth seat draws Season No. 2
You are SouthNo. 2 is your seat-matching number
Drawn tile: Summer · No. 2
2
Reveal bonusDraw replacement
+1 tai on this table
Replacement drawthe ordinary tile enters your hand instead
5
Do not keep Summer in your hand. It moves to your face-up bonus area immediately. Because you are South, No. 2 adds +1 tai on this practice table; by itself it does not trigger the paired flower-and-season chip payment.

Keep two different ideas separate: a bonus can add tai to the final hand, trigger an immediate chip payment, or do both. The exact practice-table rules are:

Bonus eventAdds to final tai?Immediate chips on this practice table?
One animal+1 tai per animalNo, unless it completes a pair or all-four event below
Your seat-matching flower or season+1 tai for each matching tileNo by itself
Both matching flower and season for your seat+1 tai each1 chip from each opponent; 2 each if both were in the dealt 13
Cat + Rat, or Rooster + CentipedeNo extra pair tai; the two animals still score individually1 chip from each; 2 each if both were in the dealt 13
All four animals+1 set tai in addition to the four individual animal tai2 chips from each; this stacks with both animal-pair payments
All four flowers, or all four seasons+1 tai for that complete set2 chips from each

These numbers describe this site’s practice table, not every Singapore table. Some groups use different chip amounts, pay only for “bites,” or treat bonus tai differently when checking the minimum required to Hu. Add those choices to the pre-game checklist.

The animal pairs (咬)

Animals have a mechanic flowers don't: they hunt in pairs. Cat catches Rat, and Rooster catches Centipede. On this site's practice table, holding both halves of a pair triggers an immediate chip payment from every opponent — collected on the spot, not at the end of the hand — though the pair adds no extra tai beyond what the two animals are already worth individually.

Cat catches Rat
Rooster catches Centipede

The pair payment doubles when both animals were already in your dealt 13. The same dealt-13 doubling applies to your matching seat flower plus matching seat season.

Bonus tiles are numbered 1–4, and each number lines up with one seat:

1Spring · No. 1
East seat
2Summer · No. 2
South seat
3Autumn · No. 3
West seat
4Winter · No. 4
North seat
The four seasons are shown here; the four flowers carry the same 1–4 numbering and seat mapping. On this practice table, a South-seat player’s No. 2 flower and No. 2 season each add +1 tai. The two together also trigger the immediate paired bonus described above.

A bonus tile can also change the hand category: on this practice table, any bonus tile blocks strict Ping Hu, although an otherwise valid all-sequence hand may use the lower All Chow route. See the Ping Hu decision table.

Because bonus tiles never occupy a hand slot and always get replaced, reveal them immediately. Hiding one causes a tile-count and payment dispute; it provides no strategic benefit.

11. Payments, instant chips and bao

Payment conventions vary by table more than almost anything else in Mahjong, but two patterns are most common in Singapore-style play:

Discarderpays ×2 Player Bpays ×1 Player Cpays ×1 WINNER

Won on a discard

Player Apays ×2 Player Bpays ×2 Player Cpays ×2 WINNER

Self-drawn (Zimo)

This is the model this site's practice table uses: everyone pays either way, and the doubling is what shifts. On a discard win only the discarder is doubled; on a self-draw all three are. That is why zimo pays roughly half as much again for exactly the same hand — and why other tables' conventions (discarder alone, or an even three-way split) change how cautiously people discard. Settle which one you're playing before the first hand.

Instant payments are separate from the final Hu

This practice table pays certain events immediately, even if the same player later loses the hand. An exposed or added Kong earns 1 chip from each opponent; a concealed Kong earns 2 from each. Bonus-pair and complete-set payments are listed in the bonus-tile table. Record these when they occur rather than trying to reconstruct them after the hand.

What bao responsibility means

Bao (包) is responsibility payment, not an extra tai. Under some house rules, the player who feeds the discard that makes an opponent’s dangerous exposed pattern unmistakable becomes liable for that opponent’s whole final payment if the opponent wins.

On this practice table, a discarder becomes the liable player when their tile completes the opponent’s third exposed dragon set, fourth exposed wind set, or fourth exposed same-suit set. If that opponent later Hu, the liable player pays the full amount that would otherwise be shared. This is a deliberately specific house rule; other tables use different triggers or no bao at all.

Practical lesson: once an opponent has exposed two dragon sets, three wind sets or three sets in one suit, do not discard the obvious completing category without first checking the table’s bao rule. You may be accepting responsibility for far more than one normal discard payment.

Agree the final-win convention, immediate Kong/bonus payments and bao triggers before the first hand, especially if real stakes are involved.

12. House rules to agree before play

The best way to prevent a Singapore Mahjong argument is to settle the handful of rules that genuinely vary. You do not need a legal document. Read this checklist aloud, choose one answer for each row, and keep the agreed scorecard visible.

Are there official Singapore Mahjong rules?

There is no single nationwide ruleset used by every Singapore family, club and event. The common foundation—four players, the suited and honour tiles, draw-and-discard turns, and familiar Chi/Pong/Kong/Hu calls—is stable enough to learn. The disagreements concentrate around scoring and edge cases: minimum tai, Ping Hu waits, whether bonuses provide a licence to Hu, Kong payments, bao, multiple winners, penalties and special hands.

A club or competition can publish an official ruleset for that event, and an app can define an exact implementation, but neither automatically overrides your family’s table. “Official at this tournament” and “universal Singapore rule” are different claims. The fairest approach is to name the ruleset being used and settle the variable rows below before money or pride is involved.

