Hu Mahjong 4-2 Player Rules

Used with kind permission of China Online Museum.

Hu Mahjong is a simple, fast-paced 4 player mahjong variant designed to scale to 3 and 2 player settings while remaining competitive. It emphasizes value creation and impeccable defense.

Key Points

  • No set dead wall length; game draws the moment any player's discard pond reaches a certain length, notwithstanding calls made (18 in 4 player, 20 in 3 player, 22 in 2 player).
  • Hands are valued by the patterns they exhibit. A hand with no observable pattern is not eligible for a win.
  • Other players pay equally in the event of a self-draw win, regardless of their seat wind.
  • Discarder pays entirely.
  • Sacred discard (furiten) observed. Discards are arranged neatly in players' individual ponds. If they've discarded any tile that can complete their hand (obtaining their desired pattern or otherwise), a player is barred from winning by discard and can only win by self-draw.
  • Flowers need not be declared immediately.

Setup

  • All tiles in a standard set are used. Flowers are optional, but recommended.
  • Starting points are 30000 in 4 player, 35000 in 3 player, and 40000 in 2 player.
  • North seat omitted in 3 player. North and West seat omitted in 2 player.
  • Chow call is always available towards the player to your left (or your only opponent in 2 player).

Payout Scheme

  • Win by self-draw: ×1 base points from other player(s)
  • Win by discard (4/3/2 player): base points ×3/×2.5/×2
  • Ready hand at exhaustive draw: 1000 from player(s) with no ready hand(s)
  • Heavy penalty (for game-ruining errors): 4000 to other player(s)
  • The dealer's winning hand is awarded bonus 100 base points for each repeat in their dealership (this bonus does not carry over to the next round).
  • Upon reaching a dealer's eighth repeat, everyone's winning hands are awarded 4000 more base points. The seat winds rotate regardless of the hand's outcome.
  • Patterns can stack freely across categories. However, patterns supersede those in the same category that they already imply (e.g. Two Pure Sequences Twice stacks with All Sequences despite always going hand-in-hand, but Two Pure Sequences Twice supersedes Two Pure Sequences and are never scored together).
  • Hand scores are limited to 8000 base points. That said, there exist rare double to quadruple limit hands. Only the most valuable one is scored in the unlikely event of multiple limit hands occurring together.

List of Patterns

Basic Patterns

All Sequences (ๅนณๅ’Œ; pรญng hรบ): 500
๐Ÿ€‹๐Ÿ€Œ๐Ÿ€ ๐Ÿ€™๐Ÿ€š๐Ÿ€› ๐Ÿ€’๐Ÿ€“๐Ÿ€” ๐Ÿ€–๐Ÿ€—๐Ÿ€˜ ๐Ÿ€‚๐Ÿ€‚

All Simples (ๆ–ญไนˆ; duร n yฤo): 500
๐Ÿ€ˆ๐Ÿ€‰๐Ÿ€Š ๐Ÿ€ ๐Ÿ€ ๐Ÿ€  ๐Ÿ€›๐Ÿ€œ๐Ÿ€ ๐Ÿ€•๐Ÿ€–๐Ÿ€— ๐Ÿ€š๐Ÿ€š

Fully Concealed Hand (้—จๆธ…; mรฉn qฤซng): 500
Only scored when won by self-draw. Concealed quads are allowed.

Sequences

Two Pure Sequences (ไธ€่ˆฌ้ซ˜; yฤซ bฤn gฤo): 500
๐Ÿ€‡๐Ÿ€ˆ๐Ÿ€‰ ๐Ÿ€‡๐Ÿ€ˆ๐Ÿ€‰

Three Pure Sequences (ไธ€่‰ฒไธ‰ๅŒ้กบ; yฤซ sรจ sฤn tรณng shรนn): 4000
๐Ÿ€‡๐Ÿ€ˆ๐Ÿ€‰ ๐Ÿ€‡๐Ÿ€ˆ๐Ÿ€‰ ๐Ÿ€‡๐Ÿ€ˆ๐Ÿ€‰

Four Pure Sequences (ไธ€่‰ฒๅ››ๅŒ้กบ; yฤซ sรจ sรฌ tรณng shรนn): 20000 (quadruple limit)
๐Ÿ€‡๐Ÿ€ˆ๐Ÿ€‰ ๐Ÿ€‡๐Ÿ€ˆ๐Ÿ€‰ ๐Ÿ€‡๐Ÿ€ˆ๐Ÿ€‰ ๐Ÿ€‡๐Ÿ€ˆ๐Ÿ€‰

