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Two-Player Mahjong (13 tiles) — Rules

Overview

Two-player 13-tile Mahjong is a one-on-one mahjong game played with 72 tiles: Characters, the 1 and 9 Dots, and honors, with no Bamboo and no Flowers. Each player holds 13 tiles and the two take turns drawing and discarding; there is no Chow, only Pung and Kong, and a player who completes four melds plus a pair wins, with payments counted in "tai" according to the hand and how it was won.

These rules follow the Douque (鬥雀) platform's two-player mahjong rules; anything those rules do not cover follows Douque's four-player mahjong (the rules of Taiwanese Mahjong). Compared with 16-tile Taiwanese Mahjong, please note these on your first game:

  1. The only tiles are Characters, 1 Dot, 9 Dot and honors — no Bamboo, no Flowers. Each player holds 13 tiles, and a winning hand is four melds plus a pair.
  2. There is no Chow. You can Pung or make an Exposed Kong on your opponent's discard, and you can self-draw on an Exposed Kong replacement, scoring Out with Replacement Tile.
  3. Self-drawn is worth 4 tai and is paid by your opponent alone. At a two-player table one of the two is always the dealer, so every payment includes the dealer tai.
  4. There are only two seat winds, East and West, decided each hand by whether the dice total is odd or even; the dealer is not necessarily East.
  5. The last 8 tiles of the wall are kept back; the dealer streak is capped at 10; MIGI must be declared within the first 4 discards of the hand.

Tiles and Dealing

Tile Set

Type Contents Tiles
Characters 1 to 9 Characters, 4 of each 36
Dots 1 Dot and 9 Dot only, 4 of each 8
Winds East, South, West, North, 4 of each 16
Dragons Red, Green, White, 4 of each 12
Total — 72

There are no Bamboo tiles and no Flowers.

What a Winning Hand Looks Like

Dealing

Breaking the Wall and Seat Winds

How to Play

  1. Turn order: The two players alternate. Your opponent is both your previous player and your next player.
  2. On your turn: Draw one tile, then choose one of the following:
    • Discard a tile;
    • Self-drawn win (the tile you drew completes your hand);
    • Concealed Kong (you hold four identical tiles) or Added Kong (you already have an exposed Pung and hold the fourth tile); after a Kong, draw a replacement from the tail end of the wall and continue your turn — you may Kong again or self-draw a win;
    • Declare Ready (declare that your hand is ready and discard a tile; see below).
  3. When your opponent discards, you may:
    • Win: the tile completes your hand;
    • Pung: you hold two identical tiles;
    • Exposed Kong: you hold three identical tiles;
    • Pass: take nothing.
    • There is no Chow.
  4. After a Pung you must discard; you cannot immediately make a Concealed or Added Kong or self-draw. After an Exposed Kong, you first draw a replacement from the tail end, then continue as a normal turn (you may self-draw on the replacement).
  5. End of a hand: Someone wins (self-drawn, on the opponent's discard, or by Robbing the Kong), or the hand ends in an exhaustive draw. Two players can never win on the same tile at a two-player table.
  6. Dealer and prevailing wind:
    • The first dealer is chosen at random; after that the two players take turns as dealer.
    • If the dealer wins or the hand is an exhaustive draw, the dealer keeps the deal and the dealer streak goes up by 1; if the non-dealer wins, the deal passes and the streak resets to zero.
    • The dealer streak is capped at 10: the hand at streak 10 is played as usual (dealer tai of 21), but afterwards the deal passes even if the dealer would otherwise keep it.
    • When each player has been dealer once, that is one "round"; the prevailing wind goes East, South, West, North in order. A hand name such as "East-East" or "East-South" (東風東, 東風南): the first wind is the prevailing wind, and the second is which dealer of this round it is (East = the first, South = the second) — not the dealer's seat wind.
    • If the last dealer of a round keeps the deal, play continues until the dealer no longer keeps it or reaches the cap; only then does the round end.