TopicChoices you may encounterThis site’s practice table
Tile set144 tiles; or 148 with four animals148 tiles
Minimum and capChicken hand allowed; 1-tai minimum; different capsMinimum 1 tai; cap 5
Ping HuDifferent eye, wait, concealment and bonus conditionsFour Chows, unvalued eye, no bonus, no Kah Long; open Chi allowed
Bonus licenceBonus tai may or may not satisfy the minimumQualifying bonus tai counts toward the minimum
Kong paymentsTai, instant chips, both, or neitherInstant chips: 1 each exposed/added; 2 each concealed
Animal and flower paymentsPair “bites,” complete sets and dealt-hand doubling varyUses the exact schedule in the bonus section
Discard versus self-drawDiscarder alone; all pay evenly; or discarder pays moreAll pay; discarder ×2. On zimo, all three ×2
Bao responsibilityDifferent danger triggers, or no baoSpecified dragon, wind and same-suit exposed-set triggers
Multiple HuAll eligible winners; or nearest player onlyOne winner: nearest eligible player in turn order
Passing a winning tileNo furiten; temporary lock; stricter lockTemporary: that tile is blocked until your next draw
Special handsSeven Pairs, Thirteen Wonders and instant hands differNo Seven Pairs; Thirteen Wonders and listed cap hands allowed
False Hu and exposed mistakesWarning, dead hand, forfeiture or penalty paymentAgree with human players before the session

Thirty-second pre-game check

13. Common beginner mistakes

A few points of table etiquette first

Missing your own win

Not noticing a discard (or your own draw) actually completes your hand. Slow down and check on every draw, especially once you're one tile away.

Trying to Chi the wrong player

Chi only works on the discard of the player directly to your left. It's the single most common rule mix-up for newbies coming from other card or tile games.

Committing too early

Pong-ing or Chi-ing in the first few turns locks in your hand direction and reveals information to opponents, often for a hand that ends up chicken-value anyway. Stay flexible early.

Feeding an obvious hand

Not tracking what opponents have Pong'd/Chi'd or which tiles they've stopped discarding — both are signals of what they're collecting, and ignoring them is how you accidentally discard someone's winning tile.

Forgetting to reveal bonus tiles

Flowers, seasons and animals must be shown immediately, not held back — holding one back is usually against the rules, not just bad practice.

Chasing a hand with no tai path

Realising late that your complete hand is a chicken hand with no way to reach the minimum tai. Name a real source from your table’s chart—such as a value honour, qualifying bonus, All Chow, All Pong or flush—before the end. On this practice table, self-draw and concealment do not add tai.

When something goes wrong at the table

Every section above is about avoiding mistakes. This one is about the moment a mistake has already happened, which is when a new player most often freezes. None of these situations is unusual, and none of them needs an argument — but Mahjong has no governing body, so the penalty is a table convention rather than a fixed law. Agree the answers before the first hand, not during the dispute.

You are holding the wrong number of tiles

A hand should sit at 13 tiles between turns, and 14 only after you draw or claim. If you find yourself long or short — usually from forgetting to discard, or drawing twice — say so immediately rather than quietly fixing it. Most home tables simply correct the count and play on. Stricter tables treat a long hand as dead for that round: you keep playing and paying, but you cannot Hu. The one thing every table agrees on is that hiding it is worse than admitting it.

You declared a win that turns out to be invalid

Usually because the hand does not reach the minimum tai, or the shape is not actually complete. Show the hand rather than taking it back. A friendly table lets you carry on, sometimes with the hand dead for the round; a stakes table may charge a penalty, often the amount you would have won. This is the single most valuable thing to settle in advance, because it is the one that turns into a real disagreement.

A tile is exposed by accident

If you flip a tile while drawing or knock one off your rack, show it and carry on. Everyone has now seen it, which is a small disadvantage to you and no advantage worth policing. During dealing, a revealed tile is normally just reshuffled back before play begins.

You claimed too slowly, or changed your mind

A call is generally binding once made, and generally 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 that the table has already moved past. If two players call the same tile, priority runs Hu, then Pong or Kong, then Chi.

The deal itself went wrong

Miscounted stacks, a tile dropped mid-deal, or dice that fell off the table. Before anyone has looked at their hand, the simple answer is to reshuffle and deal again — it costs a minute and removes any doubt. Once players have seen their tiles, most tables prefer to correct the count and continue rather than replay a hand people already have information about.

Nobody agrees what the rule is

This is normal, not a failure. Singapore tables differ genuinely 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 — and section 12 lists what to settle up front.

14. Basic strategy for your first games

  1. Identify candidate plans early; commit only when the evidence improves. Name your strongest connected blocks and plausible tai sources, then let later draws and visible tiles decide whether the hand should stay fast and flexible or pursue more value.
  2. Stay flexible in the opening turns. Avoid exposing melds immediately; keep options open across suits until your hand naturally narrows.
  3. Read opponents' exposed melds and discard patterns. An opponent who stops discarding a suit, or who's Pong'd twice in one suit, is telling you a lot about what's dangerous to discard later.
  4. Keep at least one eye on your tai path. A hand that is structurally complete but worth zero tai is a chicken hand and cannot be called here—plan toward at least one scoring category from early on.
  5. Play safer as the wall runs low. Late in the hand, tiles with several visible copies often have fewer remaining copies available to complete a wait. A fresh tile is not automatically dangerous, but it carries more uncertainty and deserves a check against opponents’ exposed patterns.
  6. Always reveal bonus tiles. Flowers, seasons and animals are free value — there's never a reason to delay showing one.

Intermediate play: probability, magnitude, and when to pivot

Beginners mostly ask "how do I win more often." The more useful intermediate question is: how do I win more often and for more, without increasing how often I hand someone else a big win? Those three things trade off against each other constantly, and reading the trade-off correctly, hand by hand, is most of what separates an intermediate player from a beginner.

Is Mahjong luck or skill?

Both, at different time scales. You cannot control the next tile, so a beginner can beat an expert in one hand and an excellent decision can still lose. Skill appears across repeated decisions: keeping shapes with more live improvements, recognising a legal tai route, choosing when to call, reading only information the table actually reveals, and limiting losses when another player is favoured.

