All Hands
Exp. / Con.
Pair of Dragons or Own Wind: 2
- Pung of three: 2 / 4
- Kong of four: 8 / 16
- *Double for Terminals and Honors.
Seasons: 4
Winning Hand
MahJongg: 20
- Only chance in hand: 2
- Drew Tile to win: 2
- Drew Loose Tile or Last Tile: 10
- No score except game: 10
- No sequences: 10
- Stealing fourth to win: 10
- Original hand: limit
- All Winds and Dragons: limit
- All Winds and a Pair: limit
Doubling
- Set of Dragons or Own Winds: 1x
- All one suit, Winds and Dragons: 1x
- Own Season: 1x
- Four Seasons of-a-kind: 3x
- All one Suit: 3x
- All Winds and Dragons: 3x
Paying Out
Getting Started
- East Wind rolls two dice to determine Target. Count starting with East Wind, counterclockwise.
- Target rolls two dice, and adds to East Wind's roll.
- Count tile columns clockwise from the right end of the Target's wall, and break the wall to begin dealing.
- Wall is dealt clockwise in four-tile chunks; play proceeds counterclockwise.