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American Mahjong (Douque) — 16 tiles — Rules

Overview

American Mahjong (Douque) is a four-player, 16-tile mahjong game: with 144 tiles (including 8 Flowers), you win by completing a 17-tile hand of five melds plus one pair. At heart it is Taiwanese 16-tile mahjong with three additions — a Three-Tile Exchange before play, a Dice Bonus set by the dice that break the wall, and a 3-tai minimum to win — which add variety to every opening and every score.

About the name: "American Mahjong" is what the Douque (鬥雀) platform calls this game; it is not the North American (NMJL) game with 13 tiles, Jokers and a yearly card of hands — it is Taiwanese 16-tile mahjong with three additions, starting with an exchange of tiles before play.

The Douque platform's American Mahjong rules are Douque's Taiwanese Mahjong rules plus three additions. Please note these on your first game:

  1. Three-Tile Exchange (換三張): After the deal and Flower replacement, before play begins, every player passes 3 tiles to another player. The first exchange is mandatory; afterwards the dealer decides whether to start play or have everyone exchange once more.
  2. Dice Bonus (骰規台): When the three dice that break the wall come up as a triple, all red, a straight or all black, the winner gets 1 to 5 extra tai.
  3. Minimum 3 tai to win (起胡台數): A hand worth less than 3 tai in total cannot win; being blocked this way also counts as passing up a win and puts you under a Skipped win.

The following points are where the Douque rules differ from common house rules and association tournament rules; they are the same as in Douque's Taiwanese Mahjong:

  1. When three players can win on the same tile, it is a "triple win on one discard (一砲三響)" and all three win. When two players can win at the same time, only one wins (intercepted win, 攔胡): counting in turn order from the discarder, the first of them to be reached wins.
  2. When your hand is ready, you may Declare Ready (嗆聽) for 1 extra tai; declaring within the first eight discards of the hand is "MIGI", worth 8 tai. After declaring, you can no longer change your hand.
  3. You cannot make an Exposed Kong on a tile discarded by the previous player.
  4. A concealed hand that wins on another player's discard does not score All Chows (平胡).
  5. No Last Tile Claim (河底撈魚), no Half Melded (半求) and no Eye Tiles (眼牌); the dealer streak is capped at 18.

Tiles and Dealing

Tile Set

Type Contents Tiles
Characters 1 to 9 Characters, 4 of each 36
Dots 1 to 9 Dots, 4 of each 36
Bamboo 1 to 9 Bamboo, 4 of each 36
Winds East, South, West, North, 4 of each 16
Dragons Red, Green, White, 4 of each 12
Flowers Spring, Summer, Autumn, Winter, Plum, Orchid, Chrysanthemum, Bamboo, 1 of each 8
Total — 144

What a Winning Hand Looks Like

Dealing and Flower Replacement

Seat Winds and Seat Flowers

Seat winds are determined by whose section of the wall is broken (開門) for each hand, not by who the dealer is: the player whose wall is broken is East, and the others follow in order. Each seat wind has two matching "Seat Flower (正花)":

Seat wind Position Seat Flowers
East The player whose wall is broken Spring, Plum
South The next player (下家) after that player Summer, Orchid
West The player opposite (對家) that player Autumn, Chrysanthemum
North The previous player (上家) before that player Winter, Bamboo

The Three Additions: Three-Tile Exchange, Dice Bonus, Minimum Tai to Win

This section covers what American Mahjong adds to Taiwanese Mahjong. All other rules are the same as Taiwanese Mahjong.

How a Hand Begins

  1. The dealer rolls three dice, which decide where the wall is broken and whether this hand has a Dice Bonus.
  2. The deal: 16 tiles each, and the dealer takes 1 extra for 17.
  3. Opening Flower replacement (everyone finishes the first pass before the second pass).
  4. If, once Flowers are replaced, someone has Eight Immortals or Seven Robs One, or the dealer's 17 tiles are already a Heavenly Hand, the hand is settled and ends right away, with no Three-Tile Exchange (the win is declared directly).
  5. First Three-Tile Exchange: mandatory.
  6. Dealer's decision: "Start" or "Exchange again".
  7. If the dealer chooses to exchange again: all four players make a second Three-Tile Exchange, after which play starts directly; there is never a third.
  8. Play begins: the dealer acts as usual. If the dealer's 17 tiles are a winning hand after the exchange, the dealer may self-draw, scoring Heavenly Hand (this is only judged once all exchanges are over and play begins, so a dealer who already holds a winning hand and chooses "Exchange again" may trade the win away). The dealer then makes the first discard, and play proceeds under the normal rules.
  9. The "first go-around" that Human Hand, Earthly Hand and MIGI look at only starts once all exchanges are over: the exchange is not a draw, not a discard, not a Chow, Pung or Kong, and the tiles passed away are not discards.

