The complete guide

HONG KONG MAHJONG (NEW STYLE)

13-tile game · faan doubled to points

Every combination, condition, payment and penalty — the exact values our scoring engine uses. Play a hand →

How Scoring Works — Double Trouble

Hong Kong scoring runs on faan, and faan run on doubling: each faan doubles the payout (2 to the power of your faan), capped at the 13-faan limit — the famous 例牌. Most tables ask for a minimum of 3 faan before you may declare a win. Limit hands score the cap outright and ignore the small change. Two common house rules ship as switches: half-spicy payouts and a 10-faan cap.

The Limit Hands — 13 Faan, Full Stop

Great Dragons (13): pungs of all three dragons.

Great Winds (13): pungs of all four winds.

All Honor Tiles (13): winds and dragons only.

All Terminals (13): pungs of 1s and 9s only.

Thirteen Orphans (13): one of every terminal and honor, pairing any of them.

Nine Gates (13): the concealed 1112345678999 masterpiece.

Heavenly Hand (13): the dealer wins with the dealt hand. Earthly Hand (13): a non-dealer wins on the dealer's very first discard.

Great Dragons — 13 faan
RD RD RD GD GD GD WD WD WD
Thirteen Orphans — 13 faan
1m 9m 1p 9p 1s 9s E S W N RD GD WD 9s
Nine Gates — 13 faan
1p 1p 1p 2p 3p 4p 5p 6p 7p 8p 9p 9p 9p 5p
All Terminals — 13 faan
1m 1m 1m 9m 9m 9m 1p 1p 1p 9p 9p 9p 1s 1s

The Big Faan — Flushes, Winds and Dragons

Pure One Suit (Full Flush) (7): one suit, nothing else.

Small Winds (6): pungs of three winds plus a pair of the fourth.

Small Dragons (5): pungs of two dragons plus a pair of the third.

Seven Pairs (4): seven concealed pairs.

All Pungs (3): every set a pung or kong.

Mixed One Suit (Half Flush) (3): one suit plus honors.

Pure One Suit (Full Flush) — 7 faan
2s 3s 4s 5s 6s 7s 2s 2s 2s 8s 8s 8s 9s 9s
Small Dragons — 5 faan
RD RD RD WD WD WD GD GD
All Pungs — 3 faan
3m 3m 3m 6p 6p 6p 9s 9s 9s W W W 2p 2p
Seven Pairs — 4 faan
1m 1m 3m 3m 5p 5p 7p 7p 9s 9s E E W W
Small Winds — 6 faan
E E E S S S W W W N N
Mixed One Suit (Half Flush) — 3 faan
1s 2s 3s 4s 5s 6s 7s 8s 9s E E E GD GD

The Singles — One Faan at a Time

Common Hand (1): all sequences — the runner's special.

Pung of Dragons: 1 for each dragon pung.

Pung of Seat Wind (1). Pung of Prevailing Wind (1).

Flowers: each flower or season is 1.

Flower of Seat (your own seat's flower): 1 more.

No Flowers at all: also 1 — the game pays you either way.

Common Hand (all sequences) — 1 faan
1m 2m 3m 4p 5p 6p 6s 7s 8s 2p 3p 4p 9m 9m
Pung of Dragons — 1 faan
GD GD GD

Win Context — How You Crossed the Line

Self-Pick (1): you drew the winning tile.

Win from Wall (1): the hand was concealed.

Robbing the Kong (1): you claimed the tile someone was promoting to a kong.

Win by Last Catch (1): the wall's final tile.

Win by Kong (1): the replacement tile after your kong.

In live play these fill in automatically; from a photo, set them by hand.

Payouts and House Rules

The winner is paid by everyone: the discarder pays the full amount, the other two pay half — and a self-draw collects the full amount from all three.

Half-spicy: an optional gentler table where payouts are halved.

10-faan limit: an optional lower cap for friendlier stakes.

Both switches live in the ruleset settings and travel with your table, so every seat scores alike.

Compare another ruleset
Taiwanese Mahjong (16-Tile) →Chinese Official (MCR) →Japanese Riichi →

Generated from the same rule engine that scores every hand in the app. All rulesets