Singapore mahjong is a fun variant that includes four animal bonus tiles: the cat, mouse, chicken and centipede. Curiously enough, these animals come as two pairs with a predator-prey relationship: the cat and the rat, as well as the chicken and the centipede. Moreover, unlike the flower tiles (which is the other set of bonus tiles), the animal tiles are not numbered.

Tiles to Play Singaporean Mahjong With

Singaporean Mahjong a 148 tile set which uses the standard 144-tile standard mahjong set (Characters/Cracks, Bamboos/Bams, Dots, Dragons, Winds, and Flowers) but adds four animal tiles: the cat, the rat, the chicken, and the centipede. An American set (152 tiles) can be used, but you'll have to mark your Jokers as the cat, the rat, the chicken, and the centipede if you want to use your American Mahjong tiles.

Basic Rules of Singaporean Mahjong

Every turn goes the same way:

  1. Draw a tile from the wall or by take the tile that somebody just discarded
  2. Try to make a winning hand! The goal is to arrange your tiles into four sets of three and one pair. If you can't, go to step 3.
  3. Discard a tile in the center of the table, officially ending your turn.
  4. Immediately after a tile is discarded, someone else can take it to form a meld or to complete their winning hand. If nobody takes the discarded tile, that tile is out of play for the rest of the game and the next player draws from the wall.

By default, the next player is the player to the right (counterclockwise). Even if it is not your turn yet, this is not a time to sit idle. Although the next person is the player to the right by default, there are certain circumstances that allow somebody to jump ahead to call a discarded tile. Also, even if you are unable to call the tile, it is important for you to know what is thrown and what is out of play, so that you are not waiting for it in vain later on.

How to Setup Singaporean Mahjong

Like most variants of mahjong, Singaporean mahjong is intended for four players. Rules and customs for dealing the tiles out vary from version to version and table to table.

Determining The Dealer

The first step is to determine the dealer. At the start of the first game, shuffle one each of the wind tiles face-down, then have each player turn one up and take the respective seat. After each game, the next person to the right (counterclockwise) becomes the dealer. The round wind always starts at East. After each hand, the dealer changes. After 4 hands, one complete rotation of dealers, the round wind changes in order of East, South, West, and North.

Setting up the Wall

The next step is shuffling the tiles and building the wall. Turn the tiles face side down and give them a good shuffle or “wash”. 

Then, each player should build their segment of the wall, which should be 18 tiles long and 2 tiles high (36 tiles total) and two players should make their walls 19 tiles long and 2 tiles high (38 tiles total). Maneuver the wall segments to form a closed square.

Breaking the Wall

Once the dealer has been selected, the dealer rolls the dice to determine the starting wall. Let’s say you are the dealer and you roll a seven. 

Starting with your own wall, count the walls in front of each player, moving counterclockwise around the table: 1, 2, 3, 4, 5, 6, 7. You should now be pointing at the wall of the player to your left.

The next step is to determine where to break the wall.

Use the same number from determining the starting wall. Starting on the end of the wall segment closest to you, count out seven tiles: 1, 2, 3, 4, 5, 6, 7. Pick up that seventh tile (since you rolled a seven) because it counts from the indicated player's right to his left (not players but tiles this time) the total sum of the rolls. 
The tiles immediately after become the draw wall.

The wall is basically like a long deck of cards wrapping around the table in a square. The draw wall is like the top of the deck where the tiles will be dealt from and where the players will draw tiles from during gameplay.

The dead wall in Singaporean Mahjong is 15 tiles long, starts to the left of the draw wall, and is like the bottom of the deck, from which players only occasionally draw in order to replace tiles for flowers and kongs (four-of-a-kind). The wall must be broken in order to separate the ends of the draw wall and the dead wall.

