Four Winds Rule Collection American Modern

5. Scoring

5.1 Displaying the hands

In addition to payments to the winner, the American rules apply settlement of payments between the losers. Accordingly, all players must display their hands after a deal is over and one of the players has declared out.

The players are responsible of arranging their hands in a way that makes it clear which sets it is composed of, melded sets placed above the sets in the hand. The winner should mark the winning tile by placing it at right angles to the others, and should he wish to claim any score for special ways of going out, he must show the tile he has drawn from the Wall before adding it to his concealed hand.

If a concealed portion of the hand can be arranged in more than one way, a player is free to arrange it in a way that results in the best scores.

5.2 Calculating the value of hands

In American rules the available scoring units are points and doubles. Accordingly the scoring is performed by first summing up the patterns that earn point values and then applying doubles.

5.2.1 Basic points to all players

All players receive the following basic points for the completed sets.

Tile set Melded Concealed

Pung of Simples
2 pts 4 pts

Pung of Terminals
4 pts 8 pts

Pung of Winds
4 pts 8 pts

Pung of Dragons
4 pts 8 pts

Kong of Simples
8 pts 16 pts

Kong of Terminals
16 pts 32 pts

Kong of Winds
16 pts 32 pts

Kong of Dragons
16 pts 32 pts

Pair of Terminals
2 pts *) 2 pts

Pair of Winds
2 pts *) 2 pts

Pair of Dragons
2 pts *) 2 pts

 *) Not applicable in a loser's hand.

In addition, if a player claims East's first discard, he receives 2 extra points for Sweep.

All players receive the following basic points for Flowers and Seasons:

Pattern Score
Flower 4 pts each
Season 4 pts each
5.2.2 Bonus points for the winner

The winner gets bonus points for the following patterns:

Pattern Score
Winning (jap. yaku) 20 pts
5.2.3 Doubles for all players

All players receive bonus doubles for the following basic sets:

Set Score 

Pung of Dragons
1 dbl

Kong of Dragons
1 dbl

Pung of player’s Own Wind
1 dbl

Kong of player’s Own Wind
1 dbl

Pung of the Wind of the Round
1 dbl

Kong of the Wind of the Round
1 dbl

All players receive bonus doubles for the following Flowers and Seasons:

Pattern Score
Flower of own Wind 1 dbl
Season of own Wind 1 dbl
Flower of Wind of the Round 1 dbl
Season of Wind of the Round 1 dbl
All Flowers 1000 pts
All Seasons 1000 pts

In addition, all players receive doubles for the following hands:

Pattern Score
Character 9Character 9
 
Concealed hand
Going out on a hand that contains only concealed sets at the time it was completed. The completing set can be formed by claiming another player's discard.
Note:
As for Kongs, only concealed Kongs are accepted as concealed sets.
1 dbl
Bamboo 1Bamboo 1Bamboo 1 Dot 9Dot 9Dot 9 Green DragonGreen DragonGreen Dragon East WindEast WindEast Wind Character 9Character 9
All Terminals and Honors (Ch., Jap. hon rao to)
3 dbl
Dot 1Dot 2Dot 3 Dot 5Dot 5Dot 5 Dot 7Dot 8Dot 9 Green DragonGreen DragonGreen Dragon East WindEast Wind
One suit and Honors (Mixed hand, Ch. hon ii so, Jap. hon itsu)
1 dbl
Dot 1Dot 2Dot 3 Dot 2Dot 3Dot 4 Dot 5Dot 5Dot 5 Dot 7Dot 8Dot 9 Dot 1Dot 1
One suit only (Clear hand, Ch. chin ii so, Jap. chin itsu)
3 dbl

Note: Some rules require that in order to score in a loser's hand these patterns must appear in a calling hand. Note that in classical Chinese rules a loser never scores for these patterns.

5.2.4 Doubles for the winner

Finally, the winner gets bonus doubles for the following special ways of going out:

Pattern Score
Out on a supplement tile (ch., jap. rin shan kai ho)
Note: Paid for supplements given for Kongs only (not for going out on a supplement received for a Flower or Season).
1 dbl
Out by robbing a Kong (ch., 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.
1 dbl*)

*) Optional. Modern American rules do not normally allow robbing a Kong.

