16-tile game · classic Taiwanese scoring
Every combination, condition, payment and penalty — the exact values our scoring engine uses. Play a hand →
Taiwanese 16-tile scoring is gloriously additive: every combination your hand contains adds its points, and every winning hand starts with a Base Point of 5. Tables may set a minimum score to win (a common ladder: East round 20, South 22, West 24, North 26 — pre-game claims don't count toward it). Some payments happen immediately at the table (dice, bouquets, gongs, penalties) — those are listed in their sections and settle on the spot, not at hand scoring.
If the dealer rolls three of a kind while breaking the wall, everyone pays on the spot: Triple Dice 1-1-1 through 5-5-5 collects 5 points from each player; Triple Dice 6-6-6 collects 10.
Each Flower tile: 1 point.
Flower of player's seat (matching your seat number): 1 more.
No Flower Tiles at all: also 1 point — the game pays you either way.
Mixed Set of Flowers (1-4 in mixed colours): collects 5 from each player immediately.
Pure Set of Flowers (all one colour): collects 10 from each player.
Pure Bouquet of 7 flowers: collects 10 from each player.
7-Flower Win (instant): 20 points.
8-Flower Win (instant): 40 points.
Draw your Flower-Wall replacement to complete 17 tiles BEFORE declaring — forgetting is a False Mahjong.
Pong of Winds: 1 point each — plus 1 more for Pong of Winds (player's seat) and 1 more again for Pong of Winds (round wind). A seat-and-round wind pong totals 3.
Little 3 Winds (two wind pongs + a wind pair): 15 points.
Big 3 Winds (three wind pongs): 30 points.
Little 4 Winds (three pongs + the fourth as the pair): 50 points.
Big 4 Winds (all four wind pongs): 60 points.
Pong of Dragons: 2 points each.
Little Dragons (two dragon pongs + the third as the pair): 20 points.
Big Dragons (all three dragon pongs): 40 points.
Pure Honor Hand (every tile a wind or dragon): 140 points — and the Big/Little wind and dragon patterns inside it still score on top.
No Flower Tiles: 1 point.
No Wind and Dragon tiles: 1 point.
No Flower, Wind and Dragon tiles at all: 5 points.
No Terminal Tiles (and no honors — every tile a 2 through 8): 5 points.
Open Gong: 1 point (and it counts as one concealed pong toward the pong tiers).
Concealed Gong: collects 5 from each player immediately when declared, plus 2 points at hand scoring.
Concealed Gong not shown by game end: pay 10 to each player.
Robbing a Gong: 10 points — claim the tile someone is promoting to a gong to complete your win; the promoter pays.
Win by Self-Drawing after a Gong: 30 points — gong, draw the replacement, win on it.
Consecutive-number pongs in one suit:
2 Sequential Pongs: 5 points.
3 Sequential Pongs: 15 points.
4 Sequential Pongs: 30 points.
5 Sequential Pongs: 60 points.
Sequential Pong Hand (5 sequential pongs plus a sequential pair — 111 222 333 444 555 + 66): 80 points.
Brother Sheungs — the SAME run repeated in the SAME suit:
2 Sets of Brother Sheungs: 5 points.
3 Sets of Brother Sheungs: 15 points.
4 Sets of Brother Sheungs: 30 points.
Sister Sheungs — the same run ACROSS suits (repeats allowed at the top tiers):
2 Sets of Sister Sheungs: 3 points.
3 Sets of Sister Sheungs (all three suits): 10 points.
4 Sets of Sister Sheungs: 25 points.
5 Sets of Sister Sheungs: 40 points.
A SECOND independent group scores its own row on top — 1-2-3 in two suits AND 4-5-6 in two suits pays 3 + 3. The same goes for second sets of Sister Pongs, Brother Sheungs, Sequential Pongs, and a second Four-in-N-Ways rank.
Sister Pongs — the same number punged across suits:
2 Sets of Sister Pongs: 5 points.
3 Sets of Sister Pongs: 15 points.
Pongs formed without claiming a discard. An Open Gong counts toward the tier (the pong was concealed before you gonged it).
2 Concealed Pongs: 5 points.
3 Concealed Pongs: 15 points.
4 Concealed Pongs: 30 points.
5 Concealed Pongs: 80 points.
5 Concealed Pongs with no open gong and a fully concealed hand: 100 points — purity's price, purity's prize.
The full ladder 1-2-3, 4-5-6, 7-8-9:
Mixed Dragon (1-9 across suits): 5 points.
Mixed Dragon, concealed: 10 points.
Pure Dragon (1-9 same suit): 15 points.
Pure Dragon, concealed: 20 points.
Terminal Pong Set (a 111 pong AND a 999 pong in the same suit): 5 points.
2 Terminal Pong Sets (both suits complete): 20 points.
Terminal Run Set (1-2-3 and 7-8-9 in the same suit): 5 points.
2 Terminal Run Sets (mixed suits): 15 points.
2 Terminal Run Sets (pure suit): 20 points.
Terminals-only hand (with honors): 20 points — every set and the pair holds a 1, a 9 or an honor. Pongs AND sheungs count: 1-2-3 and 7-8-9 runs, 111/999 pongs, honor pongs, with an eye of 1s, 9s or honors.