Luck chooses the deal and drawYou do not control your starting hand, the order of the wall, or which opponent happens to receive a needed tile.
Skill changes the odds and costYou choose which shapes to preserve, how much value to pursue, whether to expose, and whether a dangerous push is worth its downside.
Results need a large sampleJudge a decision by the information available when it was made—not solely by whether the next tile rewarded or punished it.

A useful review question: “If I faced this position many times, would this choice give me more live routes to a legal win, more realistic value, or less avoidable loss?” That separates decision quality from one lucky outcome.

ProbabilityHow likely you are to complete your hand at all—driven by how wide your wait is and how many outs are actually still live.
MagnitudeHow much the hand is worth if you do win — driven by which tai categories you're stacking, and whether you're self-drawn or off a discard.
RiskHow likely you are to deal into someone else's hand while you're still pursuing yours — and how big that hand looks.

A broad, legal one-tai hand and a narrow, high-value hand can have similar appeal for completely different reasons. Do not invent precise win percentages from hidden information. Compare what you can observe: live outs, work remaining, the table’s payout cap, wall stage and opponents’ visible threats.

Reading the game phase

Early Preserve connected shapes and several plausible tai routes. Commit early only when the starting hand already gives a compelling reason.
Mid-hand Narrow toward a real shape with a legal tai path and live improvements. Start actively reading opponents' melds and discards, not just your own hand.
Late (wall running low) Re-price every extra tai against the remaining draws and danger. Speed often gains importance, but folding can be better than forcing a cheap hand through a dangerous tile.
Someone else is close Reassess constantly. If an opponent's exposed melds and discard pattern say they're tenpai on a big hand, the question shifts from "how do I win" to "do I keep pushing at all."

Reading opponents for both probability and magnitude

The same signals tell you two different things at once, and intermediate players learn to read both from one observation:

Deciding whether to keep pushing or fold

"Folding" in Mahjong doesn't mean quitting — it means quietly discarding safer tiles and no longer trying to advance your own hand, because the expected cost of feeding someone else's win now outweighs your own remaining chances. A few honest guidelines, not hard rules:

Lean toward folding when...

Lean toward pushing when...

Don't over-trust "they discarded it themselves." In Riichi Mahjong that permanently locks a player out of winning on that tile. Chinese-style tables vary: many have no furiten at all, and this site's practice table uses only a temporary one that expires on that player's next draw. Either way the tile is not reliably safe for long — treat it as a weak signal. The strongest real signal is a tile with several copies already visible on the table, since that simply leaves fewer live copies for anyone to still be waiting on.

A five-question review after each hand

  1. Shape: which discard kept the most useful connected blocks?
  2. Legality: could you name the tai source that made the planned hand callable?
  3. Live tiles: did you update your outs when copies appeared in discards or exposed sets?
  4. Value: did an extra tai justify the wait or flexibility you gave up?
  5. Risk: when the public table became dangerous, did you reassess—or continue attacking only because that was the original plan?

Review decisions before outcomes. “I discarded the wrong tile because the next draw would have helped it” is hindsight; “I kept a shape with two live improvements instead of one” is analysis you can reuse.

15. Five-block hand building: turn 13 tiles into a plan

A normal hand needs five functional blocks: four blocks that become sets, plus one block that becomes the eye. Thinking in blocks is easier than asking whether every individual tile is “good.” It also shows which tile is genuinely spare.

Exact table situationSouth seat · prevailing East
Your strongest blockscomplete set, two-sided shapes and useful pairs
You draw a non-value North
Discard NorthKeep six connected blocks
Why North is loosenot your South seat wind, not prevailing East, and no pair
Your 14 tiles after drawingprotect connected shapes first
12345778923
Read the hand as blocks, not fourteen separate objects: 1–2–3 Circles is complete; 4–5 Bamboo and 2–3 Characters are broad; 7–7 Characters and Red–Red are pair candidates; 8–9 Circles is an edge block. North has no current job, so it is the clean first cut—unless the visible table makes it valuable as a defensive tile.
1–2–3 Circlescomplete set
4–5 Bambootwo-sided block: 3 or 6
7–7 Characterspair / eye candidate
Red–Redvalue pair; can become a Pong
8–9 Circlesedge block: needs 7
Northloose tile if it is not a value wind

In this example, the first five groups all have jobs. North is the first discard candidate if it is neither your seat wind nor the prevailing wind and does not support a realistic honour plan. If several 7 Circles are already visible, the weak 8–9 block may become worse than North; block quality changes with the table.

Rank blocks by how many useful draws improve them

Complete setAlready occupies one of the four set slots. Do not break it without a clear scoring or safety reason.
Two-sided blockMiddle shapes such as 4–5 accept tiles on both ends and usually provide the widest clean completion path.
Closed or edge block4–6, 1–2 and 8–9 need one rank. They are workable, but lose value as their needed copies become visible.
PairYou need one eye; an extra pair can become a Pong. Too many pairs are clumsy here because this practice table does not recognise Seven Pairs.
Connected shapeA run such as 3–4–5–6–7 can supply two eventual sequences and has many useful draws. Do not split it prematurely into one fixed set plus leftovers.
Loose tileAn isolated tile with no neighbour, pair, value or safety role is normally cut before a tile that belongs to a stronger block.

Example: why 3–4–5–6–7 is more than one sequence

Suppose the rest of your hand needs two sets from this suit. The five-tile shape 3–4–5–6–7 is highly flexible: drawing 2 can make 2–3–4 plus 5–6–7; drawing 5 supports 3–4–5 plus 5–6–7; drawing 8 supports 3–4–5 plus 6–7–8. Locking 3–4–5 as “finished” too early hides those overlapping possibilities.