Three-Tile Exchange

Item Rule
Number of tiles Every player must pass 3 tiles and receives 3; you cannot pass fewer. The 3 tiles must be in your own hand, and they may be the same tile (for example, two 9 Bamboo)
Which tiles Any 3 tiles from your hand, of any suit; honors can be passed too
The dealer Chooses from all 17 tiles in each exchange (including the extra tile)
Who receives them Each player's recipient is chosen at random, and no one ever passes to themselves; every player passes 3 and receives 3. It may be two pairs swapping with each other, or all four in a loop (for example A to B, B to C, C to D, D to A): 9 possible pairings, each equally likely. Each exchange is drawn afresh
Simultaneous Tiles change hands only once all four players have chosen; while players are choosing, nobody's hand changes
What you know Before choosing, you do not know who you are passing to; afterwards you still do not know who got your 3 tiles or who gave you the 3 you received. You cannot see what tiles other players passed either
Second exchange Only if the dealer chooses "Exchange again". All four players must take part again, under the same rules as the first

Dice Bonus

Decided by the three dice that break the wall, regardless of the hand. The four patterns are mutually exclusive; take the first one from the top that matches:

Pattern Definition Examples Tai
Triple (豹子) All three dice show the same number 1-1-1 / 6-6-6 5
All red (全紅) All three dice are 1 or 4, but not a triple 1-4-1 / 1-1-4 3
Straight (順子) Three consecutive numbers (in any order) 1-2-3 / 4-5-6; 5-6-1 does not count 2
All black (全黑) All three dice are 2, 3, 5 or 6, but neither a triple nor a straight 2-3-6 / 2-5-6 1

Minimum Tai to Win

You can win only if your hand is complete and this win is worth at least 3 tai. If it is worth less than 3 tai, you cannot win.

Item Rule
Threshold 3 tai
What counts All the tai of this win: hand tai, Flower tai (Seat Flower, Flower Kong), Declare Ready, dealer tai, dealer streak, Dice Bonus. The "3 tai of base" that scoring converts to does not count
Winning on a discard Judged on what the discarder would pay. The same hand may be enough when the dealer discards (dealer tai and streak are added) and not enough when a non-dealer discards
Self-drawn win Judged on the dealer's share: when a non-dealer self-draws, the dealer's share includes the dealer tai; when the dealer self-draws, all three shares are the same. Each player pays their actual tai; non-dealers whose share is under 3 tai are not topped up to 3
Robbing the Kong Each robbing player is judged on their own win
Not enough tai You cannot win, and it counts as passing up a win, putting you under a Skipped win (see "Skipped Win"): for a tile another player discards or Added-Kongs, at once; for a tile you draw yourself, you are under the Skipped win once you discard
After Declaring Ready If you draw a winning tile but do not have enough tai: you cannot self-draw; it is discarded under "discard whatever you draw" and you go under a Skipped win
Triple win on one discard If even one of the three lacks enough tai, there is no triple win: with those players removed, if two remain, the intercepted-win rule applies (counting in turn order from the discarder, the first reached wins); if one remains, that player wins alone
Flower wins Eight Immortals and Seven Robs One are worth 8 tai on their own, so they always qualify

The 3 tai above is for normal mode. The Douque platform also has a friend mode, where the player who opens the room chooses a minimum of 0 (no minimum), 2, 3 or 5 tai; every other rule is the same as normal mode (the Three-Tile Exchange and Dice Bonus are always on).

