Four sequences and a pair.
Scoring.
Every hand that scores, with tiles; the Fan-to-payout table; and a calculator that scores a hand by the same code the table uses. At a table, open Scoring from the game menu and it follows that table’s ruleset, with your current hand one tap away.
Traditional Hong Kong scoring. Every pattern below adds Fan; a hand needs at least 3 Fan to win and is capped at the 10 Fan Limit. Unrelated Wind sets and Kongs on their own score nothing.
1 FAN
No melds claimed from discards; concealed Kongs are allowed.
Example: You drew every tile yourself and never claimed a Chow or Pung.
Win on your own draw. All three opponents pay.
Example: You draw 8 Characters from the wall and it completes your hand.
Each Dragon set scores one. Unrelated Wind sets do not score.
Example: A Pung of Green Dragons: +1. A Pung of West Winds scores nothing unless West is your seat or the round.
One for each matching Wind set; the same set can earn both.
Example: You sit East in the East round: a Pung of East Winds earns +2.
Each applicable winning situation scores one.
Example: The final wall tile completes your hand, or you win on the tile another player adds to an exposed Pung.
2 FAN
Win on the replacement tile after declaring a Kong. Stacks with Self Draw.
Example: You declare a Kong of 5 Dots, draw the replacement, and it completes your hand: +2, plus +1 Self Draw.
3 FAN
One numbered suit plus Winds or Dragons.
Four Pungs or Kongs and a pair. Stacks with Mixed One Suit.
5 FAN
Two Dragon sets and a pair of the third, including the two Dragon bonuses.
7 FAN
Every tile from one numbered suit, no Honors.
8 FAN
Three Dragon sets, including their Dragon bonuses.
Three Wind sets and the remaining Wind pair; wind bonuses may stack.
LIMIT
One of each terminal and Honor tile, plus a duplicate.
Concealed 1112345678999 of one suit plus any tile of that suit.
Every tile is a Wind or Dragon.
Every tile is a suited 1 or 9.
Four Wind sets and a pair.
Four Kongs and a pair.
Four concealed Pungs or Kongs and a pair, won by self draw.
The dealer wins with the initial deal.
Example: You are the dealer and your fourteen dealt tiles already form a winning hand.
A non-dealer wins on the dealer’s first discard.
Example: The dealer’s very first discard completes your hand.