5.2.5 Limit hands

In addition, the winner can get directly the limit points or few extra doubles for the following special hands (note that % of Limit values are exclusive so no other points are added):

Limit or Special Hand Description Score
Four Kongs (Fourfold Plenty, 18 Buddhas) Bamboo 3Bamboo 3Bamboo 3Bamboo 3 Character 3Character 3Character 3Character 3 Dot 5Dot 5Dot 5Dot 5 Green DragonGreen DragonGreen DragonGreen Dragon
Hand containing any four Kongs, concealed or melded.
Note: The rules often allow mixed suits in this hand.
100% of Limit
Three Great Scholars
Red DragonRed DragonRed Dragon White DragonWhite DragonWhite Dragon Green DragonGreen DragonGreen Dragon Character 5Character 6Character 7 Dot 4Dot 4
Pung or Kong with all three Dragons, any Chow, Pung or Kong, and any pair. May all be melded.
100% of Limit
Big Four Winds (Big Four Joys, Four Big Blessings) East WindEast WindEast Wind South WindSouth WindSouth Wind West WindWest WindWest Wind Notrh WindNotrh WindNotrh Wind Dot 3Dot 3
Pung or Kong of each Wind, and any pair. May all be melded.
200% of Limit
All Honors (All Symbols) Red DragonRed DragonRed Dragon White DragonWhite DragonWhite Dragon East WindEast WindEast Wind West WindWest WindWest Wind Notrh WindNotrh Wind
Four Pungs or Kongs and a pair of Dragons and Winds. May all be melded.
100 % of Limit
All Terminals (Heads and Tails) Character 1Character 1Character 1 Character 9Character 9Character 9 Bamboo 1Bamboo 1Bamboo 1 Dot 1Dot 1Dot 1 Dot 9Dot 9
Four Pungs or Kongs and a pair of 1’s or 9’s. May all be melded.
Note: The rules allow mixed suits in this hand.
100% of Limit
Thirteen Orphans (Thirteen Unique Wonders, Thirteen Grades of Imperial Treasure) Bamboo 1Bamboo 9 Character 1Character 9 Dot 1Dot 9 White DragonGreen DragonRed DragonRed Dragon East WindSouth WindWest Wind Notrh Wind  
One of each Dragon and Wind, 1 and 9 of each suit and 14th tile forming a pair with any of these. The hand must be concealed (the winning tile can be a discard).
200% of Limit
Heavenly Hand East declares ‘Out’ with the dealt hand (after supplement tiles, if any)
Note: The rules normally allow mixed suits and any number of Chows in this hand.
200% of Limit
Earthly Hand Non-dealer goes out on dealer’s first discard.
Note: The rules normally allow mixed suits and any number of Chows in this hand.
100% of Limit
Great Snake (a.k.a. Dragon's Tail) Character 1Character 3Character 4 Character 5Character 6Character 7 Character 8Character 8Character 9 White DragonWhite DragonWhite Dragon West WindWest Wind
Sequential Chows from 1 to 9 of the same suit, Pung/Kong of Dragons and a pair of Winds, or Pung/Kong of Winds and a pair of Dragons. The hand can contain melded sets before it is completed.
50% of Limit / 100% of Limit*)
Run, Pung and a Pair Dot 1Dot 2Dot 3 Dot 4Dot 5Dot 6 Dot 7Dot 8Dot 9 Dot 7Dot 7Dot 7 Dot 9Dot 9
Sequential Chows from 1 to 9 and any Pung and a pair of the same suit. The hand must be concealed (the winning tile can be a discard).
100% of Limit
Wriggling Snake (News) Dot 1 Dot 1Dot 2Dot 3 Dot 4Dot 5Dot 6 Dot 7Dot 8Dot 9  Notrh WindEast WindWest WindSouth Wind
Tiles from 1 to 9 of the same suit, one of each Wind (in American games arranged as N, E, W, S), and any tile composing a pair with one of these tiles. The hand must be concealed (the winning tile can be a discard).
100% of Limit
Five Odd Honors Dot 1Dot 2Dot 3 Dot 4Dot 5Dot 6 Dot 7Dot 8Dot 9  Red DragonGreen DragonSouth WindWest WindNotrh Wind
Tiles from 1 to 9 of the same suit and five different Honor tiles. The hand must be concealed (the winning tile can be a discard).
100% of Limit
Peking Garden Dot 1Dot 2Dot 3Dot 4Dot 5Dot 6Dot 7 Green DragonRed DragonWhite Dragon East WindSouth WindWest WindNotrh Wind
Tiles from 1 to 7 of the same suit, one of each Dragon and Wind. The hand must be concealed (the winning tile can be a discard).
100% of Limit
Seven Pairs
(a.k.a Dirty Pairs)
