Updated at 12 October 2026
This guide explains Singapore Mahjong as played in MahjongLeh, including house rules you can adopt at your own table. Start with Singapore Classic. A house rule is an optional variation: use it only when everyone has agreed before play. Agree on the scoring limits and payment amounts before the first deal. The sections below explain what each variation changes.
MahjongLeh closely follows the Singapore Mahjong rules. Singapore Classic is played with 148 tiles from three different categories — Suits, Honors, and Bonus tiles.
There are 3 types of suit tiles, with 9 numbers per suit and 4 copies of each tile, totaling 108 suit tiles:
There are 2 types of honor tiles: 4 types of Wind tiles and 3 types of Dragon tiles, with 4 tiles per type, adding up to 28 honor tiles in total
2 types of bonus tiles: 8 types of Flower tiles, 4 types of Animal tiles, adding up to 12 bonus tiles in total:
Terminal tiles are the 1s and 9s of the three numbered suits.
Both Seasons and Flowers are called Flower tiles in this guide. Their numbers match the seat winds: East = 1, South = 2, West = 3, North = 4.
Natural tiles are the ordinary numbered Suit tiles, Winds and Dragons. Flowers and Animals are bonus tiles, so they are not natural tiles. A wildcard can stand in for a missing natural tile. The optional Fei / Joker rule adds these wildcards to the set; a Fei is neither a natural tile nor a bonus tile.
For a standard winning hand, form four sets (melds) and one pair (also called the Eye). A set can be either:
A pair, also called the eye, consists of two identical tiles. Tai (台) are scoring units earned from your hand and bonuses. Agree on the minimum Tai needed to win before playing. Once you have four sets and an eye and meet that minimum, you can declare a win, called Hu. See Scoring & payments for the awards and payment examples. Credits are the payment units used in those examples; agree on their value before play.
If your table plays with Fei / Joker, a wildcard may complete a group within the limits explained below. Fei cannot be discarded or used in a Gang.
Four players choose their places and a starting dealer before play. Players keep their places throughout the session. The dealer is East. The dealer position moves to the next player in counterclockwise turn order after a hand, except when the dealer wins, or when the hand ends in a stalemate and no Gangs were formed.
Each round has a Prevailing Wind (the round Wind), and each player has a Seat Wind.
The wall is the face-down supply of tiles. Ordinary draws come from the front of the remaining wall; replacement draws come from its back. Stop all draws when only 15 tiles remain. Those remaining tiles are not drawn.
Deal 13 tiles to each player, then give the dealer (East) an extra 14th tile. Keep track of which bonus tiles belonged to each player's original 13: the dealer's extra tile is excluded from the higher opening-pair payment, but still participates in opening win checks and bonus replacements. Resolve opening bonus replacements and any agreed opening instant-win checks in their stated order. If nobody takes an instant win, the dealer may declare a legal ordinary opening win or begin their turn with that extra tile, without another ordinary draw. After the opening turn, players take turns in counterclockwise order:
Tiles kept in your hand are concealed. A group made by claiming another player's discard is an exposed meld. A declared Concealed Gang remains concealed for scoring. During play, you can form melds using your own tiles or by claiming a discard:
Keep each declared meld together beside your concealed tiles. It counts as one of your four winning sets; you cannot take it apart, move its tiles into another set or discard them. A Pong may be upgraded by Added Gang, and an agreed Qi Fei exchange may replace a Fei in an exposed meld.
Give everyone a chance to claim each discard before the next draw, except the final discard at the wall limit, which cannot be claimed. Among legal claims, the priority is Hu, then Gang, then Pong, then Chi. Responding first gives no priority. If several players declare a legal Hu on the same tile, only the player nearest after the discarder in counterclockwise turn order wins. For competing Robbing the Gang wins, count from the player declaring the Gang.
After Chi or Pong, the claimant reveals the meld and discards without an ordinary draw, unless an accepted Honor Instant Win ends the hand. After Gang, resolve any legal robbery before offering an Honor Instant Win. If the hand continues, the claimant draws a replacement and then wins or discards. If nobody claims the claimant's discard, the next player after the claimant draws. Seats between the original discarder and an out-of-turn claimant are skipped. Among competing Pongs, the nearest claimant after the discarder wins; when using Fei, first apply the fewer-Fei priority.
Before opening bonus replacements, perform any agreed Four Matching Fei or Five Different Fei check for that point. Then start with the dealer, followed by South, West and North. Each player reveals and replaces one Flower or Animal at a time. The dealer includes any bonus tile received as the extra 14th tile. Finish that player's bonus replacements before the next player begins. If a replacement is another bonus tile, resolve it in the same way. Check Eight-Flower wins on every reveal; a win stops the opening process. Keep track of the original 13 for opening payments.
Whenever you draw a Flower or Animal during play, you must:
Bonus tiles do not count toward your hand structure but may provide bonus Tai (台) when calculating your total Tai.
For a standard winning hand, form four sets and one pair. You can win by:
Count the tiles left in the wall after every draw. Ordinary draws take the front tile and replacements take the back tile. With 16 tiles left, either draw leaves 15, so no further draw is allowed. Do not set aside a fixed block and draw replacements from in front of it. With the optional Fei rule, Dun means setting aside a held Fei and drawing a replacement; its draws use the same back of the wall and stop at the same limit.
