Mahjong Competition Rules · 国标麻将

MCR in one minute

MCR is the official tournament rule set used worldwide. Learn the five ideas below and you can sit down and play. Everything else here is detail you can come back to.

A complete hand: 4 sets + 1 pair = 14 tiles.
  1. Build 4 sets and 1 pair. A set is a run of three (chow) or three of a kind (pung). You hold 13 tiles and win on your 14th.
  2. Every turn: draw one, discard one. Or grab someone's discard if it finishes a set for you.
  3. You need at least 8 points to win. Points come from scoring patterns called fan (番). Add up every fan your hand has.
  4. Flowers don't help you reach 8. They add 1 point each only after you already have 8.
  5. Everyone pays the winner 8, plus the hand's value from the discarder. Self-drawn win? All three pay 8 + the hand's value.

Step 1

Know your tiles

A set has 144 tiles. There are 4 copies of every tile, except flowers (one each). The small number in the corner is added here to help you learn. Real tiles may not have it.

Characters 萬 wan

Chinese numeral on top, 萬 below. Read the top character.

Dots 筒 tong

Count the circles.

Bamboo 条 tiao

Count the sticks. On most real sets the 1 Bamboo shows a bird.

Winds 风

East 東 · South 南 · West 西 · North 北

Dragons 箭

Red 中 · Green 發 · White (an empty blue frame, or blank)

Flowers & Seasons 花

8 bonus tiles. Never part of your hand. Put them aside and draw a replacement. How they score

Suit tiles
Characters, Dots, Bamboo (numbered 1–9).
Honors
Winds and Dragons. They have no numbers, so they can't form chows.
Terminals
The 1s and 9s of each suit.
Simples
The 2s through 8s.

Flowers and seasons

There is one of each, eight in total. Flowers have red characters and seasons have blue ones.

Flowers 花

1 Plum 梅 · 2 Orchid 蘭 · 3 Chrysanthemum 菊 · 4 Bamboo 竹

Seasons 季

1 Spring 春 · 2 Summer 夏 · 3 Autumn 秋 · 4 Winter 冬

How flowers work in MCR

  • 1 point each, added only when you win. Flowers and seasons are worth the same.
  • The number and picture don't matter. Unlike Hong Kong-style mahjong, there's no bonus for the flower that matches your seat and none for collecting a set of four.
  • They never help you reach 8. Count your fans first, then add flowers on top. A hand with no fans is still a Chicken Hand (8) when you have flowers: with 2 flowers it's worth 10.
  • Drew one? Show it and replace it. Lay it face-up beside your hand, say "Hua", and draw from the far end of the wall. Repeat until you draw a normal tile.
  • Won on a flower replacement? Count Self-Drawn, but not Out with Replacement Tile. That one is only for kongs.
  • Only full payers pay for them. Flowers are part of the hand value, so they're paid by whoever pays 8 + hand value. Everyone else still pays 8.

Step 2

The building blocks

Chow 吃 · run

Three numbers in a row, same suit. Honors can't make chows.

Pung 碰 · triplet

Three identical tiles. Any tile works, including honors.

Kong 杠 · quad

Four identical tiles. Counts as one set, so you draw an extra tile to make up for it.

Pair 将 · eyes

Two identical tiles. Every normal hand needs exactly one.

Concealed or melded?

Concealed means you built it from tiles you drew yourself. It stays hidden in your hand. Melded (exposed) means you claimed a discard to finish it, so you lay it face-up. Several fans only count if your sets are concealed.

Hands that break the 4 + 1 rule

A few special hands use a different shape. They must be fully concealed:

Step 3

Setting up a game

  1. Pick seats. Each player gets a seat wind. Going counter-clockwise around the table: East, South, West, North. East is the dealer.
  2. Build the wall. Each player stacks 36 face-down tiles into 18 stacks, two tiles high, in front of them. Push the four walls together into a square.
  3. Roll the dice and break the wall. The dice pick where dealing starts. How to count it
  4. Deal. From the break, each player takes 4 tiles (2 stacks) at a time, East first, until everyone has 12. Then East takes two more: the top tiles of the 1st and 3rd stacks that come next. South, West and North each take one of the three tiles in between. East has 14, everyone else 13.
  5. Replace flowers. Starting with East, set aside any flowers and draw replacements from the far end of the wall. Go round again until nobody holds a flower.
  6. Play. East discards first, then play passes counter-clockwise (to the right).

Where to break the wall

  1. East rolls two dice. Count that many seats counter-clockwise, with East as 1. The player you land on rolls next.
  2. That player rolls again. Add both rolls together.
  3. Count stacks on their wall. Start at the right-hand end of their wall, as they see it, and count that many stacks to the left. Break the wall just after the last stack you counted. Total over 18? Keep counting onto the next wall to the left.
  4. Deal from the left of the gap. East takes the first two stacks to the left of the gap, and dealing carries on clockwise around the wall. The stacks to the right of the gap are the far end. Flower and kong replacements come from there.
East rollsWho rolls next
5 or 9East, again
2, 6 or 10South
3, 7 or 11West
4, 8 or 12North
Example: East rolls 7, so West rolls next. West rolls 6, and 7 + 6 = 13. West counts 13 stacks from the right end of their wall. East starts dealing with stack 14.
  • East's first 4 tiles
  • Far end, for replacements

Rounds and winds

A full game is 4 rounds × 4 hands = 16 hands. The round wind (also called the prevalent wind) is East for the first round, then South, West, North.