Bamboo 1Bamboo 1 Bamboo 5Bamboo 5 Character 5Character 5 Dot 7Dot 7 Dot 8Dot 8 Dot 9Dot 9 White DragonWhite Dragon
Hand containing any seven pairs. Identical pairs are allowed (but not as Kongs).
Note: The rules allow mixed suits in this hand.
50% of Limit
All Honor Pairs
(a.k.a Honorable Twins, Heavenly Twins)
East WindEast Wind South WindSouth Wind West WindWest Wind Notrh WindNotrh Wind Green DragonGreen Dragon Red DragonRed Dragon White DragonWhite Dragon
Seven pairs consisting of Honor tiles only. Identical pairs are allowed (but not as Kongs).
100% of Limit
All Terminal Pairs Bamboo 1Bamboo 1 Bamboo 9Bamboo 9 Character 1Character 1 Character 9Character 9 Dot 1Dot 1 Dot 9Dot 9 Dot 9Dot 9
Seven pairs consisting of Terminal tiles only. Identical pairs are allowed (but not as Kongs).
Note: The rules allow mixed suits in this hand.
100% of Limit
All Terminal and Honor Pairs
(a.k.a Heavenly Twins)
Bamboo 9Bamboo 9 Character 1Character 1 Dot 9Dot 9 Green DragonGreen Dragon Red DragonRed Dragon East WindEast Wind South WindSouth Wind
Seven pairs consisting of Terminal and Honor tiles only. Identical pairs are allowed (but not as Kongs).
100% of Limit
All One Suit Pairs Bamboo 1Bamboo 1 Bamboo 2Bamboo 2 Bamboo 3Bamboo 3  Bamboo 5Bamboo 5 Bamboo 7Bamboo 7 Bamboo 8Bamboo 8 Bamboo 9Bamboo 9
Seven pairs of one suit. Identical pairs are allowed (but not as Kongs).
100% of Limit
One Suit and Honor Pairs
(a.k.a Clean Pairs, Pure Pairs)
Character 2Character 2 Character 4Character 4 Character 6Character 6 Character 7Character 7 Character 8Character 8 West WindWest Wind Red DragonRed Dragon
Seven pairs of one suit and Honors. Identical pairs are allowed (but not as Kongs).
100% of Limit
Jade Hand
Note:
7 pairs version of this hand requires the presence of Green Dragons.
Bamboo 2Bamboo 3Bamboo 4 Bamboo 4Bamboo 4Bamboo 4 Bamboo 6Bamboo 6Bamboo 6 Bamboo 8Bamboo 8Bamboo 8 Green DragonGreen Dragon
Four Chows/Pungs/Kongs of Bamboo 2, 3, 4, 6 or 8 and a pair of Green Dragons. The hand can contain melded sets before it is completed.
Note: The hand may contain any number of Chows.
100% of Limit
Pearl Hand
Note:
7 pairs version of this hand requires the presence of White Dragons.
Dot 2Dot 3Dot 4 Dot 4Dot 4Dot 4 Dot 6Dot 6Dot 6 Dot 8Dot 8Dot 8 White DragonWhite Dragon
Four Chows/Pungs/Kongs of Dot 2, 3, 4, 6 or 8 and a pair of White Dragons. The hand can contain melded sets before it is completed.
Note: The hand may contain any number of Chows.
100% of Limit
Ruby Hand
Note:
7 pairs version of this hand requires the presence of Red Dragons.
Bamboo 1Bamboo 1Bamboo 1 Bamboo 5Bamboo 5Bamboo 5 Bamboo 7Bamboo 7Bamboo 7 Bamboo 9Bamboo 9Bamboo 9 Red DragonRed Dragon
Four Pungs/Kongs of Bamboo 1, 5, 7 and 9 and a pair of Red Dragons. The hand can contain melded sets before it is completed.
100% of Limit
Imperial Jade Bamboo 2Bamboo 3Bamboo 4 Bamboo 4Bamboo 4Bamboo 4 Bamboo 6Bamboo 6Bamboo 6 Bamboo 8Bamboo 8 Green DragonGreen DragonGreen Dragon
Three Pungs/Kongs/Chows (Chow restrictions apply) and a pair of Bamboo 2, 3, 4, 6 or 8, and a Pung/Kong of Green Dragons. The hand can contain melded sets before it is completed.
200% of Limit
Imperial Pearl
(a.k.a. Pearl Dragon)
Dot 2Dot 3Dot 4 Dot 4Dot 4Dot 4 Dot 6Dot 6Dot 6 Dot 8Dot 8 White DragonWhite DragonWhite Dragon
Three Pungs/Kongs/Chows (Chow restrictions apply) and a pair of Dot 2, 3, 4, 6 or 8, and a Pung/Kong of White Dragons. The hand can contain melded sets before it is completed.
200% of Limit
Imperial Ruby Bamboo 1Bamboo 1Bamboo 1 Bamboo 5Bamboo 5Bamboo 5 Bamboo 7Bamboo 7Bamboo 7 Bamboo 9Bamboo 9 Red DragonRed DragonRed Dragon
Three Pungs/Kongs and a pair of Bamboo 1, 5, 7 and 9, and a Pung/Kong of Red Dragons. The hand can contain melded sets before it is completed.
200% of Limit
Ruby Jade (a.k.a. Carnival) 
Note: 7 pairs version of this hand requires the presence of both Red and Green Dragons.
Bamboo 4Bamboo 4Bamboo 4 Bamboo 7Bamboo 7Bamboo 7 Bamboo 8Bamboo 8 Green DragonGreen DragonGreen Dragon Red DragonRed DragonRed Dragon