Dealing the Hand

The next step is dealing the tiles. Starting from the draw wall, deal yourself four tiles (2 stacks). Whoever is sitting in front of the draw wall should help out with this. Continuing to the right (counterclockwise), deal each player four tiles in the same manner. Repeat this for one more round until all players have a total of 12 tiles. After grabbing 12 tiles, each player grabs 1 more tile for a total of 13 tiles. As the dealer, you should grab a 14th tile from the draw wall as your first draw, because you will be the first to discard.

Optionally Calling Flower and Animal Replacements

Each player may arrange the taken tiles by type, suit, and number order. The players may then check for any Flower and Animal Tiles. If a player has any Flower or Animal Tiles, expose them between the wall and one’s standing tiles, and take replacement tiles from the back end of the wall. The dealer replaces flower tiles first until the replaced tile isn’t the flower tile, then followed by South, West, and North follow in turn, until no player has any more Flower tiles concealed in the hand. After Flower replacements, if the dealer cannot declare a win also known “hu”, he will discard one unwanted tile. The whole time from rearranging tiles to the dealer’s first discard should occur within 20 seconds in a competition setting. 

Getting a Tile

The main way to get a tile is to draw it from the draw wall. If you draw a flower, you must display the flower face up with your other flowers and replace the tile by drawing from the dead wall.

You can also get a tile when somebody discards it if it completes a a valid combination of three or four tiles, also known as a meld, or a winning hand. The called tile must be displayed face up with the completed meld. This open meld cannot be altered for the rest of the game.  The discarded tile must be called immediately or else the tile becomes dead and will remain in the discarded tile area for the rest of the game. 

Calling Tiles

A pung is a three-of-a-kind.

If you need the discarded tile to complete a pung, you have to say “pung,” grab it, and display the completed pung face up next to your flowers. Pungs are powerful because you can seize it even if it isn’t your turn, and everyone before you will lose their turn.

A kang is a four-of-a-kind. 

Kang is like a special type of pung, and can also be grabbed even if it’s not your turn. However, you have to also grab an extra tile from the dead wall. This is necessary for you to have enough tiles to complete a winning hand.

A chow is a three-tile straight of the same suit. 

Unlike pung and kang, you can only chow when it’s your turn. This makes chows harder to get since you can only get it from the person right before you. The only exception to this is if the chow would result in you winning.

Generally you cannot claim a discarded tile to form a pair. The only exception is if you are waiting for one more tile to win. You might be waiting to complete a pung, a chow, or an eye in order to win. No matter what you’re waiting for, you can seize it if somebody discards it, anytime. Winning using a discarded tile is called mahjong or hu.

FAQ: What Happens If Two People Want to Call a Discarded Tile?

In general, priority is given based on what the tile is being called for: winning takes precedence over pungs/kongs. If more than one player needs the discarded tile for mahjong, it goes to whoever is closer in turn after the person who discarded the tile.

Arranging Your Tiles

Remember, the goal of mahjong is to have all of your tiles arranged into four sets and one pair.  After getting a tile, you should arrange your tiles and attempt to incorporate your new tile into your hand.

As discussed above, kong is a four-of-a-kind, which may be formed from a discarded tile. Related to kong is a concealed kong when you have four-of-a-kind that’s hidden in your own hand, which means that you drew it yourself and did not complete it using a discarded tile. In this case, because it’s concealed, the identity of the tile is valuable information and should not be displayed. But because it is a four-tile set, you must declare it and get a tile from the dead wall. Turn the outside tiles facedown to mark it as a concealed kong.

Another related concept is open melded kong. Open melded kongs are generally locked in and cannot be changed. If you created a pung from a discarded tile, and later on, somebody throws the fourth matching tile, you will not be able to kong the discarded tile, because your pung was already open. However, there is a special exception: if it’s your turn and the tile that you draw from the wall happens to be the fourth matching tile, then you can add it to your completed pung. Declare the open melded kong and set the matching tile on top of the middle tile of the pung. Since this is now a four-tile meld, you must draw a replacement tile from the dead wall.