Declare Ready and MIGI (Declaring a Ready Hand)

Item Declare Ready MIGI
Tai 1 tai 8 tai
When you can declare On your turn to discard, if your hand is Ready after this discard Same as left, and fewer than 4 tiles have been discarded at the whole table before this one (the declaring discard can be at most the 4th at the table; the 1st and 3rd are the dealer's, the 2nd and 4th are the non-dealer's, i.e. within each player's first two turns; the dealer's first discard after breaking the wall is the 1st), and no one has made any Pung or Kong so far (Concealed and Added Kongs count too)
After declaring You can no longer change your hand: you can only discard the tile you just drew, and you cannot Pung, make an Exposed Kong or a Concealed Kong Same as left
Your opponent discards your winning tile You may win, or let it pass (letting it pass is a Skipped win) You must win; you cannot let it pass; you also always win when you can self-draw
Tai restrictions None Concealed Hand and Fully Concealed are not scored, and the 1 tai for Declare Ready is not added; the 4 tai for Self-drawn still counts

Tai Table

When you win, add up every item that applies; that total is the tai for the hand. All items can be combined, except combinations the "Notes" column says are not scored.

Tai Name Condition Notes
1 Dealer (莊家) The winner is the dealer, or the payer is the dealer Present in every payment at a two-player table; see "Scoring"
2N Dealer Streak (連莊拉莊) The dealer has kept the deal N times ("連 N 拉 N") Combined with the Dealer tai, 2N + 1 tai; the streak is capped at 10, so at most 21 tai
4 Self-Drawn (自摸) You drew the winning tile yourself Paid by your opponent alone; not scored with Heavenly Hand or Earthly Hand
1 Concealed Hand (門清) No Pung, Exposed Kong or Added Kong A Concealed Kong does not break it; not scored with Heavenly Hand, Earthly Hand, Human Hand or MIGI
1 Fully Concealed Hand (不求) Concealed Hand and Self-drawn (Concealed Kongs are allowed) Concealed Hand + Self-drawn + Fully Concealed total 6 tai; not scored with Heavenly Hand, Earthly Hand or MIGI
1 Prevalent Wind (圈風) A Pung or Kong of the prevailing wind Not added to Big Four Winds, Little Four Winds or All Honors
1 Seat Wind (門風) A Pung or Kong of your own seat wind (East or West) When the prevailing and seat winds are the same tile, both tai count; not added to Big Four Winds, Little Four Winds or All Honors
1 Dragon Pung (三元牌) A Pung or Kong of Red, Green or White Dragons, 1 tai each Not added to Little Three Dragons, Big Three Dragons or All Honors
1 Single Wait (獨聽) Waiting on only one kind of tile, as an edge wait, closed wait or pair wait Not scored with Heavenly Hand
1 Melded Hand (全求) All four melds are Pungs, Exposed Kongs or Added Kongs, leaving a single tile for a pair wait, and you win on your opponent's discard Not scored with a Concealed Kong or on a self-drawn win; the 1 tai for Single Wait on the pair wait is added separately
1 Robbing the Kong (搶槓) Your opponent makes an Added Kong, and that tile is your winning tile Only an Added Kong can be robbed
1 Out with Replacement Tile (槓上開花) Self-drawn win on the replacement tile after a Concealed Kong, Added Kong or Exposed Kong Not scored with Heavenly Hand
1 Last Tile Draw (海底撈月) Self-drawn win on the last drawable tile Also counts if you reach it as a Kong replacement; combined with Self-drawn
1 Declare Ready (嗆聽) Winning after Declaring Ready Not added to MIGI
2 Three Concealed Pungs (三暗刻) Three concealed Pungs (a Concealed Kong counts as a concealed Pung) A Pung completed with your opponent's discard is not concealed; one completed by self-draw is
4 All Pungs (碰碰胡) All four melds are Pungs or Kongs Not added to All Honors
4 Little Three Dragons (小三元) Two Pungs of Red, Green or White Dragons + a pair of the third Dragon Pung not added
4 Half Flush (混一色) Number tiles of only one suit, plus honors (Characters + honors, or Dots + honors) —
5 Four Concealed Pungs (四暗刻) Four concealed Pungs Same definition as Three Concealed Pungs; Four Concealed Pungs is always also All Pungs, and both are scored
8 Big Three Dragons (大三元) Pungs of Red, Green and White Dragons Dragon Pung not added
8 Little Four Winds (小四喜) Three Pungs of East, South, West, North + a pair of the fourth Prevalent Wind and Seat Wind not added
8 Full Flush (清一色) The whole hand is number tiles of one suit, no honors (only possible in Characters) —
8 Human Hand (人胡) The non-dealer, before their own first draw, wins on the dealer's first discard, with no Pung or Kong yet at the table (a Concealed Kong by the dealer at the start also counts as one) Concealed Hand not scored
8 MIGI See "Declare Ready and MIGI" above Concealed Hand, Fully Concealed Hand and Declare Ready not scored
16 Earthly Hand (地胡) The non-dealer self-draws a win on their first draw, with no Pung or Kong yet at the table (Concealed and Added Kongs count too) Self-drawn, Concealed Hand and Fully Concealed not scored
16 Big Four Winds (大四喜) Pungs of all four winds: East, South, West, North Prevalent Wind and Seat Wind not added
16 All Honors (字一色) The whole hand is honor tiles All Pungs, Prevalent Wind, Seat Wind and Dragon Pung not added; for combinations, see the table below
24 Heavenly Hand (天胡) The dealer's 14 dealt tiles are already a winning hand (before taking in any tile or making any Kong) Self-drawn, Concealed Hand, Fully Concealed, Single Wait and Out with Replacement Tile not scored

