Step 10: Going Mah Jongg

You go Mah Jongg if you have four combinations which can be Pungs and/or Kongs and/or Chows plus a pair of identical tiles. The following picture shows a complete Hand:


Here we have:

A Pung of 1 Bamboo, a concealed Kong of 7 Bamboo, an exposed Kong of 7 Circles, a Chow of 3, 4 and 5 Bamboo and a pair of White Dragons.

The Pungs, Kongs and Chows are displayed above your stake to indicate that they are exposed (that is, you've made them by picking up discarded tiles). The only exception to this is the Kong which is shown with two blank tiles, one at each end, to indicate that it is a concealed Kong, this means that you've made the Kong from tiles you have been dealt.

The scores are now calculated and settled.

If the East Wind player does not go Mah Jongg (doesn't win), then the red stake is passed to the player sitting to the right of the East Wind player. All Winds are rotated counter clockwise, all players are assigned the Wind from the player sitting on their left. If after a couple of Hands the red stake comes back to the player who began the game as East Wind, then the Wind of the Round becomes the next Wind (East - South - West - North). A new Hand is now dealt. The game is finished when all four winds have been Wind of the Round once and the red stake is about to come back to the player who began the game as the East Wind player.

See also: Mah Jongg Examples, Rules and Scoring.

Berrie Bloem's Mah Jongg - The REAL Game!(TM) Beginners Game Explanation Scoring Rules History
Symbolism Books Clubs Tournaments Glossary Other Sites
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