Singapore Mahjong Guide

Rules 規則 • Scoring 台數 • Strategy 打法

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TERMS · 術語 Eye / Pair 眼 / 對子 Set / Meld 面子 Sequence / Chow 順子 Chi 吃 Triplet / Pong 刻子 / 碰 Quad / Kong 槓子 / 槓 Draw 摸牌 Discard 打牌 Ready / Wait 聽牌 / 等張 Self-draw 自摸 Tai 台 Bao 包
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Singapore Mahjong in 30 seconds

Written by Wong Hong Wei

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.

148tiles in this local set
4 + 1sets plus one eye
1–5 Taiminimum to payout cap here
House rulesvalues and edge cases vary
VISUAL TABLE DIAGRAM

📐 3D Singapore Mahjong Table & Physical Wall 牌牆 Pinwheel

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.

Seen from above 俯視
WESTW 西 Seat 3
NORTHN Seat 4
SOUTHS Seat 2
EASTE Seat 1 · Dealer 莊

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.

  • EAST 東 Seat 1 · Dealer 莊 · Flower & Season #1 (春/梅)
  • SOUTH 南 Seat 2 · Flower & Season #2 (夏/蘭)
  • WEST 西 Seat 3 · Flower & Season #3 (秋/菊)
  • NORTH 北 Seat 4 · Flower & Season #4 (冬/竹)

What the dice decide

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.

Prevailing wind vs your seat wind

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.

Why 19 and 18

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.

Which way play goes

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 →

VISUAL HAND COMBOS

🀏 Winning Hand 胡牌 Tile Combos & Examples

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.

USED BY THIS PRACTICE TABLE

Winning shapes and automatic hands

App rule App house value

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.

KindHand or patternExact test used hereApp score
Standard shapeAll 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 shapePing 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 shapeAll Triplets / All Pong
對對胡 / 碰碰胡
Four Pongs or Kongs plus one eye; no Chow.+2 Tai
Standard shapeHalf Flush / Half Colour
混一色 / 半色
Exactly one numbered suit together with one or more Winds or Dragons.+2 Tai
Standard shapeFull 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 shapeAll Honours
字一色
Only Winds and Dragons. Compatible All Triplets and valued-set Tai may also count.+4 Tai
Standard shapeMixed / 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 shapeLittle 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 shapeLittle 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 shapePure / All Terminals
清老頭 / 清么九
Only suited 1s and 9s, with no honours.5-Tai cap
Special shapeThirteen 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 HuBig 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 HuBig 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 HuEight Flowers / Eight Immortals
八仙過海
All four Flowers and all four Seasons, irrespective of the regular concealed tiles.5-Tai cap
NOT EXTRA HAND SHAPES

Other Tai sources, win circumstances and settlements

TypeSource or eventWhat it does on this practice table
Tai sourceDragon Pong/Kong; seat-Wind Pong/Kong; prevailing-Wind Pong/KongEach applicable source adds +1 Tai. The same Wind set scores both sources when seat and prevailing wind match.
Tai sourceAnimals; matching seat Flower/Season; complete Animal, Flower or Season setEach Animal and matching seat bonus adds +1; each complete set adds its listed extra +1. Immediate bite or set awards remain separate.
Win circumstanceReplacement win 花上 / 槓上Adds +1 Tai when the replacement after a bonus tile or Kong completes Hu.
Win circumstanceFinal live tile 海底撈月Adds +1 Tai when the table's last playable live-wall draw completes Hu.
Win circumstanceRobbing an added Kong 搶槓Adds +1 Tai. Only the tile used to upgrade an exposed Pong is normally robbable here.
Automatic circumstanceRobbing 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 onlySelf-draw 自摸Adds no Tai by itself. All three opponents pay the doubled rate.
Immediate awardExposed, added or concealed KongAdds no Tai. The flat chip award is paid immediately and remains separate from the eventual Hu.
Liability overrideBao 包Adds no Tai. One liable player pays the complete discard or self-draw settlement after a configured dangerous feed.

Four common hands drawn tile by tile

Ping Hu (平胡) +4 Tai

4 sequences (Chows) + 1 unvalued eye, with zero bonus tiles. A discard win needs 2+ possible winning tile types; a self-draw is exempt.

11 筒
22 筒
33 筒
44 索
55 索
66 索
77 萬
88 萬
99 萬
22 萬
33 萬
44 萬
9Eye 眼
9Eye 眼
Full Flush (清一色) +4 Tai

All 14 tiles belong to one single suit (e.g. all Bamboo / Suozi) with zero honour or dragon tiles.

11 索
22 索
33 索
44 索
55 索
66 索
77 索
88 索
99 索
33 索
33 索
33 索
5Eye 眼
5Eye 眼
Half Flush / Half Colour (混一色 · 半色) +2 Tai

Hand consists of 1 single suit combined with Honour tiles (Winds and/or Dragons).

11 筒
22 筒
33 筒
66 筒
66 筒
66 筒
East 東
East 東
East 東
Green 發
Green 發
Green 發
Eye 眼
Eye 眼
Big Three Dragons (大三元) 5 Tai Max

Instant limit capped hand requiring 3 Triplets of Red Dragon (中), Green Dragon (發), and White Dragon (白)!

Red 中
Red 中
Red 中
Green 發
Green 發
Green 發
White 白
White 白
White 白
44 索
55 索
66 索
8Eye 眼
8Eye 眼
INTERACTIVE TRAINER

🧩 Which Tile to Throw? Discard 打牌 Scenarios

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.

Scenario 1: Inspect the 14 tiles below and click the loose tile to throw!
MAHJONG TABLE SCORECARD

🧮 Singapore Mahjong Tai 台 & Payout Calculator

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.

🀄 Payout Settlement 結算 Summary

Rate: 1 Tai 台 = 1 Chip (Doubles per Tai 台)
0
TAI 台 (FAN 番) Invalid (Chicken Hand 雞胡)
Per Single Payment:0 Chips
Doubled Discarder / ZiMo Payment:0 Chips
Immediate event per opponent:0 Chips
Immediate event total:0 Chips

Tai 台 counted

  • No Tai 台 source selected.

Player Payment Matrix

Winner+0 Chips
Discarder 放炮者 (Shooter 點炮)-0 Chips
Player 2-0 Chips
Player 3-0 Chips
⚠️ A completed hand with 0 Tai is a Chicken Hand (雞胡) and cannot win. Minimum 1 Tai required!
DECISION TOOLS

⚖️ Ping Hu 平胡 & Bao 包 Checklists

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.

1. Ping Hu 平胡 (+4 Tai 台) Decision Tree

Check all 4 boxes to validate Ping Hu 平胡 (+4 Tai 台).