Pure Straight (ไธ€ๆฐ”้€š่ดฏ; yฤซ qรฌ tลng guร n): 2000
๐Ÿ€‡๐Ÿ€ˆ๐Ÿ€‰ ๐Ÿ€Š๐Ÿ€‹๐Ÿ€Œ ๐Ÿ€๐Ÿ€Ž๐Ÿ€

Two Pure Sequences Twice (ไธค่ˆฌ้ซ˜; liวŽng bฤn gฤo): 3000
๐Ÿ€‡๐Ÿ€ˆ๐Ÿ€‰ ๐Ÿ€‡๐Ÿ€ˆ๐Ÿ€‰ ๐Ÿ€๐Ÿ€ž๐Ÿ€Ÿ ๐Ÿ€๐Ÿ€ž๐Ÿ€Ÿ

Triplets

All Triplets (ๅฏนๅฏนๅ’Œ; duรฌ duรฌ hรบ): 2000
๐Ÿ€ˆ๐Ÿ€ˆ๐Ÿ€ˆ ๐Ÿ€•๐Ÿ€•๐Ÿ€• ๐Ÿ€๐Ÿ€๐Ÿ€ ๐Ÿ€†๐Ÿ€†๐Ÿ€† ๐Ÿ€’๐Ÿ€’

Three Concealed Triplets (ไธ‰ๆš—ๅˆป; sฤn ร n kรจ): 2000

Four Concealed Triplets (ๅ››ๆš—ๅˆป; sรฌ ร n kรจ): 8000 (limit)

Quads

One Quad (ไธ€ๆ ; yฤซ gร ng): 500
๐Ÿ€‘๐Ÿ€‘๐Ÿ€‘๐Ÿ€‘
Not a valid winning pattern on its own.

Two Quads (ไบŒๆ ; รจr gร ng): 2000
๐Ÿ€‘๐Ÿ€‘๐Ÿ€‘๐Ÿ€‘ ๐Ÿ€”๐Ÿ€”๐Ÿ€”๐Ÿ€”

Three Quads (ไธ‰ๆ ; sฤn gร ng): 4000
๐Ÿ€‘๐Ÿ€‘๐Ÿ€‘๐Ÿ€‘ ๐Ÿ€”๐Ÿ€”๐Ÿ€”๐Ÿ€” ๐Ÿ€๐Ÿ€๐Ÿ€๐Ÿ€

Four Quads (ๅ››ๆ ; sรฌ gร ng): 20000 (quadruple limit)
๐Ÿ€‘๐Ÿ€‘๐Ÿ€‘๐Ÿ€‘ ๐Ÿ€”๐Ÿ€”๐Ÿ€”๐Ÿ€” ๐Ÿ€๐Ÿ€๐Ÿ€๐Ÿ€ ๐Ÿ€…๐Ÿ€…๐Ÿ€…๐Ÿ€…

Honors

Value Triplet (็ฎญๅˆป; jiร n kรจ/ๅœˆ้ฃŽๅˆป; quฤn fฤ“ng kรจ/้—จ้ฃŽๅˆป; mรฉn fฤ“ng kรจ): 500 each
๐Ÿ€€๐Ÿ€€๐Ÿ€€
A triplet of dragons/prevalent wind/seat wind. Stacks with itself when prevalent wind and seat wind coincide.

Little Three Dragons (ๅฐไธ‰ๅ…ƒ; xiวŽo sฤn yuรกn): 3000
๐Ÿ€„︎๐Ÿ€„︎๐Ÿ€„︎ ๐Ÿ€†๐Ÿ€†๐Ÿ€† ๐Ÿ€…๐Ÿ€…
Stacks with the two instances of Value Triplet.

