Hong Kong Mahjong Fan Table
Every hand our game scores. 3 fan to win, 10 fan is the limit; within one family only the highest counts. Hands with a guide show examples, scoring and odds.
In-depth guides
No Flowers 1 fan
No flowers at all is worth 1 fan: how it differs from Own Flower, why someone else's flower costs you, and how often it happens.
Own Flower 1 fan
Each flower of your own seat is 1 fan: which flowers belong to East, South, West and North, scoring two of them, and how often you get one.
Flower Set 2 fan
All four flowers of one set are 2 fan: how it combines with Own Flower, when it becomes All Eight Flowers, and how rare it is.
Concealed Hand 1 fan
No chows or pungs is worth 1 fan: do concealed kongs count, discard vs self-draw, building 3 fan with All Chows and No Flowers, and how common it is.
Self-Drawn 1 fan
Drawing your own winning tile adds 1 fan: open hands count, who pays, stacking with Concealed and Win on a Kong, and how often it happens.
All Chows 1 fan
Four chows and a pair is 1 fan: how it differs from a chicken hand, open hands, building 3 fan, and how common it is.
Dragon Pung 1 fan
1 fan for every pung of Red, Green or White — the easiest fan in the game: how it scores, when to pung, and how it leads to the three-dragon hands.
Round Wind 1 fan
1 fan for a pung of this round's wind, for every player — East in the East round, South in the South round, plus another fan if it's also your seat wind.
Seat Wind 1 fan
1 fan for a pung of your own seat's wind: dealer East, then South, West, North — plus another fan when it's also the round wind.
Terminals & Honours 1 fan
Pungs of only 1s, 9s and honours: 1 fan on its own, but it always comes with All Pungs and stacks to the limit fast.
Last Tile Win 1 fan
Self-draw the very last tile of the wall: 1 fan. The rules, why a discard doesn't count, the flower case, and how often it comes up.
Win on a Kong 1 fan
Self-draw your win on the replacement tile after a kong: 1 fan. Any kong counts, flowers don't; who pays and how often it happens.
Robbing a Kong 1 fan
Win on the tile someone adds to their kong: 1 fan. Added kongs only, who pays, how it helps you reach the minimum, how often it happens.
All Pungs 3 fan
Four pungs and a pair, no chows — 3 fan, exactly enough to win. Examples, scoring combos and how many pairs you need to go for it.
Mixed One Suit 3 fan
One suit plus honours — 3 fan, enough to win by itself. Examples, the difference from Pure One Suit, combos and how many tiles you need to go for it.
Small Three Dragons 5 fan
Two dragon pungs and a pair of the third dragon — 5 fan. Examples, the difference from Great Three Dragons, combos and how many dragons you need to go for it.
Pure One Suit 7 fan
Every tile from a single suit — 7 fan, one step from the limit. Examples, Mixed vs Pure One Suit, and how many suited tiles you need to go for it.
Great Three Dragons 8 fan
Pungs of Red, Green and White — an 8-fan big hand: examples, the difference from Small Three Dragons, when it hits the limit and how many dragons you need.
Thirteen Orphans Limit
One of each of the thirteen terminals and honours plus a pair: a limit hand, no claims allowed, with up to a 13-sided wait.
Nine Gates Limit
1112345678999 in one suit, waiting on every tile 1 to 9: the ultimate concealed one-suit hand, scored at the limit.
Four Concealed Pungs Limit
All Pungs with every pung self-drawn: a limit hand. Winning on a discard still counts on a pair wait, not on a two-pair wait.
Four Kongs Limit
Four kongs and a single-wait pair: 18 tiles on the table, a limit hand and one of the rarest you'll ever see.
Great Four Winds Limit
Pungs of all four winds — a limit hand scored at the maximum at once: the difference from Small Four Winds and why it's so rare.
Small Four Winds Limit
Three wind pungs and the fourth wind as the pair: a limit hand on this site, one tile short of Great Four Winds — and tables score it differently.
All Honours Limit
Every tile a wind or dragon — a limit hand scored at the maximum at once, always All Pungs, and how it overlaps the three-dragon and four-wind hands.
All Terminals Limit
Four pungs and a pair from just six kinds of 1s and 9s: a limit hand, far harder than Terminals and Honours.
Heavenly Hand Limit
The dealer's 14 opening tiles are already a win: limit hand. The rules, Earthly and Human hands compared, and the real odds.
Earthly Hand Limit
A non-dealer wins on their first draw: limit hand. The rules, how tables define it differently, and the real odds.
Human Hand Limit
A non-dealer wins on the dealer's first discard: a limit hand here. The rules, who pays, tables that don't allow it, and the real odds.
All Eight Flowers Limit
Collect all eight flowers and win instantly: no hand needed, who pays, how it differs from Seven Rob One, and how rare it is.
Seven Rob One Limit
Seven flowers in front of you and someone draws the eighth — you win: a limit hand, who pays, and how it differs from All Eight Flowers.