The dealer passes to the next player after every hand, win or lose. Seat winds move with it. There is no "dealer stays" rule in MCR.

In tournaments, players also change seats between rounds. At home you can skip that.

Step 4

Your turn, step by step

  1. Draw

    Take the next tile from the wall. Drew a flower? Set it aside face-up and draw a replacement from the far end.

  2. Check

    Does it complete your hand with 8+ points? Say "Hu" (win) and show your tiles. Do you now hold four of a kind? You may declare a kong.

  3. Discard

    Place one tile face-up in the middle and say its name. Now it's the next player's turn.

Claiming someone else's discard

CallWhat you needFrom whomThen
Hu 和The tile finishes your hand with 8+ pointsAnyoneShow your hand. You win.
Kong 杠Three matching tiles in your handAnyoneLay the 4 tiles face-up, draw a replacement, discard.
Pung 碰Two matching tiles in your handAnyoneLay the 3 tiles face-up, discard. No draw.
Chow 吃Two tiles that make a run with itOnly the player on your left (who plays just before you)Lay the 3 tiles face-up, discard. No draw.

If two players want the same tile: Hu beats Kong and Pung, which beat Chow. If two players both call Hu, the one next in turn order after the discarder wins.

Three ways to make a kong

  • Concealed kong: you drew all four yourself. Lay it face-down.
  • Melded kong from a discard: you hold three and claim the fourth.
  • Adding to a pung: you drew the fourth tile for a pung you already laid down. An opponent who needs that tile can take it and win (Robbing the Kong).

After any kong, draw a replacement tile from the far end of the wall, then discard.

When the wall runs out

If no one wins before the last tile is drawn and discarded, the hand is a draw. Nobody pays, and the deal moves to the next player.

Step 5

The 8-point rule

A complete hand is not enough. Its fans must add up to at least 8 points, not counting flowers. If you can't reach 8, you can't declare a win. Keep playing.

Can win: 24 points

Pure Straight (1-2-3, 4-5-6, 7-8-9 Bamboo)16
Half Flush (Bamboo + honors only)6
Dragon Pung (Red Dragons)2
Total24

Assumes the Red Dragons were claimed and the hand won on a discard. Not counted: Short Straight and Two Terminal Chows are already inside Pure Straight. One Voided Suit is already inside Half Flush.

Can't win: only 5 points

All Chows2
Concealed Hand (won on a discard, nothing claimed)2
Short Straight (1-2-3 + 4-5-6 Characters)1
Total5

Assumes nothing was claimed and the last tile had two possible winners. The hand is complete but worth less than 8. Calling "Hu" here is a false win.

Chicken Hand: why 0 can win but 1–7 can't

A hand with no fans at all gets a fixed 8 points, called Chicken Hand. It's an exception to the 8-point rule: a hand worth 1 to 7 still can't win. Zero is rarer than it sounds, because nearly every hand picks up a small fan without trying.

Flowers don't change this. Leave them out when you check for zero fans, then add them on top of the 8.

Can win: Chicken Hand, worth 10

Fans (flowers left out)0
Chicken Hand8
Flowers (Orchid, Summer)2
Hand value10

Won on a discarded 7 Dots, with 5-6 Dots waiting on 4 or 7. The discarder pays 8 + 10 = 18. The other two pay 8 each.

Can't win: only 1 point

Self-Drawn1
Flowers don't count toward 80
Total toward 81

Same tiles, but the 7 Dots was self-drawn. That 1 point means it's no longer a Chicken Hand, and 1 is under 8. Three flowers can't rescue it.

Easy routes to 8 for beginners

Step 6

Counting rules

MCR has a few rules that stop you counting the same thing twice. Each fan card lists what not to also count. Score a hand applies these rules for you.

No double-dipping

If a bigger fan already includes a smaller one, count only the bigger one. Full Flush already means No Honors, so you don't add No Honors.

Don't split sets

Each set is one unit. You can't break a pung into a pair plus a single tile to score more.

Pick the best reading

If your tiles can be grouped in more than one way, choose the grouping that scores the most points.

Reuse a set only once

After a group of sets scores a fan, any set in it can join one more fan with another set, and never for the same fan again.

Waits need one winning tile

Edge Wait, Closed Wait and Single Wait score only when exactly one tile could finish your hand.

Step 7

Who pays what

Won on a discard

The discarder pays 8 + hand value. The other two each pay 8.

Self-drawn

All three opponents pay 8 + hand value.

Hand value includes flowers. Losers never pay each other, and a drawn hand pays nothing.

Avoid these

Common beginner mistakes