A comprehensive guide on Singapore Mahjong to the best of my knowledge
Published by admin on 14 Jul 2025
•Last Updated on 19 Jul 2025
SINGAPORE MAHJONG GENERAL RULES
Minimum 1 Tai: You start with a default of 0 Tai. You cannot win if you do not have at least 1 Tai. Some house rules may require Minimum 2 Tai to allow for more risky (and rewarding) plays.
Maximum 5 Tai: The maximum a player can win is maximum 5 Tai, +1 for the Shooter (Player who discarded the Winning Tile), or +1 for other 3 Players if the Winner Self-Draws the Winning Tile (ZIMO).
No Shooter: The player who discards the winning tile does not pay for everyone, unless Shooter Rules in effect (see below).
No Seven Pairs (七对子) Allowed: You cannot win with 7 pairs of Tiles (This is usually a Hong Kong feature).
Shooter: The player who discards the winning tile always pays for everyone. This is usually house rules for competitive/high-level players.
Pay For All (BAO): Most house rules state that any player who discards a “Dangerous” Winning Tile pays for everyone (e.g. If you have 3 or 4 exposed Melds of the same Suit (or Honour Tiles), if any player discards any Tile of that same Suit (or Honour Tile) which allows you to win, that player pays for everyone.
Terminals: Terminal Tiles consist of all Suits’ 1 and 9 Tiles.
WINNING HAND ADDITIONAL PAYOUTS
Any Animal Tile: +1 Tai each (Maximum 4 Animal Tai)
Your Flower Tile: +1 Tai
Your Season Tile: +1 Tai (Often referred to as Flowers too)
Complete Flower Set (4 Tiles): +1 Tai
Complete Season Set (4 Tiles): +1 Tai
Prevailing/Round Wind (东南西北) PONG: +1 Tai
Your Player/Seat Wind (东南西北) PONG: +1 Tai (e.g. If you PONG 东风 which is both the Round Wind and your Seat Wind, you get +2 Tai)
Any Dragon PONG: +1 Tai each
Concealed Hand (门清 / Mén Qīng): +1 Tai (e.g. You win without exposing any Melds, either with ZIMO or another player’s discard Tile; House Rules may vary: e.g. Your concealed hand win may have to contain no flowers or animals)
Winning on Replacement Tile (花上,杠上): +1 Tai (Winning Probability: 1 / 208)
Winning by Robbing a KANG (抢杠): +1 Tai (Winning Probability: 1 / 320)
Winning on the Last Available Tile (海底捞月): +1 Tai
WINNING HAND COMBINATIONS
Consecutive Triplets (CHI CHI HU 吃吃胡 / CHOU PING HU 臭平胡): 1 Tai
Your Eye cannot be a Dragon Tile or the Prevailing Round Wind or the Player Wind.
You must also not be waiting for one single Tile variant to win. Therefore, your winning Tile cannot be the EYES or any end of a Suit (e.g. You cannot have both 1 and 2 Stick Tiles and win by CHI 3 Stick).
Winning Probability: 1 / 16
Consecutive Triplets Special (PING HU 平胡): 4 Tai
Similar to Chou Ping Hu, but you cannot have any Flower or Animal Tiles.
Your EYES cannot be Honour Tiles which give you Tai (Therefore your EYES cannot be your round or player Wind, or any Dragon Tiles).
You must also not be waiting for one single Tile variant to win. Therefore, your winning Tile cannot be the EYES or any end of a Suit (e.g. You cannot have both 1 and 2 Stick Tiles and win by CHI 3 Stick).
Identical Triplets (ALL PONG / PONG PONG HU 碰碰胡): 2 Tai
You must win with an EYE and four PONGS and/or KANGS.
Half Flush (混一色 / 半色): 2 Tai
You must win with a combination of only one Suit (Numbers, Sticks, or Circles) and Honour Tiles (Winds & Dragons).
Full Flush (清一色): 4 Tai
You must win with a combination of only one Suit (Numbers, Sticks, or Circles).
Winning Probability: 1 / 32
Full Flush Sequence Hand (清一色平胡): 10 Tai
You must win with 4 CHI and EYE of a combination of only one Suit (Numbers, Sticks, or Circles).
