How to Play

A visual, step-by-step guide to Hong Kong Mahjong, from an empty table to calling Hu. Start with Chicken to learn the game, then progress to scoring as you get more comfortable.

Before You Start

This guide walks you through one full hand of Hong Kong Mahjong, from setting up the table to calling Hu (winning). Read it in order the first time. The Quick Reference at the end is for when you're at the table.

How we play at Fourth Seat Social: most of our beginner tables play Chicken, so you can learn the turn cycle, calls, and how to finish a hand without counting points. Once you're comfortable, you can move up to our 3-faan minimum tables.

We use the common 13-tile Hong Kong format with flowers and seasons included. A few small rules (flowers, who deals next, and some procedures) can vary from table to table, so agree on any house rules before you start.

1. Know the Tiles

A flower-inclusive set has 144 tiles: 108 suited tiles, 28 honor tiles, and 8 flowers/seasons. Without flowers, the usual set is 136.

Numbered suits

1 ●2 ●3 ●4 ●5 ●6 ●7 ●8 ●9 ●

Dots / Circles

1 竹2 竹3 竹4 竹5 竹6 竹7 竹8 竹9 竹

Bamboo / Sticks

1萬2萬3萬4萬5萬6萬7萬8萬9萬

Characters

Honors

東 East南 South西 West北 North中 Red發 Green白 White

Flowers & Seasons

梅 Plum蘭 Orchid菊 Chrys.竹 Bamboo春 Spring夏 Summer秋 Autumn冬 Winter

2. The Goal: Four Sets + One Pair

Most ordinary winning hands contain four sets plus one pair. A set is normally a Chow, Pung, or Kong.

2●3●4●
Chow
555
Pung
7萬8萬9萬
Chow
東東東
Pung
白白
Pair

For our beginner tables, a complete shape is a legal hand for Chicken: four sets plus one pair. Later, in 3-faan play, the hand must also meet the minimum faan.

3. Seats & Determining the Dealer

There are four seats: East, South, West, North. East is the dealer. To pick seats, shuffle the four wind tiles face down and have each player draw one, then sit in the seat that matches your tile. Whoever draws East deals first.

Which way does play go? Turns move counter-clockwise around the table: East → South → West → North → back to East. Tiles are drawn from the wall clockwise, the opposite direction, moving along the wall away from the break.
Seat wind vs. round wind: your seat wind is the wind of the seat you're in. The round wind (also called the prevailing wind) is shared by the whole table. It starts as East and usually changes once every player has had a turn as dealer. You don't need either in Chicken, but both matter for scoring later.
SOUTHNORTHWESTEASTSEATSEast = DealerEast → South → West → North(counter-clockwise)

4. Build the Wall

Shuffle: Turn tiles face down and mix thoroughly.
Build four walls: each player builds a wall in front of their seat, 18 stacks long and 2 tiles high (36 tiles per side).
Join them: Form a square around the playing area.
SOUTH WALLNORTH WALLWEST WALLEAST WALLTHE WALL2 tiles high18 stacks per side

5. Roll the Dice & Break the Wall

East rolls three dice and adds the total. That number tells us which wall to use first. Count the walls in order: East = 1, South = 2, West = 3, North = 4, then repeat the cycle.

234
2 + 3 + 4 = 9
Example: a roll of 9 means 1 East, 2 South, 3 West, 4 North, 5 East, 6 South, 7 West, 8 North, 9 East — so the East wall is selected.
Roll 3 dice
→
Add the total
→
Choose the wall
→
Count from the right
→
Break there
Breaking the wall: after choosing the wall, stand at that wall and count stacks starting from its right-hand end. Count stacks, not individual tiles. Break immediately after the counted stack. Tiles are then drawn from the wall moving clockwise from the break.

6. Distribute the Tiles

Starting with East and going counter-clockwise, each player takes 4 tiles at a time (two stacks) from the wall, drawing clockwise from the break. Go around three times until everyone has 12 tiles.

Dealer skip rule: after everyone has 12 tiles, East takes the final two tiles using the one-skip-one rule: take the top tile from the first stack, skip the next tile, then take the top tile from the following stack. East now has 14 tiles. South, West, and North then each take one final tile, leaving them with 13.
Round 1
4 each
→
Round 2
4 each
→
Round 3
4 each
→
Final
1 each
East gets 1 extra

EAST ×14SOUTH ×13WEST ×13NORTH ×13

7. Flowers & Seasons

If flowers/seasons are in play, expose them instead of keeping them in the normal hand and take a replacement from the tail end of the wall — the opposite end from where normal drawing started. If the replacement is another flower, repeat.

