Pong
3 identical tiles- Hold all three identical tiles in your hand.
- Keep the set hidden.
- Hold two identical tiles.
- Claim the latest discard from any player.
- Lay the set face up.
Learn Hong Kong mahjong 麻雀 the way it's played at the table: the tiles, the deal, the turns, and a counter that adds up any winning hand.
Suited tiles and honor tiles come four of each. Flowers come one of each and never go into a set. Tap any tile to see its name.
A standard winning hand is any mix of Pongs, Kongs and Chows, plus one pair. Some special hands break this pattern; they're on the Special hands tab.
Each Kong adds one extra tile, so a hand with Kongs holds more than 14.
When you declare a Kong, draw a replacement tile from the tail of the wall, then discard.
Every player sits at a Seat Wind. Seats run counterclockwise: East, South, West, North. East is the dealer.
Turns pass counterclockwise, to the player on your right.
One game. When the dealer loses, the dice pass to the next player.
At least four hands. When the dice get back to the original dealer, the round ends and the next prevailing wind begins: East, South, West, North.
All four rounds, East through North.
Each player builds a wall 18 tiles long and 2 tiles high in front of them.
East rolls 3 dice. Call the total X.
Count X seats counterclockwise, starting with the dealer as 1. That player's wall gets broken.
Count X stacks in from the right end of that wall and split it there. The stacks to the right are the tail; drawing starts from the left of the break.
That's 4 tiles.
Counterclockwise, 4 tiles at a time, until each player has taken 3 turns of 2 stacks.
12 tiles eachTake the top tile of the next stack, skip one stack, then take the top tile of the one after.
Dealer: 14 tilesEach other player draws one tile.
Others: 13 tilesIn turn order, lay any flowers face up and draw replacements from the tail. Drew another flower? Wait until everyone has drawn their first replacement, then draw again.
The dealer discards one tile and play moves counterclockwise.
On your turn you take one tile and give one back. Between turns you can jump in and claim a discard if it finishes a set or your hand.
Most tables keep the last 16 tiles of the wall in reserve and never draw them. Some groups play to the very last tile, so agree on this before you start.
The player with the last turn chooses:
Self-picking the last tile for a win scores +1. Winning off the final discard scores no extra point.
A player has 12 tiles showing, four revealed sets, all in one suit. If they then win by self-draw with a pure one-suit hand, the player whose discard gave them their fourth revealed set pays the table maximum for every player.
Answer the six questions about the winning hand and the points add up as you go. Your table's minimum, maximum and payments are set on the Payout tab.
Set your table's point limits and what each point is worth. The score counter uses these to show what every hand pays. Settings are saved in this browser.
The highlighted row is the hand in the score counter.
Record each hand as you play. The ledger works out what every hand pays from your Payout settings, keeps track of the dealer and round wind, and shows who owes whom at the end of the night. It's saved in this browser.
Swipe the table sideways to see each player's amounts.
High risk, high reward. Tile pictures show the pattern; your hand doesn't have to match those exact tiles.