What to do when you have six blocks

  1. Protect the strongest five. Favour complete sets, broad two-sided shapes, one reliable eye and blocks that create tai.
  2. Compare live improvements. A theoretically strong shape may be dead if its completing tiles are already visible.
  3. Use value as the tie-breaker. A dragon pair may be worth protecting over an ordinary pair because it can become both a set and a licence to Hu.
  4. Use safety late. A weaker block can still contain a safer future discard. When an opponent threatens, survival may matter more than maximum speed.

A compact decision model

Do not pretend you know exact match odds. Compare choices qualitatively:

decision value ≈ completion chance × likely payout − deal-in chance × likely loss

A wider wait raises completion chance; more tai raises payout; a dangerous fresh discard raises the loss term. The balance shifts every turn.

16. Tile efficiency, live outs and probability

Exact table situationCount live outs
Visible discardsone 3, two 6s have already appeared
366
Your 4–5 Bamboo needs 3 or 6
33666
5 live outs, not 8
Unknown tileshidden hands and wall can still contain the remaining copies
Your ready shapetwo-sided wait
45
Do the subtraction on the table: a 4–5 Bamboo shape begins with four 3s plus four 6s. Here, three of those eight tiles are already visible, leaving five possible copies before unknown hands and the wall are considered.

Once you understand the legal hand shape, the next skill is tile efficiency: choosing a discard that leaves the most useful future draws. The aim is not to collect attractive-looking tiles. It is to keep shapes that can become a legal, scoring hand through the largest number of live tiles.

Count live tiles, not just tile types. There are four copies of each suited number tile, but a tile stops being live once it is in your hand, a visible discard or an exposed meld. A two-sided wait is only strong when its possible winning tiles are still available.

From theoretical outs to live outs

Two-sided: 4–5

Completes with 3 or 6. That is up to 8 theoretical outs: four 3s plus four 6s. It is usually a strong shape because either end completes a sequence.

Closed: 4–6

Completes only with 5. That is up to 4 theoretical outs. It may still be correct to keep if it supports your tai plan or other draws can improve the shape.

Edge: 1–2

Completes only with 3. Again, up to 4 theoretical outs, and it has fewer ways to develop into a better shape than a middle two-sided run.

Pair / triplet: 7–7

Can become a Pong with the remaining 7s. The number of live outs is 4 minus every visible 7, including your pair. A pair is useful because every normal hand needs one eye, but too many isolated pairs can slow a hand down.

Theoretical outs
4Bamboo5Bamboo
→ 3 or 6 Bamboo: up to 8 copies
Visible tiles matter
3Bamboo3Bamboo discarded6Bamboo discarded
→ 6 live outs if one 3 and one 6 are visible
“Up to eight” is a starting count, not a guarantee. Reduce it for every relevant tile you can see; hidden hands and replacement-wall tiles create uncertainty you cannot fully calculate.

A useful probability estimate — and its limit

If O is the number of live outs you can reasonably count and U is the number of unknown drawable tiles, the conditional chance that your next draw helps is:

P(next helpful draw) = O / U

If you expect to receive N more draws and no one claims or changes the wall, a simple without-replacement estimate is:

P(at least one helpful draw) = 1 − C(U − O, N) / C(U, N)

This is a teaching estimate, not a real-time win guarantee. Other players draw, call tiles, win on discards, and may already hold some of your outs. Use the formula to compare two choices with the same information — for example, a six-live-out wait versus a two-live-out wait — not to announce an exact match percentage.

How to choose a discard for efficiency

  1. First, protect a legal hand shape. You generally need four workable blocks and one pair; do not discard the only tile that holds a useful block together.
  2. Then count improvements. Prefer a discard that leaves more live draws able to make a set, improve a wait, or preserve your pair.
  3. Use visible information. If three copies of a needed tile are already exposed or discarded, do not build your whole plan around the fourth.
  4. Keep a tai path. A very fast zero-tai shape is not a win where the chicken-hand rule applies. Efficiency is useful only when the result can be declared.

17. Fast win or bigger tai?

Exact table situationA call decision, not an automatic call
Table signalan opponent already has two exposed sets
Left player discards 6 Circles · 六筒
6
Chi for a fast legal handPass and keep value path
Your planalready have a reliable one-tai source?
Your connected tiles4–5 Circles + 6 Circles
456
Pause before pressing Chi: if the call makes a fast hand that already has a legal tai path, it may be right—especially against a threatening table. If it destroys your only credible tai source or turns a broad wait into a narrow one, passing can be stronger.

Good Mahjong is not “always go fast” or “always chase a large hand.” It is a trade-off between speed, value and risk. A larger tai hand is worthwhile only when its extra value is realistic enough to compensate for the extra turns and narrower waits it may require.

Choose the faster route when…

  • You already have a credible one-tai source under your table’s chart.
  • Your hand has several connected shapes or many live improvements.
  • Calling a tile completes a useful set without destroying your only scoring route.
  • Another player looks close and you need a realistic chance to finish first.
vs

Invest in more tai when…

  • Your starting tiles already lean naturally toward one suit, triplets, dragons or seat/round-wind value under your rules.
  • The extra value does not turn a broad wait into a one-tile gamble.
  • You have time: the wall is not late and opponents do not look immediately dangerous.
  • The table’s payment chart makes the value increase materially meaningful.

The three-question decision test

  1. What is my minimum legal tai source? Name it before exposing tiles.
  2. What am I giving up? Count the live improvements or waits lost if you force the higher-value plan.
  3. What has the table told me? Late wall, exposed Pongs/Kongs and opponents who stop discarding a suit all make a slow plan less attractive.

For example, do not break a live two-sided wait merely to chase a flush from a hand that is still spread across several suits. On the other hand, if you begin with a concentrated suit and compatible honour pairs, forcing a fast mixed hand may throw away value that was already naturally present. The correct choice follows the tiles and the table state.

