Guangdong Mahjong
136 tiles; self-draw or rob an added kong, with horse bonuses.
Rules and table scoring
- 136 tiles including honors.
- Start with 13 tiles each; dealer receives one more. A normal winning hand has 4 sets and a pair.
- No chows. Pung and kong can claim other players’ discards. Wild red dragons cannot be punged or konged.
- 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.
- Win only on your own draw or by robbing an added kong; ordinary discard wins are not allowed.
- The deal ends after a winning claim is resolved, or when the live wall is empty.
- Closed hands also allow seven pairs and thirteen orphans when the available tile set permits them. Four identical tiles may form two pairs.
- 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.
- 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.
- 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.
- 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.
- 136 tiles including honors.
- Start with 13 tiles each; dealer receives one more. A normal winning hand has 4 sets and a pair.
- No chows. Pung and kong can claim other players’ discards. Wild red dragons cannot be punged or konged.
- 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.
- Win only on your own draw or by robbing an added kong; ordinary discard wins are not allowed.
- The deal ends after a winning claim is resolved, or when the live wall is empty.
- Closed hands also allow seven pairs and thirteen orphans when the available tile set permits them. Four identical tiles may form two pairs.
- 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.
- 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.
- 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.
- 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.