Mahjong Free Game

Melds and Winning Hands

Every Hong Kong hand is built from a few simple shapes. Learn them, and the game opens up.

Applies to: Hong Kong mahjong

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

Chow: three numbers in a row, in the same suit. It cannot use honors.
Pung: three identical tiles, from a suit or from the honors.
Kong: four identical tiles. You draw a replacement, so the hand still works out.
Pair: two identical tiles. You need exactly one, sometimes called the eyes.

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

Four chows and a pair. Worth 1 faan on its own.

Chows are the easiest sets to build, since many different tiles can fill them.

All pungs

Four pungs and a pair, called All in Triplets. Worth 3 faan.

Harder to build, but it pays well and you can claim from any player.

Half flush

One suit plus honors, called Mixed One Suit. Worth 3 faan, plus 1 for the dragon pung.

Other players can often see this one coming, since your discards show the suits you are throwing away.

Full flush

All tiles from one suit, called All One Suit. Worth 7 faan on a common table.

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.

Great Dragons, with a chow and a pair to finish the hand.

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.

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