A hand ends when:
If the final draw is a Flower or Animal, reveal it and resolve any Eight-Flower win. Otherwise the hand ends in a stalemate because no replacement can be drawn.
An ordinary wall-exhaustion stalemate has no winning-hand payout. A Fei False Win instead settles its fixed penalty. Previously settled instant payments remain settled in either case.
The Sacred Discard (回头牌) and Missed Discard (过水牌) rules restrict later claims on tiles you have discarded or passed.
Sacred and Missed Discard restrictions do not prevent self-draw or Robbing the Gang. They apply only to the discard claims listed above.
In Fei games, these restrictions apply to the natural discard being claimed. Open Fei does not bypass them. A held Fei cannot be discarded; see False Win when no legal action remains.
After Chi, your immediate discard cannot be another copy of the tile you claimed. If you claimed the low end of the sequence, you also cannot discard the tile one step above that sequence; if you claimed the high end, you also cannot discard the tile one step below. These restrictions refer to the same suit.
The restriction ends after your first successful discard and does not apply after Pong. In the exceptional Dun after Chi case, the newly drawn physical replacement may be discarded even if its type is barred; an identical copy already held remains barred.
A winning hand earns Tai for its shape and eligible bonuses. Before play, agree on the minimum Tai needed to win (often 1 Tai), the maximum Tai counted for payment, and the payment amounts.
These steps score a complete winning hand. Eight-Flower wins, Honor Instant Wins and Fei opening instant wins use their own scoring instructions. In particular, accepting an Honor Instant Win uses its limited score even when the tiles also form a higher-scoring complete hand.
Apply a bonus only when the chosen winning route allows it. Seven Pairs, Eight-Flower wins, Honor Instant Wins and Fei opening instant wins explain their exceptions to these bonuses.
Heavenly Hand, Earthly Hand and the optional Humanly Hand reward when you win. They add to a qualifying standard hand, Seven Pairs or Thirteen Terminals, including an eligible Fei-assisted Thirteen Terminals hand. Their timing and winning-source conditions still apply. Any player's declared Chi, Pong or Gang, including a Concealed Gang, ends eligibility for these opening awards; revealing Flowers or Animals does not. Robbing the Gang receives none of these timing awards.
Example: a non-dealer's first self-draw completes pairs of 1, 2 and 3 Bamboo, 4 and 5 Circles, and 6 and 9 Characters, before anyone has declared a meld. With the agreed 3-Tai Seven Pairs award and no other bonuses, score Seven Pairs 3 + Earthly Hand 8 = 11 Tai. At a 5-Tai cap and the example 10-credit base, each opponent pays 320, so the winner receives 960 credits. Seven Pairs adds no Concealed Hand Tai.
For one standard four-set-and-eye arrangement, the matching awards below add together. All Pong may add to a Suit or Honor award, Scholars, Blessings, Terminals or Eighteen Arahats; eligible Dragon and Wind bonuses still add. Some awards describe alternatives:
Worked score: when Honor Instant Wins are not used, three Dragon Pongs, a 3 Bamboo Pong and a 5 Bamboo pair, with at least one Pong exposed, won on an ordinary discard with no Flowers, Animals or timing bonuses, earn Three Great Scholars 10 + All Pong 2 + Mixed Suit 2 + Dragon-set bonuses 3 = 17 Tai. With an agreed maximum of 5 Tai, pay it as a 5-Tai hand. The cap limits the final payment score; it does not erase the qualifying awards.
Ping Hu with two possible pair completions: with no Flowers or Animals, you have a declared 2–3–4 Characters Chi and concealed 2–3–4 Bamboo, 5–6–7 Bamboo, and 5–6–7–8 Circles. A 5 Circles discard makes a 5–5 pair and a 6–7–8 Chi; an 8 Circles discard makes a 5–6–7 Chi and an 8–8 pair. Both earn the Ping Hu award because two tile types complete four Chi and one pair.
Collecting all eight Flower tiles ends the hand in a special win. Only the eight distinct Seasons and Flowers count; Animals do not. Keep each revealed Flower beside your hand. If a new reveal gives you all eight, you win. Otherwise, a player who already has the other seven distinct Flowers revealed may claim the newly revealed eighth from its drawer. Unrevealed Flowers still in a dealt hand do not count towards those seven.
These two wins do not need a complete hand or to meet the ordinary minimum Tai. Add only eligible Flower and Animal bonuses to the listed award, with the following Dun exception. Do not add Dragon/Wind bonuses, ordinary shape awards, opening timing awards, Concealed Hand, Double Gang or last-tile bonuses. An ordinary Gang or Flower replacement does not add replacement Tai to these wins.
If using Dun, each Fei already set aside by the winner also adds 1 Tai. A self-drawn Flower win during a Dun replacement sequence adds the 1-Tai Replacement Tile Bonus, even if Flower or Animal replacements intervened. Apply the agreed maximum Tai to the complete total once, then use that row in the payout table below.