You cannot have any Flower or Animal Tiles.
Half/Mixed Terminal (混么九/混老头): +2 Extra Tai
You must win with a PONG and EYE combination of 1, 9, or Honour Tiles (Winds & Dragons).
All/Pure Terminal (清么九/清老头): 9 Tai
You must either win with a PONG and EYE combination of 1 or 9 Tiles only.
All Honours (字一色): 7–10 Tai (Unconfirmed)
You win with a PONG and EYE combination of only Winds & Dragons.
Winning Probability: 1 / 5,200
Pure Green Suit (绿一色): 4 Tai
You win with only PONG of the pure green colour Tiles (2,3,4,6,8 of the Sticks Suit) and the Green Dragon as the EYE or PONG.
Winning Probability: 1 / 10,400
Four Concealed Pongs (四暗刻/坎坎胡): Minimum 5 Tai + 1 Tai (Self Drawn)
You must win with self-draw of four unexposed PONGS and unexposed EYES.
Kang on Kang Win (杠上杠胡): Minimum 5 Tai + 1 Tai (Self Drawn)
You KANG once, self-draw a Replacement Tile and KANG again, then self-draw a second Replacement Tile and a Winning Tile.
Nine Gates (九连宝灯): Minimum 5 Tai
You must win with a combination of only one Suit (Numbers, Sticks, or Circles) of the following Tiles: 1–1–1–2–3–4–5–6–7–8–9–9–9 (13 Tiles) with any of that Suit Tile (1–9) as your 14th Winning Tile.
Three Lesser Scholars (小三元): +3 Extra Tai
You PONG 2 suits of Dragons (2 Tai), with a pair of Dragon Tiles as your EYES, and must complete another two Melds (PONG or CHI) to win.
Winning Probability: 1 / 384
Three Great Scholars (大三元): 7 Tai (AUTOMATIC WIN)
You PONG all 3 suits of Dragons (9 Tiles), automatic win regardless of your other Tiles.
Winning Probability: 1 / 3,744
Note: Do not reveal your remaining Concealed Tiles as it may be constituted as cheating by some other Players.
Four Lesser Blessings (小四喜): +2 Extra Tai
You PONG 3 suits of Winds (9 Tiles) with the last pair of Winds as your EYES.
Winning Probability: 1 / 3,232
Four Great Blessings (大四喜): 12 Tai (AUTOMATIC WIN)
You PONG all 4 suits of Winds (12 Tiles), automatic win regardless of your EYES.
Winning Probability: 1 / 57,856
Note: Do not reveal your remaining Concealed Tiles as it may be constituted as cheating by some other Players.
Seven Flowers/Robbing the Flower (七抢一): 10 Tai (AUTOMATIC WIN)
You have seven Flower Tiles and another player draws the eighth and last Flower Tile, this eighth Flower Tile is automatically transferred to you, automatic win regardless of your other Tiles.
Eight Immortals/Flowers (花胡/八仙过海): 12 Tai (AUTOMATIC WIN)
You draw all 8 Flower Tiles, automatic win regardless of your other Tiles.
Opening Hand (MEN HU 门胡): Minimum 5 Tai + 1 Tai (Self Drawn)
You are the non-Dealer and you win from your very first Drawn Tile.
Tai is not required, as long as you have 4 Melds (PONG or CHI) and your EYES. (Unconfirmed)
Humanly Hand (REN HU 人胡): Minimum 5 Tai
You are the non-Dealer and you win on the very first turn, from any Player’s very first Discard Tile.
No player must have an exposed Meld (e.g. no PONG or CHI) and you must win before your very first Drawn Tile.
Tai is not required, as long as you have 4 Melds (PONG or CHI) and your EYES. (Unconfirmed)
Earthly Hand (DI HU 地胡): Minimum 5 Tai
You are the non-Dealer and you win from the Dealer’s very first Discard Tile.
Tai is not required, as long as you have 4 Melds (PONG or CHI) and your EYES. (Unconfirmed)
Heavenly Hand (TIAN HU 天胡): Minimum 5 Tai + 1 Tai (Self Drawn)
You are the Dealer and you win with your opening hand.
