How scoring works.
Game Lab’s computer games use Mahjong Competition Rules (MCR). The game checks winning hands and calculates points automatically. In Keep score, enter the hand points agreed by your table and Game Lab calculates the payments.
First, qualify to win
A complete hand must earn at least eight hand points, also called fan. Points come from scoring patterns in the tiles and the circumstances of the win. The calculator applies pattern exclusions, so similar patterns do not always add together.
Flowers are separate: each adds one point, but flowers cannot help you reach the eight-point minimum. A seven-point hand with two flowers still cannot win.
What is Chicken Hand?
A complete hand with no other non-flower scoring pattern receives eight points for Chicken Hand. A hand worth one to seven points is not a chicken hand and cannot win. Flowers are added afterward.
See the tiles and score breakdown
Then, settle the hand
Add flowers to the qualifying hand points to get the hand value. Every other player pays the winner a base of eight points.
- Win on a discard: the player who discarded your winning tile also pays the hand value.
- Self-draw: each of the other three players also pays the hand value.
- Drawn hand: no points change hands.
An example
Your hand earns eight points and you have two flowers: the hand value is ten.
| Result | Winner receives | Other players pay |
|---|---|---|
| Discard win | 34 | Discarder: 18; others: 8 each |
| Self-draw | 54 | 18 each |
Payments always balance to zero. Your scorebook totals add up the results of each recorded hand.
Find help while playing
Open the guide beside the table. Scoring checks your current hand; Rules explains discarding and claiming; History shows moves; Coach lets you pause and ask about your decisions.
The current-hand check is an evaluation of your tiles now, not a prediction of the final score. The finished hand shows its scoring patterns and each player’s payment.
The scoring patterns
Pattern values are building blocks, not guaranteed totals. Exclusions prevent counting the same feature twice. The game checks the complete hand and the circumstances of the win.
Big Four Winds · 88 points
Pungs or kongs of all four winds plus a pair.
Includes Big Three Winds, All Pungs, seat/prevalent wind and wind-pung points.
Big Three Dragons · 88 points
Pungs or kongs of all three dragons.
Includes Two Dragons Pungs and Dragon Pung.
All Green · 88 points
Use only bamboo 2,3,4,6,8 and Green Dragon.
Includes Half Flush and One Voided Suit; Full Flush needs separate engine confirmation.
Nine Gates · 88 points
Closed one-suit 1112345678999 base plus one further tile of that suit.
Includes Full Flush, Concealed Hand and the inherent terminal pung; do not infer nine-sided wait from the final shape alone.
Four Kongs · 88 points
Four declared kongs plus a pair.
Includes lesser kong counts, All Pungs and Single Wait; concealed-pung combinations require engine confirmation.
Seven Shifted Pairs · 88 points
Seven pairs of consecutive ranks in one suit, closed.
Includes Seven Pairs, Full Flush, Concealed Hand and Single Wait.
Thirteen Orphans · 88 points
All six suited terminals and all seven honors, with one of those thirteen faces duplicated, closed.
Includes All Types, Concealed Hand and Single Wait; it does not use four sets and a pair.
All Terminals · 64 points
Every tile is a suited 1 or 9.
Includes All Terminals and Honors, All Pungs, Outside Hand, terminal pung, Double Pung and No Honors in this calculator.
Little Four Winds · 64 points
Three wind pungs or kongs and a pair of the fourth wind.
Includes Big Three Winds and inherent wind-pung points; applicable seat/prevalent winds are calculator-dependent additions.
Little Three Dragons · 64 points
Two dragon pungs or kongs and a pair of the third dragon.
Includes Two Dragons Pungs and Dragon Pung.
All Honors · 64 points
Every tile is a wind or dragon.
Includes All Terminals and Honors, All Pungs, Outside Hand, non-value wind pung and One Voided Suit.
Four Concealed Pungs · 64 points
Four pungs or kongs formed without claiming their completing tiles.