Big Three Dragons (ๅคงไธ‰ๅ…ƒ; dร  sฤn yuรกn): 8000 (limit)
๐Ÿ€„︎๐Ÿ€„︎๐Ÿ€„︎ ๐Ÿ€…๐Ÿ€…๐Ÿ€… ๐Ÿ€†๐Ÿ€†๐Ÿ€†

Little Four Winds (ๅฐๅ››ๅ–œ; xiวŽo sรฌ xว): 12000 (double limit)
๐Ÿ€€๐Ÿ€€๐Ÿ€€ ๐Ÿ€๐Ÿ€๐Ÿ€ ๐Ÿ€‚๐Ÿ€‚๐Ÿ€‚ ๐Ÿ€ƒ๐Ÿ€ƒ

Big Four Winds (ๅคงๅ››ๅ–œ; dร  sรฌ xว): 16000 (triple limit)
๐Ÿ€€๐Ÿ€€๐Ÿ€€ ๐Ÿ€๐Ÿ€๐Ÿ€ ๐Ÿ€‚๐Ÿ€‚๐Ÿ€‚ ๐Ÿ€ƒ๐Ÿ€ƒ๐Ÿ€ƒ

All Honors (ๅญ—ไธ€่‰ฒ; zรฌ yฤซ sรจ): 12000 (double limit)
๐Ÿ€€๐Ÿ€€๐Ÿ€€ ๐Ÿ€‚๐Ÿ€‚๐Ÿ€‚ ๐Ÿ€ƒ๐Ÿ€ƒ๐Ÿ€ƒ ๐Ÿ€…๐Ÿ€…๐Ÿ€… ๐Ÿ€„︎๐Ÿ€„︎

Terminals

Half Outside Hand (ๅ…จๅธฆไนˆ; quรกn dร i yฤo): 3000
๐Ÿ€๐Ÿ€‘๐Ÿ€’ ๐Ÿ€๐Ÿ€Ž๐Ÿ€ ๐Ÿ€€๐Ÿ€€๐Ÿ€€ ๐Ÿ€…๐Ÿ€…๐Ÿ€… ๐Ÿ€‡๐Ÿ€‡
Every tile group contains either a terminal or honor.

Fully Outside Hand (็ด”ๅ…จๅธฆไนˆ; chรบn quรกn dร i yฤo): 4000
๐Ÿ€๐Ÿ€‘๐Ÿ€’ ๐Ÿ€๐Ÿ€Ž๐Ÿ€ ๐Ÿ€™๐Ÿ€š๐Ÿ€› ๐Ÿ€ก๐Ÿ€ก๐Ÿ€ก ๐Ÿ€‡๐Ÿ€‡
Every tile group contains a terminal.

All Terminals and Honors (ๆทท่€ๅคด; hรบn lวŽo tou): 4000
๐Ÿ€‡๐Ÿ€‡๐Ÿ€‡ ๐Ÿ€๐Ÿ€๐Ÿ€ ๐Ÿ€˜๐Ÿ€˜๐Ÿ€˜ ๐Ÿ€ƒ๐Ÿ€ƒ๐Ÿ€ƒ ๐Ÿ€„︎๐Ÿ€„︎

All Terminals (ๆธ…่€ๅคด; qฤซng lวŽo tou): 12000 (double limit)
๐Ÿ€‡๐Ÿ€‡๐Ÿ€‡ ๐Ÿ€๐Ÿ€๐Ÿ€ ๐Ÿ€๐Ÿ€๐Ÿ€ ๐Ÿ€˜๐Ÿ€˜๐Ÿ€˜ ๐Ÿ€™๐Ÿ€™

Suit-based

All Types (ไบ”้—จ้ฝ; wว” mรฉn qรญ): 500
๐Ÿ€›๐Ÿ€œ๐Ÿ€ ๐Ÿ€๐Ÿ€๐Ÿ€ ๐Ÿ€”๐Ÿ€•๐Ÿ€– ๐Ÿ€€๐Ÿ€€๐Ÿ€€ ๐Ÿ€…๐Ÿ€…

Half Flush (ๆททไธ€่‰ฒ; hรบn yฤซ sรจ): 3000
๐Ÿ€๐Ÿ€๐Ÿ€ ๐Ÿ€’๐Ÿ€“๐Ÿ€” ๐Ÿ€“๐Ÿ€”๐Ÿ€• ๐Ÿ€ƒ๐Ÿ€ƒ๐Ÿ€ƒ ๐Ÿ€„︎๐Ÿ€„︎

Full Flush (ๆธ…ไธ€่‰ฒ; qฤซng yฤซ sรจ): 4000
๐Ÿ€๐Ÿ€๐Ÿ€ ๐Ÿ€’๐Ÿ€“๐Ÿ€” ๐Ÿ€“๐Ÿ€”๐Ÿ€• ๐Ÿ€–๐Ÿ€–๐Ÿ€– ๐Ÿ€—๐Ÿ€—

All Green (็ปฟไธ€่‰ฒ; lวœ yฤซ sรจ): 12000 (double limit)
๐Ÿ€‘๐Ÿ€’๐Ÿ€“ ๐Ÿ€“๐Ÿ€“๐Ÿ€“ ๐Ÿ€•๐Ÿ€•๐Ÿ€• ๐Ÿ€—๐Ÿ€—๐Ÿ€— ๐Ÿ€…๐Ÿ€…
Hand consists only of green tiles.

