Singaporean Mahjong Reference Sheet
Winner’s score is y = x(2^n) with n doubles and a base score of x. If the winner wins off a self-draw, all other players pay 2y. Otherwise, the player that discarded the winning tile pays 2y, and all others pay y.
One Double
Criteria |
Notes |
Animal Tile |
|
Seat Flower |
|
Pung of Dragons |
|
Pung of Round Wind |
|
Pung of Seat Wind |
|
All Chows (with flowers or animals) |
Pair cannot be a dragon or seat/round wind, and must wait for two or more different tiles for completion if winning off opponent discard |
Little Three Dragons/Three Little Scholars |
2 dragon pungs and 1 dragon pair |
Flower Kong Bonus |
Draw all 4 of one flower color |
Animal Kong Bonus |
Draw all 4 animal tiles |
Robbing the Kong |
A player draws a tile and tries to promote their melded pung to kong, but someone wins off that tile |
Win from Kong/Flower/Animal Replacement |
Win off the replacement tile you draw for getting a kong/flower/animal |
Win from Last Tile Draw |
|
Two Doubles
Element |
Criteria |
All Pungs |
|
Semi-Pure Hand (“Half Color”) |
Only 1 suit and honor tiles |
Little Four Winds/Four Little Blessings |
3 wind pungs and 1 wind pair |
Mixed Terminals and Honors |
Only 1s, 9s, and honor tiles |
Four Doubles
Element |
Criteria |
Pure Hand (“Full Color”) |
Only 1 suit, no honor tiles |
All Chows (without any flowers or animals) |
Pair cannot be a dragon or seat/round wind, and must wait for two or more different tiles for completion if winning off opponent discard |
Limit Hand
Element |
Criteria |
Heavenly Win |
Dealer has a complete hand before discarding |
Earthly Win |
Win off the first discard by the dealer |
Flower Win |
Instant win by drawing 8 flowers, or complete your hand with 7 flowers |
Robbing the Last Flower |
Winner first draws 7 flowers, then an opponent draws the last flower |
Win after Consecutive Kong replacement (“Kong-on-Kong Win”) |
Win after drawing the second replacement tile for two consecutive kongs |
Thirteen Orphans/Thirteen Wonders |
1 and 9 of each suit, 1 of each honor tile (will have one pair) |
Big Three Dragons/Three Great Scholars |
Instant win by having all 3 dragons pungs |
Big Four Winds/Four Great Blessings |
Instant win by having all 4 wind pungs |
All Honors |
|
All Terminals |
Only 1s or 9s, no honor tiles |
All Concealed Pungs/Four Concealed Pungs |
|
All Kongs |
|
Nine Gates |
Self-drawn in one suit: 1 1 1 2 3 4 5 6 7 8 9 9 9 |
Instant Payout
Criteria |
Points |
Kong |
2 |
Cat + Rat |
2, 4 if both in initial 13 tiles |
Rooster + Centipede |
2, 4 if both in initial 13 tiles |
Animal Kong Bonus (all 4 animals) |
4 (on top of original payments) |
Both Seat flowers |
2, 4 if both in initial 13 tiles |
Flower Kong Bonus (all 4 flowers of one color) |
4 |
Winner’s score is y = x(2^n) with n doubles and a base score of x. If the winner wins off a self-draw, all other players pay 2y. Otherwise, the player that discarded the winning tile pays 2y, and all others pay y.