2. Bao 包 / Full Liability 全包: check a completed feed

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.

MAHJONG TILE RACKS

🀄 The Complete 148 Singapore Tile Set

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.

AT A GLANCE REFERENCE

⚡ Singapore Mahjong Quick Cheat Sheet

148Tiles Set (136 Hand + 8 Flowers + 4 Animals)
1 TaiMinimum to Hu (No 0-Tai Chicken Hands!)
5 TaiMaximum Payout Cap (滿番 Man Tai)
2× PayDiscarder pays double; Zi Mo all 3 pay double
Ping Hu (平胡)+4 Tai

Four Chows, unvalued pair and no bonus tiles. A discard win cannot be a one-tile Kah Long wait; self-draw is exempt.

Full Flush (清一色)+4 Tai

Hand consists of only 1 single suit (all Characters, all Bamboo, or all Circles).

Half Flush / Half Colour (混一色 · 半色)+2 Tai

Hand consists of 1 suit plus Honour tiles (Winds and/or Dragons).

All Triplets / All Pong (對對胡 · 碰碰胡)+2 Tai

All 4 sets are triplets/quads (Pongs/Kongs) plus 1 pair. Zero sequences!

SECTION 1

1. Tiles & Suits · 牌張與花色

A Singapore Mahjong set contains 148 tiles — the 144 standard tiles plus the 4 unique Singapore animal tiles:

Characters / Millions · 萬子

Ranked 1–9, 4 copies each = 36 tiles.

Bamboo / Bams · 索子 / 條子

Ranked 1–9, 4 copies each = 36 tiles. 1 Bamboo is depicted as a bird.

Circles / Dots · 筒子

Ranked 1–9, 4 copies each = 36 tiles.

Bonus tiles · 花牌 / 動物牌

4 Flowers 花, 4 Seasons 季節牌 and 4 Animals 動物牌: Cat 貓, Rat 鼠, Rooster 雞, Centipede 蜈蚣.

Winds 風牌 16 tiles
Dragons 三元牌 12 tiles
The three terminals-and-honours families never form a run
Honours are the 28 tiles that cannot make a sequence. East–South–West may look consecutive on the compass, but it is not a Chi: a run has to be three consecutive ranks inside one numbered suit. Winds and Dragons only ever appear as a pair, a triplet or a quad. The White Dragon 白 is printed as a blank framed tile — that empty face is the tile, not a misprint.

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 namesCountTraditional Chinese tile names
Suited / number tiles · 數牌108Characters / 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16East 東, South 南, West 西, North 北 — four copies each.
Dragons · 三元牌12Red 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8Plum 梅, Orchid 蘭, Chrysanthemum 菊, Bamboo 竹; Spring 春, Summer 夏, Autumn 秋, Winter 冬 — one copy each.
Animals · 動物牌4Cat 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).

SECTION 2

2. Setup, Wall & Dealing · 開局、牌牆與配牌

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.

1

Build the Wall · 砌牌 / 牌牆 (148 Tiles)

East & West build 19 stacks; South & North build 18 stacks (74 stacks total, 2 tiles high).

2

Break, Deal & Replace · 開門、配牌與補牌

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.

Three rounds of four 12 tiles
One final tile 13 · East takes a 14th
Bonus tiles leave at once replaced from the rear
Everyone finishes the deal on thirteen hand tiles; only East holds fourteen, because East discards first without drawing. Any Flower, Season or Animal dealt into an opening hand is exposed before play begins and replaced from the reserve, which is why the count still works out when the deal hands you three of them. Those opening bonus tiles are also the ones whose combinations can pay double.

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.

A square Mahjong wall with pinwheel corner joints Four walls two tiles high form a square outside edge. East and West build 19 stacks; South and North build 18. At each gold-outlined corner, one wall reaches the outside corner and the next wall starts one wall-width inward. The four joints turn the same way, which is the pinwheel arrangement. WEST · 19 stacks EAST · 19 stacks · you SOUTH · 18 NORTH · 18 break point 148 tiles · 2 high 74 stacks outlined corner = wall end
The outside is a square; “pinwheel” describes the four corner joints. Follow one coloured wall to a gold-outlined corner: that wall reaches the outside edge, while the next wall begins one wall-width inward. The same hand-off repeats at all four corners, turning in one direction like a pinwheel. The dice pick the break point; the last 16 tiles at the far end are held back as the replacement reserve. Stacks are drawn fewer than the real 18–19 so the diagram fits.

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.

  • The table convention orders the seats 東南西北 — East, South, West, North. Cultural origin stories are not needed to use the rule, and this guide does not present one as established history.
  • Play passes to the player on your right, which seen from above is anticlockwise. Every turn, claim and dealership rotation follows it.

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.

A compass rose On a compass, reading East then South then West then North travels clockwise. N north E east S south W west clockwise
On a compass, E → S → W → N runs clockwise.
A Mahjong table seen from your chair From the East seat: South sits on your right, West faces you, North is on your left. Play passes anticlockwise. W faces you S your right E YOU N your left anticlockwise
At the table, the same E → S → W → N runs anticlockwise — play passes to your right.

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.

SECTION 3

3. Winning Shape · 胡牌牌型: 4 Sets + 1 Pair

A standard Hu 胡 has 14 tiles: four sets 面子 and one pair 對子 (the eye 眼).

Sequence / Chow · 順子

Three consecutive tiles in one numbered suit. Chi 吃 is the action of claiming a discard to expose one.

Triplet / Pong · 刻子

Three identical tiles. Pong 碰 is the call used to claim the third tile from a discard.

Quad / Kong · 槓子

Four identical tiles count as one set. Declare Kong 槓 and take a replacement tile.

Eye / Pair · 眼 / 對子

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.

Set 1 · Chow
Set 2 · Chow
Set 3 · Chow
Set 4 · Chow
The eye 眼 / 對子
One complete hand, broken into its five parts: 3 + 3 + 3 + 3 + 2 = 14 tiles. Every ordinary Hu on this table has exactly this skeleton. The sets may be any mix of Chows and Pongs, and a Kong fills one slot with four tiles — which is precisely why declaring a Kong comes with a replacement draw. This particular hand scores Ping Hu, +4 Tai: four Chows and an eye that is neither a Dragon nor a scoring wind.

