Scoring

Scores for winning

The winner receives following bonus points for winning and special ways of going out (notice that the scoring unit can be points, doubles, fu, han, doubles or percentage of Limit, depending on the selected scoring system):
Item Scoring Variations Additional options
Winning (a.k.a. basic points, Ch. ji ben fu)
20 points CO, W, WA, ZJ  0 pts; T 2 pts, K 5 pts, CC 10 pts; HK, CN, IMS, MMM, W 0 faan Double if fully concealed hand (Y/N) K Yes
Fully exposed hand (all sets melded, including the winning set)
Note: Implies One-chance hand and Out on a pair if scoring specified with the same unit.
CO 6 pts, WA 7 pts, T 10 pts; CT 2 dbl; IMS, MMM 1 faan, W 2 faan Acceptance of Kongs: All Kongs (CN) / Melded Kongs (default) / Kongs from melded Pungs / No Kongs  (WA)
Note: This setting overrides the general Kong option specified on the General option page of the Rules section.
Self-drawn last tile (Ch. zi mo ho, Jap. tsu-mo ru)
2 points AM, ZJ 0 pts, CO, T, WA 1 pt, F 5 pts, MMM 10 pts; IMS 0 faan, CN, HK, W  1 faan Note: If separate scoring for Fully concealed hand is specified, bonus for self-drawn last tile is added to total score only if the scoring is specified using a different unit. E.g., if Fully concealed hand scores 1 dbl and Self drawn last tile scores 2 pts, the bonus for Self-drawn last tile is added; if both score doubles, only the scoring for Fully concealed hand is included in the total score.
Exception: If the pattern itself implies Concealed hand (e.g., all 7 pairs based hands do, as do many Limit hands and patterns that by definition require 4 concealed sets – this does not include patterns that have separate scoring for being melded/concealed), and scores specify scoring for both Fully concealed hand and Self-drawn last tile, points are paid only for the latter.
Out on a one-chance Chow (a.k.a. Out on a one-way Chow; Ch. kan zhang, bian zhang, Jap. kan-chan, pen-chan)
e.g. 1-2 or 8-9 or n-?-n+1 (middle tile missing), as opposed to going out on a Chow that can be completed on both sides.
2 points AM, BR, CC, CO, D, FG, K, ZJ 0 pts, WA 2 pts; CN 1faan; HK, IMS, MMM, W 0 faan
Out on last of a one-chance Chow
e.g. calling with B-22 B68 while three B7's appear amongst discards and melds.
Note: Does not include scoring for Out on a one-chance Chow.
WA 3 pts
Out on last of a multi-chance Chow
e.g. calling with B-22 B67 while four B5's and three B8's (or vice versa) appear amongst discards and melds.
WA 9 pts Allow 1 of both end tiles (Y/N): WA No
If checked, allows one available winning tile at both ends of the calling shape (e.g., that three of B5's and B8's have been played when calling with B67).
Out on 5 of of a Chow 4-5-6
e.g. going out with B5 while calling with B-22 B46.
Note: The scoring assignment is ignored and zeroed, if there is no scoring for Out on a one-chance Chow. Does not include scoring for Out on a one-chance Chow.
WA 1 pt Require self-drawn (Y/N): WA No
If checked, requires that the winning tile is self-drawn. Note however that pattern never implies scoring for Self-drawn last tile.
Out on a pair (Ch. tan chao machi, Jap. danki)
Note: Implied in Exposed hand and Fully exposed hand.
2 points AMBR, CO, F, K, WA, ZJ 0 pts, WA 1 pt; HK, IMS, MMM, W 0 faan; CN 1 faan
Out on a major pair
The player goes out on a terminal or Honor pair.
Note:
The scoring assignment is ignored and zeroed, if there is no scoring for Out on a pair. Does not Include scoring for Out on a pair.
CC 2 pts
Out on a pair of fives
Note:
The scoring assignment is ignored and zeroed, if there is no scoring for Out on a pair. Does not include scoring for Out on a pair or Pair of 2, 5, 8, and is not implied by All 2's, 5's or 8's.
Require self-drawn (Y/N): WA No.
If checked, requires that the winning tile is self-drawn. Note however that pattern never implies scoring for Self-drawn last tile.
Out on 4th of its kind (3 exemplars of the tile appear as discards and melded tiles, and player goes out on the 4th), e.g. calling with B-22 B-45, when four of either B3 or B6 have already been played.
