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Harbin哈尔滨麻将

112 tiles. Only three suits and Zhong. A win needs a triplet, a revealed meld and a terminal, and calling ting turns up a wildcard the whole table can win on.

At a glance
  • 13 tiles, 14 to win
  • 4 melds and 1 pair
  • Must also hold a triplet, a revealed meld, and a 1/9 or Zhong
  • Chow, pong and kong all legal
  • Ting locks your hand
  • Flat 1 coin a win

Tutorials

Tutorial

How to Play Harbin Mahjong

Harbin's extra winning conditions, ting, and the wildcard tile, explained.

Rules

The tiles: 112 total

Only three suits, numbered 1–9, four copies each (108 tiles), no winds, no other dragons, no flowers, plus Zhong (中, the red dragon), four copies (4 tiles).

Characters (萬)
Bamboo (条)
Dots (饼)
Zhong (中)

The wall and the break

Each side of the wall is 14 stacks of 2 (112 tiles total). A single die is rolled against the wall directly opposite the dealer:

  1. Count that many stacks from the dealer's left end of the opposite wall.
  2. Drawing opens on the next stack, and continues the same way.

Example: a roll of 5 counts off five stacks; dealing starts on the sixth.

Hands and melds

Same base as usual: 13 tiles in hand (14 to win), and a complete hand is 4 melds + 1 pair, built from chows, pongs, kongs and a pair. See the Basic Mahjong rules for what each looks like. Harbin's winning hand asks for more than the shape alone, as the next section explains.

Winning a hand: three extra conditions

Beyond 4 melds + 1 pair, a Harbin win must also satisfy all three:

  1. A triplet: one meld is a pong or kong. It may be concealed.
  2. A revealed meld: one meld (any meld, not necessarily the triplet) was exposed by calling a chow, pong, kong, or ting.
  3. A terminal or Zhong: one meld or the pair contains a 1 or a 9, or is a Zhong pair/triplet.

Chow

Chow

Chow

Pong: triplet (1) + terminal (3)

Pair

Needs at least one meld revealed by a call (2) to qualify.

Chow

Chow

Chow

Pong of Zhong

Pair

A Zhong pong settles all three conditions at once: it's a triplet, it's revealed, and Zhong covers the terminal.

Ting: declaring you're one tile away

Any seat (not just the one after the discarder) may call chow, pong or kong off a discard if taking it leaves their hand exactly one tile from a win. This is ting, and it outranks an ordinary chow/pong/kong claim on the same discard. If two seats could both ting off the same tile, priority goes to whichever sits closer in turn order after the discarder.

Once declared, the hand is locked: no more calling melds to reshape it. A self-drawn kong is still allowed. Announce it, so the table can see a hand has gone into ting.

The wildcard tile

The moment the first player declares ting, the top tile at the dead end of the wall is turned face up for everyone to see. From then on, any player who has declared ting (including ones who declare later) wins outright by drawing a copy of that tile, whatever they were actually waiting on. It isn't re-rolled per player, and it stays in play: if the wall runs deep enough, it can still be drawn normally.

Payment is the same flat-coin system as Basic Mahjong: 1 coin per win, self-draw pays all three opponents, discard win pays only the discarder. No dealer doubling. Everyone starts with 10 coins.

Gameplay

Live Gameplay

Live Paced Mahjong: Harbin Mahjong Game 1

Game 1 of Harbin at real table speed.

Live Gameplay

Live Paced Mahjong: Harbin Mahjong Game 2

Game 2 of Harbin at real table speed.

Online Gameplay

Play Mahjong Online With Me: Harbin Mahjong Games 1 and 2

Two games of Harbin Mahjong played online, with the strategy explained.

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