中OpenMahjong

Mahjong Hands Explained: Every Shape From Chow to Yakuman

2026-11-07 · 7 min read · by OpenMahjong Team

The formula behind (almost) every win

Fourteen tiles. Four sets plus one pair. If you remember nothing else from this page, remember that — it's the shape of wins in Hong Kong, Taiwan, riichi, Classical, Sichuan and everywhere else mahjong is played seriously.

A set comes in exactly three flavors. A chow: three tiles in sequence, same suit, like 4-5-6 of bamboo. A pung: three identical tiles. A kong: four identical tiles, declared out loud because it breaks the wall's normal rhythm. And the pair — the eye — is two identical tiles of anything.

A real hand, tiles and all

Here's what a win looks like on the table: 1-2-3 of circles (chow), 7-8-9 of circles (chow), 4-5-6 of bamboo (chow), three Red Dragons (pung), and a pair of 9 of characters. Fourteen tiles, four sets, one pair, legal in Hong Kong rules with patterns worth well over the 3-fan minimum.

Notice what it isn't: it isn't special. Most wins look like this — some runs, maybe a triplet, a quiet pair. Mahjong is not a game of lottery-ticket hands; it's a game of assembling unremarkable materials faster and more quietly than three other people.

The famous exceptions

Every variant keeps a short list of hands that ignore the formula. Seven pairs — exactly seven pairs, no sets — is legal in riichi and several Chinese styles. Thirteen Orphans collects one of each terminal and honor tile plus a pair: thirteen different tiles that fit nowhere in the normal shape, and every table knows its name.

American mahjong goes furthest: the NMJL card is the list. If your hand isn't printed on this year's card, you cannot win — regardless of how tidy your four sets and a pair look.

In riichi these exceptional shapes are called yakuman — limit hands — and they pay a flat, painful maximum. Chasing them is a gamble; catching one is the story you'll retell for years.

Same tiles, three different paychecks

Take an all-triplets hand — no runs anywhere. In Hong Kong rules it's all-pungs, worth a healthy 6 fan. In riichi it's toitoi, but here's the catch: triplets alone aren't a yaku, so the hand needs a partner pattern (like all-simples or a dragon triplet) before it can win at all.

In American rules the same idea is a printed card hand with a fixed value, probably featuring a kong or a quint. One shape, three rulebooks, three different reasons to be happy. That's the whole charm of mahjong's family tree — and why our variant guides matter before you sit down at a new table.

Choosing a direction early

Strong players don't wait to see what their hand becomes; they commit by the third or fourth turn. Lots of pairs and honors? Pung country — lean toward triplet hands. A neat stack of middling numbers? Run country — chows, and quietly fold anything that breaks the runs.

The worst hand isn't an ugly one; it's a hand with no direction that discards safely for fifteen turns. When in doubt, pick the direction that needs fewer live tiles, not the prettier one.