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:

  • Thirteen Orphans — played on this table under the name 13 Wonders (十三幺), and worth the full five-Tai cap.
  • Seven Pairs — seven distinct pairs and no sets at all. This table does not use it. Do not build toward a seven-pair hand here and expect to declare it; you will be holding a shape the scorer does not recognise.
Seven Pairs 七對 rejected here
Fourteen tiles, seven perfect pairs, and the table answers “Build four sets and one eye”. There is no Hu here at any price. The one template-breaking hand this table does honour is 13 Wonders 十三幺 — one of every terminal and honour, plus a second copy of any of them.
13 Wonders 十三幺 5 Tai, the cap
All thirteen terminals and honours, with the East here doubling as the pair. It scores the five-Tai cap and is paid at the self-draw rate even when it lands on someone else's discard.

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.

SECTION 4

4. Draw & Discard · 摸牌與打牌: 13 → 14 → 13

1

Hold 13

Between turns, your concealed hand has 13 tiles.

2

Draw 摸牌 or claim

Take one tile from the wall, or make an eligible claim. Expose a Flower, Season or Animal immediately and take its replacement.

3

Hu 胡 or discard 打牌

With 14 tiles, declare a legal Hu or discard one tile. The discard can then be claimed by another player.

1 · Between turns 13 tiles
2 · You draw 8 Circles now 14
3 · Hu 胡 Ping Hu +4
The same hand, one tile later. The drawn 8 Circles closes 6–7 and the hand is four Chows plus an 8 Bamboo eye — Ping Hu, +4 Tai. Had it drawn something useless instead, the third step would be a discard back to 13 and the turn passes on. A Pong or Chi replaces step 2: the claimed tile is your incoming tile, so you never draw as well.

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:

  • Pong, Kong or Hu jump straight to whoever called, skipping everyone in between. Those players simply lose their turn that round.
  • Chi never skips anyone — only the next player in turn order may claim it. From the claimant's seat, the discarder is on their left; equivalently, the claimant sits to the discarder’s right.

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.

SECTION 5

5. Calls: Hu 胡, Pong 碰, Kong 槓 & Chi 吃

CallWhere it can come fromPriority
Hu 胡Any player's discard, if it completes a legal handFirst
Pong 碰 / Kong 槓Any player's discardSecond
Chi 吃Your immediately previous player only — the next-player claim in turn orderThird

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.

  1. 1st Hu 胡 Anyone at the table A completed hand always outranks a call to build one.
  2. 2nd Pong 碰 · Kong 槓 Anyone at the table Beats Chi even when the Chi player sits nearer the discard.
  3. 3rd Chi 吃 Only the player to the discarder's right The one seat that would draw next anyway.

Two players on the same rung? The one nearer the discarder in turn order takes it. There is never more than one winner.

Claim priority on a discard: rung beats rung, and only the last rung is seat-restricted.
Someone discards
Hu 胡 · first from anyone
Pong 碰 / Kong 槓 · second from anyone
Chi 吃 · third next player only
One discarded 4 Characters, three players wanting it. The Hu takes it however far away the claimant sits, and skips everyone in between. A Pong or Kong outranks a Chi even when the Chi belongs to the very next seat. Only the Chi is restricted by position — the claimant must be the next player in turn order, which puts the discarder on their left. If two players could both Hu, the one nearest the discarder in turn order takes it and the other gets nothing.
DRAW摸牌 DISCARD打牌 CHI PONG KONG HU PASS SELF-DRAW自摸

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:

KongHow it happens
ConcealedYou draw the fourth copy of a triplet already entirely in your hand. Declared on your own turn and kept hidden.
ExposedYou 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.

AFTER A CHI

No immediate swap-back

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.

Exposed Chi 吃
Cannot discard now

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.

  • Usually call when you have already exposed a set this hand (the concealment is spent anyway), when you are deliberately racing for a fast cheap hand, when the wall is running low, or for a Kong that does not wreck your shape — the replacement draw plus the immediate Kong payment is close to free.
  • Usually pass early, before your shape has settled; when the tile completes a set but not your overall plan; or when an opponent is clearly close and the exposed information would help them read you.

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.

SECTION 6

6. Ready Hands & Waits · 聽牌與等張

Tenpai (聽牌) means one more tile makes a legal Hu. Count the copies already discarded or exposed before judging a wait.

Two-sided wait 兩面聽

4–5 can take 3 or 6. It is usually fastest, with up to eight live copies.

Closed wait 嵌張

4–6 needs the 5 in the middle. At most four live copies.

Edge wait 邊張

8–9 can only take 7; 1–2 can only take 3. The rank runs out at the end of the suit.

Pair wait 單釣

Four sets are complete and one matching tile is needed for the eye. Narrow, but can be correct late in a hand.

The rest of the hand, fixed
…5-6-7 and 4-5 3 or 6 wins · not Kah Long
…4-5-6 and 8-9 only 7 wins · Kah Long
Kah Long 卡窿 is counted on the whole hand, not on the block. This table asks one question at the moment you win from a discard: how many different tile types could have completed the hand? If the answer is exactly one, it is Kah Long and both Ping Hu and All Chow are struck out. The left-hand shape survives because 3 and 6 Circles both win. The right-hand shape does not: only 7 Circles fits. A closed 4–6 is usually a single-type wait — but if the neighbouring tiles let the hand be read another way, a second winning tile appears and Kah Long does not apply. Self-drawing is always exempt.

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:

ShapeNeedsCopies alive at best
4–5 Circles · two-sided 兩面3 or 6 Circles — two tile types8
4–6 Circles · closed 嵌張exactly 5 Circles — one type4
8–9 Circles · edge 邊張exactly 7 Circles — one type4
5–5 Circles · pair wait 單釣the third 5 Circles2 — 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:

  1. Count the tiles. The incoming tile should complete four sets and a pair exactly.
  2. Check every sequence sits within one numbered suit. Honours never form a Chi.
  3. Check you actually reach the minimum Tai — this is the one people miss.
  4. Declare before the next player draws. If you are unsure, say so and ask the table to verify rather than guessing.
SECTION 7

7. Hu 胡 Requires at Least 1 Tai 台

⚠️

Chicken Hand 雞胡 cannot win

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.

A finished shape you cannot declare
Four sets, one pair, fourteen tiles — and zero Tai. The White Dragon eye is a valued pair, so it cancels both Ping Hu and All Chow, and nothing else in the hand scores. This is a chicken hand 雞胡: the scorer refuses the Hu and play continues. Swap that eye for two 8 Bamboo and the identical hand becomes Ping Hu, +4. One tile decides whether the hand exists.

