Shuffling your tiles ...

Turn Action

Hong Kong Mahjong Turn Actions – Draw, Discard, Chow, Pung & Kong

4
players
13
tiles in hand
4+1
melds + pair to win
EastYou
South
West
North
Play proceeds counter-clockwise

On your turn

  1. 1
    Draw

    Take a tile from the wall — or claim the previous discard to make a meld (see below).

  2. 2
    only if it's a Flower or Season
    Set aside & redraw

    Bonus tiles go to your flower row; draw a replacement from the wall.

  3. 3
    Discard

    Place one tile face-up in the centre. Your turn ends — unless someone claims it.

Claims beat the next draw. Priority:

WinKongPungChow

Other players may claim your discard before the next player draws — and a Chow can only be claimed from the player to your left.

Melds

A meld is a set of tiles removed from your hand and placed face-up in front of you. There are four types:

Chow

3

3 consecutive tiles of the same suit

e.g. 4-5-6 Bamboo. Claimed only from the player to your left. Cannot be formed with honour tiles.

Pung

3

3 identical tiles

e.g. three East Wind tiles. Can be claimed from any player's discard.

Kong

4

4 identical tiles

Declaring a Kong earns a bonus draw. Three forms: Claimed (discard + 3 in hand), Added (4th drawn onto existing Pung), Concealed (4 in hand, placed face-down).

Eye

2

2 identical tiles

Every winning hand needs exactly one pair as the "eye". The pair stays concealed and is never declared during play.

Winning

You win when your hand of 13 tiles forms 4 melds + 1 pair, or matches a recognised special hand. You win by either:

Self-pick

×3
all opponents pay
+1
bonus point

Drawing the winning tile from the wall yourself.

Discard win

×1
only the discarder pays

Claiming another player's discarded tile to complete your hand.

The 13-tile hand

4+1
melds + pair

Four melds plus a pair

The Hong Kong game deals thirteen concealed tiles, and a complete hand is four melds plus a pair — one meld fewer than the Taiwanese sixteen-tile hand. The flow of a turn is otherwise the same: draw, then discard, with Flowers and Seasons revealed and replaced the moment they are drawn.

The three-faan minimum

3
faan minimum

A hand below three faan cannot win

Below the floor the rules refuse the win, even when the tiles form a perfect four-melds-and-a-pair shape. Keep building until a scoring pattern — a Half Flush on its own, or a dragon Pung combined with others — lifts it over the line.

13
faan limit

Scores cap at the limit

However big the hand, scoring stops at the thirteen-faan limit.

Robbing the Kong

+1
faan for robbing

The fourth tile can be robbed

When an opponent promotes an exposed Pung to a Kong by adding the fourth tile, it passes through a claim window: if it completes your hand you may rob the Kong and win on it.

2·9
faan on replacements

The replacement draw pays more

If nobody robs, the Kong player keeps the turn and draws a replacement from the wall — winning on it is worth two faan, and winning on a second consecutive replacement draw is worth nine.

Self-pick vs discard payouts

×3
opponents pay the base

Self-pick: all three pay the base

Self-pick is itself worth one extra faan, and every opponent pays the base amount for your faan total.

×2
base, discarder only

Discard: the thrower pays double

Only the player who threw the tile pays — at double the base; the other two pay nothing. The base doubles every two faan, from eight coins at three faan up to the thirteen-faan limit.