Hong Kong mahjong scoring rules

Rules of Hong Kong variants of mahjong From Wikipedia, the free encyclopedia

Hong Kong mahjong scoring rules are the rules used for scoring in mahjong, specifically the rules common in Hong Kong and some areas in Guangdong.

Overview of scoring

What is commonly referred to as a point or double will be referred to as faan in this article, from the Cantonese term 番 (pinyin: fān / jyutping: faan1).

A hand is considered a winning hand when it has 4 melds and a pair or is considered a special hand.

Faan are obtained by matching the winning hand and the cause of winning with a specific set of criteria, with different criteria scoring different values. Some of these criteria may be subsets of other criteria (for example, having a meld of one dragon versus having a meld of all of them), and in these cases, only the criteria with the tighter requirements are scored. The faan obtained may be translated into scores for each player using some (typically exponential) function. When gambling with mahjong, these scores are typically directly translated into sums of money. Some criteria may also be in terms of both points and score.

At the beginning of each game, each player is given a fixed score, usually in the form of scoring chips. In many cases, only the winner scores, with the winner's gain being deducted from the three losers' scores (that is, the losers pay the winner). In many cases, the change in score is modified by how the winner wins. These rules are called modifiers. Some common modifiers are:

  • In the case where a player wins by a discard (a player picks off an opponent), the player who performs the discard pays double
  • In the case where a player wins by a draw (a player wins by self-pick), every losing player pays double.
  • In the case where a player wins from a high-risk scenario[clarification needed], the player who performs the discard pays for the other two losing players (in addition to the normal double share).

There is no universally followed rule for what happens when a player runs out of score (i.e. their score goes below zero). In some circles, the match is immediately aborted, with the player furthest ahead in score declared the winner, while in others, a player out of scoring chips continues to play without risk of further losses.

Mahjong is sometimes played in a gambling setting. Poker chips are used for keeping score only. Since Mahjong is a zero-sum game, when one player loses all his chips, his chips are distributed among the other winners. In this case, the loser pays cash to buy back the chips from the winners and the game continues. Before the game starts, all players must agree upon how much one set of chips (100 unit) is worth. Some gamblers do away with chips and pay cash after each round depending on local laws regarding legality of gambling.

The criteria outlined in this article are by no means exhaustive or common to every variation, but are common to many 13-tile and 16-tile variations.

Scoring tables

The largest group of criteria for scoring faan concern the contents of the winning hand. Typically, a hand that is more improbable will score higher than one that is more common, but this may not be the case. It is not uncommon for players to define minimum faan requirements for declaring a winning hand (typically 1, 2, or 3), and at times a maximum faan cap or ceiling (for example at 7 or 8 faan). High-scoring hands (Chinese: 例牌,[1] translated to "capped hands" in this article) are only scored based on the hand and winning conditions, but not winds, dragons, or flowers. In Hong Kong mahjong, 13 faan is considered the absolute limit for faan.

The general equation for total faan is:

Hand Faan

The tables following list common criteria for faan based on the contents of the hand.

More information English, Cantonese ...
EnglishCantoneseFaanDescription
Common Hand (i.e., all sequences) 平糊; ping4 wu4*21Every meld is a Chow
----
All in Triplets 對對糊; deoi3 deoi3 wu4*23Every meld is either a Pong or Kong
----
Mixed One Suit 混一色; wan6 jat1 sik13Only honor tiles and tiles from one suit
----
All One Suit 清一色; cing1 jat1 sik17All tiles from one suit
----
Mixed Orphans 花幺九4Hand containing Pongs/Kongs of Ones, Nines, or Honor Tiles only
----
Small Dragons 小三元; siu2 saam1 jyun4)5Melds of 2 dragons and a pair of the 3rd dragon
----
Great Dragons 大三元; daai6 saam1 jyun48Melds of all 3 dragons
----
Small Winds [a] 小四喜; siu2 sei3 hei26 (6+3 faan for mixed one suit, 6+3 for all in triplets, or 6+10 for all honours)Melds of 3 winds and a pair of the 4th wind
----
Seven Pairs (played by some variants)[2] 七對子; cat1 deoi3 zi24Hand consists of seven pairs. Can stack with All Honor Tiles, Mixed One Suit and All One Suit.