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:

  • Your seat wind or the prevailing wind as a Pong or Kong — the easiest tai to pick up by accident, and the reason honour tiles are worth holding a little longer than they look.
  • Dragons (Red 中, Green 發, White 白) as a Pong or Kong.
  • Bonus tiles — flowers, seasons and, on Singapore tables, the four animals, depending on what your table pays for them.
  • Ping Hu (平胡), the all-sequence hand, where the whole hand rather than one set carries the value.
  • Winning on a replacement tile after a Kong or a bonus draw, where the table scores it.
Seat or prevailing wind +1, or +2 if both
Any Dragon Pong +1 each
Your seat's Flower or Season +1 each
Any animal +1 each
The cheapest ways to be legal. Any one of these clears the minimum on its own. The flowers shown are the East seat's — each seat has its own matching pair, listed in §10. Note how little it takes: a single animal drawn by luck is enough to turn an otherwise worthless hand into a declarable one, which is why bonus tiles are never just decoration here.

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.

SECTION 8

8. Core Tai Scoring · 台數

Tai 台 is capped at 5. Use the calculator for the combined hand and payout.

Ping Hu / Ping Wu · 平胡+4

Four Chows, unvalued pair and no bonus tiles; no one-tile discard wait. Self-draw is exempt.

Full Flush / Full Colour · 清一色+4

One numbered suit only.

Half Flush / Half Colour · 混一色 / 半色+2

One numbered suit plus honours.

All Triplets / All Pong · 對對胡 / 碰碰胡+2

Four Pongs/Kongs and a pair.

Valued Dragon / Wind set · 三元牌 / 門風 / 圈風刻子+1

Each Dragon set, Seat-Wind set and Prevailing-Wind set. One Wind Pong can score both.

🗣️

Names vary; the tile pattern decides the score

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 labelChineseOther names you may hearExact shape used here
All Chow小平胡 / 臭平胡Small Ping Hu; Chou Ping HuFour 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 SequencesFour 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 HandFour 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 SuitExactly 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 TerminalsOnly suited 1s and 9s; no honours.
13 Wonders十三幺Thirteen Wonders; Thirteen OrphansOne of each suited 1/9, Wind and Dragon, plus one duplicate among those thirteen types.
All Pong 對對胡 +2
Half Flush / Half Colour · 混一色 / 半色 +2 · one suit plus honours
Full Flush 清一色 +4 · may also qualify for Ping Hu
Half Terminals 混老頭 +2 · every tile a 1, 9 or honour
All Terminals 清老頭 reaches the cap · no honours allowed
The five patterns most often mixed up, drawn side by side. All Pong scores +2 whatever the tiles are. Half Flush needs one numbered suit plus any honours; remove the honours and the same idea becomes Full Flush at +4 — and if its all-Chow shape also passes Ping Hu's eye, bonus-tile and wait tests, Ping Hu stacks on top for a capped 5. The two terminal hands are about tile composition, not set type: Half Terminals allows Winds and Dragons alongside the 1s and 9s, All Terminals forbids them and reaches the cap.
Full scoring reference used by this practice table
TaiPatternWhat qualifies
+1All 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 eachValued 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 eachBonus 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.
+2All 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.
+3Little Three Dragons · 小三元Two Dragon Pongs plus the third Dragon as the eye.
+4Ping Hu 平胡 · Full Flush 清一色 · All Honours 字一色Each follows its own conditions; payouts cap at five Tai.
5 capPure 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 HuBig 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.
+1Replacement 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.

DOUBLE WIND

One Pong, two Tai sources

When East is both your seat and the prevailing wind: Seat +1 + Prevailing +1 = +2.

BITE PAIR

Immediate chips, no pair Tai

The animals themselves give +2 Tai total. Completing the pair collects immediate chips; it does not add another Tai.

THIRTEEN WONDERS · 十三幺

Every terminal and honour, plus one duplicate

This 5-Tai hand is settled at the self-draw rate even when the winning tile came from a discard.

SECTION 9

9. Ping Hu 平胡: Four Strict Conditions

4Chows; no Pongs or Kongs
0Flowers, Seasons or Animals
No Dragon, Seat-Wind or Round-Wind pair
2+Winning tiles, unless self-drawn
Passes all four Ping Hu +4
The reference hand. Four Chows, an 8 Bamboo eye that is neither a Dragon nor a scoring wind, no bonus tiles, and a wait that 6 or 9 Circles would both have filled. Every failure below is this same hand with a single change.
1 · A Pong appears +0
2 · Valued eye +0
3 · One bonus tile drops to All Chow
4 · One-type wait, off a discard +0
Four ways to lose it, and they do not cost the same. Replacing one Chow with a Pong, or the eye with a Red Dragon, leaves the reference hand with no Tai at all — a chicken hand that cannot be declared. A single Plum Flower is gentler: Ping Hu goes, but All Chow +1 survives and, for the East seat, the Flower itself adds another, so the hand still wins at 2 Tai. The fourth case is the one people argue about: taking a discard when only 7 Circles could ever have finished the hand is Kah Long, worth nothing — yet drawing that same 7 Circles yourself keeps the full +4.

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:

  1. Four sequences? Every set must be a numbered run. A single Pong or Kong ends the Ping Hu route.
  2. Unvalued eye? The pair cannot be a dragon, your seat wind or the prevailing wind.
  3. No bonus tile? Any flower, season or animal blocks Ping Hu on this table — one of the commonest surprises, because bonus tiles otherwise help you.
  4. More than one winning tile — or self-drawn? This is the condition most often stated wrongly. On this table, Kah Long (卡窿) means winning off a discard on a hand that had only one possible winning tile. That covers a closed middle wait, an edge wait and a single-tile pair wait alike. Crucially, it only applies to a discard: the same single-tile wait self-drawn keeps Ping Hu.

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.

SECTION 10

10. Flowers 花牌, Seasons 季節牌 & Animals 動物牌

Bonus tiles are exposed immediately and replaced from the back of the wall (補花 / 補牌).

Seat Flowers & Seasons

East=1, South=2, West=3 and North=4. Each matching Flower or Season adds 1 Tai.

Animals

Cat, Rat, Rooster and Centipede each add 1 Tai. All four add one more set Tai, subject to the cap.

咬 bite pairs

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.

East 東 Plum + Spring
South 南 Orchid + Summer
West 西 Chrysanthemum + Autumn
North 北 Bamboo + Winter
Every seat owns exactly two of the eight bonus tiles, numbered in seat order. Only your own pair scores for you: the West player's Chrysanthemum is worth +1 to West and nothing to anybody else, though it still blocks Ping Hu for whoever holds it. Your seat wind moves with the dealer each hand, so the pair that pays you changes hand to hand too.

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.

CombinationImmediate 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 animals2 chips+5 total: four animals + all-animal set
Your seat's Flower and Season1 chip (2 if both were in your opening deal)+1 for each matching tile
All four Flowers2 chips+1 set Tai
All four Seasons2 chips+1 set Tai
EIGHT FLOWERS · AUTOMATIC HU

All four Flowers + all four Seasons

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.