Includes All Pungs and concealment patterns; self-draw may still score separately. A discard completing a pung makes that pung exposed for this count.
Pure Terminal Chows · 64 points
In one suit, two 123 chows, two 789 chows and a pair of 5s.
Includes Seven Pairs, Full Flush, All Chows, Pure Double Chow, Two Terminal Chows and No Honors.
Quadruple Chow · 48 points
Four identical chows in the same suit.
Includes Pure Triple Chow, Pure Double Chow and Tile Hog from these tiles; cannot also interpret these same tiles as shifted pungs.
Four Pure Shifted Pungs · 48 points
Four pungs or kongs of consecutive ranks in one suit.
Includes Pure Shifted Pungs and All Pungs; alternative chow decompositions are not additive.
Four Pure Shifted Chows · 32 points
Four chows in one suit whose starts rise consistently by one or by two.
Includes the component Pure Shifted Chows, Short Straight and Two Terminal Chows combinations.
Three Kongs · 32 points
Three declared kongs, concealed or melded.
Includes lesser kong-count awards; concealed-pung awards require engine evaluation.
All Terminals and Honors · 32 points
Use only suited terminals and honors, with both categories present.
Includes All Pungs, Outside Hand and terminal/non-value wind pung points.
Seven Pairs · 24 points
Seven pairs in a closed fourteen-tile hand; four identical tiles can count as two pairs.
Includes Concealed Hand and Single Wait; do not also score an alternative chow/pung decomposition.
Greater Honors and Knitted Tiles · 24 points
All seven different honors plus seven distinct tiles from one knitted nine-tile suit assignment, closed.
Includes Lesser Honors and Knitted Tiles, All Types and Concealed Hand.
All Even Pungs · 24 points
Four pungs or kongs and a pair, using only suited 2,4,6,8.
Includes All Pungs, All Simples and No Honors.
Full Flush · 24 points
All tiles belong to one numbered suit, with no honors.
Includes One Voided Suit and No Honors; cannot also claim Half Flush.
Pure Triple Chow · 24 points
Three identical chows in one suit.
Includes their Pure Double Chow; alternative Pure Shifted Pungs interpretation is not additive.
Pure Shifted Pungs · 24 points
Three pungs or kongs of consecutive ranks in one suit.
Alternative Pure Triple Chow interpretation of the same tiles is not additive.
Upper Tiles · 24 points
Every tile is a suited 7,8,9.
Includes Upper Four and No Honors.
Middle Tiles · 24 points
Every tile is a suited 4,5,6.
Includes All Simples and No Honors.
Lower Tiles · 24 points
Every tile is a suited 1,2,3.
Includes Lower Four and No Honors.
Pure Straight · 16 points
123,456,789 chows all in one suit.
Includes Short Straight and Two Terminal Chows from those three sets; independent combinations require engine evaluation.
Three-Suited Terminal Chows · 16 points
123 and 789 in each of two suits, with a pair of 5s in the third suit.
Includes All Chows, Mixed Double Chow, Two Terminal Chows and No Honors.
Pure Shifted Chows · 16 points
Three chows in one suit with starts rising consistently by one or two.
Do not reuse these same three sets for another interpretation; independent combinations require engine evaluation.
All Five · 16 points
Every set and the pair contains a suited 5.
Includes All Simples and No Honors.
Triple Pung · 16 points
Pungs or kongs of the same numbered rank in all three suits.
Includes Double Pung from these sets.
Three Concealed Pungs · 16 points
Three pungs or kongs formed without claiming their completing tiles.
Includes Two Concealed Pungs; a discard-completed pung is not concealed for this purpose.
Lesser Honors and Knitted Tiles · 12 points
Fourteen distinct tiles chosen from the seven honors and one nine-tile knitted suit assignment, closed.
Includes All Types and Concealed Hand; all seven honors instead qualify for Greater Honors and Knitted Tiles. Knitted Straight requires all nine numbered tiles.