An All Flowers winner also keeps any ordinary pair or complete-group instant payment earned by their own eighth-Flower reveal, provided more than 15 tiles remain. If using Bite Flowers, the winning eighth Flower receives no new pair or complete-group instant payment. Earlier payments remain settled.
Use the winning hand’s Tai after the cap. This example table uses 10 credits as the base payment at 1 Tai; every extra Tai doubles the amounts. The base is the amount in the Each Other Opponent column at 1 Tai, not the discarder’s amount or the winner’s total. Your table may agree on a different payment scale before play.
The table gives ordinary winning-hand payments. Immediate Gang and bonus-tile payments are settled separately. On the same Tai row, self-draw pays more credits than a discard win; it does not add Tai just for being self-drawn.
If your table permits a win worth 0 Tai after bonuses, its winning-hand payment is zero. Earlier instant payments remain settled.
| Tai (台) | Each Other Opponent | Discarder | Total Credits Payout |
|---|---|---|---|
| 1 | 10 | 20 | 40 |
| 2 | 20 | 40 | 80 |
| 3 | 40 | 80 | 160 |
| 4 | 80 | 160 | 320 |
| 5 | 160 | 320 | 640 |
| 6 | 320 | 640 | 1280 |
| 7 | 640 | 1280 | 2560 |
| 8 | 1280 | 2560 | 5120 |
| 9 | 2560 | 5120 | 10240 |
| 10 | 5120 | 10240 | 20480 |
| Tai (台) | Self-drawn Hand (each opponent pays) | Total Credits Payout (Self-drawn Hand) |
|---|---|---|
| 1 | 20 | 60 |
| 2 | 40 | 120 |
| 3 | 80 | 240 |
| 4 | 160 | 480 |
| 5 | 320 | 960 |
| 6 | 640 | 1920 |
| 7 | 1280 | 3840 |
| 8 | 2560 | 7680 |
| 9 | 5120 | 15360 |
| 10 | 10240 | 30720 |
Same 2-Tai score, different winning sources: B is the winner, and A, C and D are the opponents.
Robbing the Gang payment: treat the player declaring the Gang as the Discarder in the payout table. Without the optional Shooter rule, that player pays the Discarder amount and each of the other two opponents pays the Each Other Opponent amount. With Shooter, the Gang declarer pays the full discard-win total and the other two opponents pay nothing. This includes the permitted Concealed Gang robbery for Thirteen Terminals.
These payments are normally collected as the qualifying Gang or bonus tile is declared, whether or not the collector later wins. A qualifying Concealed Gang with an Honor Instant Win has the robbery exception explained below. They are separate from Tai and the winning-hand payment: do not double them for a high-Tai hand or apply the winning Tai cap. The amounts below are examples; agree on your amounts before play. Earlier payments remain settled even in a stalemate, apart from the optional robbed-Gang refund. No new instant payments are made once the last drawable tile has been drawn. The optional Bite Flowers rule changes payments on a winning eighth Flower. Animal Special replaces the ordinary Animal-pair payment for the collector's assigned pair; it does not add both pair payments together. Gang Bite: Discarder Pays All can change the payer of qualifying pair and All Four Animals awards without changing their totals.
Use any of these variations only after everyone agrees before the deal. You can adopt them separately. First agree on payment variants, then any extra winning hands, bonus-tile payments and Fei rules you want to use.
Under the optional Shooter rule, the responsible player pays the full amount that all opponents would otherwise pay. The other opponents pay nothing. Agree to use this rule before play.
Shooter changes who pays, not the winner's total or Tai. It applies to these events:
Agree before play which of these variations to use; you may combine them. Ordinary immediate Gang payments still apply, except for the stated robbed-Gang exceptions.
If you claim an Exposed Gang from another player's discard and then win by self-draw during that uninterrupted replacement sequence, the original discarder pays the full self-draw total. The other two opponents pay nothing. This winning-hand payment is separate from the immediate Gang payment.
This applies to a qualifying All Flowers win or Honor Instant Win on a replacement, as well as a complete-hand win. An Honor Instant Win accepted immediately after declaring a Gang, before its replacement draw, does not use Gang Shang.
If a Gang is successfully robbed, return any immediate payment already collected for that Gang once, then settle the Robbing the Gang win normally. If no Gang fee was collected, there is nothing to refund. Do not refund a passed, invalid or cancelled robbery, or a Gang that was not robbed. This also covers the permitted Concealed Gang robbery for Thirteen Terminals.
Using Gang Shang and Refund a Robbed Gang: return any payment already collected for the robbed Gang once, then settle the Robbing the Gang win normally. Gang Shang responsibility ends. If nobody robs the Gang and a qualifying uninterrupted replacement sequence ends in self-draw, its Gang payment remains settled and the original discarder pays the full self-draw total. If responsibility has ended, use ordinary self-draw payers instead.
This separate variation changes who pays for eligible pair and All Four Animals awards during a replacement sequence begun by a discard-claimed Exposed Gang. The player whose discard supplied that Gang pays the full usual award total; the other opponents pay nothing for that award. Use the same replacement-chain continuation and ending conditions described under Gang Shang above.