SECTION 11

11. Payments & Bao (包) Liability

🎯

Discard win · Fangpao / Dian Pao 放炮 / 點炮

All three opponents pay: the discarder pays double, while the other two each pay the single rate.

Self-draw · Zimo 自摸

All three opponents pay the double rate, making the same hand worth 50% more in total than a discard win.

🚨

Bao (包) Responsibility Rule

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!

Already exposed two Dragon sets
Your discard completes this Pong two held Whites + your White
4th exposed Wind set also triggers
A completed claim triggers the liability. The opponent must hold two White Dragons and claim your White to complete the third distinct exposed Dragon set. Here that also completes Big Three Dragons, an automatic Hu at the cap: the hand ends immediately, so it cannot continue to a later self-draw. The fourth exposed set in one numbered suit can trigger Bao without ending the hand; see the later-self-draw example. Bao is a house rule: agree which triggers count before playing.

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.

  • Won on a discard (Fangpao · 放炮). All three opponents pay, but not equally — the discarder pays double and the other two pay the single rate. So feeding the winning tile costs you twice what your neighbours pay, which is why a late discard into an obviously ready hand hurts in a way a bad draw never does.
  • Self-drawn (Zimo · 自摸). Nobody fed it, so all three pay the double rate. That makes a self-drawn hand worth half as much again as the same hand won on a discard.

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:

TaiSingle rateWon on a discardSelf-drawn
1146
22812
341624
483248
5 (cap)166496

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.

EXPOSED
1 chip from each opponent
ADDED
1 chip from each opponent
CONCEALED
2 chips from each opponent

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.

SECTION 12

12. Agree House Rules Before Play

Use this checklist before the first deal, then settle the less common edge cases below.

Is a chicken hand allowed?
Do bonus tiles kill Ping Hu?
Is a one-type discard win Kah Long?
Does Bao 包 apply, and on what?
Four tiles that mean different things at different tables. Each of these is settled one way here and quite another three streets over — and each is capable of ending a hand in an argument if it was never agreed. Work through the list below before the first deal rather than at the moment it costs someone money.

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:

TopicWhat you may encounterThis practice table
Tile set144, or 148 with animals148 tiles
Minimum & capChicken hands allowed; 1-Tai minimum; various capsMinimum 1 Tai; cap 5
Ping HuEye, wait, concealment and bonus conditions all differFour Chows, unvalued eye, no bonus tile, no Kah Long — an exposed Chi is still allowed
Bonus licenceBonus Tai may or may not satisfy the minimumBonus Tai counts toward the minimum
Kong paymentsTai, instant chips, both, or neitherInstant chips only, no Kong Tai: 1 from every opponent for exposed/added; 2 from every opponent for concealed
Discard vs self-drawDiscarder alone; all pay evenly; or discarder pays moreAll three pay; discarder ×2. On Zimo all three ×2
Bao 包Different triggers, or none at all3rd dragon, 4th wind or 4th same-suit exposed set
Multiple HuAll eligible winners, or nearest onlyOne winner — nearest eligible player in turn order
Passing an eligible claimNo restriction; temporary lock; permanent lockPassing 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 handsSeven Pairs, Thirteen Wonders, local instant handsNo Seven Pairs; Thirteen Wonders and the listed cap hands
Concealed handSome tables pay a bonus for staying concealedNo concealed-hand Tai
False Hu, wrong countWarning, dead hand, or penalty paymentAgree it with human players first

Round, dealer and session choices

On a phone, swipe the table sideways to compare every column.

DecisionThis practice tableHuman-table question
Dealer after a winEast repeats after winning; otherwise East passes rightDoes East receive any extra stake or payment multiplier?
Dealer after a drawEast repeats after every exhaustive drawDo Kongs or other events change the repeat rule?
Prevailing roundsEast → South → West → North; completing North ends the matchPlay one round, four rounds, a time limit or a chip target?
Starting chips100 each; chips are an in-game score onlyWhat happens at zero chips, and how is the session winner chosen?
MistakesThe app rejects illegal actions; physical-table penalties are not simulatedWarning, 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?

Edge cases to settle at a human table

When the wall runs out

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.

Robbing an added Kong · 搶槓

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.

Temporary claim locks after passing

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.

Competing Hu claims

This table uses one winner: the eligible player nearest the discarder in turn order takes priority. Other groups may allow multiple winners.

Replacement chains and last tiles

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.

Call mistakes early

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.

SECTION 13

13. Common Beginner Mistakes

Calling Chi from the wrong seat

Chi is only from the player immediately to your left. Pong, Kong and Hu can use an eligible discard from any player.

Opening too early

Chi and Pong may speed a hand, but they reveal your direction and can end a Ping Hu route.

Building a zero-Tai hand

Check your Tai source before the final few tiles. A pretty completed hand still cannot Hu at zero Tai.

An exposed Pong cannot claim a fourth discard
Keeping a lone honour "just in case"
A middle tile belongs to three Chows
Check the action, the shape and the Tai. An exposed Pong cannot claim a discarded fourth copy to become an added Kong here: its owner must draw that fourth tile. A lone Wind can still become a pair or Pong, but gives no Wind Tai when it is neither your seat nor the prevailing wind. A 5 Circles belongs to three possible Chows: 3–4–5, 4–5–6 and 5–6–7.

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.

You are holding the wrong number of tiles

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.

You declared a win that is not valid

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.

A tile is exposed by accident

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.

You called too slowly, or changed your mind

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.

The deal itself went wrong

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.

Nobody agrees what the rule is

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.

SECTION 14

14. Basic Strategy

Keep options early; commit only when a line is fast enough, valuable enough or safer than the alternatives.

Build connected shapes

Prefer runs, pairs and tiles that can join more than one shape. Isolated honours and lone terminals are often first discards.

Watch the table

Discards and exposed melds show which tiles are dead and which suits an opponent may be collecting.

Preserve flexibility

Early calls should create a clear improvement. If they only make the hand visible, passing is often better.

Keep 3-4-5-6 · wins on 2, 3, 6 or 7
Narrower 4-6 · only the 5
Cut 1 and 9 join fewest runs
Count the possible Chows. A 4–5 shape can complete with 3 or 6; a 4–6 gap needs 5. A terminal belongs to only one Chow: 1–2–3 for a 1, or 7–8–9 for a 9. Available copies, the rest of your hand and opponents’ exposed tiles still matter when choosing a discard.

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.

