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Mahjong Decoded
Side by side

American vs Hong Kong vs Japanese mahjong

The same tiles, very different games. Here is how the American (National Mah Jongg League), Hong Kong, Japanese Riichi and Chinese Official (MCR) rules handle each part of play. House rules vary, especially for Hong Kong scoring.

1 American (NMJL) Card hands, jokers, the Charleston. Full guide →2 Hong Kong / Cantonese Four sets and a pair, faan scoring. Full guide →3 Japanese Riichi Yaku, riichi, furiten and dora. Full guide →4 Chinese Official (MCR) 81 patterns, 8-point minimum. Full guide →

Equipment

Number of tiles

American
152
Hong Kong
144
Riichi
136
MCR
144

Flowers and seasons

American
Eight 'flowers', kept in the hand and usable in card hands
Hong Kong
Set aside when drawn; score bonus faan
Riichi
Not used
MCR
Set aside; one point each, not counted toward the minimum

Jokers

American
Eight, wild in groups of three or more
Hong Kong
None
Riichi
None
MCR
None

Bonus tiles in play

American
Jokers
Hong Kong
Flowers and seasons
Riichi
Dora indicators, red fives, ura-dora
MCR
Flowers

Racks

American
Standard and almost essential
Hong Kong
Optional
Riichi
Not used; tiles stand on the table
MCR
Optional

The deal

Wall length per side

American
19 stacks
Hong Kong
18 stacks
Riichi
17 stacks
MCR
18 stacks

Starting hand

American
13 tiles (East 14)
Hong Kong
13 tiles (East 14)
Riichi
13 tiles (East 14)
MCR
13 tiles (East 14)

Before play

American
The Charleston: passing tiles right, across and left
Hong Kong
Flower replacements
Riichi
Dora indicator revealed
MCR
Flower replacements

Dead wall

American
No separate dead wall
Hong Kong
Replacement tiles drawn from the back of the wall
Riichi
14-tile dead wall with dora indicators
MCR
Replacement tiles drawn from the back of the wall

Making sets

Runs (chows)

American
Only as single tiles in card hands; never called
Hong Kong
Called only from the player on your left
Riichi
Called only from the player on your left (chi)
MCR
Called only from the player on your left

Triplets and quads

American
Pungs, kongs, quints and sextets (with jokers)
Hong Kong
Pungs and kongs
Riichi
Pungs and kongs (pon, kan)
MCR
Pungs and kongs

Calling a discard

American
Only for an exposure of 3+ identical tiles, or to win
Hong Kong
For pung, kong, chow or to win
Riichi
For pon, kan, chi or to win (ron)
MCR
For pung, kong, chow or to win

Concealed requirement

American
Hands marked C on the card must be concealed
Hong Kong
Concealed hands often worth an extra faan
Riichi
Riichi and several yaku need a closed hand
MCR
Some patterns require concealment

Winning

What counts as a win

American
Only a hand printed on the current card
Hong Kong
Four sets and a pair (or special hands), meeting the faan minimum
Riichi
Four sets and a pair, seven pairs or thirteen orphans — with at least one yaku
MCR
Any legal hand worth at least 8 points (excluding flowers)

Minimum value

American
None beyond matching the card
Hong Kong
Usually 1–3 faan by house rule
Riichi
At least one yaku
MCR
8 points

Ready declaration

American
None
Hong Kong
None
Riichi
Riichi: 1,000-point deposit, locks the hand
MCR
None

Furiten-style restriction

American
No
Hong Kong
No
Riichi
Yes: cannot ron on a tile in your own discards
MCR
No

Multiple winners on one discard

American
Next in turn wins
Hong Kong
Usually next in turn wins (house rules vary)
Riichi
Allowed in many rules (double ron)
MCR
Next in turn wins

Scoring

Scoring units

American
Fixed values printed on the card
Hong Kong
Faan
Riichi
Han and fu
MCR
Points (fan) from 81 patterns

How value grows

American
Fixed per hand
Hong Kong
Roughly doubles per faan
Riichi
Doubles per han up to mangan, then fixed tiers
MCR
Additive

Limit / maximum

American
Highest card values
Hong Kong
Table limit, often 8–13 faan
Riichi
Yakuman (32,000 non-dealer)
MCR
88-point patterns

Self-draw bonus

American
Everyone pays double
Hong Kong
+1 faan; all opponents pay
Riichi
Menzen tsumo yaku if closed; all opponents pay
MCR
1 point; each opponent pays hand value + 8

Bonus for no jokers / flowers

American
Jokerless hands paid double
Hong Kong
No-flower bonus at many tables
Riichi
—
MCR
—

Payment

Win on a discard

American
Discarder pays double; others pay single
Hong Kong
Discarder pays all or more than others (house rule)
Riichi
Discarder pays the whole amount
MCR
Discarder pays hand value + 8; others pay 8

Dealer

American
No special dealer multiplier
Hong Kong
Dealer continues on a win; bonuses vary
Riichi
Dealer wins and loses 1.5×
MCR
No dealer multiplier

Drawn hand (wall game)

American
No payment
Hong Kong
No payment; deal usually passes or repeats by rule
Riichi
Non-ready players pay ready players 3,000 in total
MCR
No payment

Strategy & feel

Main skill

American
Choosing and switching card hands; using jokers
Hong Kong
Fast set-building and faan management
Riichi
Efficiency, defense and expected value
MCR
Planning patterns to reach 8 points

Defense

American
Reading exposures; avoiding hot tiles
Hong Kong
Reading discards in a shared pool
Riichi
Furiten, ordered discards, folding against riichi
MCR
Reading exposures and discards

Where it is played

American
United States: clubs, community centres, homes
Hong Kong
Hong Kong, southern China, diaspora worldwide
Riichi
Japan, online worldwide, university clubs
MCR
International tournaments
ExplainedAmerican vs Hong Kong ExplainedAmerican vs Riichi ExplainedHong Kong vs Riichi