It covers ordinary Animal pairs, All Four Animals, your own-seat Flower pair, an Animal Special pair, and another seat's Flower pair when using Bite Flowers. With the example rates, if B claims A's discard for Gang and its replacement completes an ordinary Animal pair, A alone pays B 60 credits. For another seat's Flower pair, A instead pays the existing 20-credit award in place of the seat owner.
This rule is independent of Shooter and Gang Shang. Standalone Animal Special reveals, complete Flower-group payments and Gang fees keep their usual payers. Winning-hand payments follow their own rules; Gang Bite alone does not change who pays for a win.
Seven Pairs lets you win with seven pairs instead of the usual four sets and an eye. It is an optional variation outside Singapore Classic: agree to use it before the first deal.
Score the legal Seven Pairs and standard arrangements separately, including their eligible bonuses and the Tai cap. Use the higher capped Tai; Seven Pairs wins a tie. Do not add Seven Pairs to the standard hand's awards.
Example: a fully concealed self-drawn hand containing two of every Bamboo tile from 1 through 7 can form seven pairs or [1–2–3] [1–2–3] [4–5–6] [4–5–6] [7–7]. With a 3-Tai Seven Pairs award and its Pure Suit bonus allowed, the pairs score 3 + 4 = 7 Tai. With no Flowers, Animals or other bonuses, the standard arrangement scores Ping Hu 4 + Pure Suit 4 + Pure Suit Ping Hu 2 + Concealed Hand 1 = 11 Tai before the cap. At a cap of 10, use the standard hand's 10 Tai. At a cap of 7 or lower, both tie after the cap, so use Seven Pairs.
Agree before play whether either of these awards applies:
An instant win lets you end the hand when its special condition is met, without needing the usual four sets and an eye. Agree before play whether Three Great Scholars, Four Great Blessings, or both may win this way. Completing a set of each of the three Dragons, or each of the four Winds, lets you declare that instant win or pass and continue playing. Their ordinary complete-hand awards remain part of Singapore Classic.
Opening checks: after completing all opening Flower and Animal replacements, first complete any Four Matching Fei or Five Different Fei opening check agreed for this point. Do not repeat a check already completed before replacements. If nobody takes a Fei opening win, check Honor Instant Wins in normal counterclockwise turn order, starting with the dealer. Each qualifying player may declare the win or pass; a win ends the hand, while passing lets the check continue to the next player.
Instant-win score: Three Great Scholars gives 10 Tai and Four Great Blessings gives 13 Tai. Add only eligible Flower, Animal, Dragon and Wind bonuses, Dun Tai and replacement bonuses described below. Do not add ordinary shape awards such as All Pong or Pure Honors, opening timing awards, Concealed Hand, last-tile or robbed-Gang bonuses. The complete total must reach the agreed minimum Tai; then apply the usual cap.
Replacement wins: a self-drawn Honor Instant Win earns the usual +1 Replacement Tile Bonus after a Gang, Flower, Animal or agreed Dun. A qualifying Double Gang earns +3 instead of +1. Flower or Animal replacements preserve the +1 bonus but interrupt Double Gang. At the opening Honor check, this bonus applies only to a replacement for the dealer's extra tile; replacing bonus tiles in the original 13 earns no Replacement Tile Bonus.
This limited score applies when you accept the instant win, even if your tiles also form a complete ordinary hand worth more. During play, passing does not let you declare an ordinary Hu or Zimo on that same tile instead. After everyone passes the initial instant-win checks, the dealer may still declare a legal ordinary opening win.
Passing does not permanently give up the Honor Instant Win. If the required natural sets remain complete and the score meets the minimum, you may declare it on a later own draw even when the drawn tile is unrelated. Gang Shang replacements have the extra condition below.
In Fei games, these three Dragon sets or four Wind sets must be fully natural: Fei cannot substitute for tiles in the qualifying sets. A complete legal hand with four sets and an eye may still earn its usual Three Great Scholars or Four Great Blessings award using Fei. If the table allows Qi Fei, replacing the final Fei in an exposed Pong with a natural tile can make that Pong qualify for an Honor Instant Win. The 1 Tai per Fei set aside with Dun also counts towards this instant win's score and minimum Tai.
Robbing the Gang takes priority: resolve any legal robbery of an Added Gang, or the Thirteen Terminals exception for a Concealed Gang, first. The Gang declarer may take the Honor Instant Win only if nobody robs that Gang.
Concealed Gang fee during this check: without the refund variation, wait until the permitted Thirteen Terminals robbery has been ruled out before collecting the fee for a Concealed Gang that qualifies for an Honor Instant Win. If it is robbed, undo that Gang and collect no Gang fee; settle the robbery win instead. With the refund variation, any fee already paid for the robbed Gang is returned once.
Accepting an instant win immediately after a Gang ends the hand before its replacement draw. It earns neither Replacement Tile nor Double Gang Tai, and Gang Shang does not redirect that win payment: a discard-claimed Gang uses discard settlement, while a Concealed or Added Gang uses ordinary self-draw settlement. If you pass instead, keep the Gang payment and take its replacement in the usual way. Winning-hand amounts follow the discard or self-draw payment tables.