  1. Name your Tai source early. Before you are halfway through the hand you should be able to say what will make this hand legal. A structurally perfect hand worth zero Tai cannot be declared, and by the time you notice it is usually too late to fix.
  2. Stay flexible in the opening turns. Keep tiles that could join more than one shape, and avoid exposing melds before your hand has settled. An early call narrows your options and tells everyone what you are doing, usually for very little gain.
  3. Always reveal bonus tiles immediately. Flowers, seasons and animals are free value with a free replacement draw — and on this table they pay chips on the spot. There is never a reason to hold one back.
  4. Read discards, not just your own tiles. A suit that disappears from someone's discards is the loudest signal in the game. Two fast Pongs in one suit is the second loudest.
  5. Play safer as the wall runs low. Late in the hand, re-price every risky discard against how little is left to draw.

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.

SECTION 15

15. The Five-Block Method

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:

Set 1 · done
Set 2 · needs 3 or 6
Set 3 · needs 1 or 4
Eye candidate
Your Tai source
Set 5 · needs 7 only
No job the discard
Fourteen tiles, six blocks competing for five slots, and one tile doing nothing. Reading the hand this way makes the discard obvious rather than a matter of taste — and it shows the real tension: you have one block too many, so the weakest of the six (8–9 Circles, needing only the 7) is next out after the North.
BlockJobVerdict
1–2–3 CirclesComplete setDone — leave it alone.
4–5 BambooTwo-sided block, needs 3 or 6Broad and worth keeping.
2–3 CharactersTwo-sided block, needs 1 or 4Broad and worth keeping.
7–7 CharactersPair — eye candidateKeep; could also become a Pong.
Red–Red 中中Value pairKeep — this supplies Tai if you complete the Red Dragon Pong.
8–9 CirclesEdge block, needs 7 onlyWeakest block — one-sided.
North 北No jobThe 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.

SECTION 16

16. Tile Efficiency & Live Outs

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:

Your wait
Wins the hand 8 copies exist
Already in the river 3 gone
Eight on paper, five in reality. One 3 Bamboo and two 6 Bamboo are face-up in the discards, so three of your eight outs are already spent. Nothing about the shape changed — the count did.
StepCountWhy
Start8Four copies each of 3 Bamboo and 6 Bamboo.
Subtract what is visible−3One 3 Bamboo and two 6 Bamboo have already been discarded.
Live outs5Still 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.

SECTION 17

17. Fast Win or Big Tai?

Take speed

A fast 1–2 Tai hand is sensible when opponents look dangerous, the wall is short or you are protecting a lead.

Chase value selectively

Keep a 4–5 Tai route only when the starting shape already supports it. Do not sacrifice a live tenpai for a distant flush.

Fast · Red Dragon Pong 1 Tai, ready now
Big · one suit away from a Full Flush 4 Tai, several turns off
Both hands are worth playing; almost never at the same moment. The first is one tile from a legal 1-Tai win — the Dragon Pong alone clears the minimum. The second must still shed two off-suit tiles and draw replacements before any Hu exists, but arrives as Full Flush +4, or the cap if it stays all-Chow. The question is never which hand is prettier: it is how many turns the wall still has, and how threatening the exposed melds around you look.

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.

  • Probability — how wide your wait is and how many live outs remain.
  • Magnitude — which Tai categories you are stacking, and whether you are likely to be self-drawn or win off a discard.
  • Risk — how likely you are to deal in while pursuing your own hand, and how big the hand you would be paying looks.

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?

AskCall 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.

SECTION 18

18. Push or Fold

Push

Continue with a wide tenpai or a hand that is both close and valuable.

Fold

Slow down when you remain far from tenpai and an opponent shows several threatening open sets. Prefer tiles already proven safe by the river.

They have exposed this two Dragon Pongs
Never discard this hands them the third
Safer: all four already visible
Two exposed Dragon Pongs is the loudest signal in the game. That player needs one more Dragon set for Big Three Dragons — an automatic Hu at the cap. If they hold two White Dragons, your White Dragon can complete it. On a table playing Bao 包, releasing it can leave you paying the entire settlement alone, including the two players who did nothing. A tile whose four copies are all already accounted for cannot complete anything, which is what makes it the safe discard.

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 seeWhat it means
Two dragon Pongs already exposedThey 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 baoIf 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:

  • Exposed sets sharing a suit or category. All one suit points to a flush; all honours points to a big honours hand. This tells you how expensive they are, more than how close.
  • A suit that disappears from someone's discards. The clearest "I need this" signal in the game. It does not say how big their hand is, but it says precisely what is dangerous to feed right now.
  • Several fast exposed melds. Less work remaining — though it is not proof of a ready hand.

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.

SECTION 19

19. Real Table Worked Examples

1

South reveals Season 2

It matches South's seat number, so it is exposed and adds 1 Tai.

2

Take the replacement

Draw from the back of the wall. The hand returns to its normal tile count before the turn continues.

3

Reassess then discard

Check whether the replacement creates Hu, a Kong or a better wait; otherwise discard back to 13.

South draws Summer 夏
Exposed at once +1 Tai, South's own Season
Replacement from the rear chains if it is another bonus
A bonus tile never occupies a hand slot. It leaves the hand the instant it arrives and is replaced from the sixteen tiles held in reserve at the back of the wall. Had the replacement itself been a Flower, Season or Animal, the same cycle would repeat until a regular tile finally arrived.

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

A 6 Bamboo would complete my 4–5 Bamboo, but the player opposite discarded it. Can I Hu?

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.

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

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.

I have four sets and need one tile for my pair. Can I win on a discard?

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.

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

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.

Two players call for the same discard. Who gets it?

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.

I called Pong and then realised it ruins my hand. Can I undo it?

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

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

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.

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

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.

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 the triplet while the other becomes the eye. With no 3s or 7s visible that is up to four live outs — two of each.

My needed tile has never appeared. Does that mean it is safe to discard, or that it is still available?

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.

Can I calculate my exact chance of winning?

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

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

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.

I drew a flower while holding 13 tiles. Does it become part of my 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.

I can make a full flush, but only by breaking a live two-sided wait. Worth it?

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.

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

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.

The wall runs out before anyone wins. Who pays?

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.

Five complete scoring and settlement examples

Example 1: the same 3-Tai hand, discard win versus self-draw

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.

Example 2: Little Three Dragons — this app's house rule reaches the cap

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.

Red Pong +1
Green Pong +1
Any two sets
White as the eye +3 pattern
1 + 1 + 3 = 5 Tai, the cap. Note what the eye is doing: two White Dragons would normally be the pair that kills Ping Hu and All Chow. Here it is the pair that pays.
Example 3: Bao persists until a later self-draw

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.

Example 4: a Kah Long hand fails, then another Tai rescues it

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.

