Traditional Mahjong Scoring Pattern

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The Scoring System

The scoring system used in Mahjong Australia has been developed for international mahjong competitions with these goals: rules simplicity and ease of learning, international fairness, and game playability (competition of skill). At its core are the scoring "patterns".


 

Basic Rules

  • Only the winning hand is scored. The winning player collects points corresponding to the value of his hand, from the other three players according to the "payoff scheme".
  • The 44 "patterns" are listed below. Each pattern specifies a certain condition; for fulfilling the specified condition, the winning hand scores the specified point value. There are no "basic points" added for winning the hand itself; a hand scores only for the patterns it contains.
  • The patterns are organized into categories and series. In the numbering, the first number indicates the category, and the second number indicates the series (within that category). For example, "3.3" indicates the "Honour Tiles" category and the "Winds" series.
  • Additive Rule: When the winning hand fulfils the conditions for multiple patterns, the value of the hand is generally the sum of the values of the relevant patterns. (The multiplicative "Faan" system is not used.) You can count all patterns contained in the hand (even if one of them "implies" another), provided that they belong to different series. You cannot count multiple patterns from the same series, nor can you count the same pattern more than once. ("3.1 Value Honour" is an exception: you can add 10 points for each set of value honours in your hand.) As an example, a hand with "Four Concealed Triplets" is always also a "Concealed Hand" and an "All Triplets" hand, so such hand always scores at least 125+5+30=160 points
  • 5-point Minimum Requirement: A hand must contain at least 5 points (i.e. any one pattern) in order to win. A regular hand which does not contain any patterns (called a "chicken hand") is not allowed to win; such would be treated as a "false win".
  • Maximum Limit: There is a "limit" of 320 points. If the hand contains multiple patterns of which values add up to 320 or more, the hand scores 320 points (called a "Compound Limit Hand"). But if the hand contains a pattern which has a listed value of 320 or more (called a "Listed Limit Hand"), it scores the single highest-valued pattern in the hand. (It scores for one single pattern only).
  • For some basic rules on winning and scoring, please see the section on "Scoring the Winning Hand" in the "Mahjong Rules" chapter, in particular the rule on "Freedom of Count".

 


Payoff Scheme

  • Fixed Income Principle: The total income of the winning player is determined solely by the total value of the patterns in his hand: the income is always 3 times the pattern value. It will not fluctuate just because the player luckily self-draws. The payoff scheme here specifies how this payment should be split among the three other players.
  • Everybody pays for self-draw: When the winner self-draws, no one is "responsible". When no one is responsible, the payment is split equally among the three other players: each player pays the winner 1 time the total pattern value of his hand.
  • Discarder pays for big hands: When the winner wins on discard, in general the discarder is "responsible" (exception explained below). 30 points is taken to be the standard score value; for small hands of 30 points or less, the three players split the payment equally (regardless of who is responsible), and each player pays the winner 1 time the total hand value. For a big hand of over 30 points, each player first pays the winner 30 points, and then the responsible player pays the rest. For example, if the winning hand is 70 points, the two non-responsible players each pay 30 points, and the responsible player pays the remaining 150 points. The winner gets in total 210 points, which is exactly 3 times 70 points.
  • Rule of Same-Turn Immunity: When the winner wins on discard, if in the same turn (starting from and including the winner's previous discarded tile, until before the win) another player has just discarded the same tile as the winning tile, then the discarder will not be "responsible" for having followed with the same discard. The player who first discarded the winning tile in the same turn (after the winner's previous discard) will be considered responsible. But if the winner has just discarded the winning tile, then no one will be considered responsible (and the payment split equally among the three players just like a self-draw win)

 

 


 

The Pattern

There are a total of 44 patterns in 10 categories.

1.TRIVIAL PATTERNS

1.1  All Sequences : 5

A hand contains all sequences, no Triplets/Kongs.

 

 

1.2All Concealed : 5

The hand is concealed, without any exposed sets when winning. Winning on discards and concealed Kongs are considered as concealed.

 

1.3No Terminals : 5
   A hand consists entirely of middle number tiles (2 to 8), no terminals or honours.

2.ONE-SUIT PATTERNS

2.1.1Mixed One-Suit : 40

 The hand consists entirely of number tiles in one suit, plus honour tiles.

 

2.1.2Pure One-Suit : 100

    The hand consists only one suit. 

       

 

2.2Nine Gates : 480

    A 9-way call hand, with "1112345678999" in one suit, winning on any tile in the same suit.

3.HONOR TILES

3.1Value Honour : 10 / Set

Triplet of Dragons or own Wind.



3.2.1Small Three Dragons : 40

Two Triplets/Kongs of Dragons, plus another pair of Dragons.