Honor wins during Gang Shang: while the original discarder is responsible, the eligible replacement must newly complete the required natural honor sets. It may supply the third matching natural tile of the final triplet, or use an agreed Qi Fei exchange to replace the final Fei in a qualifying exposed Pong. An unrelated replacement cannot turn an already complete Honor Instant Win into a payment by that discarder. A legal complete hand may still win under its ordinary rules.
Animal Special assigns each player an animal for extra immediate payments. It is an optional variation outside Singapore Classic: agree to use it before play.
Agree on the payment amounts before play; the table below gives an example schedule. Here, opening 13 means only your first 13 dealt tiles. It excludes the dealer's extra 14th tile and every replacement draw. A bite payment (Yao Dao, 咬到) is an immediate payment for a qualifying bonus-tile collection, separate from the payment for winning a hand.
There are two separate awards: one when you reveal your assigned animal, and one when you complete its pair. With ordinary payers, each is paid once per hand by all three opponents; the examples below use those payers. If revealing the assigned animal also completes its pair, collect both awards on that reveal. Do not add the ordinary Animal-pair payment as well.
When Gang Bite: Discarder Pays All applies, the original Gang discarder instead pays the full pair-award total. The assigned-animal reveal still uses its ordinary payers.
| Event | Each opponent pays |
|---|---|
| Reveal your assigned animal; it was in your opening 13 | 40 credits |
| Reveal your assigned animal; it was outside your opening 13 | 20 credits |
| Complete your assigned animal's pair; both members were in your opening 13 | Additional 40 credits |
| Complete your assigned animal's pair; at least one member was outside your opening 13 | Additional 20 credits |
With this optional variation, collecting another seat's Flower pair makes that seat's player pay you. Agree to use it before play; it is outside Singapore Classic.
A Flower and Season with the same printed number form a pair. Numbers follow the current seat Winds: East = 1, South = 2, West = 3, North = 4. Use the current seat Winds, so the payer can change as the dealer rotates. The higher opening payment requires both pair members in your original 13; it excludes the dealer’s extra 14th tile and all replacements, regardless of reveal order.
The table below uses ordinary Bite Flowers payers. If Gang Bite: Discarder Pays All applies, the original Gang discarder pays the same award in place of the seat owner.
| Event | That seat's player alone pays |
|---|---|
| Complete another seat's same-number Flower and Season pair; at least one member was outside your original 13 | 20 credits |
| Complete that pair with both members in your original 13 | 40 credits instead of 20 |
When playing Bite Flowers, if the eighth Flower ends the hand through All Flowers and Seasons or an accepted Robbing the Eighth claim, settle only that Flower win for the new tile. Do not add a new pair or same-group instant payment. Earlier payments remain settled. If Robbing the Eighth is declined, make any eligible instant payments and continue replacement draws. This exception applies only when using Bite Flowers.
Fei are optional wildcard tiles added to a Singapore Mahjong set. A wildcard can stand for a missing ordinary tile when you make a legal hand. Agree on the Fei rules before dealing; the extra actions and awards below apply only when your table has agreed to use them.
A few terms: a natural tile is a numbered Suit tile, Wind or Dragon. Flowers and Animals are bonus tiles. Fei are wildcards and are neither natural nor bonus tiles. Concealed tiles remain in your hand; an exposed meld is made by claiming another player's discard. A declared Concealed Gang remains concealed for scoring. An eye is the pair in a standard winning hand. Tai are scoring units.
Physical families are the printed faces and colours: red Fei, red Fei Joker, Blank Fei, blue Fei, blue Fei Joker, green Fei and green Fei Joker. They all have the same wildcard uses. Their printed identity matters for Four Matching Fei and Five Different Fei, even when they represent the same natural tile. Blank Fei is a playable wildcard, separate from the natural White Dragon (白板).
Start here: use Fei to fill gaps in legal groups, but remember that Fei cannot be discarded. A standard Fei-assisted win still needs four sets and an eye, and must meet the table's minimum Tai. Special hands and opening instant wins have their own conditions below.
| Where it is | What it means |
|---|---|
| In your hand | A wildcard available for a legal winning hand or a Fei-assisted discard claim agreed by the table. It cannot be discarded. |
| In an exposed Chi or Pong | It represents the natural tile chosen when the meld was made. That identity stays fixed. |
| Set aside with Dun (declare Fei) | You set it aside face-up and take a replacement tile. It is no longer part of your hand or a meld, and adds 1 Tai if you later win. |
Fei are not Flowers or Animals, so drawing one does not require you to reveal or replace it. Keep it in your hand unless you use it in a legal claim or set it aside with Dun.
A Fei may stand for a missing natural tile, but every group must still have a legal shape:
The complete hand must meet the table's minimum Tai and the usual rules about where the winning tile comes from, when you may win, and which discards are allowed. Each natural tile type has four physical copies. Count actual natural tiles in your concealed hand, in your declared melds, and among other public tiles. Count each physical tile only once, including a claimed winning tile. That total must not exceed four. Fei do not count toward it: a Fei remains a wildcard, not an extra physical copy of the tile it represents. Any agreed public-tile limits also apply.
Special hands:
Use Fei to fill missing suited 1s/9s, Winds or Dragons. The completed 14-tile hand must still contain all thirteen different terminal and honor identities, plus one duplicate as the eye. It cannot contain a declared Chi, Pong or Gang. Flowers and Animals stay outside this shape.
