Strategy
Taiwanese Mahjong Strategy – Tips to Win More Hands
With no scoring floor, the first rule is tempo — a modest hand that goes out beats a grand one that never does.
Compared to other regional variants, Taiwanese Mahjong has a richer scoring system with over 50 patterns, faster gameplay, and unique special hands.
Tips for Beginners
- Prioritise self-pick wins. Winning by self-pick collects from all three players and scores an extra point.
- Keep your hand concealed as long as possible. Concealed Pungs and an all-concealed hand score significantly more than revealed melds.
- Watch your seat wind. A Pung of your seat wind scores bonus points and is usually worth declaring.
- Use wild tiles strategically hold wilds to complete high-value melds rather than wasting them on low-scoring chows. In a game with wilds enabled, winning without using a single wild tile scores a 3-point bonus.
- Aim for one suit. Mixed One Suit (30 pts) and Pure One Suit (80 pts) are achievable high-value hands. Start concentrating your tiles early.
- Use the scoring calculator to understand how hands are scored before you play competitively.
Reading your starting hand
A Taiwanese hand holds 16 tiles and wins on the 17th, forming five melds and a pair
one set more than most variants, which is why hands here take longer to close. Count blocks rather than tiles: a block is any pair, or any two tiles that could grow into a run. Six blocks including a pair is a fast hand. Three blocks and a scatter of singles is a slow one, and knowing which you hold should take you a few seconds, not half the round.
Decide before your third discard, because the tiles you throw in the first few turns are the ones you can never get back.
Waits are not equal, and the gap is wider than most players assume.
Two consecutive tiles such as 5-6 complete on either end, 4 or 7, which is eight tiles. A one-gap shape like 5-7 completes only on the 6: four tiles. An edge like 1-2 completes only on the 3: four again. A lone tile waiting to find its pair completes on three. Whenever the choice is free, keep the eight-tile shape.
Late in a hand the difference between eight outs and three is usually the difference between winning and watching. One caveat specific to this variant: if the table is playing with wild tiles, every count above rises, because a wild can stand in for any tile you are waiting on.
Flowers and seasons are set aside the instant you draw them and replaced from the back of the wall, so they never cost you a turn
they hand you an extra draw and score on top. Each is worth 1, the one matching your seat is worth 2, holding none at all is worth 1, and collecting all eight is worth 30. Treat them as free progress rather than clutter: in a scoring system that pays two coins per tai, a couple of flowers is worth as much as keeping your whole hand concealed.
Choosing a target hand
Taiwanese scoring is additive: every pattern your hand matches contributes, and your score is their sum.
That makes the question of what you are chasing something you can actually add up. The high-value targets that are realistically reachable are the one-suit hands — Mixed One Suit, a single suit plus honour tiles, scores 30, and Pure One Suit, a single suit with no honours at all, scores 80. Below those, concealment pays modestly: an all-concealed hand is 3, or 5 if you also win on your own draw.
Concealed pungs stack faster, at 3, 10, 20 and 40 for two, three, four and five of them. The reliable small change is flowers at 1 each and 2 for the one matching your seat, 1 for holding no flowers at all, 4 for a hand with neither honours nor flowers, and 1 for being dealer.
Here is the number that should shape every decision you make.
Each opponent pays two times your tai, plus ten. The ten is flat — you collect it simply for winning, whatever the hand is worth. Above that, every additional tai is worth exactly two more coins, a fixed amount no matter how large your hand already is. A 1 tai hand collects twelve from each payer. A 10 tai hand collects thirty.
Mixed One Suit at 30 tai collects seventy, and Pure One Suit at 80 tai collects a hundred and seventy. Tripling your hand from ten tai to thirty does not triple the payment; it barely more than doubles it. Taiwanese therefore rewards winning often more than it rewards winning big.
If you also play the Cantonese variant on this site the contrast is worth holding in mind: there the payout doubles every two faan, so patience compounds, while here it only adds. The one exception is self-pick, which is a speed play and a value play at once — all three opponents pay instead of the discarder alone, exactly tripling the take before you even count the extra tai that self-pick itself adds.
A Taiwanese hand needs five melds and a pair rather than four and a pair
one more set than most variants — which makes hands slower to finish and early commitment more valuable. By the time a third of the wall is gone you should have chosen between a fast cheap hand and a one-suit hand, because the one-suit route is the only one where the extra tai clearly justify the delay: 30 and 80 sit far enough above the flat ten to be worth waiting for, and most other patterns do not.