Right after the deal, starting with East, each player exposes any flowers and takes replacements. During play, do this as soon as you draw a flower.

Draw
🌸
→
Expose
face-up
→
Replacement
from the tail end
→
Continue
Our scoring sheet includes flower and season bonuses: No Flowers, Seat Flower, Seat Season, Four Flowers, Four Seasons, Seven Robbing One, and Eight Immortals. Check the sheet for the exact values.

8. The Dealer's First Discard

After the deal and flower replacements, East has 14 tiles, so East does not draw on the first turn. East starts the hand by discarding one tile face-up. Play then moves counter-clockwise to South.

1●2●3●4●5●6●7●8●9●東東白白4萬
East has 14
→
Discard 1
→
East has 13

9. A Normal Turn: Draw → Check → Discard

1. DRAW
Take one tile
→
2. CHECK
Flower? Kong? Hu?
→
3. DISCARD
Place one face-up
→
4. NEXT
Unless claimed

On your turn, draw one tile from the wall. Check whether it's a flower, gives you a Kong, or wins the hand. Then discard one tile face-up. If nobody claims your discard, the next player counter-clockwise takes their turn.

Direction reminder: turns pass counter-clockwise (East → South → West → North). Draws come off the wall clockwise, continuing from where the last tile was taken.

Other players can claim your discard to make a set or to win. When that happens, the turn jumps to them. The next two sections explain how.

10. Calling Chow, Pung & Kong

CHOW 吃

Three consecutive numbered tiles in one suit.

3●4●5●

PUNG 碰

Three identical tiles.

東東東

KONG 槓

Four identical tiles. After a Kong, take a replacement tile from the tail end of the wall, then discard.

7777

Who can you claim from?

  • Chow: only from the player right before you (the player on your left).
  • Pung or Kong: from any player's discard, as long as you already hold two (Pung) or three (Kong) of that tile.
  • Kong from your own hand: if you draw the fourth tile of a set, you can declare a Kong on your turn, lay it out, and take a replacement tile.
After you claim: claim → expose → discard. You must discard one tile after making a Chow, Pung, or Kong. Then the turn goes to the player after the claimant, not the player whose turn would have come next. Example: if South discards and West claims it, West exposes the set and discards, then North goes next. (If the claimed tile wins you the hand, just call Hu. See Section 12.)

11. Claim Priority

Announce claims clearly and right away, before the next player draws. If more than one player wants the same discard, the higher-priority claim wins:

HU
Winning claim
›
PUNG / KONG
Set claim
›
CHOW
Sequence claim
Example: North discards a 5 of Dots. East (next in turn) wants it for a Chow, but West wants it for a Pung. Pung beats Chow, so West takes it, exposes the Pung, and discards. Then North goes next, because North sits after West.

12. Calling HU / Mahjong

Before calling Hu, check the shape and use the table's scoring mode.

Chicken: a legal winning hand, normally four sets plus a pair, is enough to call Hu.
3-faan games: the hand must also reach at least 3 faan before calling Hu. Section 16 explains how to count faan.
Legal shape?
+
Chicken OR
3-faan minimum
=
HU!
Reveal + score

Win by Discard

Another player discards your winning tile. Announce Hu before the next draw.

Self-Draw

You draw the winning tile yourself and announce Hu immediately.

After Hu

Stop play, reveal the hand, and verify the winning shape and scoring mode.

13. End of the Hand

Once Hu is called, stop play. The winner reveals the hand, and the table checks the winning shape (and the faan, at 3-faan tables).

Who deals next?

Usually, if East wins, East stays dealer for the next hand. Otherwise, the dealer seat passes counter-clockwise to the next player. Rebuild the wall and start again.

If nobody wins

If the wall runs out and nobody has called Hu, the hand is a draw. Who deals next after a draw varies, so follow your table's house rule.

