Guangdong MCR Scoring
Guangdong MCR Overview Gameplay Scoring

The winner announces what winning conditions they have and the value of their hand. The opponents may check and verify. Opponents need not assist the winner in calculating the value of the hand if it is underscored.

Scoring Restrictions

A valid hand must be worth at least 4 Points.

Four Restrictions when Calculating Points…

  1. A hand's combined total value cannot exceed the Limit (24 Points).
  2. If a higher value pattern/incidence infers one of a lower value, you cannot score for both.
  3. An individual tile can only be clustered/paired in one way.
  4. You cannot score the same pattern multiple times using any of the tiles multiple times..

Although the combined total score cannot exceed 24 Points, some patterns are extraordinary and score 36 Points.

The Payout

If the winner won by Self-draw, they receive their Points x2 from each opponent.
If the winner won by Discard, they receive their Points x4 from the discarder, and x1 from the other two opponents.

Multiple players can call "Mahjong" on a discard. Each winner gets paid x4 from the discarder and x1 from their 2 opponents. Here are two examples…

A discarded the winning tile: B won with 5 Points, C won with 7 Points A discarded the tile: B won with 5 pts, C won with 7 pts, D won with 4 pts
Player A Player B Player C Player D Player A Player B Player C Player D
Player A Pays 20 28 Player A Pays 20 28 16
Player B Pays 7 Player B Pays 7 4
Player C Pays 5 Player C Pays 5 4
Player D Pays 5 7 Player D Pays 5 7
A lost 48 points, B gained 23 points, C gained 27 points, D lost 12 points A lost 60 points, B gained 20 points, C gained 34 points, D gained 12 points

Score Table

There are 56 total winning conditions.

The list is based the winning conditions found in a majority of Guangdong Style rulesets.
However, five common luck-based conditions were removed…
Blessing of Heaven, Blessing of Earth, Self-Drawn Win, Fully Concealed Hand, and Fully Exposed Hand.
Also, Tile Hog is used instead of 4 Into 2, 4 Into 3, and 4 Into 4.

Minimum: 4
Maximum: 24 counted, but extraordinary patterns are worth 36
Name Pts Description
CLASSIC HONG KONG
Dead Wall Win 1 Winning off a Kong replacement tile from the Dead Wall.
Robbing the Kong 1 Winning off a player’s “Added Kong”.
Last Tile Win 1 Winning upon drawing the last tile in the Live Wall.
Last Discard Win 1 Winning off a discard after the final tile was drawn.
All Chows & No Honors 1 All 4 Clusters are Chows. No Pungs/Kongs or Honors.
Dragon Pung 1 Pung/Kong of Dragons.
Seat Wind Pung 1 Pung/Kong of the player’s Seat Wind.
Round Wind Pung 1 Pung/Kong of the Round Wind.
All Pungs 4 All 4 Clusters are Pungs/Kongs. No Chows.
Half Flush 4 Hand has tiles from only a single suit and Honors.
Small 3 Dragons 12 2 Dragon Pungs/Kongs + 1 Dragon Pair.
Pure Flush 12 Hand has tiles from only a single suit. No Honors.
Small 4 Winds 24 3 Pungs/Kongs of Winds + Pair of Winds.
Big 3 Dragons 24 Three Pungs/Kongs of the Dragons.
Impure 13 Orphans 24 One of each Terminal & Honor plus another.
Pure 13 Orphans 36 13 Orphans with a 13-sided wait.
Pure 9 Gates 36 Winning tile is a 9-sided wait: 1112345678999.
Big 4 Winds 36 4 Pungs/Kongs of Winds + Pair of anything.
All Honors 36 Every tile is an Honor.
4 Kongs / The 18 Arhats 36 Any four Kongs. A whopping 18 tiles.
NEW 6
Self-Drawn Hand 1 All tiles are concealed when a player declares “Mahjong”.
Single Wait 1 The winning tile was a Middle Wait, Edge Wait, or Pair Wait.
All Simples 1 All of the tiles are 2-8. No Terminals or Honors.
258 Pair / Pair of Generals 1 Hand has a Pair of 2s, 5s, or 8s.
2 Suits 1 Hand is made up of only two suits. No Honors.
NEW 18
2 Identical Chows 1 2 identical Chows.
Tile Hog 1 Using all four of a tile in a single-suit, without using them in a Kong.
Old & Young Chows 1 123 & 789 in the same suit.
Old & Young Pungs 1 A Pung/Kong of 1s and a Pung/Kong of 9s all in the same suit.
Half Outside Hand 2 Only terminal Clusters and Honors.
Pure Straight 4 Three Chows in a single suit making 9 continuous numbers (1-9).
Pure Outside Hand 4 Only Terminal Clusters. No Honors.
3 Self-Drawn Pungs 4 3 Self-Drawn Pungs.
All Types 4 A hand with Circles, Bamboo, Characters, Dragons, & Winds.
3 Consecutive Pungs 4 3 Pungs, same suit, sequential order.
3 Similar Chows 4 3 of the same Chow in all 3 suits.
3 Similar Pungs 4 3 of the same Pung in all 3 suits.
Double-Double 12 2 sets of two identical Chows.
4 Consecutive Pungs 24 4 Pungs/Kongs of the same suit in sequential order.
4 Self-Drawn Pungs 24 4 Self-Drawn Pungs/Kongs.
All Terminals 36 4 Pungs/Kongs of Terminals + Pair of Terminals.
15 ACQUAINTANCES
4 Called Pungs 1 All Pungs were called from discards. No Self-Drawn Kongs.
Golden Wait 1 4 Called Clusters waiting on a single Pair wait. Always scores Single Wait.
Keystone Wait 1 Winning tile is a Middle Wait on a 5
Flower Straight 1 Three Chows in three suits making 9 continuous numbers (1-9).
2 Self-Drawn Pungs 1 2 Self-Drawn Pungs/Kongs.
2 Kongs 1 Two Kongs.
3 Values 4 Hand has only 3 Values. (Values: 1s,2s,3s,4s,5s,6s,7s,8s,9s,Dragons,Winds)
All Linked 4 All Clusters and the Pair have the same number.
3 Identical Chows 4 3 identical Chows.
3 Kongs 4 3 Kongs.
All Terminals & Honors 4 Only terminals and Honors.
7 Pairs 7 7 unique Pairs. Deviates from the 4 Clusters and 1 Pair rule.
2 Values 12 Hand has only 2 Values. (Values: 1s,2s,3s,4s,5s,6s,7s,8s,9s,Dragons,Winds)
258 Hand / All Generals 12 All 2's 5's and/or 8's.
4 Identical Chows 36 4 identical Chows + Pair of anything.
All Green 36 Tiles are 23468 Bamboo or Green Dragons.

The GMCR Official Rulebook: PDF
Guangdong Style Resources: LINK

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