Nine Gates (ไน่Žฒๅฎ็ฏ; jiว” liรกn bวŽo dฤ“ng): 16000 (triple limit)
๐Ÿ€‡๐Ÿ€‡๐Ÿ€‡๐Ÿ€ˆ๐Ÿ€‰๐Ÿ€Š๐Ÿ€‹๐Ÿ€Œ๐Ÿ€๐Ÿ€Ž๐Ÿ€๐Ÿ€๐Ÿ€ + any in the same suit
Concealed only.

Consecutiveness

Three Consecutive Triplets (ไธ‰่Š‚้ซ˜; sฤn jiรฉ gฤo): 4000
๐Ÿ€๐Ÿ€๐Ÿ€ ๐Ÿ€ž๐Ÿ€ž๐Ÿ€ž ๐Ÿ€Ÿ๐Ÿ€Ÿ๐Ÿ€Ÿ

Four Consecutive Triplets (ๅ››่Š‚้ซ˜; sรฌ jiรฉ gฤo): 8000 (limit)
๐Ÿ€๐Ÿ€๐Ÿ€ ๐Ÿ€ž๐Ÿ€ž๐Ÿ€ž ๐Ÿ€Ÿ๐Ÿ€Ÿ๐Ÿ€Ÿ ๐Ÿ€ ๐Ÿ€ ๐Ÿ€ 

Parallelity or Two Colors

Parallel Sequences Twice (ๅŒๅ–œไธด้—จ; shuฤng xว xiฤng fรฉng): 2000
๐Ÿ€‡๐Ÿ€ˆ๐Ÿ€‰ ๐Ÿ€๐Ÿ€‘๐Ÿ€’ ๐Ÿ€‹๐Ÿ€Œ๐Ÿ€ ๐Ÿ€”๐Ÿ€•๐Ÿ€–

Parallel Triplets Twice (ไธคๅŒๅŒๅˆป; liวŽng shuฤng tรณng kรจ): 4000
๐Ÿ€š๐Ÿ€š๐Ÿ€š ๐Ÿ€ˆ๐Ÿ€ˆ๐Ÿ€ˆ ๐Ÿ€๐Ÿ€๐Ÿ€ ๐Ÿ€‹๐Ÿ€‹๐Ÿ€‹

Three Colors

Three-color Sequences (ไธ‰่‰ฒไธ‰ๅŒ้กบ; sฤn sรจ sฤn tรณng shรนn): 2000
๐Ÿ€‹๐Ÿ€Œ๐Ÿ€ ๐Ÿ€”๐Ÿ€•๐Ÿ€– ๐Ÿ€๐Ÿ€ž๐Ÿ€Ÿ

Three-color Triplets (ไธ‰ๅŒๅˆป; sฤn tรณng kรจ): 4000
๐Ÿ€๐Ÿ€๐Ÿ€ ๐Ÿ€–๐Ÿ€–๐Ÿ€– ๐Ÿ€Ÿ๐Ÿ€Ÿ๐Ÿ€Ÿ

Irregular Hands

Seven Pairs (ไธƒๅฏน; qฤซ duรฌ): 2000
๐Ÿ€•๐Ÿ€• ๐Ÿ€˜๐Ÿ€˜ ๐Ÿ€ˆ๐Ÿ€ˆ ๐Ÿ€๐Ÿ€ ๐Ÿ€Ÿ๐Ÿ€Ÿ ๐Ÿ€…๐Ÿ€… ๐Ÿ€†๐Ÿ€†
Concealed only. Must be seven unique pairs.

Seven Consecutive Pairs (่ฟžไธƒๅฏน; liรกn qฤซ duรฌ): 8000 (limit)
๐Ÿ€™๐Ÿ€™ ๐Ÿ€š๐Ÿ€š ๐Ÿ€›๐Ÿ€› ๐Ÿ€œ๐Ÿ€œ ๐Ÿ€๐Ÿ€ ๐Ÿ€ž๐Ÿ€ž ๐Ÿ€Ÿ๐Ÿ€Ÿ
Concealed only.