14. Full Example Hand

Setup: Four players sit East/South/West/North. East is dealer. Walls are built and broken.
Deal: East has 14; the other players have 13. Flowers are exposed and replaced if used.
East discards: East throws one tile. Nobody claims it.
South draws: South draws one, evaluates, and discards.
West calls Pung: West has two matching tiles, claims South's discard, exposes the Pung, and discards. North goes next, because the turn continues from West.
Play continues: Players draw/discard and make legal calls.
Winning draw: A player completes four sets plus a pair and has a legal hand for the table's scoring mode.
Hu: The player announces Hu and reveals the hand, and the table checks it. At a Chicken table, a legal shape is enough. At a 3-faan table, count the faan (Section 16).

15. Scoring: Start with Chicken

At Fourth Seat Social beginner tables, we play Chicken. Focus first on the turn cycle, making a legal hand, and practicing calls — no need to calculate points yet.

Chicken focus: learn to make four sets + one pair, know when you can Chow/Pung/Kong, remember to discard after a claim, and recognize when you can call Hu. Detailed points and faan are covered in the next section for players ready to progress.

Beginner: Chicken

No faan, no points. Concentrate on hand structure, turn order, legal calls, and getting your hands to completion.

Next step: 3-faan minimum

Once you're comfortable, move up to the club's standard scoring: at least 3 faan to win. This adds hand value and scoring patterns once the mechanics feel familiar.

When to move up: Chicken is for learning the mechanics first. Once you're consistently completing legal hands and making calls correctly, try a 3-faan minimum table.

16. Count Faan

Our scoring sheet uses 3 minimum to win, a 13-faan upper limit, same-group hands do stack, and bonuses are added on top. This section is for players progressing beyond Chicken.

CategoryExamples on our sheet
Hand patternsChicken Hand; All Sequences; Mixed Orphans; Half Flush; All Triplets; Seven Pairs; Small Three Dragons; Small Four Winds; Full Flush; Big Three Dragons; All Terminals; All Honors; Thirteen Orphans; Big Four Winds; Nine Gates; Four Quads
Bonus faanSelf-Draw; Concealed; Win on Last Tile; Robbing the Kong; Win by Kong; Win by Double Kong
Flowers & seasonsNo Flowers; Seat Flower; Seat Season; Four Flowers; Four Seasons; Seven Robbing One; Eight Immortals
Wind/dragon bonusesEach Dragon pung/kong; Seat Wind pung/kong; Round Wind pung/kong
Scoring habit: identify the hand's pattern(s), add applicable bonuses, then check the minimum and maximum. Use the Fourth Seat Social scoring sheet for exact values.

17. Common Beginner Mistakes

  • Starting with the wrong number of tiles.
  • Forgetting East starts with 14 and discards first.
  • Keeping a flower in the normal hand instead of exposing and replacing it.
  • Calling Chow from the wrong player.
  • Forgetting to discard after making a call.
  • Forgetting that a Kong requires a replacement tile.
  • Calling Hu without checking which scoring mode the table is using.
  • Confusing seat wind and round/prevailing wind.
  • Changing the scoring rules or scoring mode in the middle of a hand.
  • Passing the turn clockwise instead of counter-clockwise.

18. Quick Reference

Every turn

DRAW
→
CHECK
Flower / Kong / Hu
→
DISCARD
→
NEXT PLAYER
unless claimed

Turns go counter-clockwise · Draws come off the wall clockwise

Before Hu

  • Legal winning shape?
  • Playing Chicken? A legal shape is enough.
  • Playing 3-faan? Check the Count Faan section.
  • Discard win or self-draw?
  • Any flower, wind, dragon, or winning-condition bonuses?

Call vocabulary

吃 CHOW

Three consecutive suited tiles.

6 竹7 竹8 竹

碰 PUNG

Three identical tiles.

中中中

槓 KONG

Four identical tiles.

9●9●9●9●

胡 HU

Winning declaration: four sets + one pair.

2●3●4●
5 竹5 竹5 竹
7萬8萬9萬
東東東
白白

Sources & Rules Note

Primary reference: Hong Kong Mahjong Association — Rules. HKMA identifies Hong Kong Mahjong/Classical Mahjong separately from 16-Tile Modern Mahjong and Riichi Mahjong and links its English Hong Kong Mahjong rules.

Club scoring: scoring terms, the 3-faan minimum, the 13-faan upper limit, and bonus categories follow the Fourth Seat Social Faan & Scoring sheet.

Rule variations: wall-breaking, flowers, claim priority, and who deals next can differ from table to table. When in doubt, agree on the rule with your table before the hand starts.