Added to this site · 2026-09-14
A Look at Regional Mahjong Rules
AI-assisted draft translation. Terminology is under review; please refer to the Chinese original if anything is unclear.
A beginner's first question is often: “What are the rules of mahjong?” This seemingly straightforward question is surprisingly difficult for an experienced player to answer, because there are so many rules. Every province and city in China—and even the northern and southern parts of the same city—has its own version. Other places where mahjong is popular, including Hong Kong, Taiwan, Japan, the Philippines, and Malaysia, also have local rules, some developed into highly systematic traditions.
Mahjong is a folk pastime without a national standard or formal local standards. People get together to play, and eventually someone proposes a new idea or disagrees about an existing rule. Changes gradually become new house rules. If those rules prove appealing, their use spreads until they form a distinctive regional variant with some influence. Even within a major regional tradition, smaller areas differ in detail. Without an authoritative rulebook, the rules continue to change.
This process resembles biological evolution, following the principles of inherited variation and survival of the fittest. More appealing rules that better meet players' needs emerge and spread, while those that no longer meet those needs disappear.
What makes a ruleset fit players' needs? As a game, its most important quality should be enjoyment: how interesting and engaging it is to play. We will examine changes and innovations that make mahjong more enjoyable. Of course, mahjong began as a gambling game, and its gambling appeal also serves certain groups' needs. There is no reason to avoid that fact. Gambling appeal is itself an important component of enjoyment, which will also be considered below.
Mahjong's core rules
Mahjong's many rules can be complicated, but its core is simple: players draw tiles and claim chows, pungs, and kongs to assemble a winning hand of four sets and a pair from fourteen tiles. This is fundamentally a hand-building rule: turning disordered tiles into attractive, orderly sequences, triplets, pairs, and kongs. Mahjong using only this basic requirement can be called any-hand-wins mahjong. Regional variants develop and expand from that foundation.
Winning under these basic rules involves elementary statistics and combinatorics, so the game has some enjoyment and skill, but both are relatively limited. When chows, pungs, and discard wins are allowed, the average winning hand takes fewer than ten turns. Once beginners know the fundamentals, a little understanding of tile efficiency lets them master this form quickly. Additional rules are needed to increase enjoyment and skill.
The most natural extension is to introduce scoring patterns: hands that are more beautiful and difficult than a basic winning structure, such as Full Flush, All Pungs, and Big Three Dragons. Completing them earns corresponding fan or points. Patterns satisfy players' desire to construct hands and make the game more entertaining. They also make hand value a consideration alongside speed, increasing its competitive dimension. Basic hand completion combined with scoring patterns gradually became the mainstream form of mahjong. The number of patterns grew from a handful to hundreds, before declining again in some regional traditions. Today, both competitive and regional rules contain patterns to some degree, although their numbers and types vary enormously.
Basic hand completion and scoring patterns can therefore be regarded as mahjong's two fundamental elements. Regional rules build on them in increasingly diverse ways.
Mahjong as a race to capture a flag
Imagine a four-player race. At the start, each player is dropped at a random location in a field containing many small hills with flags. Each hill represents a basic winning hand. On each turn, a player receives a random building material and chooses how to use it to construct a path toward a hill. At the end of the turn, they must discard a material, which other players may claim under certain conditions.
- The first player to reach any hill and capture its flag wins. This represents basic any-hand-wins mahjong.
- If the flags carry different scores representing the patterns in each hand, the first player to reach a hill receives its flag's points. This represents rules with scoring patterns.
- If only flags above a minimum value qualify, the game has a minimum-score requirement: three fan for Hong Kong Old Style mahjong, for example, or eight points for Chinese Official.
- Suppose the game imposes a minimum but also lets players build their own hill where they stand, using only materials supplied by the system rather than those discarded by others. Completing the required structure then also qualifies for a win. This represents Japanese riichi mahjong.
- If the other three players continue after the first winner, competing for second and third with different scores for each position, this represents Sichuan's Bloody Battle to the End.
- If the system supplies a universal material that can replace any tile, the rules contain wild tiles, variously called mixed tiles, jokers, or Gods of Wealth.
- If certain materials in a completed hand multiply its score, the rules contain dora.
- If a random die is rolled after a win to determine a score multiplier, the game has one of the various additional multiplication mechanisms.
- And so on.
Extensions to the basic rules
Competitive and regional mahjong add different rules to the combination of basic hand completion and scoring patterns, creating additional features and enjoyment. These extensions can be divided into two types according to their form and character.
1. Score-multiplication rules. Dora, bird draws, horse bets, and similar mechanisms can double a winning score or multiply it several times. Despite their variety, they do not change the task of constructing four sets and a pair. Instead, they greatly increase the payoff after a win, making them characteristic gambling mechanisms. They undeniably widen the gap between winning and losing, making both gambling and competition more exciting and, in that sense, more entertaining.
Mahjong's Various Score-Multiplication Rules, Part I
Mahjong's Various Score-Multiplication Rules, Part II
2. Rules that change the underlying gameplay. Riichi and Bloody Battle to the End alter the objective of simply assembling four sets and a pair as quickly as possible, fundamentally changing the game's mechanics. Riichi turns a concealed ready-hand declaration into a qualifying pattern. In a system with relatively few one-han patterns, maximizing concealed-hand tile efficiency to declare riichi becomes an optimal approach, and riichi appears in half of winning hands. Changes to game mechanics inevitably affect enjoyment and competition, generally adding to both beyond what the basic rules offer.
Rules That Change How Mahjong Is Played, Part I: Wild Tiles
Rules That Change How Mahjong Is Played, Part II: Riichi and Ready-Hand Declarations
Rules That Change How Mahjong Is Played, Part III: Three-Player Mahjong
Rules That Change How Mahjong Is Played, Part IV: Sichuan's Bloody Battle to the End
Rules That Change How Mahjong Is Played, Part V: Sixteen-Tile Mahjong
Rules That Change How Mahjong Is Played, Part VI: Northeastern Qionghu Mahjong
Rules That Change How Mahjong Is Played, Part VII: Shanxi Lisi Mahjong
Originally published in Chinese on Zhihu · Zhihu revision 2025-02-04