In some variants, Kongs are not permitted in this hand.

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Certain high-scoring hands are "capped hands" that are ineligible for additional faan awarded based on winds, dragons, or flowers.[3] Even if the capped hand satifies other hand criteria (e.g., all honor tiles must also be all triplets), the faan from the other criteria are not counted. If a winning hand satisfies more than one capped hand criterion (e.g., great winds where the pair is dragons, therefore also an all honor tile hand), only the criterion with the highest score applies.

More information All Honor Tiles, Self Triplets ...
Capped Hands
All Honor Tiles 字一色; zi6 jat1 sik110All honor tiles
----
Self Triplets 四暗刻; sei3 am3 hak1
坎坎糊; kaan2 kaan2 wu2
10Every meld is either a concealed (unmelded) Pong or concealed Kong.[b] The bonus can only be won either (a) by self-pick or (b) from a discarded winning tile that forms the pair, i.e., the discard cannot form the melds.
Orphans 么九; jiu1 gau210Hand containing Pongs/Kongs of Ones and Nines only
----
Nine Gates[c] 九子連環; gau2 zi2 lin4 waan410Hand in any one suit consisting of 1112345678999, must be totally concealed.
-- + any tile in the set
Great Winds 大四喜; daai6 sei3 hei213Melds of all 4 winds
----
Thirteen Orphans 十三么; sap6 saam1 jiu113One of each one, nine, wind, and dragon, and a 14th tile (any other terminal or honor tile)
---- + any tile in the set
All Kongs 十八羅漢; sap6 baat3 lo4 hon3
四槓子; sei3 gong3 zi2
槓槓和; gong3 gong3 wo4
13Hand containing four Kongs
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Notes
  1. For Small Winds, some variations have a further restriction with the prevailing wind or the seat wind disallowed as the pair.
  2. In Hong Kong Mahjong, if a player draws all four tiles, they can declare a concealed Kong meld. All tiles face down. The meld cannot be undone. The player replenishes a tile from the end of wall.
  3. It is called nine gates because there are 9 tiles that the player can win with. It is required that the hand be totally concealed (i.e. the only tile that can be taken from a discard is the extra tile in the set). This animation shows how any one tile in the same suit will create a winning hand:

Wind and Dragon Faan

More information English, Cantonese ...
EnglishCantoneseFānDescriptionExample
Seat Wind門風 (mun4 fung1)1A meld of the winner's seat wind / / /
Prevailing Wind圈風 (hyun1 fung1)1A meld of the prevailing wind / / /
Red Dragon紅中 (hung4 zung1)1A meld of the red dragon
Green Dragon發財 (faat3 coi4)1A meld of the green dragon
White Dragon白板 (baak6 baan2)1A meld of the white dragon
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A double wind, where a certain wind is both the winner's seat wind and the prevailing wind, counts as 2 faan.

Flower Faan

Some criteria for faan are based on "bonus tiles" - the flowers and the seasons (which are also collectively called flowers). See the following table:

More information English, Cantonese ...
English CantoneseFānDescriptionExample
No Flowers or Seasons 无花 (mou4 faa1)1No flower or season bonus tiles
Flower of own Wind 正花 (zing3 faa1)1A flower of the winner's seat wind / / /
Season of own Wind 正花 (zing3 faa1)1A season of the winner's seat wind / / /
All Flowers 一台花 (jat1 toi4 faa1)2All flower bonus tiles
All Seasons 一台花 (jat1 toi4 faa1)2All season bonus tiles
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Under certain custom rules, a player who draws 7 bonus tiles can declare a win worth 3 faan on the spot; a player who draws all 8 bonus tiles can declare a win worth 13 faan.[4]

Winning Condition Faan

Other scoring criteria are based on the winning condition—how the winner won.