Knitted Straight · 12 points
147 in one suit, 258 in a second and 369 in the third, plus a set and a pair for the ordinary knitted shape.
The nine knitted tiles are not ordinary chows. Can also occur within Lesser Honors and Knitted Tiles; wait awards depend on the calculator's decomposition.
Upper Four · 12 points
Every tile is a suited 6,7,8,9.
Includes No Honors; superseded by Upper Tiles when all tiles are 7,8,9.
Lower Four · 12 points
Every tile is a suited 1,2,3,4.
Includes No Honors; superseded by Lower Tiles when all tiles are 1,2,3.
Big Three Winds · 12 points
Pungs or kongs of three different winds.
Includes the three inherent wind-pung points; seat/prevalent wind may still apply.
Mixed Straight · 8 points
123,456,789 chows assigned to three different suits.
These are three same-suit chows, not one cross-suit chow; reuse is subject to combination restrictions.
Reversible Tiles · 8 points
Use only dots 1,2,3,4,5,8,9; bamboo 2,4,5,6,8,9; and White Dragon.
Includes One Voided Suit.
Mixed Triple Chow · 8 points
The same three-rank chow in each of the three suits.
Includes Mixed Double Chow from those sets.
Mixed Shifted Pungs · 8 points
Three pungs or kongs with consecutive ranks, one in each suit.
Not a cross-suit pung; each of the three sets must independently contain identical tiles.
Chicken Hand · 8 points
A structurally complete hand with no other non-flower scoring pattern.
Not a fallback for a hand worth 1 through 7 points; the engine must verify the absence of other patterns.
Last Tile Draw · 8 points
Win by drawing the last ordinary wall tile.
Includes Self-Drawn; distinguish it from Last Tile (fourth visible copy) and kong replacement.
Last Tile Claim · 8 points
Win on the discard following the last wall draw.
Not the same as Last Tile (fourth visible copy).
Out with Replacement Tile · 8 points
Win on the replacement tile drawn for a declared kong.
Includes Self-Drawn; a flower replacement does not qualify merely because it is a replacement.
Robbing The Kong · 8 points
Win on an opponent's tile added to an exposed pung to make a kong.
In this game only an added kong is robbable; never claim a concealed kong or melded kong as robbery. Do not automatically add Last Tile.
All Pungs · 6 points
Four pungs or kongs and a pair.
Subsumed by stronger patterns that necessarily contain it; no chows.
Half Flush · 6 points
One numbered suit plus at least one honor tile.
Not Full Flush; includes One Voided Suit.
Mixed Shifted Chows · 6 points
Three chows in three different suits with starting ranks increasing by one.
Every chow is internally same-suit; overlapping combination points need engine confirmation.
All Types · 6 points
The hand contains characters, bamboo, dots, winds and dragons.
Flowers do not count as a type; included in honors-and-knitted and Thirteen Orphans patterns.
Melded Hand · 6 points
All four sets are exposed through claims, and a discard completes the pair.
No concealed kong; includes Single Wait and is incompatible with a self-drawn win.
Two Concealed Kongs · 6 points
Two declared concealed kongs.
Includes the two individual Concealed Kong awards and their Two Concealed Pungs.
Two Dragons Pungs · 6 points
Pungs or kongs of two different dragons.
Includes their Dragon Pung awards; superseded by big/little three dragons.
Outside Hand · 4 points
Each set and the pair contains a terminal or honor.
A terminal chow is 123 or 789; subsumed by all-terminal/honor patterns.
Fully Concealed Hand · 4 points
No exposed sets and a self-drawn win; concealed kongs are allowed.
Includes Concealed Hand and Self-Drawn; Four Concealed Pungs handles concealment differently.
Two Melded Kongs · 4 points
Two exposed declared kongs.
Includes the individual Melded Kong awards.
Last Tile · 4 points
Win on the fourth copy of a face when the other three copies are already exposed publicly.
Own concealed copies do not establish this condition; this is unrelated to wall exhaustion.