18. Defence: avoid feeding a win

Winning more often is partly about finishing hands and partly about avoiding expensive mistakes. Defence matters most late in a hand, or when an opponent has exposed several sets and is likely close to a legal win.

Exact table situationBao danger on this practice table
Opponent’s exposed setsWhite Dragon Pong + Green Dragon Pong
You are considering discarding Red Dragon
BAO RISK
Reassess the discardCheck another tile
What the tile could completea third exposed dragon set
This is not merely “a dangerous honour.” If the opponent holds two Red Dragons, your discard lets them expose the third dragon set. Under this practice table’s bao rule, you become responsible for the full final payment if that opponent later wins. Other tables may use different triggers or no bao.
Read exposed setsA player who has Ponged a dragon, wind or repeated suit has revealed part of their plan. Do not casually supply the obvious matching tile or suit.
Prefer seen tiles lateA tile with several visible copies is often less likely to complete a concealed wait than a completely unseen tile. “Less likely” is not “safe”: it may still form a pair or special wait.
Change gearsIf your own hand is slow and an opponent looks dangerous, keeping every possible improvement may be worse than selecting a safer discard. A small loss avoided can matter as much as a marginally faster hand.

Do not overclaim certainty. Discards are probabilistic, not guaranteed safe. Use the visible table to reduce risk, and agree any special defensive conventions with your group rather than importing assumptions from another Mahjong variant.

19. Real-table examples: what do I do here?

These short situations cover the questions that most often stall a beginner at a real table. They deliberately use simple tiles and avoid assuming one fixed scoring chart; where a rule varies, the example tells you what to confirm with the table.

Claims, wins and hand shape

A 6 Bamboo would complete my 4–5 Bamboo. It was discarded by the player opposite me. Can I Hu?

Yes, if it completes a valid winning hand. The “left player only” restriction applies to taking a discard for a Chi. A Hu can normally be claimed from any player, even when the winning tile completes a sequence or your pair.

456
You hold 4 and 5 Bamboo; the highlighted 6 Bamboo is the discard. The “left player only” rule governs Chi, not Hu — a winning tile may be taken from anyone.

I have four sets but need one tile to make my pair. Can I win on that discard?

Usually yes. The eye may be completed by a discarded tile just like a sequence or triplet, provided the full hand is legal and meets your table’s minimum tai.

I have 1–2 Circles and the player on my right discards 3 Circles. Can I Chi?

No. That tile would make a sequence, but Chi is restricted to the player immediately on your left. You may still take a matching discard from any player for Pong, Kong or Hu where legal.

I have three 7 Characters and draw the fourth. Do I just keep 14 tiles?

Declare a Kong under your table’s process, then take a replacement draw. The Kong contains four tiles but still represents one set, so the replacement keeps your hand progressing normally.

Two people shout for the same discarded tile. Who gets it?

Hu normally has priority over Pong/Kong, which has priority over Chi. If two players can Hu, or two can Pong, use the tie-break rule your table agreed before play; this is a common house-rule difference.

I called Pong, then realised it ruins my planned hand category. Can I undo it?

Usually no once the set is exposed. Treat the call as a commitment. Before calling, ask whether the faster open hand still has a legal tai path and enough live improvements. This practice table has no concealed-hand tai, but a Pong can still destroy Ping Hu, All Chow or a flexible sequence shape.

Live tiles, waits and probability

I hold 4–5 Bamboo, but one 3 and two 6s are visible. How many winning tiles are live?

Start with eight theoretical copies: four 3s and four 6s. Remove the one visible 3 and two visible 6s: five live outs remain, before accounting for unknown hands or the reserved wall.

Should I keep 4–5 or 4–6 in the same suit?

All else equal, 4–5 is broader: it accepts 3 or 6, while 4–6 accepts only 5. But “all else equal” matters—if visible tiles have exhausted the 3s and 6s, or 5 is needed for a valuable/tai-producing shape, reassess the live count.

I have two pairs, 3–3 and 7–7. Is that a four-tile wait?

Potentially. If your other sets are complete, either pair can become a triplet. With no other 3s or 7s visible, there are two remaining 3s plus two remaining 7s: up to four live outs.

My needed tile has never appeared. Does that mean it is safe and available?

Neither follows. It may be hidden in another hand or in the replacement portion of the wall. “Unseen” can mean it is still live, but it can also make the tile riskier to discard late because an opponent may be waiting for it.

Can I calculate my exact chance to win from the table?

Not exactly. You can calculate a conditional draw estimate from live outs and unknown drawable tiles, but opponents’ hidden tiles, future claims and who wins first are unknowable. Use probability to compare choices, not as a certainty.

Scoring, bonuses and practical decisions

My hand is four sets plus a pair, but the app/table says chicken hand. What happened?

The shape is complete, but it has no qualifying tai under the active rules. Check for a valid source such as a value honour, qualifying bonus, All Chow, All Pong, a suit pattern or another category on that table’s scorecard. This practice table gives no tai merely for concealment or self-draw.

I drew a flower or animal while holding 13 tiles. Does it become part of my hand?

No. Reveal it in the bonus area and take the agreed replacement draw. Bonus tiles do not occupy one of the fourteen hand-tile slots, and their scoring treatment can vary by table.

I could call a quick Chi, but then my hand is mixed across three suits. Should I?

Only if the call leaves a clear legal tai route and improves your real speed. If it merely makes one neat sequence while closing off a promising one-suit or concealed path, passing may be stronger.

I can make a full flush, but I need to throw away a live two-sided wait. Is it worth it?

Usually only when the flush is already strongly supported by your tiles and the wall is still early. Compare the tai gained with the live outs lost. A broad, legal small hand often has more practical value than a speculative limit hand.