Discarding a Tile

Generally you want to discard tiles that do not go with any of the other tiles in your hand to help you form appropriate sets. If you can figure out what other players need, you should try to avoid discarding those tiles. Discards go in a pile, no need to arrange your discards in front of you.

Winning in Singaporean Mahjong

A player can declare mahjong or hu when they have completed four melds and one pair with a two point minimum excluding flowers, premium tiles, and ready hands. Unlike other types of 14 tile mahjong, the seven pairs does not exist. You can still do the 13 Wonder (one of each terminal, dragon, and wind) and collecting all 8 flowers as alternative win conditions

Temporary Locked Discard Rule

A player who is one tile away from winning cannot go out on an opponent's discard, if the player in waiting had previously discarded the same tile (This is similar to the Japanese Mahjong Furiten Rule). The waiting player may go out on a tile that was previously discarded if the tile is self-drawn. 

Pay-For-All Penalty and Scenarios - Bao Penalty

Certain situations will trigger what is a called a Bao (包) Penalty in which the discarding player is responsible for the full payment of the winning hand regardless of who actually discards the winning tile.

Situation Dangerous Discard Consequences That Result in Pay-for-All
There are 7 or less playable tiles remaining in the wall Any fresh tile that has not yet appeared among discards and melds The discard is claimed to declare a kong (pay-for-all for this kong only; does not affect payments on winning)
There are 5 or less playable tiles remaining in the wall Any fresh tile that has not yet appeared among discards and melds The discard is claimed to win; or the discard is claimed to make a kong, with winning during the same turn on replacement tile
Potential winner has 4 or more tai visible in melded animals/flowers/seasons or honor pungs A dragon, prevailing wind, or seat wind of the potential winner Potential winner claims the discard to win with 5 or more tai; or claims the discard to make a meld, and wins with 5 or more tai later
Potential winner has 3 or more melds in the same suit A tile of the same suit Potential winner claims the discard to win on Full Flush; or claims the discard to make a meld, and wins on Full Flush later
Potential winner has 2 dragon pungs melded The remaining dragon Potential winner claims the discard to win on Little Dragons or Big Dragons
Potential winner has 3 wind pungs melded The remaining wind Potential winner claims the discard to win on Little Winds or Big Winds
Potential winner has 3 or more honour pungs melded Any of remaining honours Potential winner claims the discard to win on All Honours; or claims the discard to make a meld, and wins on All Honours later

Points and Payouts in Singaporean Mahjong

Initial Points

There are no initial points in Singaporean Mahjong

Instant Payout Table 

Instant Payouts are an optional rule and remember to agree on it prior to starting.

Value Hand Description Type
$2 Bitten Having the cat and mouse tile OR having the chicken tile and the centipede tile Special
$4 Bitten (On Open) Having the cat and mouse tile OR having the chicken tile and the centipede tile at the start of the game Special
$2 Flower Bitten Having the matching season and flower that matches your seat wind Special
$4 Flower Bitten (On Open) Having the matching season and flower that matches your seat wind at the start of the game) Special
$4 4 Blue Flowers Having the matching season and flower that matches your seat wind at the start of the game) Special
$4 4 Red Flowers Having the matching season and flower that matches your seat wind at the start of the game) Special
$1 Open Kang Having the matching season and flower that matches your seat wind at the start of the game) Kong-based
$2 Concealed Kang Having the matching season and flower that matches your seat wind at the start of the game) Kong-based
$4 Complete Set of Animals* Have all four animal tiles. 

Kong-based

 

 

*Complete Set of Animal payout is cumulative with the payment of Bittens e.g. $2 (Bitten (Cat and Mouse)) + $2 (Bitten (Chicken and Centipede)) + $4 (Complete Set of 4 Animals) = $8

Scoring Payout Tables

Note that hand limits are typically up to 5 Points with the exception of two 10 Point Hands: Three Great Scholars and Four Great Winds

When someone wins off someone else's discard, everyone will have to pay up.