 
 

3.2.2Big Three Dragons : 130

Three Triplets/Kong of Dragons.


  

3.3.1Small Three Winds : 30

Two Triplets/Kong of Winds, plus a pair of Winds

 

3.3.2Big Three Winds : 120

Three Triplets/Kongs of Winds

3.3.3Small Four Winds : 320

Three Triplets/Kongs of Winds, plus a pair of Winds.

3.3.4Big Four Winds : 400

Four Triplets/Kongs of Winds.

3.4All Honours : 320

The hand consists entirely of honour tiles.

4.TRIPLETS AND KONG

4.1All Triplets : 30

The hand contains 4 sets of Triplets.

 

 

4.2.1Two Concealed Triplets : 5

The hand contains two concealed Triplets/Kongs.

 

4.2.2Three Concealed Triplets : 30

The hand contains three concealed Triplets/Kongs.

 

4.2.2  Four Concealed Triplets : 125 

The hand contains four concealed Triplets/Kongs.

 

4.3.1One Kong : 5

The hand contains one Kong

 

 

4.3.2Two Kongs : 20

The hand contains two Kongs.

 

4.3.3Three Kongs : 120

The hand contains three Kongs.

 

4.3.4Four Kongs : 480

The hand contains four Kongs.

5.IDENTICAL SETS

Identical sets are sets in the same suit in the same numbers. Obviously, only sequences can be identical.

5.1.1Two Identical Sequences : 10

Two sequences in the same suit and the same numbers.

 

 

5.1.2Double Two Sequence : 55

The hand contains two "Two identical sequences".

 

 

5.1.3Three Identical Sequences : 120

Three sequences in the same suit and the same numbers.

 

 

5.1.4Four Identical Sequences : 480

Four sequences in the same suit and same numbers.

6.SIMILAR SETS

Similar Sets are sets with same numbers in 3 different suits. All 3 suits must be      present; 2-suit patterns are not recognized.

 

6.1Three Similar Sequences : 35

Three same number sequences in 3 different suits.

 

 

6.2.1  Small Three Similar Triplets : 30

Two Triplets/Kongs with same numbers in two different suits, and a pair with same numbers in the 3rd suit.

 

6.2.2Three Similar Triplets : 120

Three same number Triplets/Kongs in three suits.

 

7.CONSECUTIVE SETS

The same suit in consecutive numbers.

 

7.1Pure Dragon : 40

A "123" sequence, a "456" sequence, and a "789" sequence, all in the same suit.

 

 

7.2.1Three Consecutive Triplets : 100

Three Triplets/Kongs in consecutive numbers in the same suit.

 

7.2.2Four Consecutive Triplets : 200

Four Triplets/Kongs in consecutive numbers in the same suit.

8.TERMINALS

Terminals are the 1 and 9 number tiles. The Greater patterns consist of terminal tiles only, while the lesser patterns include also "123" and "789" sequences.

 

8.1.1Mixed Lesser Terminals : 40

In each of the 4 sets and the pair of eyes, there is at least one terminal tile and sets of honour tiles.

 

 

8.1.2 Pure Lesser Terminals : 50

In each of the 4 sets and the pair of eyes, there is at least one terminal number tile. No honour tiles.

 

8.1.3Mixed Greater Terminals : 100

The hand consists entirely of terminal tiles and honour tiles.

 

 

8.1.4Pure Greater Terminals : 400

The hand consists entirely of terminal number tiles.

9.INCIDENTAL BONUSES

Lucky bonuses for winning on rare opportunities.

9.1.1Last card : 10 

Self-draw win on the last tile before dead wall.

 

9.1.2  Final Discard : 10 

Winning on the last discarded tile.

 

9.2Win on Kong : 10

Self-draw win on a "supplement" tile.

(If the supplement tile is also the last tile, both patterns can be counted).

 

9.3Rob a Kong : 10

Winning by robbing a Kong. 
(When a player makes a "small exposed Kong").

 

9.4.1Blessing of Heaven : 155

East wins with initial 14 tiles.

(It will not be counted if East declared a kong).

 

9.4.2 Blessing of Earth : 155

Calling with initial 13tiles, winning on 1st discard from East.

(Not counted if East declared a Kong).

10.IRREGULAR HANDS

Irregular Hands are hands that do not consist of 4 sets and a pair. An irregular hand does not count for "Concealed Hand".

10.1 Thirteen Terminals : 200

Among the 13 types of terminals and honours, the hand contains one pair of one type, and one tile each of the other 12 types.

 

 

10.2Seven Pairs : 30

The hand consists of seven pairs. Four identical tiles can be counted as two pairs as long as Kong is not declared.

 

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