The eye may be any of those thirteen identities, including a Dragon, your Seat Wind or the round Wind. Check the physical tiles in the completed pair: a Fei representing a natural tile is still a Fei.
| Completed pair / eye | How you may win this Thirteen Terminals hand |
|---|---|
| Two matching physical natural tiles | Self-draw, a natural discard, or eligible Robbing the Gang, including the Concealed Gang exception. Fei Zou Jie is not required. |
| One natural tile + one Fei | Self-draw only. Fei Zou Jie is not required. |
| Two Fei | Self-draw only, and your table must allow Fei Zou Jie. |
A natural winning tile may supply the second tile of the natural pair, or complete another missing identity while the natural pair is already held. Natural discard wins still follow the Sacred and Missed Discard rules. Gang robbery uses its existing eligible claim windows. Physical-copy limits and any agreed public-tile limits still apply.
Score the Thirteen Terminals award as 13 Tai, plus eligible Flower, Animal and winning bonuses, including opening timing awards. Eligible Four Matching Fei, Five Different Fei and Dun awards also add. Apply the usual cap to the complete total. A qualifying natural-pair discard win may add the optional Humanly Hand award. A discard win uses ordinary discard payment; Robbing the Gang adds its usual 1 Tai and uses the Gang declarer's ordinary robbery payment. Neither receives self-draw-only bonuses, and Gang robbery receives no opening timing award. See who pays.
The usual maximum Tai cap and agreed payments apply. A Fei used as a substitute gives no Tai of its own; the agreed Fei awards above have separate conditions. A legal ordinary hand containing Fei may win by Robbing the Gang, taking the natural tile used to add to an exposed natural Pong. This does not allow a Fei inside the Gang.
Concealed two-Fei Chi example: 7 Dots–Fei–Joker may represent 7–8–9 Dots. Keep that sequence concealed; your other groups may be exposed. It can form part of a legal win on self-draw or a tile from another player when the win is allowed, in either Open or Closed Fei. It does not let you claim a Chi with two Fei. A hand with four Chi sets may qualify for Ping Hu if the whole hand meets its scoring conditions. The hand must still meet the minimum Tai and any agreed public-tile limits.
Concealed two-Fei triplet example: North + Fei + Joker may represent three Norths, even if claimed Pongs are limited to one Fei. It earns the usual Wind Triplet Bonus when North is the round wind or your seat wind, and both bonuses when it is both. A concealed Fei may be used in the best legal winning arrangement. A Fei in an exposed Chi or Pong stays assigned to that meld and cannot be moved into this triplet. Minimum Tai, the Tai cap, any agreed matching-tile rule and public-tile limits still apply.
Why holding a matching tile matters: some tables require a matching natural tile already in your hand before two Fei can complete a triplet using another player's tile. Under that agreement, West + two Fei already held is legal, and a self-drawn West may also complete the triplet. A discard may complete a different group. But two held Fei alone cannot use a discarded West as their only natural tile, whether claiming Pong, Hu or Robbing the Gang. Another legal arrangement may still win. See the matching-tile agreement below.
Thirteen Terminals example — a discard completes the pair: your 13 concealed tiles are 9 Bamboo, 1 and 9 Characters, 9 Circles, all three Dragons, all four Winds, and two Fei. A natural North discard supplies the second North, forming two physical natural North tiles as the eye. The Fei fill 1 Bamboo and 1 Circles. This wins as Thirteen Terminals on that discard, without Fei Zou Jie, provided the usual claim and public-tile restrictions are met. Self-drawing that North also works.
3 Bamboo + 3 Bamboo + Fei can form a triplet of 3 Bamboo. 2 Bamboo + 4 Bamboo + Fei can form 2–3–4 Bamboo. 3 Bamboo + two Fei already held, or completed by your own draw, can form a concealed triplet in Open or Closed Fei, even when claimed Pongs allow only one Fei. To claim a discarded 3 Bamboo using two Fei, the table must allow that Open Fei claim and must not require a matching natural tile already held. Three Fei cannot form a triplet, and two Fei cannot form ordinary eyes.
Closed Fei means you cannot use Fei to claim another player's discard for Chi or Pong. You may still make fully natural claims, and may declare a legal Hu using Fei already in your concealed hand. It does not limit concealed winning sequences or triplets to one Fei.
Open Fei allows Fei-assisted discard claims. Agree which claims your table permits:
Also agree whether a claimed Pong may contain one or two Fei. This limit applies to claimed Pongs and the exposed Pongs they create; it does not reduce the two-Fei limit for concealed winning triplets. An exposed Fei keeps the natural identity assigned when its meld was made. The discarded tile must be natural, and normal claim restrictions still apply.
Optional matching-tile rule: when allowing two Fei, the table may require that you must already hold a matching natural tile. If this requirement is used, an incoming discard or a tile taken by Robbing the Gang cannot be the sole natural tile in a triplet with two Fei. It also applies when that triplet completes a winning hand. A matching natural tile already held, or one you draw yourself, may complete the concealed triplet. If the table does not use this requirement, an otherwise legal two-Fei triplet may use the incoming natural tile alone.