Points Scored Non-Winning Players Each Pay Discarding Player Pays Winning Player Gains
1 S$1 S$2 S$4
2 S$2 S$4 S$8
3 S$4 S$8 S$16
4 S$8 S$16 S$32
5 (Limit) S$16 S$32 S$64
10 (Limit) S$32 S$64 S$128

 

If the winning player draws the winning tile themselves (Self-Pick), the payout is:

Points Scored All Players Each Pay Winning Player Gains
1 S$2 S$6
2 S$4 S$12
3 S$8 S$24
4 S$16 S$48
5 (Limit) S$32 S$96
10 (Limit) S$64 S$192

 

Point Value Table for Singaporean Mahjong

Point Value (Fan) Hand Description Pattern
1 Triplet of Dragon Tile Three identical Dragon tiles (Red, Green, or White) Pung-based
1 Triplet of Seat Wind Three identical tiles of the player's assigned wind Pung-based
1 Triplet of Prevailing Wind Three identical tiles of the prevailing wind Pung-based
1 (per flower) All Flowers & Seasons Collecting a flower tiles Bonus
1 (per animal) All Animal Tiles Collecting an animal tiles Bonus
1 All Chow Game One pair and four CHOWs Chow-based
1 Winning on Replacement Tile Winning by drawing a tile to replace a flower or kong Unique
1 Robbing the Kong Winning by taking a tile that an opponent used to declare a kong Unique
1 Winning on Last Tile Winning with the last available tile Unique
1 Half Ones and Nines Game Ones and nines combined with Honor Suit tiles Number-based
1 Fully Concealed Hand Winning with no exposed tiles except flowers/animals Unique
2 All Pong Game One pair and four PONGs or KONGs Pung-based
2 Half Color Game Mahjong with one suit combined with Honor Suit tiles Suit-based
2 Triplets Hand Four triplets and a pair of eyes Pung-based
2 All Dragon Game Winning automatically with a PONG or KONG of all three Dragon tiles Pung-based
3 Three Lesser Scholars PONG/KONG of two Dragon tiles and an eye of the third Dragon tile Pung-based
3 All Wind Game Winning automatically with a PONG or KONG of all four Wind tiles Pung-based
4 Ping Wu Game All Chow game with no flower or animal tiles Chow-based
4 Full Color Game Mahjong with one suit only Suit-based
4 Mixed Terminals Ones and nines combined with Honor tiles Number-based
4 Sequence Hand Four sequences and a pair Chow-based
4 Pure Green Suit Consisting only of 2, 3, 4, 6, 8 of Bamboo and Green Dragon Suit-based
4 Four Lesser Blessings Pongs or Kongs of three Wind tiles and an eye of the fourth Wind tile Pung-based
5 All Ones and Nines Game Mahjong with ones and nines only Number-based
5 13 Wonders One and nine of each suit plus each unique Honor tile and an pair Unique
5 Eight Flower Suit Tile Game Winning automatically with all eight flower tiles. In the event of a draw with 7 exposed flowers, all players must reveal their hands to check for the remaining flower. If the remaining flower is in the hand, that player must pay. Bonus
Limit (5 points) Hidden Treasure Triplets hand with all triplets hidden (concealed) Pung-based
Limit (5 points) Nine Gates Nine specific tiles from the same suit needed to complete Nine Gates Unique
Limit (5 points) Pure Terminals Ones and nines only Number-based
Limit (5 points) All Honors Honor tiles only (winds and dragons) Honor-based
Limit (5 points) Eighteen Arhats/Four Kongs Four kongs Unique
Limit (5 points) Heavenly Hand Dealer wins on the first drawn tile Unique
Limit (5 points) Earthly Hand Non-dealer wins on the dealer’s first discarded tile Unique
Limit (5 points) Humanly Hand Non-dealer wins within the first round of discards without anyone forming a meld Unique
Limit (10 points) Three Great Scholars Pong/Kong of all three Dragon tiles Pung-based
Limit (10 points) Four Great Blessings Pong/Kong of all four Wind tiles Pung-based

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