More information English, Cantonese ...
EnglishCantoneseAdditional FānDescriptionExample
Self-Pick自摸 (zi6 mo1)1The winning tile is from the wall
Win from Wall (i.e., fully concealed hand)門前清 (mun4 cin4 cing1)1Awarded when the entire hand remains concealed (no open melds exposed) until the winning tile is either self-drawn or claimed from a discard.

Hands that are strictly concealed by definition (e.g., Seven Pairs, Thirteen Orphans, Self Triplets, Nine Gates) do not receive this additional point.

Robbing Kong搶槓 (coeng2 gong3)1The winning tile is obtained from someone calling a Kong; a 12-piece penalty will be imposed on the player being robbed
Win by Last Catch海底撈月 (hoi2 dai2 lau4 jyut6)1The winning tile is either the last tile from the wall or the last discard
Win by Kong槓上開花 (gong3 soeng5hoi1faa1)2 (1 bonus +1 from self-pick)The winning tile is from a replacement tile due to a Kong or a Bonus Tile
Win by Double-Kong槓上槓 (gong3 soeng5gong3)9 (8 bonus +1 from self-pick)Similar to 'Win by Kong', except that the tile used to make the Kong was itself an extra tile from declaring a Kong
Heavenly Hand天糊 (tin1 wu4*2)13East wins with initial hand
Earthly Hand地糊 (dei6 wu4*2)13Non-East player wins on East's first discard
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  • It is possible to obtain the maximum faan (13) only from winning condition criteria. For example, a player draws the second last tile from the wall, declares a Kong and wins on the replacement tile.
  • Depending on variation, there may also be the additional requirement of winning by self-pick, in which case, this is known as men qing zi mo, or purely concealed self-drawn hand.

Point translation function

As mentioned in the #Overview of scoring, the point translation function is the function used to convert the number of faan to score.

The point translation function is typically an exponential function. The function itself is subject to variation. In most variations this is to set an upper bound:

  • In the traditional style, there is a four-point maximum: a hand worth more than four points pays exactly the same as one worth exactly as a four-point hand. Thus, a limit hand scores 16 times the value of a scoreless hand.
  • In some styles there is a rule stating that if a hand is worth one point or less it scores nothing.
  • In the more modern style, which expands on the traditional style, a second limit (i.e. doubling) is set at the seventh point, and optionally, a third limit at the tenth point. Thus, a seven-point hand is worth double that of hands that are between four and six points. The English terms for each limit is typically titled full house (double full house for seven-to-nine-point hands, and so on). This modern style is commonly used by younger generations who find the traditional styles more boring, and by gamblers who require a minimum of one point to win.
  • In the parlor style, named for mahjong parlors (officially mahjong schools) in Hong Kong, the translation function is constant. This is because gambling, with the exception of bets placed with the Hong Kong Jockey Club on horse racing and football, is forbidden, and thus the constant function is used as "prize money".
  • In the most extreme of styles, there is no limit - every point doubles the score. Due to the fast growth of exponential functions the constant for a zero-point hand is set very low, and a minimum point value (typically three point) is imposed, as lower scores are often considered to be game spoilers.

Simplified faan point-base point table

More information Faan points, Base points ...
Base points (Old Hong Kong Simplified)
Faan pointsBase points
31
42
52
62
74
84
94
10+8 (limit)
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This table is based on play where 3 faan is the minimum needed in order to win with a legal hand. If a player has 3 faan then his hand is worth one base point. A winning hand with 9 faan is worth 4 base points. Losing players must give the winning player the value of these base points. Individual players must double the number of base-points owed for the following:

  • If the winner wins from the wall the base points is doubled.
  • If the hand was won by discard, the discarder doubles the number they owes the winner
  • If the winner is east all losers double the basepoints
  • If east player is a losing player he pays double the points to the winner.