Pungs/Kongs of Green and Red Dragons, a Pung/Kong of green (2, 3, 4, 6, 8) and red (1, 5, 7, 9) bamboos and any bamboo pair. The hand can contain melded sets before it is completed.
100% of Limit
All Red (a.k.a. Ruby Crack Hand; note that this is symmetrical with All Green, but composed in Character suit)
Note: This hand does not require presence of Red Dragons.
Character 3Character 3Character 4 Character 4Character 4Character 4 Character 6Character 6Character 6 Character 8Character 8 Red DragonRed DragonRed Dragon
Any four sets and a pair of Character 2, 3, 4, 6 or 8 and Red Dragons (red tiles equaling the all green tiles). The hand can contain melded sets before it is completed.
Note: The hand may contain any number of Chows.
100% of Limit
Chop Suey Bamboo 1Bamboo 2Bamboo 3 Character 1Character 3Character 3 Dot 1Dot 2Dot 3 Notrh WindEast WindWest WindSouth WindSouth Wind
1, 2, 3 in each suit, one of each Wind (NEWS), plus any other Wind. The hand must be concealed (the winning tile can be a discard).
100% of Limit
Sukiyaki Bamboo 4Bamboo 5Bamboo 6 Character 4Character 6Character 6 Dot 4Dot 5Dot 6 Notrh WindEast WindWest WindSouth WindSouth Wind
4, 5, 6 in each suit, one of each Wind (NEWS), plus any other Wind. The hand must be concealed (the winning tile can be a discard).
100% of Limit
Chow Mein Bamboo 7Bamboo 8Bamboo 9 Character 7Character 8Character 9 Dot 7Dot 8Dot 9 Notrh WindEast WindWest WindSouth WindSouth Wind
7, 8, 9 in each suit, one of each Wind (NEWS), plus any other Wind. The hand must be concealed (the winning tile can be a discard).
100% of Limit
Lil Bamboo 1Bamboo 2Bamboo 3 Character 4Character 6Character 6 Dot 7Dot 8Dot 9 Notrh WindEast WindWest WindSouth WindSouth Wind
1, 2, 3 of first suit, 4, 5, 6 of second, 7, 8, 9 of third, one of each Wind (NEWS), plus any other Wind. The hand must be concealed (the winning tile can be a discard).
100% of Limit
Suit Pairs and Honor Orphans
in American rules this hand is also known as Dragon's Breath (suit pairs with Dragon orphans) or Windfall (suit pairs with Wind orphans).
Bamboo 1Bamboo 1 Bamboo 3Bamboo 3 Bamboo 4Bamboo 4 Bamboo 6Bamboo 6 Bamboo 9Bamboo 9 Green DragonRed DragonWhite DragonWhite Dragon
Five pairs of one suit and either one of each of the three Dragons plus any fourth Dragon, or one of each of the four Winds.
100% of Limit
Down You Go Bamboo 2Bamboo 2Bamboo 2Bamboo 2 Bamboo 4Bamboo 4Bamboo 4  Bamboo 6Bamboo 6 Bamboo 8 Notrh WindEast WindWest WindSouth Wind
Four 2's, three 4's, two 6's, one 8, all in same suit, and one of each Wind (NEWS). The hand must be concealed (the winning tile can be a discard).
200% of Limit
Up You Go Bamboo 2 Bamboo 4Bamboo 4 Bamboo 6Bamboo 6Bamboo 6 Bamboo 8Bamboo 8Bamboo 8Bamboo 8 Notrh WindEast WindWest WindSouth Wind
One 2, two 4's, three 6's, four 8's, all in same suit, and one of each Wind (NEWS). The hand must be concealed (the winning tile can be a discard).
200% of Limit
Numbers Racket Bamboo 2Bamboo 2Bamboo 2 Character 2Character 2Character 2 Dot 2Dot 2Dot 2 Green DragonGreen DragonGreen Dragon Red DragonRed Dragon
Three Pungs/Kongs of three suits and same numbers and Pung/Kong and a pair from Dragons (or Pung/Kong and a pair of Winds). The hand must be concealed (the winning tile can be a discard).
200% of Limit
Double Numbers Bamboo 2Bamboo 2Bamboo 2 Character 2Character 2Character 2 Bamboo 5Bamboo 5Bamboo 5 Character 5Character 5Character 5 Red DragonRed Dragon
Four Pungs/Kongs of two suits and two numbers and a pair of Dragons or Winds. The hand must be concealed (the winning tile can be a discard).
200% of Limit
Simple Gates
(a.k.a. Chinese Hand)
Character 1Character 1Character 1 Character 9Character 9Character 9 Character 2Character 3Character 4Character 5Character 6Character 7Character 8 Character 7