An opponent has exposed two triplets and the wall is low. My hand is far from ready. What now?

Consider defence. Stop treating every discard as an attacking opportunity. Prefer tiles with several visible copies, avoid obvious matching honours/suits, and accept that limiting a loss can be the best decision.

The wall runs out before anyone wins. Who pays?

That is a drawn hand, but the follow-up—dealer rotation, penalties, any Kong-related treatment and the next deal—depends on the rules your group uses. Agree it before the session rather than inventing it during the first draw.

20. Beginner questions answered

These are drawn from the questions that come up again and again in Mahjong forums, group chats and at real tables — not hypothetical ones. Grouped by theme so you can jump to what you're actually stuck on.

Rules people get tripped up on

Can I make a sequence with winds or dragons?

No. A Chi is three consecutive number tiles in the same suit only. Winds and dragons are honour tiles, so they can form a Pong or Kong but never a sequence.

Why did I claim a tile but not draw afterwards?

A claimed Chi or Pong supplies the incoming tile for that turn. Lay out the open set, then discard. A Kong is different: it needs a replacement draw because its set contains four tiles.

What is the difference between seat wind and round wind?

Your seat wind is East, South, West or North for the hand. Some score charts also use a prevailing or round wind that changes over a longer round. Whether either earns tai, and how much, is table-specific.

Can I declare a hand with four sets and a pair?

Usually only if it also meets your table's minimum tai requirement. This is the key difference behind the chicken-hand rule: the shape may be complete, but the win may still be invalid.

Can two players win off the same discard?

Depends on the table. Some allow simultaneous multiple winners; others award it to one. This site's practice table allows only one — the eligible player nearest the discarder in turn order. See Edge cases.

What is furiten, and does this game have it?

Furiten (from Japanese Riichi Mahjong) blocks you from winning on a tile you passed on. Many Chinese-style tables drop the rule entirely. This site's practice table does use a temporary form: pass on a winning discard and that tile is furiten for you until your next draw. Ask which version your own table plays.

Can I take back a Pong or Chi once I've called it?

Normally no once the set is exposed and play has continued. A teaching table may correct an immediate verbal slip before tiles move, while stricter tables treat the declaration as binding. Agree how mistakes are handled; strategically, assume every call is permanent (see calling efficiency).

What happens if I expose part of my hand by accident?

House-rule territory, and it varies a lot — some tables let you continue with a warning, others treat it as a forced open hand from that point, and some apply a small penalty. Agree on this before it happens, since it's an awkward thing to negotiate mid-argument.

Is there a limit on how many Kongs can happen in one hand?

Rulesets differ. The physical limit comes from the four copies of each tile and the availability of replacement draws, while some tables add an explicit abortive-draw rule after a specified number of Kongs. Singapore groups do not all use the same trigger, so include it in the edge-case agreement rather than assuming a universal number.

Scoring questions

Do my flowers count toward the minimum tai I need to win?

It depends on the table. On this site’s practice table, qualifying bonus tai does count toward the one-tai minimum: for example, your seat-matching flower can provide the licence to Hu. Some groups require the minimum to come from the hand itself. Confirm this using the house-rule checklist.

What is Ping Hu in Singapore Mahjong?

On this practice table it is four Chows, an unvalued eye, no bonus tiles and no Kah Long closed-middle wait. Open Chi is allowed. If a bonus tile is present, the lower All Chow route may apply instead. See the full Ping Hu test.

What does “licence to Hu” mean?

It is informal local shorthand for having a valid source of the minimum tai needed to win. It is not a separate pattern. Your licence might be a dragon Pong, qualifying bonus, All Chow or another category recognised by that table.

What is bao?

Bao is a responsibility-payment rule: feeding a specified decisive exposed set can make you liable for the opponent’s full payment if they later win. Triggers differ; the exact practice-table bao rules are listed above.

I had more tai in my hand than the winner — why didn't I get anything?

Only the player who actually declares a valid Hu collects for that hand. Tai you were sitting on in an incomplete hand, or a hand you never got to declare, doesn't score anything — this trips up a lot of new players who assume having "the better hand" matters even without winning.

Does a Kong help my score, or just my speed?

Both, but how varies. Some tables give a Kong bonus tai. This site's practice table instead pays it immediately in chips — 1 from each opponent for an exposed or added Kong, 2 for a concealed one — separately from the hand's final tai. Either way it still exposes information, so it isn't free in every spot; see calling efficiency.

What's the difference between tai and the actual money/points I pay?

Tai scores the hand; converting tai into chips is a separate table agreement. Note it's often not linear — on this site's practice table 1 tai starts at 1 chip and doubles per tai, so 4 tai is worth far more than twice 2 tai. Combined with the 5-tai cap, that makes the first few tai matter enormously and anything past the cap matter not at all. Settle the scale before playing for stakes.

Strategy questions

Should I always go for the biggest hand possible?

No — see Intermediate play. A guaranteed small hand often beats a low-probability big one, especially late in the wall or when an opponent looks close to winning themselves.

How do I know if my wait is actually good?

Count your live outs: how many copies of the tile or tiles you need remain after subtracting your own tiles, exposed melds and discards. A wide-looking wait can be poor when most of its copies are already visible.

How do I estimate the chance of drawing a tile I need?

Count the live outs, then divide by the unknown drawable tiles for a next-draw estimate. It is a comparison tool, not an exact win percentage: other players may hold your outs, and the wall changes after every draw and claim. See tile efficiency and probability.

Why is a two-sided wait usually better?

A shape such as 4–5 can complete with either 3 or 6, giving up to eight theoretical copies before visible tiles are removed. A closed 4–6 wait needs only 5, giving up to four. The stronger choice still depends on live copies, tai and safety.

Is it ever correct to just stop trying to win?

