![]() |
| 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; pรญng hรบ): 500
๐๐๐ ๐๐๐ ๐๐๐ ๐๐๐ ๐๐
All Simples (ๆญไน; duร n yฤo): 500
๐๐๐ ๐ ๐ ๐ ๐๐๐ ๐๐๐ ๐๐
Fully Concealed Hand (้จๆธ
; mรฉn qฤซng): 500
Only scored when won by self-draw. Concealed quads are allowed.
Sequences
Two Pure Sequences (ไธ่ฌ้ซ; yฤซ bฤn gฤo): 500
๐๐๐ ๐๐๐
Three Pure Sequences (ไธ่ฒไธๅ้กบ; yฤซ sรจ sฤn tรณng shรนn): 4000
๐๐๐ ๐๐๐ ๐๐๐
Four Pure Sequences (ไธ่ฒๅๅ้กบ; yฤซ sรจ sรฌ tรณng shรนn): 20000 (quadruple limit)
๐๐๐ ๐๐๐ ๐๐๐ ๐๐๐
Pure Straight (ไธๆฐ้่ดฏ; yฤซ qรฌ tลng guร n): 2000
๐๐๐ ๐๐๐ ๐๐๐
Two Pure Sequences Twice (ไธค่ฌ้ซ; liวng bฤn gฤo): 3000
๐๐๐ ๐๐๐ ๐๐๐ ๐๐๐
Triplets
All Triplets (ๅฏนๅฏนๅ; duรฌ duรฌ hรบ): 2000
๐๐๐ ๐๐๐ ๐๐๐ ๐๐๐ ๐๐
Three Concealed Triplets (ไธๆๅป; sฤn ร n kรจ): 2000
Four Concealed Triplets (ๅๆๅป; sรฌ ร n kรจ): 8000 (limit)
Quads
One Quad (ไธๆ ; yฤซ gร ng): 500
๐๐๐๐
Not a valid winning pattern on its own.
Two Quads (ไบๆ ; รจr gร ng): 2000
๐๐๐๐ ๐๐๐๐
Three Quads (ไธๆ ; sฤn gร ng): 4000
๐๐๐๐ ๐๐๐๐ ๐๐๐๐
Four Quads (ๅๆ ; sรฌ gร ng): 20000 (quadruple limit)
๐๐๐๐ ๐๐๐๐ ๐๐๐๐ ๐
๐
๐
๐
Honors
Value Triplet (็ฎญๅป; jiร n kรจ/ๅ้ฃๅป; quฤn fฤng kรจ/้จ้ฃๅป; mรฉn fฤng kรจ): 500 each
๐๐๐
A triplet of dragons/prevalent wind/seat wind. Stacks with itself when prevalent wind and seat wind coincide.
Little Three Dragons (ๅฐไธๅ
; xiวo sฤn yuรกn): 3000
๐︎๐︎๐︎ ๐๐๐ ๐
๐
Stacks with the two instances of Value Triplet.
Big Three Dragons (ๅคงไธๅ
; dร sฤn yuรกn): 8000 (limit)
๐︎๐︎๐︎ ๐
๐
๐
๐๐๐
Little Four Winds (ๅฐๅๅ; xiวo sรฌ xว): 12000 (double limit)
๐๐๐ ๐๐๐ ๐๐๐ ๐๐
Big Four Winds (ๅคงๅๅ; dร sรฌ xว): 16000 (triple limit)
๐๐๐ ๐๐๐ ๐๐๐ ๐๐๐
All Honors (ๅญไธ่ฒ; zรฌ yฤซ sรจ): 12000 (double limit)
๐๐๐ ๐๐๐ ๐๐๐ ๐
๐
๐
๐︎๐︎
Terminals
Half Outside Hand (ๅ
จๅธฆไน; quรกn dร i yฤo): 3000
๐๐๐ ๐๐๐ ๐๐๐ ๐
๐
๐
๐๐
Every tile group contains either a terminal or honor.
Fully Outside Hand (็ดๅ
จๅธฆไน; chรบn quรกn dร i yฤo): 4000
๐๐๐ ๐๐๐ ๐๐๐ ๐ก๐ก๐ก ๐๐
Every tile group contains a terminal.