If two of these criteria apply to any player, then the player must double and then redouble the points owed to the winner.

Examples

More information Player, base points ...
Hand 1 (West wins with 3 faan from the wall (base points of 1))
Playerbase points
East (dealer)1 (base points) x2 (doubling for winning from wall) x2 (doubling for being east) = -4
South1 (base points) x2 (doubling for winning from wall) = -2
West4 (from east) + 2 (from south) 2 (from north) = +8
North1 (base points) x2 (doubling for winning from wall) = -2
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More information Player, base points ...
Hand 2 (North wins with 6 faan on a discard from south (base points of 2))
Playerbase points
East (dealer)2 (base points) x2 (doubling for being east) = -4
South2 (base points) x2 (discarding winning piece) = -4
West2 (base points) = -2
North4 (from east) + 4 (from south) 2 (from west) = +10
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More information Player, base points ...
Hand 3 (East wins with 10 faan on discard from west (base points of 8)
Playerbase points
East (dealer)16 (from south) + 32 (from west) + 16 (from north) = +64
South8 (base points) x2 (paying to east) = -16
West8 (base points) x2 (paying to east) x2 (discarding winning piece) = -32
North8 (base points) x2 (paying to east) = -16
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Hong Kong Mahjong is essentially a payment system of doubling and redoubling where winning from the wall adds great value to the final payment and where the dealer is highly rewarded or penalized if they win or lose.

Traditional faan point-base point table

More information Fān, Chips ...
Fān-Laak Table
FānChipsBy DiscardBy Self-Draw
011+1+2=4N/A
122+2+4=84+4+4=12
244+4+8=168+8+8=24
388+8+16=3216+16+16=48
4-61616+16+32=6432+32+32=96
7-93232+32+64=12864+64+64=192
10+/Limit6464+64+128=256128+128+128=384
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This table is similar to simplified but allows payments for hands of less than 3 faan. If a player has 3 faan then his hand is worth eight base points. A winning hand with 9 faan is worth 32 base points. Losing players must give the winning player the value of these base points. Individual players must double the number of base-points owed for the following:

  • If the winner wins from the wall the base points is doubled.
  • If the hand was won by discard, the discarder doubles the number he owes the winner
  • If the winner is east all losers double the basepoints
  • If east player is a losing player he pays double the points to the winner.

If two of these criteria apply to any player then the player must double and then redouble the points owed to the winner.

Examples

More information Player, base points ...
Hand 1 (West wins with 4 faan from the wall (base points of 16))
Playerbase points
East (dealer)16 (base points) x2 (doubling for winning from wall) x2 (doubling for being east) = -64
South16 (base points) x2 (doubling for winning from wall) = -32
West64 (from east) + 32 (from south) + 32 (from north) = +128
North16 (base points) x2 (doubling for winning from wall) = -32
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More information Player, base points ...
Hand 2 (North wins with 7 faan on a discard from south (base points of 32)
Playerbase points
East (dealer)32 (base points) x2 (doubling for being east) = -64
South32 (base points) x2 (discarding winning piece) = -64
West32 (base points) = -32
North64 (from east) + 64 (from south) + 32 (from west) = +160
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More information Player, base points ...
Hand 3 (East wins with 10 faan on discard from west (base points of 64)
Playerbase points
East (dealer)128 (from south) + 256 (from west) + 128 (from north) = +512
South64 (base points) x2 (paying to east) = -128
West64 (base points) x2 (paying to east) x2 (discarding winning piece) = -256
North64 (base points) x2 (paying to east) = -128
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Canton Faan point-base point table