Yes — this is normal, experienced play, not giving up. If an opponent is clearly close to a large hand and yours is still far off, discarding safer tiles instead of pushing toward your own hand is a legitimate, common decision.

Playing on this site

Why does the practice table say "chicken hand" when I thought I'd won?

It means your 14 tiles form a valid 4-sets-plus-pair (or recognised special) shape, but score zero tai under the active rule settings — so it can't be declared. Check the in-game rules panel for exactly which categories count.

Can I play locally against friends without the internet?

Check the practice table's own mode options — pass-and-play and solo-against-AI modes are commonly available; see the game itself for what's currently supported.

Does the practice table match my family's exact house rules?

Almost certainly not in every detail — house rules vary too much for any single implementation to match everyone's. Use it to learn the shared foundations in this guide, then confirm your own table's specific scoring chart and special-hand list separately.

Culture and etiquette

Is Mahjong gambling? Is it legal to play for money in Singapore?

Mahjong without a prize or anything of value is not gambling. Playing for money is different. Singapore's current official guidance permits physical social gambling only under specific conditions, including playing in an individual's home with family or people who personally know one another; it is illegal in public places, and social gambling is not permitted online. Read the Singapore-specific explanation and official sources below. This guide is not legal advice.

How long does a Mahjong game take?

There is no universal length. One hand ends when somebody Hu or the playable wall runs out; a session may use a fixed number of hands, a chosen round structure or a time limit. Teaching games and detailed score disputes take longer, so agree on the stopping condition before starting.

Is it rude to point out someone's mistake mid-game?

Generally not, if done politely and promptly—most groups would rather pause and get a ruling right than argue afterwards. See the mistakes and etiquette section.

Mahjong controversies worth discussing—not fighting over

These disagreements are useful because each exposes a real design choice. The goal is not to declare one family’s tradition “wrong”; it is to understand what each rule rewards and make the table’s choice explicit.

Does luck make Mahjong an unfair or unskilled game?

A short session can be swingy, and pretending otherwise is unhelpful. The skill is making higher-quality choices under uncertainty and managing downside repeatedly—not guaranteeing that the next draw obeys you. See luck versus skill.

Is calling everything aggressive—or simply bad play?

Neither label works universally. Frequent calls can be correct when they create a fast legal hand or deny a threatening table; they are poor when they lock weak shapes, expose a speculative plan or erase the only tai route. Judge the exchange, not the call count.

Should the discarder pay everything?

Shooter and bao rules make dangerous discards expensive, rewarding defence and accountability. Shared-payment systems make one mistake less catastrophic and keep all players financially involved. Both change strategy; neither should be sprung on players after a win.

Are strict false-Hu and wrong-count penalties fair to beginners?

Strict penalties protect the game from careless calls, but maximum payments can make a teaching table miserable. A reasonable beginner session can use a warning or dead hand while competitive play uses the announced penalty schedule. Consistency matters more than severity.

Are house rules tradition—or needless complication?

House rules are part of Singapore Mahjong’s living culture, but an undisclosed rule is not a fair surprise. A useful house rule has a clear trigger, consequence and example; “my family always plays this way” explains its origin, not its wording.

Should Ping Hu and Kah Long be simplified?

Simpler definitions help beginners and reduce false Hu calls; stricter definitions preserve local distinctions and change which waits players pursue. Whichever version you choose, show one qualifying and one non-qualifying example before play. See the Kah Long explanation.

21. Mahjong in Singapore: when, where and why people play

Mahjong enters Singapore conversation in several different ways: as a Chinese New Year sound and ritual, a family language passed between generations, a year-round club activity, a strategy game, a debate over house rules, and sometimes a question about gambling or neighbourly noise. These are not side issues. They explain why two tables can use the same tiles but expect different behaviour.

When Mahjong tends to come up in Singapore

Why is Mahjong associated with Chinese New Year?

Chinese New Year creates the social conditions for Mahjong: people visit for longer, several generations are in one home, and four willing players are easier to find. The clatter of tiles has consequently become part of the popular image of a festive gathering in Singapore. Modern promotions reinforce that association; themed sets are marketed for reunions, often retaining recognisably Singaporean animal bonus tiles even when the artwork changes.

That does not make Mahjong a once-a-year game. Singapore community groups and clubs run regular sessions across the calendar. The useful distinction is high-visibility season versus actual playing season: Mahjong is talked about most loudly around Chinese New Year, but it is learned, practised and enjoyed year-round.

How Mahjong can bridge generations

Singapore's Mahjong Together community sessions, for example, bring seniors and younger volunteers to the same no-money table. The structure helps: four players share a task, each turn creates a small opening for conversation, and an experienced player can demonstrate rather than lecture.

For a family teaching table, use this progression:

  1. Play without money and expose all four hands. Teach recognition, the 13-to-14 rhythm and why each discard was chosen.
  2. Use one written house-rule card. State the minimum tai, flower/animal treatment, Ping Hu definition, payment cap and what happens after a mistake.
  3. Aim for one legal simple win. Do not introduce every limit hand before the beginner can see four sets and an eye.
  4. Hide hands but keep advice collaborative. Let the learner name two candidate discards, count live outs, then choose.
  5. Add scoring and penalties last. A false-Hu penalty teaches little if the player still cannot distinguish a sequence from a triplet.

Useful phrases can be learned together with the action: 吃 chi for a sequence claim, 碰 pong for a triplet claim, 槓/杠 kong or gang for a quad, 胡 hu for a win, and 自摸 zimo for self-draw. The glossary keeps the English, Chinese and table meaning together.

“Which Mahjong are we playing?” is the first useful question

Singapore players do not all play one frozen national code. Even a single local club can host Singapore Mahjong, Riichi and MCR/Chinese Official play. The tile-reading skills transfer, but scoring, calling, bonus tiles, furiten and win conditions may not. Before sitting down, name the variant and settle the house-rule checklist; “we are playing Mahjong” is not yet a complete rules briefing.