Among legal Pong claims on the same discard, fewer Fei takes precedence. Count all three tiles in the completed Pong, including the claimed natural discard:
A Pong with fewer Fei wins even if its claimant sits farther from the discarder. If the Fei counts are equal, the nearest claimant after the discarder in turn order wins, wrapping around the table. Responding first gives no priority, and the printed Fei family does not affect the ranking.
Only legal claims enter this ranking. The agreed Open or Closed Fei rules, claimed-Pong limit, matching-tile rule, public-tile limits and discard restrictions still apply. Normal action priority remains: Hu outranks Gang; Gang outranks Pong; Pong outranks Chi.
Suppose your table uses Fei and Fei Joker, allows Open Fei Suit Pongs with up to two Fei, and does not require a matching natural tile already held. A player discards 3 Bamboo. These pictures show two Pongs competing for that same discard; only the winning Pong is made.
Equal Fei count: suppose turn order is A → B → C → D → A. D discards 3 Bamboo, and A and C each claim with one natural 3 Bamboo and one Fei from hand. Both Pongs have 1 Fei, so A wins as the nearest claimant after D, even if C responds first or uses a different Fei family.
Dun lets you set aside a concealed Fei and draw a replacement. Your table must agree to allow it, and a replacement tile must remain available.
The dealer may Dun during the first normal turn, after the opening win checks and Flower/Animal replacements. Other players normally wait for their own draw turn, including a Gang replacement draw. There is no separate opening Dun round.
Exception after Chi or Pong: if your claim leaves no legal discard, you may Dun to avoid False Win when Dun is allowed and a replacement remains. This exception does not permit Dun after every claim. After Chi, the original discard bans still apply to tiles you already held. A newly drawn natural replacement may be discarded, even if it has the same value as a barred tile.
Your hand receives one back-wall replacement. The set-aside Fei can add +1 Tai to your later win.
Fei in hand → Dun → Fei set aside + one replacement in hand. If you Dun twice, you take two replacement draws and have +2 declared-Fei Tai available if you win later. You receive no credits merely for declaring them.
Qi Fei lets you replace a Fei in your own exposed meld with the natural tile it represents, returning the Fei to your hand. Your table must allow both Open Fei and Qi Fei.
To exchange a Fei from a Chi, the table must also allow Fei-assisted Chi claims and Qi Fei from Chi. You cannot exchange using an older tile already in your hand, another player's discard, another player's meld, or a Gang. You may exchange once per draw, including a matching replacement draw.
Qi Fei gives no extra wall tile and no Tai by itself. The meld stays exposed. Once every Fei in a Pong has been replaced, it is a natural Pong and may later be upgraded with a fourth natural tile under the usual Added Gang rules. Continue your turn; the returned Fei may be used in a legal win or set aside with Dun if eligible.
A win immediately after Qi Fei counts as self-draw. If the exchanged natural tile was a replacement, that win keeps the eligible Replacement Tile or Double Gang bonus. Qi Fei alone gives neither bonus. Ordinary self-draw payments, including any qualifying Gang Shang responsibility, still apply to that immediate win.
Qi Fei followed by Added Gang: if you put a Gang replacement into a Pong through Qi Fei, then add a fourth matching tile that was already in your hand, that Added Gang ends the original discarder’s responsibility under both Gang Shang and Gang Bite. A win on this Added Gang’s replacement uses ordinary self-draw payers; any bonus-tile payments on that replacement also use their usual payers.
Your exposed Pong is 3 Circles + 3 Circles + Fei representing 3 Circles. On drawing a natural 3 Circles, Qi Fei leaves three natural 3 Circles in the exposed Pong and returns the Fei to your hand. An older 3 Circles already in your hand cannot make that exchange.
A complete legal winning hand, including eligible special hands such as Thirteen Terminals or a legal Fei Zou Jie hand, earns this award if you hold at least four concealed Fei from one physical family. Agree on the award before play; the examples here use 5 Tai. Award it once, even if you hold more than four or more than one qualifying family. A self-drawn Fei counts. Fei in exposed melds or set aside with Dun do not.
Optional opening instant win: the table may also let four matching Fei win immediately at the start, without a complete winning hand. Agree on when to check:
Check eligible players starting with the dealer and continuing in turn order. A player may pass. At a check after replacements, complete the Fei checks for all players before starting any Honor Instant Win checks, which start again with the dealer. The agreed Four Matching Fei award must reach the minimum Tai: a 5-Tai award cannot trigger this win at a 6-Tai minimum.
Score this instant win using only the agreed Four Matching Fei award, then apply the maximum Tai cap. Do not add Flower, Animal, Dun, other hand or winning-source bonuses. If the dealer already has a legal complete opening hand that pays more after the cap, use that hand's ordinary scoring instead. On an exact payout tie, use the instant-win award. Settle using the self-draw table: each of the three opponents pays the Self-drawn Hand amount. The Shooter rule does not change this payment.
Opening payments: accepting an instant win checked before bonus replacements ends the hand before any opening Flower or Animal payments are made, even if a qualifying pair was dealt. At a check after replacements, all instant payments already settled remain paid; do not repay or refund them.
