A meld is a complete set of tiles. In Hong Kong mahjong, there are three kinds: a chow (three numbers in a row in one suit), a pung (three identical tiles), and a kong (four identical tiles). A winning hand has four melds and one pair. The kinds of melds you choose, and the suits you use, decide how much your hand is worth.
The melds
Exposed or concealed
A set you complete by claiming a discard is exposed. You place it face up. A set you make from tiles you drew stays concealed in your hand. Keeping sets concealed gives you more choices and hides your plan. Calling tiles gets you to a finished hand faster.
Common winning hands
These examples use faan values from a common table. Your table may differ. Our scoring lesson explains them.
All chows
Chows are the easiest sets to build, since many different tiles can fill them.
All pungs
Harder to build, but it pays well and you can claim from any player.
Half flush
Other players can often see this one coming, since your discards show the suits you are throwing away.
Full flush
Small and Great Dragons
These are hands built around all three dragons. Small Dragons has pungs of two dragons and a pair of the third. Great Dragons has pungs of all three. They are rare, and they score very well.
Choosing what to build
Early in a hand, look at your tiles and ask:
- Do I have many of one suit? Think about a flush, which is worth more.
- Do I have many pairs? Think about all pungs.
- Do I have dragons or my seat wind? A pung of them adds faan.
- Do I have many runs? All chows may be the fastest shape, but check that you can still reach the minimum.
Remember your table’s minimum. A beautiful shape that scores too little cannot win.
Common beginner mistakes
- Using honors in a chow. Winds and dragons have no numbers.
- Mixing suits in a chow. All three tiles must share a suit.
- Forgetting the pair. Four sets alone are not a complete hand.
- Ignoring value. Plan your score as you plan your shape.