Turn Action

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

4
players
16
tiles in hand
5+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 16 tiles forms 5 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.

Flowers and replacement draws

8
bonus tiles

A flower counts as your draw

Reveal it, place it in your flower row, and draw again from the wall — repeating if the replacement is another flower. Any flowers in your opening hand are exposed and replaced before play begins, seat by seat.

30
tai for all eight

Flowers score at the end of the hand

One tai each, two for your own seat's flower — and thirty for collecting all eight (four Flowers and four Seasons, one of each).

The 16-tile hand

0
minimum to declare

Any complete hand may declare a win

You play with sixteen concealed tiles — three more than in the Hong Kong game — and a complete hand is five melds plus a pair, six blocks in all. There is no minimum score: any structurally complete hand, or a recognised special hand, wins the moment it comes together.

The Kong replacement draw

+1
replacement draw

A Kong does not end your turn

Declaring a Kong of any form — claimed, added, or concealed — keeps you the active player: draw a replacement from the wall before discarding. The replacement doesn't advance the turn count, and a flower on it triggers the flower rule again. You can't declare one once the wall is empty — there is no replacement to draw.

The dealer keeps the deal

3·5·7
streak tai

When the dealer wins, the winds do not rotate

The East seat is the dealer and scores one extra tai on any winning hand. With the dealer-streak option on, a dealer win keeps the deal and the extra game doesn't count toward the round's four. From the second consecutive win a growing streak bonus — three tai, then five, then seven — is added, each loser docked the same amount, until anyone else wins.