Thirteen Orphans (ๅไธ‰ไนˆ; shรญ sฤn yฤo): 8000 (limit)
๐Ÿ€‡๐Ÿ€‡๐Ÿ€๐Ÿ€๐Ÿ€˜๐Ÿ€™๐Ÿ€ก๐Ÿ€€๐Ÿ€๐Ÿ€‚๐Ÿ€ƒ๐Ÿ€„︎๐Ÿ€…๐Ÿ€†
Concealed only.

Eight Immortals (ๅ…ซไป™่ฟ‡ๆตท; bฤ xiฤn guรฒ hวŽi): 8000 (limit)
๐Ÿ€ข๐Ÿ€ฃ๐Ÿ€ค๐Ÿ€ฅ ๐Ÿ€ฆ๐Ÿ€ง๐Ÿ€จ๐Ÿ€ฉ
Either:

  • Declare 8 flowers.
  • Declare 7 flowers and reach exhaustive draw with the last one being in the dead wall. (Note: Since not immediately declaring flowers is legal, should the last one be in the possession of another player, Eight Immortals is not scored and the game is drawn.)
  • Declare 7 flowers and have someone declare the last one. Considered as winning by discard.
  • Declare 6 flowers, have someone declare the 7th, and explicitly draw the last one from the wall within the next go-around. Considered as winning by discard.

All Terminal and Honor Discards (ไนˆไนๆฑ ; yฤo jiว” chรญ): 4000
Reach exhaustive draw having only discarded terminal and honor tiles, none of which were called by other players.

Luck-based bonuses

The following bonuses associated with lucky events qualify any hand for a win, even paternless ones.

After a Kong (ๆ ไธŠๅผ€่Šฑ; gร ng shร ng kฤi huฤ): 1000, 500 after a flower
Completing the hand with the replacement tile after declaring kong or a flower. The bonus stacks with each consecutive instance.

Robbing the Kong (ๆŠขๆ ; qiวŽng gร ng): 1000
Completing the hand with a tile an opponent used to extend a called triplet into a quad.

Winning on the Last Draw/Discard (ๆตทๅบ•ๆžๆœˆ; hรกi dว lฤo yuรจ): 1000

Blessing of Heaven (ๅคฉ่ƒก; tiฤn hรบ): 8000 (limit)
Available to the dealer; forming a complete hand with their initial 14 draws.

Blessing of Earth (ๅœฐ่ƒก; dรฌ hรบ): 8000 (limit)
Available to non-dealers; forming a ready hand with their initial 13 draws, and completing it with their first draw. Blessing of Earth is denied when a call is made by a preceding player.

Non-winning Bonuses

Flower Tile (่Šฑ็‰Œ; huฤ pรกi): 100
๐Ÿ€ข

Flower Set (่Šฑๆ ; huฤ gร ng): 1000
๐Ÿ€ข๐Ÿ€ฃ๐Ÿ€ค๐Ÿ€ฅ
Must either be a set of flowers or a set of seasons.

Scoring Example

๐Ÿ€‡๐Ÿ€ˆ๐Ÿ€‰ ๐Ÿ€๐Ÿ€‘๐Ÿ€’ ๐Ÿ€™๐Ÿ€š๐Ÿ€› ๐Ÿ€Ÿ๐Ÿ€ ๐Ÿ€ก ๐Ÿ€ก๐Ÿ€ก ๐Ÿ€ฆ (opened)

Fully Outside Hand (4000) + Three-color Sequences (2000) + All Sequences (500) + Flower (100) = 6100 basic points

  • Win by self-draw (4/3/2 player): 18300/12200/6100
  • Win by discard (4/3/2 player): 18300/15250/12200

Wind Rotation and Winning the Game

The seat winds rotate whenever:

  • A non-dealer wins a hand.
  • The dealer does not have a ready hand at exhaustive draw.
  • The dealer's eighth repeat concludes.

Otherwise, everyone retains their current seat wind and a repeat is played.

After each player has had a chance to be the dealer, a new round begins with the next prevailing wind.

The player with most points by the end of the South round wins. In 2 player, the last dealer can win the game outright if they are in the lead and win one hand.