All Honors Combinations

When All Honors occurs together with Little/Big Three Dragons or Little/Big Four Winds, the two are added together minus 4 tai and shown as a single item:

Displayed name Calculation Tai
All Honors 16 16
All Honors (Little Three Dragons) 16 + 4 − 4 16
All Honors (Little Four Winds) 16 + 8 − 4 20
All Honors (Big Three Dragons) 16 + 8 − 4 20
All Honors (Big Four Winds) 16 + 16 − 4 28

Four Concealed Pungs is not part of this merging; when it applies, add 5 tai separately. Example: a concealed All Honors (Little Four Winds), waiting on two pairs, won by self-draw, with no Concealed Kong and no Declare Ready = All Honors (Little Four Winds) 20 + Four Concealed Pungs 5 + Concealed Hand 1 + Self-drawn 4 + Fully Concealed 1 = 31 tai, with the dealer tai added on top; on a pair wait, add 1 more tai for Single Wait.

When a Hand Can Be Split More Than One Way

If the same hand can be split into different meld combinations, it is scored using the split that gives the most tai.

Four-Player Items That Never Occur in Two-Player Mahjong

Legal Moves and Fouls

The following actions are not legal and may not be made:

Restriction Details
No Chow Two-player mahjong has no Chow
No discarding a Punged tile (碰入打出) After a Pung, you cannot discard the same tile that turn
No claiming back a discard (打出吃入) After you discard a tile, until your next discard, you cannot Pung or make an Exposed Kong on the same tile (you can still win on it). Example: you discard East, then your opponent also discards East; you cannot Pung it
Skipped Pung (過水碰) After passing on a Pung, you cannot Pung the same kind of tile again until you have discarded a tile. At a two-player table your next move after passing is always your own draw and discard, so in practice this never comes up
No claims near the end of the wall When fewer than 10 tiles remain in the wall (counting the 8 undrawable ones, i.e. fewer than 2 drawable tiles), you cannot Pung or make an Exposed Kong; Concealed and Added Kongs are still allowed, except on the turn you draw the last drawable tile
No Kong right after a Pung After a Pung you must discard; you cannot immediately make a Concealed or Added Kong or self-draw
The last discard The tile discarded on the last-tile turn can only be won on by your opponent; it cannot be Punged or Konged
After Declaring Ready You cannot Pung or Kong, and cannot change your hand (except for the automatic Added Kong)
Robbing the Kong Only an Added Kong can be robbed; Concealed and Exposed Kongs cannot. When your opponent makes an Added Kong, your only choices are "Win" or "Pass"

