Chinese Official Mahjong Fan Table
Every fan the game scores, from 88 points down to 1. You need 8 points to win, and a fan implied by a bigger one is not counted again. Every fan has its own guide with examples, scoring, exclusions and odds.
Popular fan
Thirteen Orphans 88 pt
One of each terminal and honor plus a pair for 88 points: the 13-sided wait, what it doesn't combine with, and how many orphans you need at the start.
Seven Pairs 24 pt
Seven pairs for 24 points: four of a kind as two pairs, what it doesn't combine with, the wait, and how many opening pairs make it worth chasing.
Full Flush 24 pt
Every tile from a single suit for 24 points. Examples, the non-repeat rules, Half Flush vs Full Flush, and how many suited tiles you need.
Mixed Straight 8 pt
1-2-3, 4-5-6, 7-8-9 across three suits — exactly 8 points. The most common route to a legal win: how to build it and what it stacks with.
Chicken Hand 8 pt
A win with no fan at all scores 8 points. No concealed hand, no All Chows, no All Simples, no One Voided Suit… and no self-draw.
All Pungs 6 pt
Four pungs and a pair for 6 points — short of the 8-point minimum. How to top it up and what it stacks with.
Half Flush 6 pt
One suit plus honors for 6 points — short of the 8-point minimum. How to top it up with dragon and wind pungs, and when to go for it.
All Chows 2 pt
Four chows and a suited pair for 2 points: looser than in Taiwanese or Riichi mahjong, but it always needs Mixed Straight, Pure Straight or Concealed Hand to reach 8.
The 81 fan
88 pt
- Big Four WindsPungs of all four winds for 88 points: the rules, what it doesn't combine with, how it differs from Little Four Winds and how rare it is.
- Big Three DragonsPungs of all three dragons for 88 points: the rules, what it doesn't combine with, how it differs from Little Three Dragons and why opponents hold dragons back.
- All GreenOnly 2-3-4-6-8 bamboo and Green Dragon for 88 points: which tiles are green, no Half Flush, and Full Flush on top when there's no dragon.
- Nine GatesThe 1112345678999 nine-sided wait for 88 points: it must be concealed, the wait is what counts, and which winning tile adds which fan.
- Four KongsFour kongs and a single-wait pair for 88 points: every kind of kong counts, what it doesn't combine with, and how it stacks with Four Concealed Pungs.
- Seven Shifted PairsSeven consecutive pairs in one suit for 88 points: only nine possible hands, no Seven Pairs or Full Flush on top, and hundreds of thousands of times rarer than Seven Pairs.
- Thirteen OrphansOne of each terminal and honor plus a pair for 88 points: the 13-sided wait, what it doesn't combine with, and how many orphans you need at the start.
64 pt
- All TerminalsA 64-point hand made only of 1s and 9s: four terminal pungs and a pair, or seven pairs. What it absorbs and how it is built.
- Little Four WindsThree wind pungs plus a pair of the fourth wind for 64 points. Prevalent and Seat Wind still count; Big Three Winds and terminal pungs do not.
- Little Three DragonsTwo dragon pungs plus a pair of the third dragon for 64 points. Dragon Pung and Two Dragon Pungs are absorbed; Half Flush and Outside Hand often join in.
- All HonorsA 64-point hand made only of winds and dragons: four honor pungs and a pair, or seven honor pairs. What it absorbs and the big fan it stacks with.
- Four Concealed PungsFour pungs all drawn yourself for 64 points: safe on a self-draw or a single wait, but a dual-pung wait won on a discard drops to Three Concealed Pungs.
- Pure Terminal Chows123, 123, 789, 789 and a pair of 5, all one suit, for 64 points. Full Flush, All Chows, Seven Pairs and the chow combinations are absorbed.
48 pt
- Quadruple ChowThe same chow four times for 48 points: every copy of three tiles used up. Pure Triple Chow, Pure Shifted Pungs, Pure Double Chow and Tile Hog are absorbed.
- Four Pure Shifted PungsFour consecutive pungs of one suit for 48 points, e.g. 333 444 555 666. Pure Shifted Pungs, Pure Triple Chow and All Pungs are absorbed; Full Flush and concealed pungs often stack.
32 pt
- Four Pure Shifted ChowsFour chows in one suit stepping up by one or two for 32 points: both step sizes, what it doesn't combine with, stacking with the flushes.
- Three KongsThree kongs for 32 points: any kind of kong counts, what it doesn't combine with, stacking with All Pungs and Three Concealed Pungs, how rare it is.
- All Terminals and HonorsOnly 1s, 9s and honors for 32 points: the pung and seven-pairs forms, what it doesn't combine with, and the All Types and Triple Pung it often brings.
24 pt
- Seven PairsSeven pairs for 24 points: four of a kind as two pairs, what it doesn't combine with, the wait, and how many opening pairs make it worth chasing.
