Hong Kong Mahjong Rules

A complete reference for Hong Kong / Cantonese Mahjong — tiles, gameplay, winning conditions, and faan scoring.

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Overview

Hong Kong Mahjong (also called Cantonese Mahjong) is the most common form of the game in Hong Kong, Guangdong, and overseas Cantonese communities. It is a four-player game using a 144-tile set. Players take turns drawing and discarding tiles, trying to complete a valid winning hand before anyone else.

Scoring uses a system called faan (番). The more valuable your winning hand, the more faan it is worth, and losing players pay more points accordingly.

The Tiles

Three Suits (108 tiles total — 4 of each)

Honour Tiles (28 tiles)

Bonus Tiles (8 tiles)

Bonus tiles are not part of your hand. When you draw one, set it aside face-up and draw a replacement tile from the end of the wall.

Setup

Players sit at compass positions: East, South, West, North. East deals and plays first. Seat winds rotate when the dealer passes; players keep their physical seats. Each player draws 13 tiles to start. East draws 14 tiles and discards one to begin.

A Turn

  1. Draw a tile from the wall (or claim a discard — see below).
  2. If you can win, declare your winning hand.
  3. Otherwise, discard one tile face-up into the center.

Claiming Discards

Before the next player draws, any player may claim the discard to complete a set:

Winning Conditions

A standard winning hand (一般胡牌) requires:

Total: 14 tiles (13 in hand + the final drawn or claimed tile).

Table Mahjong house rules v2: Quick Hand is the default. Our casual preset has no minimum faan; the optional HK preset requires 3 faan. These are explicit house rules, not a claim that every Hong Kong table uses the same scoring.

Faan Scoring

Faan is the Hong Kong scoring unit. More faan = higher value. Our default values (the host can customize these before a match):

Hand / ConditionFaan
Seat Wind triplet (own wind)1
Prevailing Wind triplet1
Dragon triplet1 per dragon
Each Flower / Season bonus tile1
Concealed hand1
Chicken hand fallback1
Self-draw win (自摸)1
All Pong (對對胡)3
Mixed One-Suit (混一色)3
Pure One-Suit (清一色)7
Scoring cap: Payment uses at most 13 faan. Declared and concealed groups count; seat and prevailing wind bonuses stack when both match. Special hands such as Thirteen Orphans are not currently supported. The supported winning shape is four sets plus a pair.

Session Points and Payment

New sessions start at 0 net points, not 25,000. Points are not money, account XP, or a rating. One share is 8 × 2faan points (capped at 13 faan). The winner receives three shares. On self-draw each opponent pays one share; on a discard win the discarder alone pays all three. There is no dealer payment multiplier or repeat-hand surcharge.

Example: 3 faan means 64 points per share and a 192-point win. Scores may be negative. A drawn hand exchanges no points. Historical results keep their original values.

Hands, Wind Rounds and Matches

A hand is one deal. A wind round completes when the deal has passed four times. Choose Quick Hand, an East-only match, or a full East–South–West–North match. Dealer wins and draws keep the same dealer; other wins pass the deal counterclockwise. Seat winds rotate with the dealer while the players keep their physical seats. Full matches require at least 16 hands and can take longer with repeats.

Solo matches retain the same AI players and save after each hand on this device. Resume continues from the last completed hand; an interrupted hand is replayed. Multiplayer keeps one room, server-owned scores and reconnectable seats. Between hands everyone readies up and the host starts the next hand. Ending early saves completed hands but does not award a completed match.