Tai is not required, as long as you have 4 Melds (PONG or CHI) and your EYES. (Unconfirmed)
Thirteen Wonders/Orphans (十三幺): 8 Tai
You must win with each Terminal Tile (e.g. the 1 and 9 of each of the Numbers, Sticks, Circles Suit (6 Tiles)), along with each unique Honours Tile (7 Tiles). Your EYE must be a duplicate of any of the 13 previously mentioned tiles.
i) Thirteen Wonders has priority to win a Tile from any player’s discard, superseding players in front of you who could have won from that Tile. However, Thirteen Wonders cannot snatch another player’s self drawn Winning Tile.
ii) Thirteen Wonders also has priority to win a Tile from another player’s “AN KANG”.
iii) If you have all 13 Unique Tiles, you can declare “TING PAI” with all 13 Tiles faced down. You will win if any of the subsequently drawn Tiles form your winning hand. (Unconfirmed)
Winning Probability: 1 / 2,464
Eighteen Arahats (杠杠胡/SHI BA LUO HAN 十八罗汉): 18 Tai
You KANG 4 suits with an Eye (18 Tiles).
DEREK’S MAHJONG STRATEGIES & TIPS
(~My humble opinions only~)
Your sitting position, relative to other players and their respective playstyles (e.g. aggressive, defensive, amateur, fast win) can have a strong effect on how you play (e.g. depending on CHI from your left super defensive player will usually result in a poor payoff).
High level players will also observe where other players keep their different type of Tiles in their hand, this helps them guess what kind of Tiles the player just drew (e.g. If a player usually keeps his Honour Tiles on his left side out of convenience or habit, when you see him draw a Tile and put it on his left side of hand, there is a good chance he drew an Honour Tile and is not playing CHI CHI HU or PING HU. However, high level players will themselves mix up their playstyle, such as placing their Honour Tiles in the center, left, or right of their hand to keep the other high level players guessing). — And no, I currently don’t play high-stakes mahjong, so I don’t really do this in my games.
I believe the Dealer has got a small 1 Tile advantage, either for getting more flowers or pairs, including Thirteen Wonders Tiles (contrary to what the online AI says about there being no significant advantage).
I also believe as the Dealer, you should try to Win as much as possible so you can continue as Dealer “DIAO ZHNG” and continue with a 1 Tile advantage.
You can sometimes choose not to KANG to avoid showing you are close to winning big and put other players on the defensive.
For PING HU or CHOU PING HU (CHI CHI HU), it is best to get your EYES as quickly as possible, because you need a pair of EYES to win no matter what.
For PING HU or CHOU PING HU (CHI CHI HU), be careful of what you CHI. It may be better not to CHI running tiles (e.g. 2–3 Sticks) but wait to CHI or Self-Draw your One-Ended “KALONG” Tiles (e.g. 1–2 sticks & CHI 3, or 5–7 sticks and CHI 6). This lets you game easier as you need an Open-Ended Running Tiles to win (e.g. 2–3 Sticks and 4–4 Circles EYES).
For PING HU, you can attempt it even if there are only four to five flowers out. Sometimes you may get lucky and win quick, especially if your left player is aggressive/loose.
For PING HU, if you are already well set-up, it is sometimes better to CHI a Tile you already have a meld of to avoid drawing a Tile from the wall and possibly getting a flower (e.g. You have 1–2–3 Sticks, 3–4 Numbers, 4–5–6 and 7–8 Circles, and a pair of 9–9 Sticks EYES — Your left player throws a 3 Sticks, you can CHI and throw your 3 Sticks to avoid drawing a Tile (and flower)). The downside of this is it reduces your chances of ZIMO.
If you are down to your last remaining Tile to win with a pair of EYES, sometimes if you just drew a Tile you previously discarded, you can keep it instead of discarding it again, if there are still 2 remaining in the Wall. This may lull the other players off guard to discard it if they draw it, since they saw you have discarded it before.
Thirteen Wonders can be attempted with as little as 8 Terminals/Honour Tiles in your starting hand (See my VLOG 2). More importantly for attempting Thirteen Wonders at the start, is observing what are the chances your opponents are waiting to PONG/have PONG any of the Tiles you need, and whether the other opponents are all playing the same Suit so are hindering each other from winning quickly.
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