More information Faan points, By Discard ...
Base points (Old Hong Kong Simplified)[contradictory][5][circular reference]
Faan pointsBy DiscardBy Self-Draw
0 (Chicken Hand)1N/A (self-pick is 1 faan)
123 (1×3)
246 (2×3)
3812 (4×3)
41624 (8×3)
52436 (12×3)
63248 (16×3)
74872 (24×3)
86496 (32×3)
996144 (48×3)
10128192 (64×3)
11192288 (96×3)
12256384 (128×3)
13 (Limit)384576 (192×3)
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This table is based on play where 3 faan is the minimum needed in order to win with a legal hand. If a player has 3 faan then his hand is worth eight base points. A winning hand with 9 faan is worth 128 base points. Losing players must give the winning player the value of these base points. Individual players must double the number of base-points owed for the following:

  • If the winner wins from the wall the base points is doubled.
  • If the hand was won by discard, the discarder doubles the number he owes the winner
  • If the winner is east all losers double the basepoints
  • If east player is a losing player he pays double the points to the winner.

If two of these criteria apply to any player, then the player must double and then redouble the points owed to the winner.

Examples

More information Player, base points ...
Hand 1 (West wins with 4 faan from the wall (base points of 16))
Playerbase points
East (dealer)16 (base points) x2 (doubling for winning from wall) x2 (doubling for being east) = -64
South16 (base points) x2 (doubling for winning from wall) = -32
West4 (from east) + 2 (from south) + 2 (from north) = +128
North16 (base points) x2 (doubling for winning from wall) = -32
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More information Player, base points ...
Hand 1 (West wins with 7 faan from the wall (base points of 48))
Playerbase points
East (dealer)48 (base points) x2 (doubling for winning from wall) x2 (doubling for being east) = -192
South48 (base points) x2 (doubling for winning from wall) = -96
West192 (from east) + 96 (from south) + 96 (from north) = +384
North48 (base points) x2 (doubling for winning from wall) = -96
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More information Player, base points ...
Hand 3 (East wins with 12 faan on discard from west (base points of 256)
Playerbase points
East (dealer)512 (from south) + 1024 (from west) + 512 (from north) = +2048
South256 (base points) x2 (paying to east) = -512
West256 (base points) x2 (paying to east) x2 (discarding winning piece) = -1024
North256 (base points) x2 (paying to east) = -512
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Hong Kong Mahjong is essentially a payment system of doubling and redoubling where winning from the wall adds great value to the final payment and where the dealer is highly rewarded or penalized if he or she wins or loses.

Penalties

More information English, Cantonese ...
EnglishCantoneseDescriptionExample
9 Pieces Penalty九張包Discarder pays all losses for enabling winner to go out with Pure Hand after winner had already melded 3 sets (9 tiles) of the same suit
12 Pieces Penalty十二張包自摸Winner goes out with Self-Picked Pure Hand after discarder has allowed them to meld a 4th set of the same suit; Discarder pays all losses
Fifth Tile Penalty五子包生Discarder pays all losses for discarding a "fresh" (previously unseen anywhere on the table) tile when there are 5 or less tiles left in the wall, allowing winner to go out
Maximum Penalty
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Hand progress terminology

The following is a list of terms describing the progress of one's hand:

  • 獨聽 (duk6 teng1) - Known in English typically as a one-shot win or a last-chance win, this occurs if the winner was looking for one and only one tile to win the hand (e.g., the middle tile in a Chow). In some variations, this may extend to cases where two or more tiles could win the hand, but all but one were previously discarded.
  • 雞糊 (gai1 wu2) - Also known in some circles as 推倒胡 (tuī dǎo hú/teoi1 dit3 wu4) or 雞胡 (ji hú/gai1 wu4 "Chicken Hand"), this is used to describe a winning hand worth zero fān, or no points. For games with a minimum fān score, this can also describe those with insufficient fān.
  • 詐糊 (zaa3 wu2) - Known in English literally as a trick hand, used to describe a "false alarm" when a player claims to have won the amount claimed but in fact has not.
  • 食糊 (sik6 wu2) - Winning off another player's discard.
  • 叫糊 (giu3 wu2) - A "ready" or "waiting" hand, one tile away from winning.

See also

References

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