Be especially wary of chasing concealment for its own sake. An all-concealed hand is worth 3 tai, which is six coins from each opponent — less than two flowers. Stay concealed while it costs you nothing, and open your hand the moment doing so buys you tempo.
Melding, tempo and value
Claiming a discard opens your hand and forfeits the concealment bonuses: an all-concealed hand pays 3, or 5 if you also self-draw, and concealed pungs pay 3, 10, 20 and 40 for two through five. Put in coins, though, 3 tai is six coins from each opponent — about the value of two flowers. Unless you are genuinely collecting concealed pungs, open your hand whenever claiming moves you forward.
A fully exposed hand even has a bonus of its own: 15 off a discard, or 8 if you self-draw the last tile.
You may only chow from one player: the one who plays immediately before you, sitting to your left.
Pungs and kongs can be claimed from anybody. That asymmetry is worth planning around, because a third of the table supplies all of your run-completing claims. Watch what your upstream neighbour is shedding, and prefer run shapes in suits they are throwing away.
A kong pays 1 when exposed and 2 when concealed, and earns you a replacement draw from the back of the wall.
What it costs is flexibility: four tiles are locked into one set that could otherwise have been a pung plus a spare. The rule of thumb is simple — take the kong when the fourth tile is dead to you anyway, and decline it when that tile still has a job in another shape. One extra tai is two coins; a broken shape can cost you the hand.
Discard order and tile efficiency
Isolated honours go first.
A lone wind or dragon can only ever become a pung, needs three specific tiles to get there, and pays 1 when it does. Terminals follow: a 1 sits in exactly one run and a 9 likewise, while any tile from 3 to 7 sits in three. Middle tiles are the most valuable and should be the last to leave.
One tension worth knowing about in this variant — a hand with neither honours nor flowers pays 4, but holding all five tile types pays 10, so if you already have winds and dragons in hand, clearing them is not automatically right.
Given a choice between shapes, keep the one with more outs: 5-6 over 5-7, and either over 1-2.
When two shapes compete and one has to go, break the one with fewer outs rather than the one worth fewer points. Taiwanese pays two coins per tai on top of a flat ten for winning at all, so a shape that is worth slightly less but completes noticeably sooner is almost always the better keep.
You need exactly one pair, for the eye.
A second pair earns its place only if it can realistically become a pung — three outs — or if you are collecting concealed pungs, which pay 3, 10, 20 and 40 for two, three, four and five of them. Failing both, the spare pair is dead weight sitting on two tiles you could be using, and it is easier to release early while the tile is still uninteresting to everyone else.
Defence and reading the table
Exposed melds are the clearest signal you get.
Two open runs in one suit means a player is collecting that suit; open pungs of honours mean they are working on value. Discards tell you almost as much: a player who threw middle tiles of a suit early is unlikely to want that suit now, and one who has stopped discarding altogether from a suit has probably started collecting it.
Watch the tempo too — a player who has begun discarding instantly is usually waiting, not thinking.
One rule here differs from the variants many players learn first, and it matters.
There is no furiten restriction in this game: a player may win on a tile they themselves discarded earlier in the hand. So the fact that a tile sits in somebody's discard row does not make it safe against them. The only genuinely safe tile is one where all four copies are already visible on the table.
Everything else is a probability judgement — tiles late in a suit nobody is collecting, honours already punged elsewhere, and tiles whose neighbours have been discarded without a claim.
Folding matters less in Taiwanese than almost anywhere else, and the arithmetic is why.
Dealing in costs you two coins per tai plus ten, so even a large 30 tai hand costs the discarder seventy. The downside is bounded and it grows in a straight line, which means calculated aggression is cheap. Keep pushing a live hand rather than folding it on suspicion; save genuine folding for the rare table where somebody is visibly assembling one suit.
Late in the hand the payment structure changes what safety means.
On a discard win only the player who threw the tile pays; on a self-pick all three opponents pay. So as the wall runs down, the cheapest outcome for you is usually somebody drawing their own winning tile rather than taking yours — but the most expensive is being the one who feeds them. If you are not going to win, discard the tiles nobody has shown interest in and let the draws decide it.
Playing with wild tiles
A table can be set to use 0, 4 or 8 wild tiles.
