Equipment: Bamboos Dragons
Equipment: Bamboos Dragons
Equipment: Bamboos Dragons
Table of Contents
Equipment Gameplay Melded Chow Order of Claims
The Objective Normal Turn Big Melded Kong Replacement Tiles
Building the Wall Special Moves Small Melded Kong Mahjong
Breaking the Wall Melded Pung Concealed Kong Draw
Equipment
To play mahjong all you need are 3 dice and four of each of the following tiles, for a total of 136 tiles.
Bamboos Dragons
In most sets 1-bamboo looks like a bird. These are the Green, Red, and White dragon tiles. If your
set has English letters, the green dragon is labeled F, red is
Characters C, and white is P or B. InJapanese sets, the White dragons
are completely blank tiles. In American sets, the Green and
Red dragons may be depicted with a dragon graphic.
Winds
Character suit tiles
Dot suit tiles (usually flowers, jokers, red tiles and/or blanks), then put
those extra tiles away. These tiles are used for variations
Also known as circles, disks, spots… of the game.
The Objective
For every hand, your basic goal is to be the first player to get a hand composed of four sets and a pair. Each set can be either
a pung, chow, or kong.
… …
A chow is a set of three tiles of the same suit and consecutive numbers.
… …
Dragons and winds can't be used in a chow. A chow cannot loop from 9 back to 1.
… …
Each set can either be concealed or melded/exposed. Concealed sets are made of tiles from your initial hand and tiles you draw
from thewall. Melded sets are formed by claiming discard from other players and are explained later in the special moves section.
Concealed sets are not shown to other players unless you win the hand. Melded sets are immediately shown when they are
formed.
As explained earlier, the goal is to get four sets and a pair. The first player to reach this goal wins the hand. Most of the time, the
winning hand will have exactly 14 tiles. If the hand includes kongs, it will have more than 14 tiles. The following are all valid
winning hands:
Example 1
Example 2
Example 3
Dump out your tiles on the table. Turn all the tiles face-down and swirl them around with your hands to shuffle them.
After the tiles are shuffled, each player makes a wall 17 tiles across and 2 tiles high. Each player's wall should look like this:
All players move their walls towards the center of the table,
One wall making a big square like this:
Breaking the Wall
The East player starts by rolling three dice and adding up the sum of the rolls. East uses this number to determine whose
wall to break and where to break it.
Counting themselves as number one, East counts off players counter-clockwise around the table until they reaches the
sum. This determines whose wall they will break. For example, if East rolled 12, then they would break North's wall.
1 2 3 4 5 6 7 8 9 10 11 12
E S W N E S W N E S W N
Next, starting from the right side of the indicated player's wall, East counts off stacks clockwise until they reaches the
sum. they then takes the next two stacks (four tiles) after the last stack they counted. South takes the next two stacks, West takes
the next two, then North takes the next two. All players continue to take stacks in turn until each player has six stacks (12 tiles).
Note: players take turns going counter-clockwise, but tiles are drawn from the wall going clockwise. This applies when dealing
tiles and during gameplay.
Lastly, the players take their final tiles as shown below. East takes his two tiles, then South takes one, West takes one,
and North takes one. After this step, east should have 14 tiles, and the rest of the players should have 13.
Gameplay
East starts the game by discarding one tile from his hand and placing it face-up in the area in the middle of the walls,
which is called the river. If nobody claims East's discard, then play resumes with the player to his right, South. Remember,
players take turns going counter-clockwise. For most turns, you will simply draw a tile and then discard a tile.
Many of the moves below require you to "use the most recently discarded tile." That refers discards from other players,
not your own discards. For example, you can't discard a tile and then immediately claim it for a melded pung.
If you claim a discard to make a melded set, that melded set cannot be integrated back into the concealed part of your
hand. The melded set remains visible until the end of the hand.
Normal Turn
At the beginning of your turn, you can
1. Claim the most recent discarded tile to make a melded pung, melded chow, or big melded kong, OR if you can’t or
choose not to, you can
2. Draw a tile from the wall.
If you claim the discard, follow the corresponding procedure in the Special Moves section.
If you simply want to draw a tile, you must:
1. Draw a tile from the wall. Remember, take tiles from the wall going clockwise. If the next stack in the wall is two tiles
high, take the top tile. Otherwise, take the bottom tile.
2. Optional: Declare a concealed kong or a small melded kong. (These are explained in the special moves section.) If you
declare one of these kongs, DO NOT go on to step 3. Instead, follow the procedure listed under Concealed Kong or Small
Melded Kong.
3. Discard a tile. If nobody claims the discard, play resumes with the player to the right.
Special Moves
Melded Pung
If you want to use the most recently discarded tile in a pung, you must already have two concealed tiles in your hand that match
the discard. You must:
1. Declare “pung”.
2. Take the discard. (Do not place the discard in your hand).
3. Lay down the three tiles of the pung face-up as a set in front of your hand. This set is called a melded pung.
4. Discard a tile. If nobody claims the discard, play resumes with the player to the right. Note: some players might get their
turns skipped.
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Melded Chow
If you want to use the most recently discarded tile in a chow, you must already have two concealed tiles in your hand that would
make a chow with the discarded tile, and the discard must come from the player to your left. You must:
1. Declare “chow”.
2. Take the discard. (Do not place the discard in your hand).
3. Lay down the three tiles of the chow face-up as a set in front of your hand. This set is called a melded chow.
4. Discard a tile. If nobody claims the discard, play resumes with the player to the right.
Example 1
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Example 2
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Concealed Kong
If you draw a tile that matches a concealed pung you have in your hand, you may declare a concealed kong. Note that you DO
NOT have to use the tiles as a kong. If you do want to use the tiles as kong, you DO NOT need to do it on the same turn you
drew the matching tile. You can declare a concealed kong on any of your turns, but only immediately after you draw a tile from
the wall or a replacement tile. You must:
1. Declare “kong”
2. Lay down the four tiles of the kong face-down as a set in front of your hand. This set is called a concealed kong.
3. Draw a replacement tile.
4. Optional: Declare a concealed kong or a small melded kong. If you declare one of these kongs, do not go on to step 5.
Instead, follow the rules concerning the concealed kong or small melded kong.
5. Discard a tile. If nobody claims the discard, play resumes with the player to the right.
Note: if you wish to use a concealed kong as one of your sets but you do not declare it, then you will not have enough tiles to
complete the four sets and the pair you need to win.
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