- Greater Honors and Knitted TilesThe knitted hand with all seven honors, 24 points: examples, the difference from the Lesser version, what it doesn't combine with, how often it shows up.
- All Even PungsFour pungs and a pair made only of 2s, 4s, 6s and 8s, for 24 points: rules, what it absorbs, what it stacks with.
- Full FlushEvery tile from a single suit for 24 points. Examples, the non-repeat rules, Half Flush vs Full Flush, and how many suited tiles you need.
- Pure Triple ChowThree identical chows of one suit for 24 points: rules, what it absorbs, how it differs from Pure Shifted Pungs, and how a fourth chow scores.
- Pure Shifted PungsThree consecutive pungs of one suit for 24 points: rules, how it competes with Pure Triple Chow, and what it stacks with.
- Upper TilesA whole hand of 7s, 8s and 9s for 24 points: rules, the difference from Upper Four, what it stacks with.
- Middle TilesA whole hand of 4s, 5s and 6s for 24 points: rules, what it absorbs, how it stacks with All Fives.
- Lower TilesA whole hand of 1s, 2s and 3s for 24 points: rules, the difference from Lower Four, what it stacks with.
16 pt
- Pure Straight1-2-3, 4-5-6, 7-8-9 in one suit for 16 points — enough on its own. What it excludes and what the fourth chow can still add.
- Three-Suited Terminal ChowsTwo suits of 1-2-3 + 7-8-9 and a pair of 5s in the third — 16 points. A rigid shape that swallows All Chows and the small chow fan.
- Pure Shifted ChowsThree chows of one suit stepping up by one or two — 16 points. How to spot it, what it stacks with, and how it differs from the mixed version.
- All FivesA 5 in every set and in the pair for 16 points: which sets qualify, what it absorbs, what it stacks with.
- Triple PungPungs of one number in all three suits — 16 points. Pungs may be claimed; Double Pung is not added; how it stacks with All Pungs.
- Three Concealed PungsThree self-built pungs for 16 points: what counts as concealed, why winning on a discard can cost you one, and how self-drawing upgrades it.
12 pt
- Lesser Honors and Knitted TilesFourteen unconnected tiles for 12 points: the knitted tiles plus honors, how it waits, how it stacks with Knitted Straight, how often it shows up.
- Knitted Straight147, 258 and 369 across three suits for 12 points: as three sets in a normal hand, stacked with the knitted honors hand, the All Chows question, how often it shows up.
- Upper FourA whole hand of 6s to 9s for 12 points: rules, the difference from Upper Tiles, what it stacks with.
- Lower FourA whole hand of 1s to 4s for 12 points: rules, the difference from Lower Tiles, what it stacks with.
- Big Three WindsPungs of three winds for 12 points: Prevalent and Seat Wind still count, the terminal-pung point does not — one pair away from Little Four Winds.
8 pt
- Mixed Straight1-2-3, 4-5-6, 7-8-9 across three suits — exactly 8 points. The most common route to a legal win: how to build it and what it stacks with.
- Reversible TilesOnly the 14 tiles that look the same upside down: 8 points, no One Voided Suit, and it stacks with Seven Pairs, All Pungs and Half Flush.
- Mixed Triple ChowThe same chow in all three suits — exactly 8 points. Why Mixed Double Chow is dropped, what the fourth chow can add, and how to build it.
- Mixed Shifted PungsPungs stepping up by one across the three suits (say 3, 4, 5) — exactly 8 points. Claimed pungs count; stacks with All Pungs and concealed pungs.
- Chicken HandA win with no fan at all scores 8 points. No concealed hand, no All Chows, no All Simples, no One Voided Suit… and no self-draw.
- Last Tile DrawSelf-draw the last tile of the wall: 8 points, no Self-Drawn on top. Don't mix it up with Last Tile Claim — the Chinese names are swapped between styles.
- Last Tile ClaimWin on the last discard of the hand: 8 points. In MCR the self-drawn version is Last Tile Draw — the opposite of the Taiwanese and Sichuan naming.
- Out with Replacement TileWin on the replacement tile after a kong: 8 points, no Self-Drawn on top. Any kind of kong counts; a flower replacement doesn't.
- Robbing the KongWin on the tile another player adds to his pung: 8 points, no Last Tile on top. Only added kongs can be robbed.
6 pt
- All PungsFour pungs and a pair for 6 points — short of the 8-point minimum. How to top it up and what it stacks with.
- Half FlushOne suit plus honors for 6 points — short of the 8-point minimum. How to top it up with dragon and wind pungs, and when to go for it.
- Mixed Shifted ChowsOne chow per suit, each a step higher, for 6 points — one of MCR's most common routes to 8. How to top it up, and when to switch to Mixed Straight.