Run the opening check only once at the agreed opening time; do not repeat it after Dun. Collecting four matching Fei later does not end the hand by itself. You still need a complete legal winning hand.
Four Fei Joker qualify as one family. Two Fei + two Fei Joker do not, even if all four represent the same natural tile.
This optional award uses a 20-, 24- or 28-Fei set with four tiles of each physical family. Hold at least five different Fei families concealed in your hand. Each family counts once, however many copies you have. Fei in exposed melds or set aside with Dun do not supply a missing family, and neither does another player's winning discard. Other legal exposed groups do not prevent this award.
With a complete legal winning hand, including eligible special hands such as Thirteen Terminals, add the table's agreed award; 5 Tai is the example award. This award remains available if the opening instant win is not used or its opening check has passed. It may score alongside Four Matching Fei when both concealed conditions hold. Keeping five different Fei does not end a later hand by itself.
Optional opening instant win: the table may let five different concealed families win without a complete winning hand. Agree whether to check immediately after the deal, before bonus replacements, or after opening Flower/Animal replacements and before the first turn. The dealt-tile check includes the dealer's extra 14th tile, as for Four Matching Fei. The agreed award must reach the minimum Tai, and the maximum Tai cap still applies.
Score the instant win using only the agreed Five Different Fei award, then apply the maximum Tai cap. Do not add Flower, Animal, Dun, other hand or winning-source bonuses. Settle using the self-draw table: each of the three opponents pays the Self-drawn Hand amount. The Shooter rule does not change this payment.
Opening payments: accepting an instant win checked before bonus replacements ends the hand before any opening Flower or Animal payments are made, even if a qualifying pair was dealt. At a check after replacements, all instant payments already settled remain paid; do not repay or refund them.
Example: one concealed red Fei, red Fei Joker, Blank Fei, blue Fei and blue Fei Joker meet the five-family count in a 20-Fei set with four of each family. Four red Fei plus one blue Fei give only two different families. Count the printed faces, regardless of which natural tiles they might represent.
Fei Zou Jie is an optional way to complete the eye. An ordinary winning hand still needs four legal sets. When your table allows this rule:
All ordinary groups still obey the normal Fei limits and must contain natural tiles. Zou Jie also permits two-Fei eyes for self-drawn special hands: Thirteen Terminals still needs all thirteen terminal/honor identities and one eye; Nine Heavenly Gates still needs a fully concealed hand and legal groups. A special-hand win using a two-Fei eye remains self-draw only.
Example: you already have three legal sets, with 2 Bamboo + 4 Bamboo + Fei + Fei Joker still concealed. A winning 3 Bamboo completes the fourth set, 2–3–4 Bamboo. The Fei and Fei Joker form the special eye. The complete hand must still meet the table's rules about winning tiles, minimum Tai and public-tile limits.
Agree whether the ordinary Zou Jie route allows self-draw only or also eligible natural discards. That route cannot win by Robbing the Gang. It does not allow either special-hand award from another player's tile when its eye contains Fei. Thirteen Terminals with a natural pair follows its separate rule above and may win on a natural discard or eligible Gang robbery, without using Zou Jie. Fei-assisted Nine Heavenly Gates remains self-draw only.
Zou Jie adds 0 Tai, does not bypass the minimum Tai, and obeys public-tile and discard restrictions. Holding two Fei does not guarantee a win on every tile. When more than one legal arrangement completes the hand, score the arrangement with the highest payout after the Tai cap.
Public tiles are visible discards and natural tiles in declared melds. They also include a declared Concealed Gang if its identity is public. Count a claimed discard only once. Tiles still in a concealed hand do not count, and a Fei representing a tile is not a physical natural copy.
If the table agrees to use these limits:
The table may additionally ban a second exposed Pong of the same tile, even when the later Pong is fully natural. Use this extra rule only with the public-tile limits. It still allows a fully natural concealed triplet.
A Fei already legally assigned in an exposed meld keeps that identity when more natural tiles become public later. Its earlier use remains legal. If Qi Fei returns it to your hand, its next use must meet the current limits.
Add your agreed Fei tiles to the normal 148-tile set. Ordinary draws still take the front tile and replacements the back tile; stop both when only 15 tiles remain. For example, 8 Fei may be four red Fei and four red Fei Joker; 12 may be four each of red Fei, red Fei Joker and Blank Fei. A 20-Fei set with four of each of the first five families supports Five Different Fei; sets of 24 or 28 add the green families. More tiles with one printed face still count as just one physical family.
Use this checklist before dealing:
Fei cannot be discarded. If your turn has no legal discard and no other legal action, the hand ends as False Win / Invalid Hand. This can happen after drawing, after Chi or Pong, or after Qi Fei returns a Fei to your hand. First check whether a legal win or Dun is available, including the post-claim Dun exception above. Passing on a win does not make a Fei discardable. This dead end may still be False Win when the last drawable tile has been reached, rather than an ordinary stalemate.
The affected player pays each opponent 32 times the table’s base payment at 1 Tai. This is the fixed 6-Tai base amount: do not double it for self-draw or apply the normal Tai cap. For example, with a 10-credit base, each opponent receives 320 credits (960 in total), even if the normal maximum is 5 Tai. Earlier instant payments remain settled. See the payment scale.