Game guides

Hong Kong Mahjong

3-fan minimum · Flowers

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A regular winning shape4 + 1

sets + pair

tiles14
The rule to remember3 fan minimum

The rule to remember

A complete shape still needs 3 fan

Not enough

2 fan

Below this game’s three-fan minimum.

Requirement met

3+ fan

Meets the minimum; the hand must also be legal.

These diagrams explain one requirement at a time, not a complete winning-hand check.

These guides describe the rules played on mahjchina. Local Mahjong rules vary; check the room settings before you start. Learn to play →

A regular hand, explained

4 sets + 1 pair = 14 tiles

Sequence
Characters
Sequence
Characters
Sequence
Dots
Triplet
Bamboo
Pair
Characters

This illustrates the tile structure only. A complete shape must also satisfy the winning requirements of the chosen game. Kongs count as sets but contain four tiles.

One turn, three decisions

  1. 01

    Draw

    Take a tile from the wall.

  2. 02

    Choose

    Keep useful groups together.

  3. 03
    Chosen discard

    Discard

    Place one tile face up.

A cropped hand illustrates an ordinary draw-and-discard turn. Calls and replacement draws follow their own rules.

Four building blocks

Sequence

Three consecutive numbers, one suit.

Triplet

Three identical tiles.

Kong

Four identical tiles; draw a replacement.

Pair

Two identical tiles.

Tiles and the aim of the game

Use characters, dots, bamboo, winds and dragons; flower tiles are exposed and replaced. A regular winning hand has four sets and a pair. Seven Pairs and Thirteen Orphans are special structures.

Draw, discard and claim

Draw a tile and discard one on your turn. A chow is three consecutive tiles in one suit and may claim only the previous player’s discard. A pung uses three identical tiles; a kong uses four. A win takes priority over other claims.

Why a complete hand may not win

mahjchina uses a three-fan minimum. Four sets and a pair alone are not enough: your hand must also earn at least three fan. Dragon triplets, relevant wind triplets and larger patterns can contribute, subject to the rules for combining them.

Read the result before the next hand

Self-draw and winning from a discard can have different payments. Check the named patterns and total fan in the result. Private rooms use the room’s scoring rules. Coins pay a fixed game entry fee; wins and losses change competitive points, not coins.

Scoring & calculators →

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Questions about this rule profile

What is the minimum score for an ordinary Hong Kong win?

An ordinary hand needs at least 3 fan in mahjchina. A complete four-set-and-pair shape alone is not enough. Other Hong Kong tables may use a different minimum.

Does the payment shown include every transfer in a match?

No. The calculator shows one winner’s rule-point payments for the selected conditions. It does not add earlier hand results or convert points into money or in-game currency.

Primary references and their scope →

In-play details

Winning conditions, calls, draws and settlement for this ruleset.

Winning and the three-fan minimum

A regular hand has four sets and a pair. Special hands include Seven Pairs and Thirteen Orphans. A complete shape still needs at least three fan.

Chow, pung, kong and win

Chow claims only the previous player’s discard. Pung and exposed kong may claim another seat’s discard. Win takes priority, then pung/kong, then chow. If several players can win, the nearest in turn order after the discarder wins. Pass declines this response.

Flowers and replacement draws

Flowers are exposed and replaced, not kept in the ordinary hand. No Flowers, your own flowers and complete flower/season sets follow this ruleset’s fan rules. A direct kong replacement and a flower replacement are different events; check the score breakdown.

Fan and payments

Dragon, seat-wind and round-wind pungs, All Pungs, suit patterns and special hands have distinct values and combination limits. Three fan is a qualifying minimum, not a fixed payout. Payments use Hong Kong fan bands and the winning method, not MCR’s eight-point formula.

A shape is not a winning permission

For example, 123 characters, 456 characters, 789 dots, 222 bamboo and East–East form four groups and a pair, but still need three fan to win. Discard advice does not guarantee safety or a win.

Results and replays

Results show all four hands, melds, the winning tile and score changes. Use history and replays to review the game.

Value

mahjchina Hong Kong profile: ordinary hands need 3 fan; self-draw charges each opponent twice the base. These values are not a universal Hong Kong payment table. Rule choices & sources →

Hand scoring calculator

Choose concealed tiles and melds. The last concealed tile is the winning tile. Patterns are detected using the game’s scoring engine.

Calculated on this device. The scoring engine downloads on first use.

Uses mahjchina’s rules and scores one winner. Other tables may differ. Rule choices & sources →

Concealed tiles, including the win

The last tile is the winning tile. Click a selected tile to remove it.