A wild stands in for any tile when forming melds in a concealed winning hand, which quietly changes every calculation on this page: each wild in your hand raises the number of tiles that complete your shape, and a hand that looks two away from a win may be one away. Recount your outs whenever you draw one.
The temptation is to cash a wild the moment it completes something.
Resist it for cheap shapes. A wild spent on a low-scoring run has bought you one meld; a wild held is an open option that fits any of the shapes still in your hand, and it keeps fitting as your hand changes. Spend wilds late, on the meld you could not otherwise finish, and prefer spending them on the pair or on a pung, where the alternative is only three outs.
In any game where wilds are in play, winning without having used a single one pays a bonus of 3.
Be clear about what that is worth before you chase it: 3 tai is six coins from each opponent, roughly two flowers. It is a pleasant extra on a hand that was never going to need a wild anyway, and a bad reason to turn down a win. Take the bonus when it comes free and ignore it otherwise.
Frequently Asked Questions
How many tiles do you start with in Taiwanese Mahjong?
Each player starts with 16 tiles. East draws first and then discards, bringing their hand back to 16. Other players draw to 16 on their turn.
What is the difference between Taiwanese and Hong Kong Mahjong?
Taiwanese Mahjong uses 16 tiles per hand (vs. 13 in Hong Kong / Cantonese), has a richer scoring system with 50+ patterns, and uses different special hands like LiguLigu and Sixteen No Melds. The gameplay is faster-paced and more complex.
What are the suits in Taiwanese Mahjong?
There are three numbered suits: Bamboo (1–9), Dots (1–9), and Characters (1–9). There are also honour tiles: four Wind tiles (East, South, West, North) and three Dragon tiles (Red, Green, White). Flower and Season bonus tiles complete the set.
What is a Pung in Taiwanese Mahjong?
A Pung (also called Pong) is a meld of three identical tiles. You can claim any player's discard to complete a Pung, which then becomes a revealed meld in front of you.
What is a Chow in Taiwanese Mahjong?
A Chow is a meld of three consecutive numbered tiles in the same suit, such as 3-4-5 Bamboo. You can only claim a Chow from the player to your left (the previous discarder in turn order).
What is a Kong?
A Kong is four identical tiles. Declaring a Kong earns you a bonus draw from the back of the wall. You can declare a Kong using three tiles in hand plus a claimed discard, by adding a fourth tile to an existing Pung, or with four concealed tiles.
What are flower tiles?
Flowers (🀢🀣🀤🀥) and Seasons (🀦🀧🀨🀩) are bonus tiles. When you receive one in your initial deal or draw one, you set it aside and immediately draw a replacement tile from the back of the wall. They score bonus points.
What is self-pick in Taiwanese Mahjong?
Self-pick (自摸, zìmō) means winning by drawing the winning tile yourself from the wall. It scores 1 extra point and when you win by self-pick, all three opponents pay you instead of just the discarder.
What is LiguLigu?
LiguLigu (立局立局) is a special hand worth 40 points consisting of 7 pairs and 1 triplet — a total of 17 tiles of unique matched pairs plus one set of three identical tiles. It must be fully concealed.
What is the minimum score to win?
In Mahjong Spot's implementation, there is no minimum point requirement — any valid winning hand (5 melds + 1 pair, or a recognised special hand) wins the round.
How many tai is All Pungs (碰碰胡) worth?
All Pungs — every set a pung or kong, no chows — is worth 30 tai on Mahjong Spot's scoring table. Tai values vary between house tables; the Scoring tab lists the complete table used here.
How many tai are Three Concealed Pungs (三暗刻)?
On Mahjong Spot's table: Two Concealed Pungs are 3 tai, Three are 10, Four are 20 and Five are 40. The Scoring tab lists every concealed-pung tier.
How many tai is Big Three Dragons (大三元)?
Big Three Dragons — pungs or kongs of all three dragons — is worth 20 tai on Mahjong Spot's table. Tai values vary between house tables; see the Scoring tab.
How many tai is a flower kong (花槓)?
Mahjong Spot doesn't score a separate flower kong: each flower is worth 1 tai, 2 tai if it matches your seat or the round wind, and a hand with no flowers earns 1 tai. Some house tables score a complete flower group as its own pattern.
What is the pass-up rule (過水) — can you still win after passing?
At most live tables, if you decline a discard you could have won on, you cannot win off anyone's discard until after your next draw — self-draw wins are unaffected. Mahjong Spot's online games do not currently enforce the pass-up rule.