Note: The points for Out on 4th of its kind is are ignored if a player gets a bonus (in the same unit) also for Out by robbing a Kong. (If one pays a point bonus and the other a double/han bonus, both are included in the point calculation.)
CO 4 pts; CT 1 dbl; CN 1 faan  Consider tiles in player's own hand as "played" (Y/N) CO, CN No. 
One-chance hand
e.g. B1 B-345 (no B-2345, which has 2 chances to go out – however, see options on the right)
Note: In Four Winds 1 there was a pattern called "one-chance", which described a hand that was completed with a pair or a one-chance Chow, disregarding number of different tiles the hand could go out. In version 2 this pattern has been replaced by separate patterns "Out on a pair" and "Out on a one-chance Chow". 
One-chance hand
is implied in Exposed hand, Fully exposed hand and Last-chance hand. Also, if neither of the options on the right are checked, One-chance hand includes scores for Out on a one-chance Chow.
CO 1 pt, CC, D, G 2 pts; CT 1 dbl Allow dead multiple-chance hand (Y/N): CC Yes; CO No. 
If checked, allows hands like B-2256, if B4 or B7 has been played 4 times (and appear amongst discards or melds). Note that a hand does not become "one-chance" due to requirements posed by rules like "minimum point" requirement (i.e., if only one of the two or more structurally possible winning tiles makes the hand a valid winning hand, this does not render the hand "one-chance").
Consider tiles in player's own hand as "played" (Y/N): CC, CO, D, G No. 
If checked, the non-melded tiles in player's own hand are considered as "played"; this allows hands like B-2345 to be considered as one-chance, if there are no other B2's or B5's available for play (that is, all four of either B2 or B5 appear in melded sets, discards, or are used in player's own hand).
Last-chance hand
One-chance hand that goes out on the last available tile of its kind. E.g. B-11 B-35, where B4 has been played 3 times (no B-11 B-34, even if B2 or B5 has been played 4 times, since this is not a one-chance hand – however, see options on the right).
Last-chance hand implies One-chance hand.
WA 5 pts; IT 1 dbl Consider tiles in player's own hand as "played" (Y/N): IT Yes; WA No. 
If checked, the non-melded tiles in player's own hand are considered as "played"; this allows hands like B-444 B-35 to be considered as last-chance, if there is only one B4 available for play (that is, the three other B4's appear either in melded sets or as discards, or are used in sets in player's own hand).
Allow dead multiple-chance hand (Y/N): IT, WA Yes.
If checked, allows hands like B-11 B34 to be considered as last-chance, if B2 has been played 3 times and B5 4 times (or vice versa).
Note: If both of the options above are checked, hands like B-2345 are also considered as last-chance, if either B2 or B5 is no longer available (that is, all four of B2 and three of B5 – or vice versa – appear in melded sets, discards, or are used in player's own hand), and there is only one tile left of the other (the remaining 3 appear in melded sets, discards, or are used in player's own hand).
Bird eats the cake (Dot 1 accepted as Bamboo 1 when claimed for a pair) D 10 pts
Out on the last tile of the Wall (a.k.a. Winning from the Bottom of the Sea, Ch. hai di lao yue, Jap. hai-tei)
Note: Implies Self-drawn last tile. 
The pattern is available also in the Basic points category.
1 double CO 8 pts, K 5 pts, T 1 pt, WA 3 pts, ZJ 10 pts; HK, CN, IMS, MMM, W 1 faan; JM 1 han Self-drawn last tile implied (Y/N): CO Yes
In most rules bonus for self-drawn winning tile is added to the total score, since a hand can receive bonus for Out on the last tile of the Wall also if it goes out on a supplement tile (which might already include bonus for self-drawn last tile).
Out on the last discard (a.k.a. Catching the Fish from the Bottom of the River;Ch. ho di lao yu, Jap. ho-tei)