How to Play

  1. Turn order: Counterclockwise. After you discard, the next player to act is your next player; only your next player can Chow your discard.
  2. Before play: First the Three-Tile Exchange, then the dealer decides whether to start or exchange once more (see "The Three Additions"). After that, the dealer acts first.
  3. 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, and you have enough tai);
    • 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 back end of the wall and continue your turn;
    • Declare Ready (declare that your hand is ready and discard a tile; see below).
  4. When another player discards, you may:
    • Win: the tile completes your hand, and you have enough tai;
    • Pung: you hold two identical tiles; you can Pung a discard from any player;
    • Exposed Kong: you hold three identical tiles; you can only Kong a discard from your next player or the player opposite, not from your previous player;
    • Chow: you can only Chow a discard from your previous player, forming a Chow with two tiles from your hand;
    • Pass: take nothing.
  5. Priority when several players want the same tile: Win > Pung, Kong > Chow.
  6. After a Chow or Pung you must discard; you cannot immediately make a Concealed or Added Kong. After an Exposed Kong, you first draw a replacement tile, then continue as a normal turn.
  7. End of a hand: Someone wins (self-drawn, on a discard, by Robbing the Kong, or with a Flower win), or the hand ends in an exhaustive draw.
  8. Dealer and prevailing wind:
    • If the dealer wins or the hand is an exhaustive draw, the dealer keeps the deal and the dealer streak goes up by 1.
    • Otherwise the deal passes to the next player and the dealer streak resets to zero.
    • When several settlements happen at once (such as a triple win on one discard), the dealer keeps the deal as long as the dealer has a net gain for the hand.
    • The dealer streak is capped at 18: the hand at streak 18 is played as usual (dealer bonus of 37 tai), but afterwards the deal passes even if the dealer would otherwise keep it.
    • When each of the four players has dealt once, that is one "round"; the prevailing wind goes East, South, West, North in order. Four rounds make one full cycle (將).

