The basics
Winning hands
Four sets and a pair, Seven Pairs, Thirteen Orphans, Honors and Knitted Tiles, Knitted Straight — and the most important rule: 8 points to win.
Four sets and a pair
The basic winning hand is four sets plus a pair: 14 tiles (one more for each kong).
- Chow: three in a row in one suit, such as . Honours cannot form chows.
- Pung: three identical tiles, such as .
- Kong: four identical tiles; it counts as one set and you draw a replacement.
- Pair: two identical tiles, such as .
Special hands
MCR has several hands that are not “four sets and a pair”. They must be fully concealed (no chow, pung or exposed kong):
A Knitted Straight is 147, 258 and 369 in three different suits — those nine tiles plus one set and a pair also win (12 points):
8 points to win
The most important rule in MCR: a complete hand must also be worth at least 8 points, not counting flowers.
Common routes to 8 points:
- Mixed Straight (8): 123, 456 and 789 in three different suits.
- Half Flush (6): one suit plus honours; add Concealed Hand or a Dragon Pung.
- All Pungs (6): four pungs.
- All Types (6): characters, dots, bamboo, a wind and a dragon all in the hand.
- Mixed Triple Chow, Mixed Shifted Pungs (8 each): the same or stepped numbers across the three suits.
What each fan is worth is in The 81 fan.
Waiting
Being one tile from a win is called “waiting” (ready). You may wait on more than one tile:
The game’s wait hint lists the points for each tile you wait on. If every wait is under 8 points, change your hand.
Read nextThe 81 fan and the counting principles →