Chow: choose its lowest tile

Characters
Dots
Bamboo
Honors
Winning context and advanced options
Flowers (identities 1–8)

Calculates one winner. Earlier kong payments, simultaneous winners, draw penalties and competitive points are not included. This is not server authorization to win.

Calculators show rule scores, not competitive points or rank stars.

Rule units, not coins

Regular hands and useful comparisons

Compare a regular self-draw, the same hand missing one tile, and the same complete hand won on a discard. Load any example to inspect or change its settings.

Regular self-draw

Called sets are shown separately. All other settings start at the calculator defaults.

Win method / discarder: Self draw

2m 2m 2m 3p 3p 3p 5m 5m

Called sets

Pung
Pung

Total · fan: 5

  • All triplets · 3
  • No flowers · 1
  • Self draw · 1

Player changes (You / 1 / 2 / 3): +96 / -32 / -32 / -32

Load this hand ↑

One tile missing

The regular example with its last tile removed. Add the missing tile before trying to score a complete winning hand.

Win method / discarder: Self draw

2m 2m 2m 3p 3p 3p 5m

Called sets

Pung
Pung

Invalid tile count or identity. Check concealed tiles, melds and winning tile.

Load this hand ↑

Same hand, discard win

Only the winning source changes from self-draw to player 1’s discard. The tiles and other conditions stay the same.

Win method / discarder: Discard win · Player 1

2m 2m 2m 3p 3p 3p 5m 5m

Called sets

Pung
Pung

Total · fan: 4

  • All triplets · 3
  • No flowers · 1

Player changes (You / 1 / 2 / 3): +64 / -32 / -16 / -16

Load this hand ↑

A worked scoring example

This is the same hand and default settings used by Load example. The last tile shown is the winning tile. Load it above and calculate to check the result.

No exposed sets; self-draw; East seat; no flowers or special events. Other special options are off.

1m 1m 1m 2m 2m 2m 3p 3p 3p 4s 4s 4s 5m 5m

Scoring breakdown

Limit base 64; each opponent pays 2 × 64 = 128; winner receives 3 × 128 = 384 rule points.

Payments: winner / players 1, 2, 3
+384 / -128 / -128 / -128

This example uses rule points, not money, coins or a complete match settlement.

Load example ↑

Patterns and scoring table

These are this game’s rules. Exclusions, repeated sets and concealed-hand conditions affect combinations: do not simply add table values. The calculator selects a valid interpretation.

Detected patternsValue · fanRequirement
Dragon pung1One dragon pung or kong; counted separately for each.
Seat wind1A pung or kong of your seat wind.
Round wind1A pung or kong of the round wind.
Little three dragons4Two dragon pungs/kongs and a pair of the third dragon.
All sequences1Four chows and a pair.
All triplets3Every set is a pung or kong, plus a pair.
Seven pairs4Seven pairs, with no melds. In this profile, four identical tiles may form two pairs.
Half flush3One numbered suit and honors; both must be present.
Full flush6Only one numbered suit, with no honors.
No flowers1No flower tiles.
Own flower1Seat-matched flowers: East 1/5, South 2/6, West 3/7, North 4/8.
All flowers2All four flower tiles numbered 1–4.
All seasons2All four season tiles numbered 5–8.
Self draw1Draw the winning tile yourself.
Last draw1Win on the final draw from the live wall.
Last discard1Win on the discard after the final live-wall draw.
Robbed kong1Win by claiming another player’s added-kong tile.
Replacement draw1Win directly on the replacement draw after a kong.
Thirteen orphansLimit hand · 641 and 9 of all three suits and all seven honors, plus one duplicate.
Heavenly handLimit hand · 64Dealer’s initial winning hand, before any call or kong.
Earthly handLimit hand · 64Non-dealer first-turn win; the variant validates its draw/discard conditions.
All honorsLimit hand · 64Only winds and dragons.
All terminalsLimit hand · 64Only 1s and 9s of numbered suits.
Four kongsLimit hand · 64Four kongs and a pair.
Big three dragonsLimit hand · 64A pung or kong of each dragon.
Big four windsLimit hand · 64A pung or kong of each of the four winds.
Little four windsLimit hand · 64Three wind pungs/kongs and a pair of the fourth wind.
Four concealed tripletsLimit hand · 64Four concealed pungs/kongs; self-draw is required in this profile.
Colored dragonLimit hand · 64All pungs in one suit with its dragon: characters/red, dots/white, bamboo/green.
Nine gatesLimit hand · 64Concealed 1112345678999 in one suit, plus any tile of that suit; no kong.

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