Dragon Pung · 2 points
A pung or kong of one dragon.
Included in higher dragon-set patterns; a dragon pair gives no Dragon Pung points.
Prevalent Wind · 2 points
A pung or kong of the round wind, East in this game.
Can combine with Seat Wind when both are East; do not add a generic wind-pung point for the same set.
Seat Wind · 2 points
A pung or kong of the player's seat wind.
Can combine with Prevalent Wind for the same set; a pair is insufficient.
Concealed Hand · 2 points
No exposed sets, winning by discard; concealed kongs are permitted.
Discard-completed pung remains exposed for concealed-pung counting. Included in closed special patterns.
All Chows · 2 points
Four chows plus a pair of suited tiles.
May be open in MCR; includes No Honors. Do not import riichi pinfu conditions.
Tile Hog · 2 points
All four copies of a face occur in the hand without being a declared kong.
Can include two pairs; Quadruple Chow subsumes its tile hogs.
Double Pung · 2 points
Two pungs or kongs of equal numbered rank in two suits.
Each pung is internally identical; included in Triple Pung and suppressed for All Terminals by this calculator.
Two Concealed Pungs · 2 points
Two pungs or kongs formed without claiming their completing tiles.
Not additive with higher concealed-pung counts; a discard-completed pung is exposed for this count.
Concealed Kong · 2 points
Four identical tiles declared as a kong without a claimed completing tile.
Four concealed copies alone are not a kong until declared; higher kong counts supersede component awards.
All Simples · 2 points
Every tile is suited and ranked 2 through 8.
Includes No Honors; included in All Even Pungs, All Five and Middle Tiles.
Pure Double Chow · 1 points
Two identical chows in the same suit.
Included in higher identical-chow combinations; set reuse restrictions apply.
Mixed Double Chow · 1 points
Two chows of the same ranks in different suits.
Included in Mixed Triple Chow; each chow itself must stay within one suit.
Short Straight · 1 points
Two chows in one suit forming six consecutive ranks.
Included when those sets are components of a higher straight or shifted-chow award.
Two Terminal Chows · 1 points
A 123 chow and a 789 chow in the same suit.
Included when those sets are components of higher straight or terminal-chow awards.
Pung of Terminals or Honors · 1 points
A terminal pung/kong or a non-seat, non-round wind pung/kong.
A dragon uses Dragon Pung instead; higher terminal/honor patterns and value winds suppress the component award.
Melded Kong · 1 points
A kong formed by claiming a discard or adding the fourth tile to an exposed pung.
Not additive with higher kong-count awards for the same kongs.
One Voided Suit · 1 points
Exactly one of the three numbered suits is absent, with the other two present.
Included in flush patterns and Reversible Tiles; all-honor hands do not earn it separately.
No Honors · 1 points
No winds or dragons occur in the hand.
Included in patterns that already require this, such as Full Flush, All Chows and All Simples.
Unique Wait (Edge) · 1 points
Only one face completes the hand, filling 12 with 3 or 89 with 7 in the chosen decomposition.
Cannot combine with another wait award; all structural waits must be checked, not just eight-point-qualified waits.
Unique Wait (Closed) · 1 points
Only one face completes the hand, filling the middle of a same-suit sequence such as 24 with 3.
Cannot combine with another wait award; do not infer uniqueness from a single partial shape.
Unique Wait (Single) · 1 points
Only one face completes the hand, completing its pair in the chosen decomposition.
Cannot combine with another wait award; included in Seven Pairs, Thirteen Orphans, Melded Hand and Four Kongs.
Self-Drawn · 1 points
The winning tile is drawn from the wall by the winner.
Included in Fully Concealed Hand, Last Tile Draw and Out with Replacement Tile, subject to higher-pattern adjustments.
Flower Tiles · 1 points
One extra point for each revealed flower or season.
Only added after a qualifying win; cannot satisfy the eight non-flower-point minimum and never form pairs or sets.