Singapore-family tableExpect local tai language, flowers or animals, and family-specific Ping Hu, bao and payment rules.
Japanese Riichi tableExpect yaku, riichi declarations, dora and formal furiten—not the same scoring system as this guide.
MCR / Chinese Official tableExpect a standardised competition pattern list and points structure distinct from household Singapore scoring.

Why animal tiles and modern artwork matter

In Singapore, the cat, rat, rooster and centipede bonus tiles are a familiar local-set marker, although not every physical set includes them and their scoring still varies. Branded and collectible sets may redraw every symbol, which creates a practical design question: does the art remain readable across the table?

A usable set should keep ranks and suits unmistakable, make paired animal relationships learnable, and distinguish bonus tiles from hand tiles at a glance. If a stylised 7 Dots can be mistaken for another rank, attractive artwork has begun to interfere with play. This guide's tile catalogue uses the same visual language as the browser game so that examples match practice.

Is playing Mahjong for money legal in Singapore?

First separate Mahjong from gambling. The Gambling Regulatory Authority states that Mahjong without a prize is not gambling; chips are not a prize if they are never exchanged or settled for money, money equivalents or anything of value.

If value is at stake, the Ministry of Home Affairs' current summary says physical social gambling among family or friends is permitted only when it is conducted in person in an individual's home, the participants are family or personally know one another, and no non-participant or business makes a private gain or takes a commission or fee. Social gambling in public places remains illegal, and the social-gambling exception does not apply online.

Do not infer that a community hall, club or paid venue is automatically covered by a home-game exception. Community organisations may face separate licensing conditions, particularly where prizes are offered. Check the current MHA social-gambling guidance and GRA community-organisation FAQ before organising play for stakes or prizes. This is a plain-language guide, not legal advice.

How to host a considerate Mahjong session in an HDB flat or condo

Public complaints about Mahjong are often about sound rather than rules. Hard tiles amplify shuffling and slamming; chairs and tables transmit impact noise through floors and walls. A social session stays social when the host plans for the people outside the room too.

Does Mahjong keep the mind active or prevent dementia?

Mahjong is mentally and socially engaging: players recognise patterns, retain public information, compare probabilities and talk around a shared table. Those are good reasons for community and active-ageing groups to enjoy it. They are not proof that Mahjong prevents, treats or cures dementia. Treat health claims cautiously; play for enjoyment, challenge and connection rather than as a substitute for medical advice or care.

Conversations worth having before the first discard

Tradition or fairness?

Should a long-standing family rule apply if a guest has never heard it? Tradition deserves respect, but a penalty or payment rule should be disclosed before it can cost someone.

Skill game or gambling game?

The same tile decisions can be played with no prize, score only, or money at stake. Stakes change the legal and social context; they do not create the game's probability and strategy.

Local identity or universal rules?

Animal tiles, tai language and family conventions give Singapore Mahjong its character. Clear labels also help players move between Singapore, Riichi and MCR tables without treating difference as error.

Fast table or teaching table?

Strict calls and penalties keep experienced play moving. Open hands, explanations and second chances help beginners learn. Decide which table you are running before judging its pace.

22. Glossary

TermMeaning
Pong · 碰Claiming or holding a triplet—three identical tiles
Chi / Chow · 吃Claiming or holding a sequence—three consecutive same-suit tiles, only from the player immediately before you
Kong / Gang · 槓A quad—four identical tiles; counts as one set and triggers a replacement draw. Simplified Chinese: 杠
Hu · 胡Declaring a legal win—sometimes announced as “Mahjong” in English
Zimo · 自摸A self-drawn win—the winning tile came from your own draw, not a discard
Fangpao / Dianpao · 放炮 / 點炮Discarding the tile that lets another player win; literally “firing the cannon”
Tai · 台The scoring unit used to value a completed hand; often called fan 番 in other rulesets
Chicken hand · 雞胡A complete hand worth zero tai—cannot be declared as a win on most Singapore tables
Ping Hu (平胡)An all-sequence scoring hand whose exact eye, wait, bonus and concealment conditions vary; see the ruleset comparison
Chou Ping HuAn informal local name often used for a lower-value all-sequence route; its exact definition varies by group
Kah Long (卡窿)A closed middle-tile wait, such as holding 4–6 and needing 5; it blocks All Chow and Ping Hu on this practice table
Licence to HuInformal shorthand for having a valid source of the minimum tai required to declare a win
Bao (包)A house-rule responsibility payment that can make one player liable for the full final amount after feeding a specified dangerous exposed set
Eye · 眼The pair in a winning hand
Dead wall / replacement wallTiles reserved at the rear of the wall for replacement draws after a Kong or bonus tile
Seat wind · 門風The wind—East 東, South 南, West 西 or North 北—assigned to your seat for the current hand
Round / prevailing wind · 圈風The wind assigned to the current round of hands; it is separate from each player’s seat wind
Ready hand · 聽牌A hand one tile away from a valid win under the table’s rules; called tenpai in Japanese Mahjong
Dealer / Banker · 莊家The player seated East for the hand; deals and discards first, with continuation rules depending on the table
Half flush · 混一色A hand using one numbered suit together with honour tiles
Full flush · 清一色A hand using one numbered suit and no honour tiles
Important: This is a learning aid, not a rulebook for any single official body. Scoring values, which special hands are allowed, flower/animal handling, dealing order and payment conventions can all differ between tables, families and events — always confirm the house rules before a competitive or money game, or use the rule settings inside the practice table for this site's specific implementation.

Practise in the browser

Open Singapore Mahjong to put this into practice against AI opponents or in an online room, with the rendered tile artwork and the site's own rule settings explained in-game. For another strategy game, see Relax Chess Studio.