Chows or Pungs Only
Criteria |
Notes |
Score |
All Chows (with flowers or animals) |
Pair cannot be a dragon or seat/round wind, and must wait for two or more different tiles for completion if winning off opponent discard |
1 double |
All Chows (without any flowers or animals) |
Pair cannot be a dragon or seat/round wind, and must wait for two or more different tiles for completion if winning off opponent discard |
4 doubles |
All Pungs |
|
2 doubles |
All Concealed Pungs/Four Concealed Pungs |
|
Limit hand |
Suits
Criteria |
Notes |
Score |
All Semi-Pure Hand (“Half Color”) |
Only 1 suit and honor tiles |
2 doubles |
Pure Hand (“Full Color”) |
Only 1 suit, no honor tiles |
4 doubles |
Mixed Terminals and Honors |
Only 1s, 9s, and honor tiles |
2 doubles |
All Honors |
|
Limit hand |
All Terminals |
Only 1s or 9s, no honor tiles |
Limit hand |
Pungs of Honor Tiles
Criteria |
Notes |
Score |
Pung of Dragons |
|
1 double |
Pung of Round Wind |
|
1 double |
Pung of Seat Wind |
|
1 double |
Little Three Dragons/Three Little Scholars |
2 dragon pungs and 1 dragon pair |
1 double |
Little Four Winds/Four Little Blessings |
3 wind pungs and 1 wind pair |
2 doubles |
Big Three Dragons/Three Great Scholars |
Instant win by having all 3 dragons pungs |
Limit hand |
Big Four Winds/Four Great Blessings |
Instant win by having all 4 wind pungs |
Limit hand |
Kongs
Criteria |
Notes |
Score |
Kong |
|
Instant 2 points |
Win from Kong Replacement |
Win off the replacement tile you draw for getting a kong |
1 double |
Robbing the Kong |
A player draws a tile and tries to promote their melded pung to kong, but someone wins off that tile |
1 double |
Win after Consecutive Kong replacement (“Kong-on-Kong Win”) |
Win after drawing the second replacement tile for two consecutive kongs |
Limit hand |
All Kongs |
|
Limit hand |
Miscellaneous
Criteria |
Notes |
Score |
Win from Last Tile Draw |
|
1 double |
Heavenly Win |
Dealer has a complete hand before discarding |
Limit hand |
Earthly Win |
Win off the first discard by the dealer |
Limit hand |
Thirteen Orphans/Thirteen Wonders |
1 and 9 of each suit, 1 of each honor tile (will have one pair) |
Limit hand |
Nine Gates |
Self-drawn in one suit: 1 1 1 2 3 4 5 6 7 8 9 9 9 |
Limit hand |
Animals
Criteria |
Notes |
Score |
Animal Tile |
|
1 double |
Cat + Rat |
|
Instant 2 points, 4 if both in initial 13 tiles |
Rooster + Centipede |
|
Instant 2 points, 4 if both in initial 13 tiles |
Animal Kong Bonus |
Draw all 4 animal tiles |
1 double AND instant 4 points (on top of original payments) |
Win from Animal Replacement |
Win off the replacement tile you draw for getting a animal |
1 double |
Flowers
Criteria |
Notes |
Score |
Seat Flower |
|
1 double |
Both Seat flowers |
|
Instant 2 points, 4 if both in initial 13 tiles |
Flower Kong Bonus |
Draw all 4 of one flower color |
1 double AND instant 4 points |
Win from Flower Replacement |
Win off the replacement tile you draw for getting a flower |
1 double |
Flower Win |
Instant win by drawing 8 flowers, or complete your hand with 7 flowers |
Limit hand |
Robbing the Last Flower |
Winner first draws 7 flowers, then an opponent draws the last flower |
Limit hand |
Building the wall: Dealer and opposite player build a 19 x 2 wall. The other two players build an 18 x 2 wall.
Breaking the wall: Dealer rolls two dice to get the sum x, then counts x players in a counterclockwise direction, starting with themself (i.e., the count should land on the player in the seat that’s x modulo 4). The player whose wall was chosen rolls two dice to get the sum y. Count x + y tiles from the right of the chosen wall, then stack the x + y tile on the tile to its right.
Dealing: In a counterclockwise direction, deal 4 tiles to the dealer, 4 tiles to seat 2, 4 tiles to seat 3, and so on until every player has 12 tiles. Give the dealer 2 more tiles by picking up the next tile of the first column, skipping the next (second) column, then grabbing the top tile of the third column. Give seat 2 the bottom tile of the first column, give seat 3 the top tile of the skipped (second) column, then give seat 4 the bottom of the skipped (second) column.
Winds and seats: East = seat 1 (dealer), South = seat 2, West = seat 3, and North = seat 4. The seats are assigned counterclockwise from the dealer and rotate counterclockwise if a player besides the dealer wins. If there is a draw, the seats do not rotate. When the first dealer becomes dealer again, the prevailing wind changes (same order as the seats: it starts as East, then becomes South, West, North).