Terminals-only hand (no honors): 40 points — the same edge-hugging build with the honors stripped out. Every set is a 1-2-3 or 7-8-9 run or a 111/999 pong, and the eyes are 1s or 9s. The runs do not need to be the same suit.
2-Suit Hand (two suits, no honors): 5 points.
2-Suit Hand (no flowers/honors): 15 points.
Semi-Pure Hand (one suit + winds/dragons): 30 points.
Pure Suit Hand (one suit, no honors): 90 points.
All 5-Suit Hand (Characters, Bamboos, Circles, Winds and Dragons all present): 10 points.
The Jewel Hands (20 points each) — one suit dressed in its matching dragon:
Jade Hand (Green Dragons + Bamboo). Ruby Hand (Red Dragons + Characters).
Diamond Hand (White Dragons + Circles). Sapphire Hand (White Dragons + Characters).
All Sheung Hand (every set a run): 5 points.
All Sheung Hand (no flowers/winds/dragons): 15 points.
All Pong Hand (five pongs and a pair): 25 points.
Step Up (3 stepping sheungs, each one number higher, any suits): 5 points.
All Step Up (5 stepping sheungs): 20 points.
All Step Up + sequential pair: 30 points.
All Step Up — same suit + sequential pair: 90 points.
Four in 2 ways: 5. Four in 3 ways: 15. Four in 4 ways: 20 — all four copies of one rank spread across that many different sets, no gong declared.
Elephant Eyes (a pair of 2s, 5s or 8s): 2 points.
Calling by Pairs (waiting on either of two pairs — not scored in an All Pong hand): 2 points.
True Single Wait (exactly one tile could win): 2 points.
False Single Wait (a single-tile slot with other outs elsewhere): 2 points.
Ding Ding / Calling (declared): 5 points — turn your hand face down when one tile from winning and declare. Your hand locks: draw-and-discard only, win-only claims.
Base Point: every winning hand starts at 5.
Dealer wins or gives the winning tile: 1 point.
Win by Self Draw: 1 point.
Fully concealed hand: 5 points.
Self-draw, fully concealed hand: 15 points.
Fully Exposed Hand, win from the sea (all sets exposed, won on a discard): 15 points.
Fully Exposed Hand, win from the wall (self-drawn): 10 points.
Self-Draw from the Flower Wall: 5 points.
Seabed Tile (the wall's very last tile): 20 points.
Human Hand (win within 4 discards): 80 points.
Win within 7 Discards: 50 points.
Win within 10 Discards: 10 points.
Heavenly Hand (dealer wins on the dealt hand): 100 points.
Earthly Hand (win on the dealer's first discard): 90 points.
A winning dealer marks the streak with a die on the wall; win again and the streak pays:
Dealer Streak — 1 on the dice: 3 points.
Dealer Streak — 2 on the dice: 5 points.
Dealer Streak — 3 on the dice: 7 points.
Dealer Streak — 4 on the dice: 9 points.
Dealer Streak — 5 on the dice: 11 points.
Dealer Streak — 6 on the dice: 13 points.
If the dealer instead discards the winning tile, the dealer pays the winner those same streak points.
Nico Nico (seven pairs plus one pong, fully concealed): 40 points.
Nico Nico with a Gong (all four copies of a rank held as two pairs, never declared): 50 points; two such gongs: 75.
Nico Nico + 3 Sequential Pairs (22, 33, 44 in one suit): +5 points. Elephant Eyes still adds its +2.
Nico Nico hands don't stack the standard concealed-hand points, and can't declare Ding Ding or Calling by Pairs.
13 Orphans (90 points): one of every terminal and honor — all 13 kinds — with a pair from among them, fully concealed.
16 Orphans (50 points): nine unrelated suit singles — three per suit, every two of them at least two numbers apart so none can ever join a run (1-4-7 is the classic teaching spread; 1-4-9, 1-5-9, 2-6-9 and the like all count, and the same numbers may repeat across suits) — plus one of every wind and dragon, fully concealed; the seventeenth tile pairs any of the sixteen. 16 Orphans — 1's and 9's in all suits (10 points): the spread that holds both the 1 and the 9 of every suit (say 1-4-9, 1-5-9, 1-6-9) collects 10 on top. Sheet bonuses (+5 sister sheungs, +2 good eyes) apply per the table.
Orphan hands don't stack the standard concealed-hand points and can't declare Ding Ding.
Chicken Hand (20 points): if your winning hand scores next to nothing on its own merits, the table awards 20 before the base — even a chicken crosses the line sometimes.
False Mahjong (declaring a win that isn't one, or racking your winning tile before showing it): pay 25 points to each player; the hand ends.
Chasing (honor tile): all four copies of the same honor discarded in one round — the first discarder pays 5 to each player. Chasing (suit tile): same with a suit tile, 10 to each.
Incorrect tile count: play on, but you cannot win, collect flowers, or declare gongs. The table-payment switches (dice, bouquets, gong collections) live in the ruleset settings and travel with your table.
Generated from the same rule engine that scores every hand in the app. All rulesets