Skipped Win (過水)

What happens during the Skipped win Lifted?
You draw a tile that is not a winning tile, then discard (any tile, including a winning tile from your hand) Lifted
The tile you draw is a winning tile You cannot self-draw a win, and whatever you discard next, it is not lifted
A Concealed or Added Kong of a tile that is not a winning tile Lifted at once
A Concealed or Added Kong of a tile that is a winning tile Not lifted
An Exposed Kong of a tile that is not a winning tile, and the replacement is a winning tile You cannot self-draw a win; still under the Skipped win
An Exposed Kong of a tile that is not a winning tile, the replacement is not a winning tile, and you then discard Lifted
An Exposed Kong of a tile that is a winning tile Not lifted: whatever you draw as replacement and whatever you discard on that turn, it is not lifted, and you cannot self-draw even on a winning replacement; but if on that same turn you then make a Concealed or Added Kong of a tile that is not a winning tile, it is lifted at once as above
When your Pung is completed, your hand is already a complete winning shape, and you then discard Not lifted
When your Pung is completed, your hand is not a winning shape, and you then discard Lifted

Scoring

How Each Payment Is Calculated

Each win is paid by one player only:

Payment = base + tai value × (hand tai + dealer tai)

Dealer tai = 1 + 2 × dealer streak. At a two-player table either you or your opponent is the dealer, so the dealer is always either the winner or the payer, and every payment includes the dealer tai.

Way of winning Who pays
Self-drawn Your opponent pays
Winning on the opponent's discard (deal-in) The player who dealt in pays
Robbing the Kong The Added Kong player pays

The base and the value per tai are set by the table. Taking a base of 50 and 20 per tai as an example, when scoring in tai, divide amounts by 20: the base is 2.5 tai, and each tai is 1 tai, so

Tai paid = 2.5 + hand tai + dealer tai

Your Score per Hand

Your score for a hand = the tai you received in that hand − the tai you paid. The two players' scores always add up to 0. An exhaustive draw scores 0.

Scoring Examples

Example 1: The non-dealer self-draws. You are the non-dealer and win by concealed self-draw: Concealed Hand 1 + Self-drawn 4 + Fully Concealed 1 = 6 tai. Your opponent is the dealer and has kept the deal once (dealer tai = 1 + 2 × 1 = 3 tai). Your opponent pays 2.5 (base) + 6 (hand) + 3 (dealer tai) = 11.5 tai, i.e. 50 + 20 × 9 = 230. You score +11.5 tai for this hand, and your opponent −11.5 tai.

Example 2: Dealing in to the dealer. Your opponent is the dealer with no streak, and your discard lets them win with All Pungs 4 + Dragon Pung 1 = 5 tai, plus 1 dealer tai. You pay 2.5 (base) + 5 + 1 = 8.5 tai (50 + 20 × 6 = 170) and score −8.5 tai for the hand.

Special Rules and Rulings

Kongs

Type How it is made Can you self-draw on the replacement? Can it be robbed?
Concealed Kong Four identical tiles in hand; the four tiles are placed face down in front of you, so your opponent only knows you made a Kong, not what tile it is Yes, scoring Out with Replacement Tile No
Added Kong An exposed Pung plus the fourth tile from your hand Yes, scoring Out with Replacement Tile Yes
Exposed Kong Three identical tiles in hand, Konging the fourth discarded by your opponent Yes, scoring Out with Replacement Tile No

The Last Tile and Exhaustive Draws

Heavenly Hand, Earthly Hand, Human Hand

What Counts as a Concealed Pung

Dealer Streak

Rules basis: the Douque platform's two-player mahjong rules; anything they do not cover follows the Douque platform's four-player mahjong rules.

The part below is how this site (PlayVsAI) does things: how the AI opponent plays and how the lobby and leaderboards count. It is not part of the game rules and may differ elsewhere.

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