Kah Long, nothing else cannot Hu
The same win, plus one animal Hu at 1 Tai
Identical fourteen tiles, identical winning discard. The Cat does not undo Kah Long — All Chow and Ping Hu stay struck out either way — it simply supplies the one Tai the table requires from somewhere else.
Example 5: concealed Kong, replacement win and separate payments

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.

SECTION 20

20. Singapore Mahjong: Local Play, Etiquette & Rules

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.

A Singapore-style signature also seen in some Malaysian and local sets
Shared with every set the 144 standard tiles
Four animal tiles distinguish this 148-tile ruleset from the standard 144-tile set. Cat, Rat, Rooster and Centipede form the bite pairs Cat catches Rat and Rooster catches Centipede; this app pays those pairs immediately. Animal tiles also appear in some Malaysian and other local sets, and their names, pairings and payouts can vary, so confirm the table rule.

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.

A language passed between generations

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.

Name the ruleset

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.

The local-set marker

Cat, rat, rooster and centipede are familiar Singapore bonus tiles. Not every set includes them, and their payouts still vary by table.

A GENTLER FIRST GAME

Teach the shape before the penalties

The old guide's teaching progression was useful, so it is restored here as a compact five-step table plan.

  1. 1
    Open all four handsTeach tile recognition and the 13 → 14 → 13 rhythm without hidden information.
  2. 2
    Use one rule cardState the minimum Tai, cap, Ping Hu, bonus handling and mistake rule.
  3. 3
    Aim for one simple legal HuFour sets and an eye first; limit hands can wait.
  4. 4
    Hide hands, keep choices verbalAsk the learner to name two discards and compare their live outs.
  5. 5
    Add scoring and penalties lastA strict false-Hu penalty teaches little before the basic shape is familiar.
PLAY SOCIALLY & LEGALLY

First separate Mahjong from gambling

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.

A QUIETER HOME TABLE

Keep the session friendly outside the room too

  • Use a felt or neoprene mat and pads under chairs.
  • Set a finish time; avoid late-night shuffling and tile slamming.
  • Lift chairs instead of dragging them.
  • If sound carries, close nearby doors or windows and change the setup.

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.

SECTION 21

21. Exact Practice-Table Specification

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.

148tiles
1Tai minimum
5Tai payout cap
1winner per hand
Suited 數牌 108 — four copies of each rank
Honours 字牌 28
Bonus 花牌 · 動物牌 12 — one copy each, never in hand
The exact 148. 108 suited + 28 honours = 136 tiles that can occupy a hand; the remaining 12 are revealed on arrival and replaced, so they never fill one of your fourteen slots. Sixteen tiles at the rear of the wall are held back as the replacement reserve, and the hand ends as an exhaustive draw with 15 live tiles still unplayed.
TopicExact rule used here
Seats and directionEast, 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 cutEast/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.
DealThree 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 turnHold 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 tilesFlowers, Seasons and Animals are exposed immediately and replaced from the back. Replacement chains continue until a regular tile arrives or no supplement remains.
Claim priorityHu 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 HuOne winner only. If several players can Hu on the same discard, the eligible player nearest the discarder in turn order wins.
Passing and own discardPassing 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 discardThe 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.
KongsExposed 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 shapeFour sets and one eye, with at least 1 Tai, or a recognised automatic/special hand. Seven Pairs is not recognised.
Special eventsReplacement-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 HuBig 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 wallThe 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 matchEast 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 settlementAt 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 multiplierNone. East changes turn order and match progression but does not multiply payments on this table.
Chips and illegal actionsEach 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.

Kong decision matrix

On a phone, swipe the table sideways to compare every column.

KindWhen declaredImmediate awardCan be robbed?Next step
Exposed Kong 明槓Claim a discard while holding the other three copies1 from each opponentNoTake one supplement, then discard
Added Kong 加槓Draw the fourth copy of an exposed Pong1 from each opponentYesIf nobody Hu, take one supplement
Concealed Kong 暗槓Hold all four copies on your own turn2 from each opponentNo, under this table’s normal ruleTake 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.

SECTION 22

22. Documented Rule Variants Not Used Here

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.

Seven Pairs 七對 no Hu at all here
Nine Gates 九蓮寶燈 wins, but only as Full Flush +4
All Green 綠一色 this shown hand: Half Flush +2
"Not used here" can mean either an invalid shape or no special bonus. Seven Pairs is not a winning shape in this app. Nine Gates can still win as ordinary Full Flush +4 when its fourteen tiles decompose into the required four sets and an eye. All Green has no separate award: without Green Dragons it may qualify for Full Flush +4; with Green Dragons it may qualify for Half Flush +2, plus Green Dragon-set Tai where applicable. Always score the actual decomposition.

On a phone, swipe the table sideways to compare every column.

Rule or hand seen elsewhereWhat it meansThis 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 variesNo 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 tableNo separate pattern
Seven Pairs 七對Seven distinct pairs as an alternative winning shapeNot recognised
Seven FlowersPublished 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 tileSeven 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 tileNo 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 includedNo 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 limitOnly ordinary Kong awards; no separate Four Kongs limit
Kong-on-Kong 槓上槓A win after chained Kong replacement drawsOnly 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 varyNo separate pattern
Thirteen Wonders priority or robbing a concealed KongSome published rules give Thirteen Wonders special claim priority or permit it to rob a concealed KongNormal 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 settlementNot used
Dealer doublingEast pays and receives a multiplierNot used
Different minimum and capZero-, two- or three-Tai minima and higher caps are encounteredFixed at minimum 1, cap 5
Shooter-only paymentOnly the discarder pays a discard winNot used; all three pay, with the discarder doubled
Multiple winnersEvery eligible Hu on one discard is paidNot used; nearest eligible player only
Alternative draw repeatsEast may rotate after a draw, or repeat only when no Kong occurredEast always repeats after an exhaustive draw
Alternative BaoDifferent dangerous-set triggers, next-discard-only liability, or no BaoPersistent liability after the configured third-Dragon, fourth-Wind or fourth-suit feed
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How to use this appendix

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.

REFERENCE & ETIQUETTE

📖 Frequently Asked Questions & Complete Glossary

What is a winning hand in Singapore Mahjong?

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.

How many Tai do I need to win?

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.

Which winning combinations does this practice table recognise?

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.

Can I win with Seven Pairs in Singapore Mahjong?

Not in this practice app. Seven Pairs is a house-rule variant at some Singapore tables, so confirm it before play.

Can seven Flowers win a hand?

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.

Does self-draw add Tai?

No. Self-draw does not add Tai on this practice table; it changes settlement because all three opponents pay the doubled rate.

Why does this app score Little Three Dragons as five Tai?

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.

How much is one Tai worth?

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.

What is the difference between Ping Hu and All Chow?

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.