- All TypesCharacters, dots, bamboo, a wind and a dragon for 6 points — short of 8. How to top it up, which fan absorb it, and whether forcing it pays.
- Melded HandAll four sets claimed and a single wait won on a discard for 6 points: self-draw doesn't count, Single Wait is absorbed, and you still need 2 more to win.
- Two Concealed KongsTwo self-drawn kongs for 6 points: replaces Concealed Kong and Two Concealed Pungs, and it is one pung away from Three Concealed Pungs.
- Two Dragon PungsPungs of two dragons for 6 points, replacing Dragon Pung; a pair of the third makes Little Three Dragons. Concealed Hand closes the 2-point gap.
4 pt
- Outside HandEvery set and the pair holds a 1, 9 or honor, for 4 points — half of the 8-point minimum, topped up with Concealed Hand, Two Terminal Chows and honor pungs.
- Fully Concealed HandConcealed plus self-drawn for 4 points: replaces Concealed Hand and Self-Drawn; concealed kongs are fine; self-drawn Seven Pairs or Thirteen Orphans only get Self-Drawn.
- Two Melded KongsTwo melded kongs for 4 points: replaces Melded Kong, one-of-each is scored separately, and you still need 4 more points.
- Last TileWin on the fourth tile of a kind when the other three are already on the table: 4 points, discard or self-draw, not with Robbing the Kong.
2 pt
- Dragon PungEach pung of Red, Green or White is 2 points (no extra terminal-pung point); two become Two Dragon Pungs, three Big Three Dragons.
- Prevalent WindA pung of the round wind for 2 points (no terminal-pung point); if it is also your seat wind, add Seat Wind too. Other winds only give 1 point.
- Seat WindA pung of your own seat's wind for 2 points (no terminal-pung point): how to find your wind, how it stacks with Prevalent Wind, and why other winds give only 1.
- Concealed HandNo claims and won on a discard for 2 points: concealed kongs are fine, self-drawn it becomes Fully Concealed, and Seven Pairs or Thirteen Orphans absorb it.
- All ChowsFour chows and a suited pair for 2 points: looser than in Taiwanese or Riichi mahjong, but it always needs Mixed Straight, Pure Straight or Concealed Hand to reach 8.
- Tile HogFour of a tile in your hand, not declared as a kong, for 2 points: across chows and the pair, a pung plus the fourth, or inside Seven Pairs.
- Double PungTwo same-number pungs in different suits for 2 points; all three suits become Triple Pung. With All Pungs it makes exactly 8.
- Two Concealed PungsTwo self-drawn pungs for 2 points: concealed kongs count, a pung completed on a discard does not — and self-drawing the same hand can make it Three Concealed Pungs.
- Concealed KongA kong of four self-drawn tiles for 2 points: the hand stays concealed, it counts as a concealed pung, and the replacement draw can win.
- All SimplesOnly 2s to 8s, 2 points: rules, what it absorbs, which bigger fans absorb it, and how to use it to reach 8.
1 pt
- Pure Double ChowTwo identical chows in one suit for 1 point: how to spot it, when it isn't counted, and how it grows into Pure Triple Chow.
- Mixed Double ChowThe same chow in two suits for 1 point: counting it twice, the account-once limit, and how it grows into Mixed Triple Chow.
- Short StraightTwo same-suit chows forming a run of six (1–6, 4–9…) for 1 point — and not counted once it becomes a Pure Straight.
- Two Terminal Chows1-2-3 plus 7-8-9 of one suit for 1 point: when it isn't counted, how account-once limits it, and its link to Outside Hand.
- Pung of Terminals or Honors1 point for each pung of 1s, 9s or honors: non-seat winds count, scoring winds and dragons don't count twice, and which big fan drop it.
- Melded KongA kong made with another player's tile for 1 point: claimed or promoted; two or more turn into Two Melded Kongs or Three Kongs.
- One Voided SuitExactly one suit missing for 1 point: honors don't matter, flushes don't qualify, Reversible Tiles drops it.
- No HonorsNo honor tiles for 1 point — mostly earned in All Pungs or Seven Pairs; All Chows, All Simples and Full Flush drop it.
- Edge Wait1-2 waiting on 3, 8-9 waiting on 7 — 1 point only if it's your one and only wait.
- Closed WaitWaiting on the middle tile — and only that tile — for 1 point: how to tell, the common fake closed waits, and using it to reach 8.
- Single WaitWaiting on one tile for the pair — and only that tile — for 1 point: fake single waits, which fan drop it, and using it to reach 8.
- Self-DrawnWin on your own draw: 1 point, and all three opponents pay. Concealed it becomes Fully Concealed Hand; Last Tile Draw and Out with Replacement Tile also replace it.
- Flower TilesOne point per flower; they don't count toward the 8-point minimum and don't break a Chicken Hand. A win on a flower replacement is not Out with Replacement Tile.