Thirteen tiles, a three-faan minimum, and payouts that DOUBLE with each faan — which is why defence matters more here than in any other ruleset, and why every hand needs a route to three before it deserves your tiles.
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Three faan or nothing — plan the route first
The reliable routes: a one-suit lean (mixed one-suit with honors, pure one-suit for a jackpot), all pongs, or a dragon/seat-wind pong plus the situational bonuses. Six or more tiles of one suit at the deal is a committed suit hand — start discarding your shortest suit immediately. No route at all? Your plan this hand is cheap discards and no payouts.
A pong of a dragon, your seat wind or the round wind is a guaranteed faan that survives opening your hand. It converts "find three faan" into "find two" — the rare claim that is almost never wrong, at any stage of the hand.
A patternless hand still has one legal win: no flowers (1) + self-pick (1) + winning from the wall with a concealed hand (1) is exactly the 3-faan floor. The conditions are strict — claim nothing, draw no flower, win only by self-draw — but it converts a dead hand into a live one at zero cost. One pung call closes the exit permanently.
No route, no honors — and still winnable if it stays concealed and flowerless.
A self-draw win collects from all three opponents, and the self-pick + concealed faan may be the very points that clear your floor. Claiming a discard to get there one turn sooner can strip both — same tiles, smaller and sometimes illegal win.
Doubling makes deal-ins the biggest number in your session
Middle tiles (4-5-6) connect to the most shapes — yours and everyone else's. Spend terminals and clocked-out honors while hands are shapeless; a middle tile hoarded to turn twelve is released at maximum danger, straight into ready hands.
Because faan double, paying into a made hand costs a multiple of the small win you are chasing. From the trigger onward, discard only proven-safe tiles: copies of the threatening player's own discards, and fourth copies of tiles with three visible. Winning the hand is no longer your job; not paying for theirs is.
Before fixing your final wait, count that tile's visible copies across discards and exposed melds. Two gone means your wait is half dead; three gone means it is a decoration. Reshape toward a live wait even at the cost of a turn.
Exposures are a price list — read them before you pay
A player who has ponged one dragon wants the others, and a wind pong signals a value build. Feeding a second honor to an honor-collector is how small mistakes become doubled catastrophes — hold honors late against them or spend them first-turn early.
Someone claiming chows in bamboo while bamboo is missing from their discards is leaning that suit. Their dangerous tiles are that suit plus honors; their safe request is everything else. Adjust before their second meld appears, not after.
The same shape rules apply — with 13 tiles they bite faster
The 4-5 shape completing on 3 or 6 (up to 8 tiles) beats the 1-2 shape completing only on 3 (at most 4). With just four sets to build, one bad shape can be the whole difference between ready and drawn.
Every scoring claim above matches the values in our complete Hong Kong scoring guide — the same engine that scores your hands.
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