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Guangdong Mahjong

136 tiles; self-draw or rob an added kong, with horse bonuses.

All variants
Rules and table scoring
  1. 136 tiles including honors.
  2. Start with 13 tiles each; dealer receives one more. A normal winning hand has 4 sets and a pair.
  3. No chows. Pung and kong can claim other players’ discards. Wild red dragons cannot be punged or konged.
  4. A win has priority over pung/kong, which have priority over chow. Multiple discard wins are allowed. Concealed kongs and added kongs draw a replacement tile. An added kong can be robbed.
  5. Win only on your own draw or by robbing an added kong; ordinary discard wins are not allowed.
  6. The deal ends after a winning claim is resolved, or when the live wall is empty.
  7. Closed hands also allow seven pairs and thirteen orphans when the available tile set permits them. Four identical tiles may form two pairs.
  8. Table fan: basic win zero, all pungs one, seven pairs/full flush two, a root or kong bloom one, and self-draw one. Combinations stack. Points are 2 to the fan power, capped at four fan in Sichuan and eight in other tables.
  9. Kong payments at this table: an exposed discard kong receives two points from its discarder; an added kong receives one from each other active player; a concealed kong receives two from each. Discard wins are paid by the discarder; self-draw wins by all other active players.
  10. One tile is reserved as a horse. Its rank counts seats from dealer (one); east/south/west/north/red/green/white count one through seven. The dealer mirrors that seat’s settled payments; a horse on dealer doubles dealer’s own payments.
  11. The room starts with a five-minute deal limit and 40 seconds per turn. A timed-out turn is covered by a bot; an unfinished deal at the time limit ends without declaring a winner.