All Simple
1 faanEvery tile in your hand is a plain middle number — a 2 up to an 8. No 1s, no 9s, and no wind or dragon tiles.
For the table game: four players, real tiles, Hong Kong style — not the solitaire puzzle.
Unless another sheet is named, examples use the legacy additive reference sheet. Fresh installs select Half Spicy, whose hand values and payments differ. Check the sheet selected for your table.
Hong Kong mahjong hands are the named patterns a winning hand can score: 40 on the legacy additive reference sheet, from 1-faan bonuses up to Thirteen Orphans at 27. On this sheet, every win starts with the 1-faan base, each hand it contains adds its faan, and the total must reach the table minimum of 3.
A one-suit hand, the one English rulebooks call a clean hand, is Full Flush (清一色, 13 faan); with winds or dragons mixed in it is Half Flush (混一色, 6). The values below come from the legacy additive reference sheet, not a universal price list: every table sets its own in House Rules.
South self-draws a clean hand, fully concealed, in the East round. Mahjiku's scoring engine reads it on the legacy additive reference sheet:
| Line the engine found | 中文 | Faan |
|---|---|---|
| Full Flush | 清一色 | 13 |
| Base | 底 | 1 |
| Concealed Hand | 門前清 | 2 |
| Total | 16 |
Self-drawn, all three opponents pay 16 each and South collects 48. Off a discard only the thrower would pay, and the concealed-hand line would go if any set had been claimed. Try your own in the faan calculator.
Small faan that stack onto any winning hand: how you won, winds, dragons, kongs, flowers.
Every tile in your hand is a plain middle number — a 2 up to an 8. No 1s, no 9s, and no wind or dragon tiles.
Every winning hand starts with one point, just for winning. It is always there — nothing to do.
Three of the same dragon — red (中), green (發) or white (白). Dragons are the tiles with no number and no wind letter.
Flower and season tiles are bonus tiles set to the side — not part of your 14-tile hand. Each one you hold scores a point.
A set of four identical tiles instead of the usual three — laid down as one set, whether you claimed the fourth tile from a discard (exposed) or drew all four yourself (concealed). Declaring one earns you a replacement tile from the wall.
You won on the very last discard of the hand, after the wall was empty — “catching a fish from the riverbed.”
You self-drew the winning tile as the very last tile left in the wall — “scooping the moon from the seabed.”
You won on the very tile an opponent was adding to turn their triplet into a kong — you “robbed” it.
Three of the wind tile that matches your seat, or the wind of the current round. Other winds do not score.
You made a kong, drew the free replacement tile — and that tile completed your hand.
You built your whole hand yourself, never taking a tile from another player’s discard to complete a set.
You collected a complete set of one kind — all four flowers (梅蘭菊竹) or all four seasons (春夏秋冬).
Lucky on lucky: your kong’s replacement tile made a second kong, and that kong’s replacement won. Very rare.
The shapes a whole hand can take. Patterns stack with each other and with the bonuses, except where a bigger reading absorbs a smaller one.
Your hand shows every family of tile at once — characters, dots and bamboo, plus a wind and a dragon.
The gentlest hand: all four of your sets are runs (like 3-4-5), and your pair is a plain number tile — no triplets, no honours.
A full 1-to-9 run, but split across the three suits — say 1-2-3 in dots, 4-5-6 in bamboo, 7-8-9 in characters.
The same run twice over — the identical three tiles, same suit, appearing two times.
Every set in your hand is a matching three-of-a-kind (or a kong) — no runs anywhere — plus your pair.
Your whole hand sticks to one number suit — say all dots — and the only outsiders allowed are wind and dragon tiles.
The same run in all three suits — for example 2-3-4 of characters, 2-3-4 of dots and 2-3-4 of bamboo.
Every set and your pair reaches an end tile — a 1, a 9, or an honour (wind/dragon).
Instead of four sets and a pair, your hand is seven pairs — seven matching couples of tiles.
A complete 1-to-9 run in a single suit: 1-2-3, 4-5-6 and 7-8-9, all the same suit.
Triplets of two of the three dragons, and a pair of the third.
Triplets of three of the four winds, and a pair of the fourth.
Your entire hand is a single suit — all characters, all dots, or all bamboo — with no winds or dragons.
Every set and the pair touches a 1 or a 9 — and there are no winds or dragons at all.
The rare hands every player learns the names of first. Tables that cap a hand usually pay these at the cap.
You are holding every bonus tile there is — all four flowers and all four seasons. That alone wins the hand instantly.
Every set is a triplet of end tiles — only 1s and 9s, no 2-to-8 and no honours.
A non-dealer wins on a discard in the very first go-around, before drawing a single tile.
A triplet of all four winds — East, South, West and North. Among the rarest hands there is.
A triplet of all three dragons — red, green and white together. A dream hand.
Four triplets, every one formed in your own hand (none claimed from the table), and you won by self-draw.
Every tile is green: the 2, 3, 4, 6 and 8 of bamboo, plus the green dragon (發). A famous showpiece hand.
Not a single number tile — your whole hand is winds and dragons only.
Four kongs in one hand — four separate sets of four. Almost never seen.
A pure one-suit masterpiece shaped 1-1-1-2-3-4-5-6-7-8-9-9-9, waiting on any tile of that suit to complete.
A non-dealer wins on the dealer’s very first discard of the game.
The dealer’s opening 14 tiles are already a complete winning hand. The rarest event in mahjong.
One of every end tile — the 1 and 9 of each suit plus all four winds and all three dragons — with one of them paired.
Last updated: 2026-10-24. Every name and value on this page is generated from Mahjiku's catalog and the legacy additive reference sheet.
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