Pung of 1's, another Pung of 9's, tiles from 2 to 8, all from the same suit, plus any tile of the same suit forming a pair with one of the the simples. The hand may contain melded sets before it is completed.
50% of Limit / 100% of Limit*)
Confused Gates Bamboo 1Bamboo 1Bamboo 1  Dot 2Dot 3Dot 4Dot 5Dot 6Dot 7Dot 8 Dot 3 Character 9Character 9Character 9
Pung of 1's of one suit, Pung of 9's of another suit and tiles from 2 to 8 from the third suit, plus any tile forming a pair with one of the simples. The hand must be concealed (the winning tile can be a discard).
100% of Limit
True Gates Bamboo 1Bamboo 1Bamboo 1 Bamboo 2Bamboo 2Bamboo 4Bamboo 4Bamboo 6Bamboo 6Bamboo 8Bamboo 8 Bamboo 9Bamboo 9Bamboo 9  
Pung of 1's and 9's and a pair of 2's, 4's, 6' and 8's, all tiles must be of the same suit. The hand must be concealed (the winning tile can be a discard).
100% of Limit
Golden Gate Bamboo 1Bamboo 1Bamboo 1 Bamboo 2Bamboo 2Bamboo 4Bamboo 4Bamboo 6Bamboo 6Bamboo 8Bamboo 8 Green DragonGreen DragonGreen Dragon 
Pung of 1's or 9's and a pair of 2's, 4's, 6' and 8's, all tiles must be of the same suit. In addition, a Pung of Dragons corresponding the suit (Bamboos = Green, Characters = Red, Dots = White). The hand must be concealed (the winning tile can be a discard).
100% of Limit
Dragon Gates Character 1Character 1Character 1 Character 2Character 3Character 4Character 5Character 6Character 7Character 8 Character 7 Red DragonRed DragonRed Dragon 
Pung of 1's or 9's, tiles from 2 to 8 from the suit of the Pung, any tile forming a pair with one of the simples, and Pung of Dragons corresponding the suit (Bamboos = Green, Characters = Red, Dots = White). The hand must be concealed (the winning tile can be a discard).
100% of Limit
Gone with the Wind Notrh WindNotrh WindNotrh Wind East WindEast WindEast Wind West WindWest WindWest Wind South WindSouth WindSouth Wind Green DragonGreen Dragon
Pungs/Kongs of all four Winds and any pair of Dragons. The hand must be concealed (the winning tile can be a discard). 
200% of Limit
Christmas Dot 2Dot 2Dot 2 Dot 5Dot 5Dot 5 Green DragonGreen DragonGreen Dragon Red DragonRed DragonRed Dragon White DragonWhite Dragon
Pungs/Kongs 2 and 5 of the same suit, Pungs/Kongs of Red and Green Dragons and a pair of White Dragons. The hand may contain melded sets before it is completed. 
200% of Limit
Civil War Bamboo 1Bamboo 8Bamboo 6Bamboo 1 Dot 1Dot 8Dot 6Dot 5 South WindSouth WindSouth Wind Notrh WindNotrh WindNotrh Wind
Tiles 1, 8, 6, 1 of one suit, 1, 8, 6, 5 of another suit and Pungs of South and North Winds. The hand must be concealed (the winning tile can be a discard).
200% of Limit
Windy Chows Bamboo 2Bamboo 3Bamboo 4 Character 4Character 5Character 6 Dot 7Dot 8Dot 9  East WindSouth WindWest WindNotrh Wind Notrh Wind
Three Chows from the different suits, one of each Wind tile and any fifth Wind tile. The hand must be concealed (the winning tile can be a discard).
50% of Limit
Windy Dragons
a.k.a. Tempest
Notrh WindNotrh Wind East WindEast Wind West WindWest Wind South WindSouth Wind Green DragonGreen DragonGreen Dragon Red DragonRed DragonRed Dragon
Pair of each of the four Winds and Pungs of any two Dragons. The hand may contain melded sets before it is completed. Kongs are allowed only in a melded hand.
200% of Limit
Knitting Bamboo 1Character 1 Bamboo 3Character 4 Bamboo 4Character 4 Bamboo 5Character 5 Bamboo 6Character 6 Bamboo 7Character 7 Bamboo 9Character 9
Seven “pairs” of different suits (same numbers but different suits), no Honors.
50% of Limit
Gertie's Garter Bamboo 1Character 1 Bamboo 2Character 2 Bamboo 3Character 4 Bamboo 4Character 4 Bamboo 5Character 5 Bamboo 6Character 6 Bamboo 7Character 7
As Knitting, but consisting of tiles from one to seven.
100% of Limit
Triple Knitting Bamboo 2Character 2Dot 2 Bamboo 4Character 4Dot 4 Bamboo 7Character 7Dot 7 Bamboo 8Character 8Dot 8 Bamboo 9Character 9
Four “Pungs” of different suits (same numbers but different suits), plus a knitted pair completing the hand.
50% of Limit

