Sichuan Mahjong

Sichuan Mahjong Fan Table

Every hand our game scores. Fan add up and each extra fan doubles the payment, up to the cap. Tap a hand with a guide for examples, scoring and odds.

In-depth guides

Plain Hand 0 fan A win with nothing else — the 0-fan basic hand. Examples, pungs allowed, self-draw payments, and how common it is. All Pungs 1 fan Four pungs and a pair — 1 fan. Examples, 2-5-8 / golden hook / pure-pungs combos, and how many pairs you need to go for it. Pure One Suit 2 fan Every tile from one suit — a 2-fan big hand. Examples, pure pungs / pure seven pairs, and how many tiles of one suit you need to go for it. Terminals in Every Set 2 fan Every set and the pair contain a 1 or 9 — 2 fan. Examples, what it stacks with, and why it's rare. Seven Pairs 2 fan Seven concealed pairs — 2 fan. Examples, four-of-a-kind, pure / dragon seven pairs, and how many pairs you need to go for it. Dragon Seven Pairs 3 fan Seven pairs with four of a kind — 3 fan. Examples, how roots work, double / pure dragon seven pairs, and how often it happens. All 2-5-8 Pungs 2 fan All Pungs made only of 2s, 5s and 8s — 3 fan in total. Examples, stacking to the cap, and why it's so rare. Golden Hook 1 fan Four sets claimed, one tile left for a single wait: 2 fan with All Pungs. Examples, combos, and wait-switching tips. Root 1 fan All four copies of a tile in your hand adds 1 fan: examples, no kong needed, stacking roots, and how common they are. Win After a Kong 1 fan Self-draw the kong replacement: 1 fan plus the root, at least 2 fan. Examples, who pays, and the odds per kong. Deal-in After a Kong 1 fan Kong, replacement, discard — and someone wins on it: 1 fan for the winner, and the kong money moves to them. Robbing a Kong 1 fan Win on the tile someone adds to upgrade a pung: 1 fan; only upgraded kongs can be robbed, the konger pays and the kong doesn't stand. Last-Tile Self-Draw 1 fan Self-draw the very last tile of the wall: 1 fan. Examples, the last-tile discard, and how often it happens. Last-Tile Discard 1 fan The discard after the last tile deals in: 1 fan for the winner, paid by the discarder alone. Self-Draw 1 fan Everyone pays on a self-draw: the +1-unit bonus versus the +1-fan option, and how often wins are self-drawn. Heavenly Hand Cap The dealer wins on the starting 14 tiles: straight to the cap. Rules, who pays, and the real odds. Earthly Hand Cap A non-dealer self-draws on their first draw: straight to the cap. Rules, local definitions, and the real odds.

Scoring (fan)

HandFan
Plain hand (平胡)A complete hand with no other pattern.0
All pungs (對對胡)All four sets are pungs or kongs.1
Pure one suit (清一色)Every tile is from one suit.2
Terminals in every set (全帶么)Every set and the pair contain a 1 or a 9.2
Seven pairs (七對)Seven pairs with no calls.2
Dragon seven pairs (龍七對)Seven pairs including four of a kind (that four is not counted as a root again).3
All 2-5-8 pungs (將對)All pungs where every set and the pair are 2, 5 or 8 — on top of the all-pungs fan.2
Golden hook (金鉤釣)Four sets called, winning on a single tile for the pair.1
Root (根)Each set of four identical tiles you hold (in hand or as a kong).1
Bonus fanFan
Win after a kong (槓上開花)Self-draw on the replacement tile after a kong.1
Deal-in after a kong (槓上炮)Winning on the discard a player makes right after a kong.1
Robbing a kong (搶槓胡)Winning on the tile someone adds to a pung.1
Last-tile self-draw (海底撈月)Self-draw on the very last tile of the wall.1
Last-tile discard (海底炮)Winning on the discard after the last tile is drawn.1
Self-draw bonus (自摸加番)Only with the “+1 fan” self-draw rule.1
Heavenly hand (天胡)The dealer is complete before the first discard.Cap
Earthly hand (地胡)Self-draw on your very first draw, with no calls before it.Cap

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