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

  1. Winning player receives their full score from each other player.
  2. All others pay each other the difference between their  scores.
  3. All payments involving East Wind are doubled.

Getting Started

  1. East Wind rolls two dice to determine Target. Count starting with East Wind, counterclockwise.
  2. Target rolls two dice, and adds to East Wind's roll.
  3. Count tile columns clockwise from the right end of the Target's wall, and break the wall to begin dealing.
  4. Wall is dealt clockwise in four-tile chunks; play proceeds counterclockwise.