All Terminals and Honors (ๆทท่ๅคด; hรบn lวo tou): 4000
๐๐๐ ๐๐๐ ๐๐๐ ๐๐๐ ๐︎๐︎
All Terminals (ๆธ
่ๅคด; qฤซng lวo tou): 12000 (double limit)
๐๐๐ ๐๐๐ ๐๐๐ ๐๐๐ ๐๐
Suit-based
All Types (ไบ้จ้ฝ; wว mรฉn qรญ): 500
๐๐๐ ๐๐๐ ๐๐๐ ๐๐๐ ๐
๐
Half Flush (ๆททไธ่ฒ; hรบn yฤซ sรจ): 3000
๐๐๐ ๐๐๐ ๐๐๐ ๐๐๐ ๐︎๐︎
Full Flush (ๆธ
ไธ่ฒ; qฤซng yฤซ sรจ): 4000
๐๐๐ ๐๐๐ ๐๐๐ ๐๐๐ ๐๐
All Green (็ปฟไธ่ฒ; lว yฤซ sรจ): 12000 (double limit)
๐๐๐ ๐๐๐ ๐๐๐ ๐๐๐ ๐
๐
Hand consists only of green tiles.
Nine Gates (ไน่ฒๅฎ็ฏ; jiว liรกn bวo dฤng): 16000 (triple limit)
๐๐๐๐๐๐๐๐๐๐๐๐๐ + any in the same suit
Concealed only.
Consecutiveness
Three Consecutive Triplets (ไธ่้ซ; sฤn jiรฉ gฤo): 4000
๐๐๐ ๐๐๐ ๐๐๐
Four Consecutive Triplets (ๅ่้ซ; sรฌ jiรฉ gฤo): 8000 (limit)
๐๐๐ ๐๐๐ ๐๐๐ ๐ ๐ ๐
Parallelity or Two Colors
Parallel Sequences Twice (ๅๅไธด้จ; shuฤng xว xiฤng fรฉng): 2000
๐๐๐ ๐๐๐ ๐๐๐ ๐๐๐
Parallel Triplets Twice (ไธคๅๅๅป; liวng shuฤng tรณng kรจ): 4000
๐๐๐ ๐๐๐ ๐๐๐ ๐๐๐
Three Colors
Three-color Sequences (ไธ่ฒไธๅ้กบ; sฤn sรจ sฤn tรณng shรนn): 2000
๐๐๐ ๐๐๐ ๐๐๐
Three-color Triplets (ไธๅๅป; sฤn tรณng kรจ): 4000
๐๐๐ ๐๐๐ ๐๐๐
Irregular Hands
Seven Pairs (ไธๅฏน; qฤซ duรฌ): 2000
๐๐ ๐๐ ๐๐ ๐๐ ๐๐ ๐
๐
๐๐
Concealed only. Must be seven unique pairs.
Seven Consecutive Pairs (่ฟไธๅฏน; liรกn qฤซ duรฌ): 8000 (limit)
๐๐ ๐๐ ๐๐ ๐๐ ๐๐ ๐๐ ๐๐
Concealed only.
Thirteen Orphans (ๅไธไน; shรญ sฤn yฤo): 8000 (limit)
๐๐๐๐๐๐๐ก๐๐๐๐๐︎๐
๐
Concealed only.
Eight Immortals (ๅ
ซไป่ฟๆตท; bฤ xiฤn guรฒ hวi): 8000 (limit)
๐ข๐ฃ๐ค๐ฅ ๐ฆ๐ง๐จ๐ฉ
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 (ไนไนๆฑ ; yฤo 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 ไธๅผ่ฑ; gร ng shร ng kฤi 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 (ๆขๆ ; qiวng 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 (ๆตทๅบๆๆ; hรกi dว lฤo yuรจ): 1000
Blessing of Heaven (ๅคฉ่ก; tiฤn hรบ): 8000 (limit)
Available to the dealer; forming a complete hand with their initial 14 draws.
Blessing of Earth (ๅฐ่ก; 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 (่ฑ็; huฤ pรกi): 100
๐ข
Flower Set (่ฑๆ ; huฤ gร ng): 1000
๐ข๐ฃ๐ค๐ฅ
Must either be a set of flowers or a set of seasons.
Scoring Example
๐๐๐ ๐๐๐ ๐๐๐ ๐๐ ๐ก ๐ก๐ก ๐ฆ (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.
