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.
- Players: Two per table, one on one.
- Tiles: 72 tiles, no Flowers.
- Goal: Complete a hand of "four melds + one pair" (14 tiles) to win, scoring as many tai as you can, while avoiding dealing in.
- Hand: Everything from the deal until someone wins or the hand ends in an exhaustive draw and is settled is one "hand". An exhaustive draw also counts as a hand, scoring 0.
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:
- 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.
- 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.
- 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.
- 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.
- 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
- Four melds + one pair, 14 tiles in all. A meld is a Chow (three consecutive tiles of the same suit), a Pung (three identical tiles) or a Kong (four identical tiles, counted as one meld). The fourth tile of a Kong does not count toward the 14 tiles.
- Dots are only the 1 and the 9, so they cannot form a Chow — only a pair, Pung or Kong; Chows only occur in Characters. A Full Flush is therefore always Characters, and a Half Flush is either "Characters + honors" or "Dots + honors".
- There are no special hands such as Seven Pairs, Thirteen Orphans or Ligu.
- There is no minimum tai requirement; you can win as soon as your hand is complete.
Dealing
- Each player is dealt 13 tiles; the dealer gets one extra, 14 in total, and discards first.
- Normal draws come from the front of the wall; Kong replacements come from the tail end.
- The last 8 tiles of the wall are never drawn. When only 8 tiles remain and a player needs to draw, or to draw a Kong replacement, the hand ends at once in an exhaustive draw. Replacements come from the tail end, but each one still uses up one drawable tile (what is kept back is a count of tiles).
- The tile drawn when 9 tiles remain in the wall is the last drawable tile (海底) (this includes reaching it as a Kong replacement).
Breaking the Wall and Seat Winds
- Each hand the dealer rolls three dice, and the total decides whose section of the wall is broken (開門); that player is East and the other is West:
- Odd total: the wall is broken from the dealer's section; the dealer is East and the opponent is West.
- Even total: the wall is broken from the opponent's section; the opponent is East and the dealer is West.
- The first hand also uses the dice, so the dealer is not necessarily East.
- The only seat winds are East and West; there is never a South or North seat.
How to Play
- Turn order: The two players alternate. Your opponent is both your previous player and your next player.
- 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).
- 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.
- 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).
- 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.
- 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 |
- If the MIGI conditions are met when you declare, it is MIGI; otherwise it is Declare Ready. The two are never scored together.
- You may Declare Ready even with exposed Pungs.
- After declaring, if you draw the fourth tile of a Pung you have already exposed, an Added Kong is always made automatically (if that tile is also your winning tile you may choose to win first, and the Kong is made only if you don't; no Kong on the turn you draw the last drawable tile); if you draw a tile that would allow a Concealed Kong, it is not Konged but discarded directly.
- Declaring Ready only adds tai when you win. When your opponent wins, you do not pay extra for having declared. These rules have no Heavenly Ready, Earthly Ready or Eye Tiles.
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 |
- Only one of Heavenly Hand, Earthly Hand and Human Hand can be scored; they are never combined.
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
- Ruled out by the tile set and the number of players: Seat Flower, Flower Kong, Seven Robs One, Eight Immortals (there are no Flowers), Five Concealed Pungs (there are only four melds) and All Chows (with no Chow, any exposed meld is a Pung or Kong; a hand with no exposed melds is concealed, and a concealed hand does not score All Chows).
- Not used, as in Taiwanese Mahjong: Last Tile Claim (河底撈魚; winning on the last discard is allowed but earns no extra tai), Half Melded (半求), Eye Tiles (眼牌), Heavenly Ready, Earthly Ready, Ligu (哩咕), Minimum Tai to Win (幾台起胡), Liability Payment (包牌), Tai Cap (滿台封頂), Three-Tile Exchange (換三張), Dice Bonus Tai (骰規台) and similar items.
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)
- Choosing not to win when you can is a Skipped win. This includes: not winning on a tile your opponent discards (or Added-Kongs); choosing to Pung or make an Exposed Kong instead of winning; and not self-drawing a win on a tile you draw (including declining a winning tile drawn as an Exposed Kong replacement).
- While under a Skipped win, you cannot win on any tile, not even by self-draw. However, you can still Pung or make an Exposed Kong when your opponent discards your winning tile (Pung is still subject to Skipped Pung).
- When it is lifted depends on whether the tile is one of your winning tiles:
| 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 |
- When you are not under a Skipped win, you can self-draw on a winning tile drawn as an Exposed Kong replacement, and you are not forced into a Skipped win; you only enter one if you choose not to win.
- Giving up a self-drawn win after Declaring Ready also puts you under a Skipped win; if you then draw the fourth tile of an exposed Pung, the automatic Added Kong is still made (the Added Kong tile is a winning tile, so it is not lifted).
- A player who declared MIGI cannot skip a win; they always win on a winning tile.
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 |
- After a Kong replacement you may Kong again.
- After drawing the last drawable tile, you cannot make a Concealed or Added Kong (a player who has Declared Ready does not Kong automatically either); you can only self-draw a win or discard a tile. If the last tile is a winning tile you may choose to win first; if not, you discard. If your opponent does not win on that discard, the hand is an exhaustive draw.
- Either player's Concealed, Added or Exposed Kong counts as "someone has made a Kong", which rules out a later Human Hand, Earthly Hand or MIGI.
The Last Tile and Exhaustive Draws
- The tile drawn when 9 tiles remain in the wall is the last drawable tile; a self-drawn win on it scores Last Tile Draw.
- Your opponent can only win on the discard from the last-tile turn, and there is no Last Tile Claim tai; if no one wins, the hand is an exhaustive draw.
- An exhaustive draw has no winner or loser, and the dealer keeps the deal.
Heavenly Hand, Earthly Hand, Human Hand
- All three require that "no one at the table has made any Pung or Kong (including Concealed and Added Kongs) so far", and that the winner has not yet discarded or made a Kong.
- Heavenly Hand is for the dealer only; Earthly Hand and Human Hand are for the non-dealer only. Only one of the three can be scored; they are never combined.
- Heavenly Hand and Earthly Hand are paid by the opponent alone.
What Counts as a Concealed Pung
- A Concealed Kong counts as a concealed Pung.
- A Pung completed with your opponent's discard is not a concealed Pung; one completed by self-draw is.
Dealer Streak
- If the dealer wins or the hand is an exhaustive draw, the dealer keeps the deal; if the non-dealer wins, the deal passes.
- The dealer streak is capped at 10: the hand at streak 10 is played as usual, and then the deal passes.
Rules basis: the Douque platform's two-player mahjong rules; anything they do not cover follows the Douque platform's four-player mahjong rules.