Babcock's Rules for Mah-Jongg/Chapter 4
Exposed Combinations (on the Table). (Completed from discards that have been Punged or Chowed.) These apply to all hands. A Run has no value except to complete a hand.
Three of a kind (of 2, 3, 4, 5, 6, 7, or 8) of the same suit | 2 points |
Three ones or three nines of the same suit | 4 points |
Three of a kind of any Wind | 4 points |
Three of a kind of Red, Green, or White Dragons | 4 points |
Four of a kind (of 2, 3, 4, 5, 6, 7, or 8) of the same suit | 8 points |
Four ones or four nines of the same suit | 16 points |
Four of a kind of any Wind | 16 points |
Four of a kind of Red, Green, or White Dragons | 16 points |
A pair of any Dragon or of a player's own Wind | 2 points |
Concealed Combinations. (Completed by drawing from the wall.) These apply to all hands. A Run has no value except to complete the hand.
Three of a kind (of 2, 3, 4, 5, 6, 7, or 8) of the same suit | 4 points |
Three ones or three nines of the same suit | 8 points |
Three of a kind of any Wind | 8 points |
Three of a kind of Red, Green, or White Dragons | 8 points |
Four of a kind (of 2, 3, 4, 5, 6, 7, or 8) of the same suit | 16 points |
Four ones or four nines of the same suit | 32 points |
Four of a kind of any Wind | 32 points |
Four of a kind of Red, Green, or White Dragons | 32 points |
A pair of any Dragon or of a player's own Wind | 2 points |
Special Bonus Scores: These apply to winning hand only.
Game or MAH-JONGG (for winning the hand) | 20 points |
Winning tile drawn (not Punged or Chowed) | 2 points |
MAH-JONGG on special draw of a loose tile after four of a kind, scores an additional 8 points, or in all | 10 points |
To complete the hand by filling in the only possible place to win | 2 points |
No score other than Game, MAH-JONGG | 10 points |
No Runs, concealed or exposed | 10 points |
Stealing the Fourth to Win | 10 Points |
MAH-JONGG on the Last Tile Drawn | 10 Points |
N. B.—The above Special Bonus Scores are always added before the score is doubled for any honor combinations the hand may contain. (See below.)
Double Honor Scores: These apply to all hands.
Three or four of a player's own Wind, concealed | Double total score |
Three or four of Red, Green, or White Dragons, concealed or exposed | Double total score |
Hand all of one suit, except for any number of Winds, or Red, Green, or White Dragons | Double total score |
Hand entirely of one suit | Double total score three times |
(i. e., if score is 32, doubling three times makes it 256) | |
Hand entirely of Honor Tiles (all Winds and Dragons, no suits) | Double total score three times |
N. B.—Should one hand contain more than one doubling honor combination, the score is doubled for each combination according to the above table. Thus, if a hand has, for example, 3 Red Dragons, 3 of the player's own Wind, and all other tiles of the same suit, the score is doubled three times.
Special Scores: These apply to winning hands only and are very unusual.
The Hand From Heaven | Scores the Limit, usually 300 points |
When East picks up his first fourteen tiles prior to the beginning of play, if he finds his hand is already complete, he should declare at once MAH-JONGG. This is called by the Chinese The Hand From Heaven. Only East may win in this way, since the other three players have only thirteen tiles at the beginning of play.
The Hand From Earth | Scores half the Limit, usually 150 points |
If a player other than East, on picking up his hand at the beginning of play has thirteen tiles ready to go out (i. e., ready for the fourteenth tile to complete the hand), and can Pung East's first discard for MAH-JONGG, he may score one-half the Limit. Obviously, East himself can never obtain this score.
The Lucky Thirteen | Scores one-third the Limit, usually 100 points |
After East has made his first discard, any player whose thirteen original tiles make him ready to go out (i e., ready for the fourteenth tile to complete the hand for MAH-JONGG) may declare his intention to win on his original thirteen tiles and if at any time later he is successful in completing his hand for MAH-JONGG, he is entitled to score one-third the Limit. The player must declare his intention to win in this way before he takes his first draw, and after such declaration is made, he cannot change his original thirteen tiles if he wishes to score one-third the Limit. He may, however, deem it advisable to change one or more of the original thirteen titles in order to win, in which case he may go MAH-JONGG in the ordinary way, but in this event he cannot score for The Lucky Thirteen.
This hand may be held by East himself, but East must declare his intention to win in this way when he makes his first discard.