Note:  Refers to a situation where a player goes out on a discard after the last tile of the Wall has been drawn.
The pattern is available also in the Basic points category.
1 double AM, AU, CT 0 pts, CO 8 pts, K 5 pts,  T 1 pt, WA 3 pts, ZJ 10 pts; HK, CN, IMS, MMM, W 1 faan; JM 1 han
Out on a supplement tile (a.k.a. Winning on the Roof, Opening a Flower on the Top of the Mountain, Ch. ling shang kai hua, Jap. rin-shan-kai-ho)

Note: The pattern is available also in the Basic points category.
1 double CO 8 pts, F 0 pts, K 5 pts, T 1 pt, WA 3 pts, ZJ 15 pts; CN, IMS, MMM, W 1 faan; JM 1 han For Kongs only (Y/N): CO, CC Yes
Note: If checked, player gets scores for Out on a supplement tile only if the supplement was given for declaring a Kong, and not if it was given for replacing a Flower or Season tile.
Self-drawn last tile implied (Y/N): CO Yes
In most rules bonus for self-drawn winning tile is added to the total score, but some rules consider these two patterns mutually exclusive.
Out by robbing a Kong (Ch. qiang gang huo, Jap. chan-kan)
,
Note: Robbing a Kong is considered going out on a claimed tile (and the player declaring the Kong is considered a discarder). Accordingly, a Kong robber can get extra points for Out on the last discard.
Note: The pattern is available also in the Basic points category.
1 double CO 8 pts, K 5 pts, T 1 pt, WA 3 pts, ZJ 15 pts; HK, CN, IMS, MMM, W 1 faan; JM 1 han
Out on 1st turn with a self-drawn tile K 100% of Limit; W 15 faan; ZJ 100% of Limit No supplements (Y/N) ZJ Yes
Note: When checked, a player must go out immediately on the first self-drawn tile (going out on a supplement tile after declaring a concealed Kong or melding a Flower or Season does not earn this bonus).
No melds
(Y/N)
Note: When checked, there may be no melds (Chows, Pungs or Kongs by any player) on the table at the time of winning.
Out on 1st turn with a discarded tile (a.k.a. Blessing of Man, Jap. ren-hou)
Note: It is required that a player goes out on a discard before making his first discard. Accordingly, the dealer cannot achieve this hand.
K 100% of Limit; ZJ 100% of Limit No supplements (Y/N
Note: When checked, a player must not have used supplement tiles (for Flowers and Seasons) to achieve his calling hand.
No melds (Y/N
Note: When checked, there may be no melds (Chows, Pungs or Kongs) on the table at the time of winning.
Early Winning
(Going out before less than 10 tiles, excluding Flowers and Seasons, have been played.)
T 5 pts; IT 1 dbl Threshold for played tiles: 10 (default); IT 16
Note: Specifies the threshold for "played" tiles. If the option below is not checked, the "played" tiles consists of discards (but not tile that appear amongst melds). Note that Flowers and Seasons are never included in the count.
Include melded tiles in the count (Y/N) IT Yes
Note: If checked, the melded tiles are included in the count of "played" tiles.
Early Winning 2
(Going out before less than 5 tiles, excluding Flowers and Seasons, have been played.)
Note: Implies Early Winning.
T 10 pts Threshold for played tiles: 6 (default)
Note: Specifies the threshold for "played" tiles. If the option below is not checked, the "played" tiles consists of discards (but not tile that appear amongst melds). Note that Flowers and Seasons are never included in the count.
Include melded tiles in the count (Y/N)
Note: If checked, the melded tiles are included in the count of "played" tiles.
Declaration of Ready (Ch. li zhi, Jap. ri-chi, reach)
K 1 pt; JT, IT 1 dbl; W 1 faan; JM 1 han
Declaration of Exposed Ready
Note:
If scoring is specified for this pattern, an additional command appears under the Game menu, which allows you to declare Ready with an exposed hand. Note that if the rule of sacred discard is used, it is ignored if the hand is exposed to all players. 
K 2 pts No other ready declarations (Y/N) K Yes (checked). 
If checked, the players cannot make any kinds of further ready declarations after one of the players has declared an exposed ready hand. Also, it is not possible to make an exposed ready declaration, if any other player has earlier made a ready declaration (any kind of ready declaration). 
Out one after the Ready declaration (Jap. ippatsu)
 
Going out on the turn following a player's Ready declaration, before his next discard, provided that no claims are made between the declarations of Ready and Out.
JM 1 han*
Ready on original hand (13 tiles – or 16 in a game with 5 sets – of the winning hand were already in dealt hand)
Note: Ready declaration is needed and Four Winds checks that the Four Winds checks that the discarded tile is actually one picked from the Wall (and not one in the dealt hand). Four Winds does not, however, prohibit a faulty declaration, unless the Validate declaration option is checked on the Ready rule option page of the Rules section).
D 1 dbl, T 15 pts Allow for East, too (Y/N) AC, D No, T Yes
Ready on first turn  (Ch. chi chiao, Jap. daburu ri-chi). Going out on a hand that was ready on the first turn of the deal, at the time a player made his first discard. 
Note: Ready declaration is needed, and Four Winds automatically checks that the hand is entitled to this bonus (it does not, however, prohibit a faulty declaration, unless the Validate declaration option is checked on the Ready rule option page of the Rules section).
K 5 pts; AC, BR, CC 1 dbl;JM 1 han; W 2 faan No melds (Y/N)
If checked, a player is not allowed to have melded sets at the time of the declaration (not even concealed Kongs), i.e., the hand must be ready after a player has picked a tile from the Wall and made his first discard.
No jokers (no jokers used in any of the sets) AM* 1 dbl; CN* 3 faan
Winning tile bonus
(Paid for each tile in the hand that is identical with the winning tile; paid also for the winning tile itself.)
K 1 pt
Dora tile JM 1 han Require Concealed (Y/N) JM No
Ura Dora tile JM* 1 han
Kong Dora tile JM* 1 han Require Concealed (Y/N) JM No
Kong Ura Dora tile JM* 1 han
Red Dora tile JM* 1 han
*) The scoring is not enabled in the pre-defined rule preset, but is used as a common option in marked rules.

Related topics:
Overview
Basic scheme of calculation
Basic tile points
Scores for basic sets
Scores for Flowers and Seasons
Scores for patterns based on Chows
Scores for patterns based on Pungs and Kongs
Scores for patterns based on the whole hand
Scores for miscellaneous patterns
Limit and Special hands – Classical
Limit and Special hands – Serpents
Limit and Special hands – Pairs
Limit and Special hands – Special ways of going out
Limit and Special hands – American hands
Limit and Special hands – Miscellaneous
Doubling table
Settling tables
Rounding
Limit points

Procedures:
Printing scoring items
Renaming scoring items
Resetting the names of scoring items
Inclusion and scoring of hands and patterns