A seat at the table.
Enter your name and choose a portrait to join, then share this server’s address with friends to play Taiwanese 16-tile Mahjong at the same table. Computers fill empty seats. Join anytime to take over a computer’s hand; a computer takes over when you disconnect or click Exit Seat. To sit down again after exiting, enter your name and choose your portrait again. Your own seat is always at the bottom.
The table pauses when everyone leaves. The first player back chooses Resume Game or Restart Game. Restart resets the deal and bankrolls. Roll three dice, then receive 16 tiles in groups of four. Your turn draws automatically; click a tile in your hand to discard it.
A regular win needs five melds and a pair: 17 tiles, plus one extra tile for each declared Kong. A meld is a same-suit sequence, three identical tiles, or a four-tile Kong. A pair is two identical tiles. Li Gu Li Gu and Seven Rob One are special ways to win, explained on later pages.
There are three suits numbered 1–9: circles, bamboo and characters. Winds and dragons are honors; they make pairs and identical sets.
The bird is 1 bamboo. It forms a sequence with 2 and 3 bamboo.
Flowers and seasons are revealed in front of your hand and replaced from the wall’s Tail. Repeat if the replacement is another flower. Ordinary draws come from the Head. The last 16 wall tiles stay unused; an exhausted live wall ends the hand in a draw.
Claims and your choices.
| Action | When to use it |
| 吃 Chi | Use two tiles to make a sequence with the previous player’s discard. |
| 碰 Pong | Use two identical tiles to claim a matching discard from any player. |
| 槓 Kong | Claim a fourth identical tile, declare four from your hand, or add a fourth to your exposed Pong. Draw a replacement from the Tail, then discard. A replacement must be available. |
| 胡 Hu | Complete your winning hand with another player’s discard. You can also win on the fourth tile they try to add to a Pong. |
| 自摸 Tz Mo | Win with the tile you just drew, including a replacement tile. |
| 過 Guo / Pass | Decline this discard. If your turn is next, your tile draws automatically. |
Win claims have priority over Pong or Kong, which have priority over Chi. For tied claims, the nearest eligible player after the discarder wins the claim. Only one player wins a hand.
Claimed Pong and Tzi groups stay face up outside the concealed hand for everyone to see. The tile taken for Tzi is always in the middle of its group. The newly claimed group is highlighted until that player discards.
The current discard stays large while you decide. Play waits for your choice; there is no automatic Pass. Disabled buttons show which actions are unavailable.
Points and flowers.
Every winning hand earns points. Add the applicable bonuses below and the hand bonuses on the following pages. One tai is one point at this table.
| Scoring rule | Points |
| Base Win | 1 for completing five melds and a pair. |
| Self Draw | +1 for winning on your own draw. |
| Dealer wins | +1, plus 2 for each hand in the dealer’s streak. |
| Each flower or season | +1 per revealed bonus tile on the winner’s hand, regardless of its number. |
| Four flowers | +2 for all four flowers. |
| Four seasons | +2 for all four seasons. |
The +1 per tile still applies with complete-set bonuses. All eight bonus tiles give 12 flower points: 8 individual points + 2 for four flowers + 2 for four seasons.
Waits, sequences, triplets and suits.
Tap a speaker to hear the hand name in Mandarin. The scorer includes exposed melds and chooses the highest-scoring valid interpretation of your tiles.
Suit patterns are alternatives. Zi Yi Se already includes Pong Pong Hu. Flowers and seasons do not count toward suit requirements.
Concealed triplets and dragons.
Count only the highest concealed-triplet tier. Concealed Kongs count; exposed Pongs and Kongs do not. A triplet completed by the winning discard is exposed for this count; a self-drawn triplet stays concealed.
Da San Yuan replaces Xiao San Yuan. Other qualifying hand bonuses stack, including Pong Pong Hu with a concealed-triplet tier.
Winds, a dragon and seven pairs.
Da Si Xi replaces Xiao Si Xi. Yi Tiao Long needs actual 123, 456 and 789 sequences, rather than just possessing all nine numbers.
Li Gu Li Gu is a separate winning structure: seven pairs and one triplet. It can combine with a suit bonus. A hand that also fits five melds and a pair uses whichever interpretation scores more; the two structures are not added together.
Seven Rob One.
Both flowers and seasons count. If you have seven and another player reveals the last one, their flower moves to your collection and you take the required replacement from the Tail. If you collect your seventh while another player already has one, finish your own flower replacement and take theirs.
This special win is automatic. Your regular tiles do not need to form a winning hand. You must finish the required replacement so your hand has its normal winning tile count. Without a replacement, there is no flower win.
If the opening deal produces seven flowers against one, finish all opening replacements first. The seven-flower player wins when their first turn supplies the extra tile; another player may win before that turn.
Only the robbed player pays. The 8-tai flower win replaces ordinary flower, complete-set and hand-pattern bonuses. Base Win and dealer bonuses still apply; Self Draw does not.
Payments and the dealer.
One point = $5. On Hu, only the player who discarded the winning tile pays. On Tz Mo, each of the other three players pays the winner.
A paying dealer adds 1 + twice the dealer’s streak points before converting the total to dollars. When the dealer wins, that same bonus is already included in the winning score.
Example: a South player wins Pong Pong Hu with five exposed triplets and two flower or season tiles. Base Win 1 + Pong Pong Hu 4 + two bonus tiles 2 = 7 points. A dealer with a streak of 1 pays $50 on that discard: (7 + 1 + 2) × $5.
The dealer keeps the seat after winning or a drawn hand, and the streak increases by one. If another player wins, the next player becomes dealer and the streak resets to zero. East is always the dealer; the other seat winds change with the dealer.
The jade marker shows the round wind: East, South, West, then North. It advances when the dealer seat completes a full rotation. The dice sit beside the round-wind marker.
A drawn hand has no payments. After a win, the result shows every scoring bonus and payment. Choose Next Hand to continue with the same bankrolls.