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Mah Jong Overview:
Scoring & Penalties
Mah Jong Logo
13 August 2000 by Gareth Reagan

Basic Scoring

There are many variants of Mah Jong. These are the basic scoring guidelines.

All Hands

The following scores apply to all hands. A chow has no value except to complete the hand. A pair which is not of the player's own wind or a dragon has no value except to complete the hand.

Combinations on the table or exposed
Three of a kind simples (of 2, 3, 4, 5, 6, 7 or 8) 2 points
Three of a kind terminals (of 1 or 9) 4 points
Three of a kind of any wind 4 points
Three of a kind of any dragon 4 points
Four of a kind simples (of 2, 3, 4, 5, 6, 7 or 8) 8 points
Four of a kind terminals (of 1 or 9) 16 points
Four of a kind of any wind 16 points
Four of a kind of any dragon 16 points
A pair of any dragon or of player's own wind 2 points

Table 1: Exposed sets


Combinations in hands or concealed
Three of a kind simples (of 2, 3, 4, 5, 6, 7 or 8) 4 points
Three of a kind terminals (of 1 or 9) 8 points
Three of a kind of any wind 8 points
Three of a kind of any dragon 8 points
Four of a kind simples (of 2, 3, 4, 5, 6, 7 or 8) 16 points
Four of a kind terminals (of 1 or 9) 32 points
Four of a kind of any wind 32 points
Four of a kind of any dragon 32 points
A pair of any dragon or of player's own wind 2 points

Table 2: Concealed sets
 

Special Bonus Scores

The following scores only apply to the winner's hand.

Bonus Scores
"Game" or "Mah Jong" (for Winning Hand) 20 points
No scoring combinations in hand or on table 10 points
Winning piece drawn (not "Punged" or "Chowed") 2 points
Filling only possible place to win
(as completing a pair or filling a straight in the middle or open on only one end)
2 points
Winning piece on special draw of a "loose tile" after 4 of a kind 10 points
No "chows" in hand or on table 10 points

Table 3: Bonus scores
 

Double Honour Scores

The following multipliers apply to all hands and are applied after all sets and bonus scores have been totalled.

Double Honour Scores
Three or four of own wind in hand or on table Score x 2
Three or four of prevailing wind in hand or on table Score x 2
Three or four of any dragon Score x 2
Going out by "robbing a kong" Score x 2
Going out on the last tile before the Dead Wall
(may be either drawn or claimed)
Score x 2
All but last tile concealed Score x 2
Fully concealed Score x 4
Hand entirely of one suit and honours Score x 2
Hand entirely of one suit or honours Score x 8
Hand entirely of terminals
(not cumulative with above)
Score x 2
Hand entirely of simples
(not cumulative with above)
Score x 2
Hand entirely of winds and dragons Score x 8
To win on original hand "Hand for Heaven" Score x 8

Should one hand contain more than one doubling honor combination, the score is doubled for each combination according to the above table. Thus, if a hand scores 40 and has, for example, 3 Red Dragons, 4 of your own wind, and all other pieces of the same suit, you double 40 three times, making your score 320.

 

Penalties

  1. If Mah Jong is declared mistakenly and other players have displayed their hands, the hand ends. If a non-dealer, the player must pay 250 to each other non-dealers and 500 to dealer (1000 penalty points). If a dealer, player pays 500 to each player (1500 penalty points). If no other players' hands are displayed at the time of the false "out" the hand continues and the penalty sustained is that the offender can't go out until after her next turn.


  2. "Long hand", "Short hand", "Foul hand", "Dead hand" or "Intentional Display":
    If at any time a player (for whatever reason) has more or less than 13 tiles (and one extra for each kong), that player may not go out and must continue to play. This player may try to cause a draw by playing defensively. The penalty is that he must pay winner and pay each other player total score of that player, the dead hand counting as nothing. No player pays him.


  3. If a player melds an incorrect sequence, triplet or four and the next player has begun, the same penalty as above is levied. If the next player has not begun, no penalty is assessed.


  4. If a chow, pung or kong is improperly declared, or if player changes mind, the player must forfeit 100 points to go in the "kitty" to go to the eventual winner of the game. If the game ends in a draw or if the offender wins the hand, the penalty is withdrawn.


  5. If a tile is discarded by mistake, it may not be reclaimed.


  6. If a player is ready and misses the needed discard, the player may not get the next discards until after her next draw from the wall.


Mah Jong overview
Introduction Tiles and other equipment
Setup Game Play
Chows, pungs and kongs Winning the game
Scoring & Penalties Scoring examples
Seasons Special Hands
Related articles
The History of Mah Jong

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