Do Flowers and Animals count among the 14 hand tiles?

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.

Can I Chi 吃 from any player?

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.

Why do I draw to 14 then discard to 13?

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.

Can I declare Hu with a completed zero-Tai hand?

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.

Does a Kah Long wait subtract one Tai?

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.

What does “licence to Hu” mean?

It is local shorthand for having a valid source of the minimum Tai required to declare Hu. It is not an extra scoring pattern.

What if I make a false Hu call or have the wrong number of tiles?

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.

Can I play against AI, with friends on one device, or in an online room?

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.

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

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.

What is the best way to teach a complete beginner?

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.

Is Mahjong good for the brain or proven to prevent dementia?

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.

Sequence / Chow (順子)Three consecutive ranks in one numbered suit. Chi 吃 is the action of claiming a discard to expose one.
Triplet / Pong (刻子)Three identical tiles. Pong 碰 is the action of claiming the third tile from a discard.
Quad / Kong (槓子)Four identical tiles counted as one set. Kong 槓 is the declaration, followed by a replacement draw.
Chi (吃)Claiming the left player's discard to complete a sequence 順子.
Pong (碰)Claiming a third matching tile to expose a triplet 刻子.
Kong (槓)Declaring a four-tile quad 槓子 and drawing a replacement.
Hu (胡)Declaring a legal winning hand.
Zi Mo (自摸)Self-drawn win.
Draw (摸牌)Take the next live-wall tile on your turn.
Discard (打牌)Place one tile face-up in the river to return from 14 tiles to 13.
Pass (過)Decline an available claim. Here, the same eligible Hu, Pong or Chi tile is locked until your next draw.
Dian Pao (點炮 / 放炮)Discarding the tile that feeds another player's win.
Tenpai (聽牌)Ready hand 1 tile away from winning.
Bao (包)Full liability payment for feeding a dangerous meld.
Chicken Hand (雞胡)A complete zero-Tai hand that cannot Hu here.
Ping Hu / Ping Wu (平胡)Strict all-sequence hand worth +4 under this table's conditions.
All Chow (小平胡 / 臭平胡)The scorer's lower +1 all-sequence route; a valued eye or Kah Long does not qualify. These Chinese names vary by table, so follow the written shape.
Kah LongA discard win when only one tile could complete the hand; self-drawn wins are exempt here.
Eye / Pair (眼 / 對子 / 將)The two identical tiles that complete a standard winning hand.
Suited tiles (數牌)Characters / Millions 萬子, Bamboo / Bams 索子 or 條子, and Circles / Dots 筒子.
Honours / Big tiles (字牌 / 大牌)The Winds 風牌 and Dragons 三元牌; they cannot form sequences.
Set / Meld (面子)A completed sequence 順子, triplet 刻子 or quad 槓子 used as one of the hand's four sets.
Wall (牌牆)The face-down stacks from which live tiles are drawn.
Discard river / area (牌河 / 捨牌區)The face-up record of tiles discarded by the four players.
Replacement tile (補牌)The tile taken from the rear reserve after exposing a Flower, Season, Animal or declaring a Kong.
Seat / prevailing wind (門風 / 圈風)Your current seat wind versus the wind of the current round.
Rear replacement reserve (牌尾 / 補牌區)The rear wall tiles reserved for Kong and bonus replacements; often described in English guides as the dead wall.
Passed-claim lock (過水)A passed eligible Hu, Pong or Chi tile is unavailable until your next draw under this table's rule.
Qiang Gang / Robbing a Kong (搶槓)Winning on the fourth tile used to upgrade an exposed Pong to an added Kong.
Tai (台)The scoring unit a finished hand is valued in. Called fan (番) in many other rulesets.
Man Tai (滿番)The payout cap. Five Tai here — extra Tai beyond it add nothing.
Chou Ping Hu (臭平胡)Literally "smelly" Ping Hu: an all-sequence hand that misses one Ping Hu condition and scores the lower All Chow instead.
Licence to HuLocal shorthand for holding a valid source of the minimum Tai. Not a scoring pattern in itself.
Zhuang (莊家)The dealer — the player sitting East for the hand, who deals and discards first.
Full Flush / Full Colour (清一色)One numbered suit and no honour tiles at all. Also called Pure One Suit; +4 here.
Half Flush / Half Colour (混一色 / 半色)One numbered suit plus honour tiles. Also called Mixed One Suit; +2 here. 半色 is often written “ban se” in Singapore English.
All Triplets / All Pong (對對胡 / 碰碰胡)Four triplets or quads plus an eye. Also called Triplets Hand; +2 here.
All Honours / All Big Tiles (字一色)Only Winds and Dragons, with no numbered tiles. +4 here.
Fangpao (放炮)Discarding the tile that lets someone else win — literally "firing the cannon". Also Dian Pao.
Concealed / exposed / added Kong (暗槓 / 明槓 / 加槓)Drawn entirely in hand; claimed from a discard; or an existing Pong upgraded later. Only the added one can be robbed.
Exhaustive draw (流局)Nobody wins before the live wall runs out. Here the hand ends with 15 live tiles left.
Little Three Dragons (小三元)Two Dragon Pongs/Kongs plus the third Dragon as the eye. +3 here, stacking with the two Dragon-set Tai.
Little Four Winds (小四喜)Three Wind Pongs/Kongs plus the fourth Wind as the eye. +2 here, before applicable valued-Wind Tai.
Big Three Dragons (大三元)Sets of all three Dragons. Automatic Hu at the cap here.
Big Four Winds (大四喜)Sets of all four Winds. Automatic Hu; raw ten Tai but paid at the five-Tai cap here.
Mixed / Half Terminals (混老頭 / 混么九)Only suited 1s/9s and honour tiles. Also called Big Tiles One-Nine 大牌一九; +2 here.
Pure / All Terminals (清老頭 / 清么九)Only suited 1s and 9s, with no honours. Reaches the cap here.
Eight Flowers (八仙過海)All four Flowers and all four Seasons. Automatic Hu at the cap.
Robbing the eighth (七搶一)A player holding seven Flowers/Seasons takes the missing eighth when another player exposes it and wins automatically here.
Hidden Treasure (坎坎胡)A concealed all-Pong limit hand used by some Singapore tables; not scored by this practice table.
Nine Gates (九蓮寶燈)A concealed one-suit limit hand recognised by some tables; not scored here.
Replacement win (花上 / 槓上)A Hu on the replacement drawn after a bonus tile or Kong; +1 here.
Last live tile (海底撈月)A Hu on this table's final playable live-wall draw; +1 here.
Thirteen Wonders / Orphans (十三幺)One of each terminal and honour plus a duplicate of any one of them. Five Tai here.