*) Score when the hand is concealed (winning tile can be claimed)

Note: In American games a loser is normally not rewarded for having an uncompleted calling limit hand.

5.3 Calculating the total score

When the basic points and doubles have been calculated, the total score for the hand can be determined. E.g., let us assume that the winner is North on the South round and that he goes out on the following hand (claiming the East wind from East):

Character 5Character 5Character 5 Red DragonRed DragonRed Dragon

Character 1Character 1Character 1 Character 2Character 3Character 4  East      East

He gets the following basic points:

8 pts Concealed Pung of Terminals (Character 1)
2 pts Melded Pung of Simples (Character 5)
16 pts Melded Kong of Dragons (Red Dragons)
20 pts Winning

46 pts Total points

In American rules the basic points are rounded up to nearest ten (e.g., 42 becomes 50) before applying doubles, so the basic points for the hand will be 50 points.

In addition, the winner gets the following doubles for his hand:

1 dbl Kong of Dragons

100 pts Final score (50 pts doubled once)

Note: In many rules based on classical Chinese Mah Jong the points are rounded off to nearest ten before applying doubles.

5.4 Limit

If a player's total score exceeds 500 points, it will be cut down to 500 points. Note that this is done before applying payment doubles. 

5.5 Scoring accessories

A sheet of paper and a pencil is sufficient for keeping the scores, but normally Mah Jong sets come with counters or chips, valued at 500 points (marked either with 6 red and 6 black dots or more commonly, with 5 red dots), 100 points (marked either with 2 red dots, or more commonly with 1 red dot), 10 points (marked either with 8 black dots or more commonly, with 10 black dots) and 2 points (marked either with 1 red and 3 black dots or more commonly, with 2 black dots). If scoring accessories are used, players naturally exchange them at the time of payments.

Related topics:
Introduction
Tiles
Preliminaries
Playing
Miscellaneous
Payments