Hong Kong港式麻將
144 tiles, with flowers and seasons drawn and replaced as you go. The only ruleset here that prices a hand: dragons, winds, flushes and seven pairs each count for fan, and the total is looked up rather than added.
- 13 tiles, 14 to win
- 4 melds and 1 pair, or seven pairs
- Chow, pong and kong all legal
- Flowers and seasons are set aside face up and replaced
- Hands are priced in fan, looked up on a table
- The discarder pays alone; a self-draw is paid by all three
Rules
The fan-scored ruleset played across Hong Kong and much of Southeast Asia, and the one most online clients mean by “Hong Kong”. Also known as HKOS “New Chapter” or Hong Kong New Style. It is the only ruleset in this app that prices a hand rather than paying flat.
The tiles: 144 total
The full standard 136 (three suits numbered 1–9 and all seven honors, four copies of each) plus eight bonus tiles: four flowers and four seasons, one copy apiece.
Flowers and seasons
They are never held, melded or discarded. Draw one (at the deal or mid-hand) and you turn it face up beside your rack and draw again, as many times as it takes. So a hand is always thirteen playable tiles however many bonus tiles came your way.
Each is numbered 1–4, and the number says which seat owns it: 1 is East's, 2 South's, 3 West's, 4 North's. Your own flower is worth a fan; so is a complete set of four; so, oddly, is drawing none at all.
Turn order and calling
- Play passes counterclockwise. The dealer starts with 14 tiles and discards first; everyone else holds 13.
- Chow only from the player immediately before you; pong and kong from anyone.
- Priority on a discard: win beats pong and kong, which beat chow. Between equal claims, the seat closest to the discarder takes it.
- Every kong draws a replacement from the dead end of the wall, then discards as usual.
- A player who declines a win off a discard may not win off that same tile until they have drawn again themselves.
Robbing the kong (搶槓), which means taking the tile a player is adding to an exposed pong and winning on it, is part of the full ruleset but is not yet playable here. Kong upgrades are legal and always stand.
What a winning hand must be
Fourteen tiles as four sets and a pair: runs or triplets, open or concealed, with a kong counting as one set. Or seven pairs, which is a shape of its own and a limit hand besides.
Run
Triplet
Run
Dragon triplet: 1 fan
The pair
Four sets and a pair. The dragon triplet is the only thing here scoring on its own, which is the whole game: shape gets you out, content decides what it was worth.
Seven pairs (七對): held in hand from start to finish, since claiming anything off a discard throws the shape away. Worth the limit, 13 fan.
Counting fan (番)
Every source that applies is counted, and they stack. Most hands are worth several at once.
| From the hand's content | Fan |
|---|---|
| Triplet or kong of dragons (中發白), each | 1 |
| Triplet or kong of your seat wind | 1 |
| Triplet or kong of the round wind | 1 |
| …and when they are the same tile, both apply: one triplet, two fan | 2 |
| Your own flower or season | 1 |
| All four flowers, or all four seasons | 2 |
| No flowers or seasons at all | 1 |
| All Chows (平和): every set a run | 1 |
| All Pungs (對對和): every set a triplet | 3 |
| Half Flush (混一色): one suit plus honors | 3 |
| Full Flush (清一色): one suit, no honors | 6 |
| From how the hand was won | Fan |
|---|---|
| Self-draw (自摸) | 1 |
| Fully concealed (門前清): nothing ever claimed, won off a discard | 1 |
| Last tile of the wall (海底撈月) | 1 |
Also in the full ruleset, not yet playable: robbing a kong (+1), winning on a kong replacement (+1), a double-kong replacement (+8), Heavenly Hand and Earthly Hand (both limit), and Little Three Dragons (4).
Limit hands
A limit hand is priced whole at 13 fan and ignores everything else it happens to be. Seven pairs is the one playable here, and a hand held as seven pairs scores as one even when its tiles would also read as four runs.
The wider ruleset also names: All Honors (字一色), All Terminals, Thirteen Orphans, Nine Gates, All Kongs, Three Great Scholars, Hidden Treasure, Four Winds, and the Jade / Ruby / Pearl Dragons. None of these are yet playable; a hand matching one scores only its ordinary fan.
Fan into points
Fan are looked up, not multiplied. This app uses the Half Spicy curve: doubling through 4 fan, then rising by half every two fan after. It keeps a late big hand from swallowing the whole game.
| Fan | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Points | 1 | 2 | 4 | 8 | 16 | 24 | 32 | 48 | 64 | 96 | 128 | 192 | 256 | 384 |
The full ruleset also offers Full Spicy, a straight 2^fan curve topping out at 8192 points. It is not available here.
Who pays
- Won off a discard: the discarder pays the whole thing, alone. The other two pay nothing.
- Self-drawn: all three opponents pay, each at 1.5× the table value. The winner takes 4.5× in total.
- The dealer's own win doubles everything above. Discarding into someone else's win does not: the dealer pays what anyone would.
- The points a hand converts to are paid in coins, one for one. Everyone starts with 500, since a single big hand moves hundreds of them.
Not yet playable
Documented above, but not enforced by the table in this build:
- The round wind is fixed at East. Hands are dealt independently here, so no prevailing wind advances every four hands.
- Every limit hand except seven pairs.
- The 3-fan minimum and the false-win (詐胡) penalty that enforces it.
- Robbing the kong, and the fan for doing it.
- Kong-replacement wins, Heavenly and Earthly Hand, and Little Three Dragons.
- The Full Spicy curve and the discarder-pays-half house rule.
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