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 8 tiles have been discarded at the whole table before this one (so the declaring discard can be at most the 8th, i.e. within each player's first two turns; tiles passed in the Three-Tile Exchange do not count), and no one has made any Chow, Pung or Kong so far (Concealed and Added Kongs count too)
After declaring You can no longer change your hand: you discard whatever you draw, and you cannot Chow, Pung or Kong Same as left
Another player discards your winning tile You may win, or let it pass (letting it pass is a Skipped win); if you do not have enough tai you cannot win, and you likewise go under a Skipped win You must win; you cannot let it pass
Tai restrictions None Concealed Hand and Fully Concealed are not scored, and the 1 tai for Declare Ready is not added; the 1 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, and it must be at least 3 tai to win (see "Minimum Tai to Win"). 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 Only applies between the dealer and the other party; see "Scoring"
2N Dealer Streak (連莊拉莊) The dealer has kept the deal N times. Players call this "連 N 拉 N" ("N in a row, pull N"): N tai for the dealer's N consecutive deals, plus the same N tai "pulled" from whichever player is paying or being paid by the dealer Combined with the Dealer tai, 2N + 1 tai; only applies between the dealer and the other party. E.g. streak 1 = 1 + 2 = 3 tai, streak 2 = 5 tai
1 Concealed Hand (門清) No Chow, 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 Self-Drawn (自摸) You drew the winning tile yourself Not scored with Heavenly Hand or Earthly Hand
1 Fully Concealed Hand (不求) Concealed Hand and Self-drawn (Concealed Kongs are allowed; any Chow, Pung, Exposed Kong or Added Kong rules it out) Concealed Hand + Self-drawn + Fully Concealed total 3 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 or All Honors
1 Seat Wind (門風) A Pung or Kong of your own seat wind When the prevailing and seat winds are the same tile, both tai count; not added to Big 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 Seat Flower (正花) Each Flower that matches your seat wind 2 tai at most; a Seat Flower inside a completed Flower Kong still counts
1 Flower Kong (花槓) All of Spring, Summer, Autumn, Winter, or all of Plum, Orchid, Chrysanthemum, Bamboo; 1 tai per set Both sets complete is 2 tai
1 Single Wait (獨聽) Waiting on only one tile, as an edge wait, closed wait or pair wait Not combined with All Chows; not scored with Heavenly Hand
1 Melded Hand (全求) All five melds are Chows, Pungs, Exposed Kongs or Added Kongs, leaving a single tile for a pair wait, and you win on another player's discard Not scored on a self-drawn win (no Half Melded); the 1 tai for Single Wait on the pair wait is added separately
1 Robbing the Kong (搶槓) Another player makes an Added Kong, and that tile is your winning tile Paid by the Added Kong player alone
1 Out with Replacement Tile (槓上開花) Self-drawn win on the replacement tile after a Flower replacement, Concealed Kong or Added Kong You cannot self-draw on an Exposed Kong replacement; see "Special Rules and Rulings"; not scored with Heavenly Hand
1 Last Tile Draw (海底撈月) Self-drawn win on the last drawable tile in the wall Also counts if you reach the last tile through a Flower, Concealed Kong or Added Kong replacement, in which case it is combined with Out with Replacement Tile; combined with Self-drawn
1 Declare Ready (嗆聽) Winning after Declaring Ready Not added to MIGI
1 to 5 Dice Bonus (骰規) The three dice that break the wall: triple 5, all red 3, straight 2, all black 1 American Mahjong only; see "Dice Bonus"; counts for every payer
2 All Chows (平胡) All five melds are Chows, the pair is not an honor, the whole hand has no honors, no Flowers, you win on another player's discard, the hand is not concealed, and the winning tile completes a Chow from a two-sided wait Not scored if the winning tile is the pair (pair wait); not scored on an edge or closed wait
2 Three Concealed Pungs (三暗刻) Three concealed Pungs (a Concealed Kong counts as a concealed Pung) A Pung completed with another player's discard is not concealed; one completed by self-draw is
4 All Pungs (碰碰胡) All five 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 —
5 Four Concealed Pungs (四暗刻) Four concealed Pungs Same definition as Three Concealed Pungs
8 Five Concealed Pungs (五暗刻) Five concealed Pungs Same definition as Three Concealed Pungs; can combine with All Honors
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 scored
8 Full Flush (清一色) The whole hand is number tiles of one suit, no honors —
8 Human Hand (人胡) A non-dealer wins on another player's discard before having discarded any tile, with no Chow, Pung or Kong yet at the table Concealed Hand not scored
8 MIGI See "Declare Ready and MIGI" above Concealed Hand, Fully Concealed Hand and Declare Ready not scored
8 Seven Robs One (七搶一) See "Special Rules and Rulings" Paid by the player whose Flower is robbed
8 Eight Immortals (八仙過海) See "Special Rules and Rulings" Paid by all three other players
16 Earthly Hand (地胡) A non-dealer self-draws a win on their first draw, with no Chow, Pung or Kong yet at the table and before having discarded Also counts when the first draw is a Flower and the replacement tile wins, in which case Out with Replacement Tile is added; 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 17 tiles are already a winning hand: either right after Flower replacement (the hand ends at once, with no Three-Tile Exchange), or when play begins after all exchanges are over 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

Five Concealed Pungs is not part of this merging; when it applies, add 8 tai separately.

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.

Items Not Used

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, Sixteen Unrelated (十六不搭), Ligu (哩咕), Four Winds Discarded in a Row (四風連打), Flower-and-Honor Bonus (見花見字), Liability Payment (包牌), Tai Cap (滿台封頂) and similar items are not used in these rules.

Legal Moves and Fouls

Actions covered by the restrictions below are illegal and may not be made:

Restriction Details
Minimum tai (起胡台數) A complete hand worth less than 3 tai cannot win; this counts as passing up a win and puts you under a Skipped win
No discarding a Chowed tile (吃入打出) After a Chow, you cannot discard, on that turn, a tile identical to the one you Chowed, or, for a two-sided partial sequence only, the tile at its other end (a closed or edge Chow only bans the Chowed tile). Example: Chowing a 3 Dot with 4 and 5 Dots, you cannot discard a 3 Dot or a 6 Dot that turn
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 Kong) the same tile back, and you cannot Chow using "two tiles that could form a Chow with the tile you just discarded". Example: after discarding a 3 Bamboo, you cannot Chow a 6 Bamboo with 4 and 5 Bamboo (the 4 and 5 Bamboo originally formed a set with the 3 Bamboo); but after discarding a 6 Bamboo, you can Chow a 3 Bamboo with 1 and 2 Bamboo
Skipped Pung (過水碰) After passing on a Pung (including choosing to Chow instead), you cannot Pung the same kind of tile again until you have discarded a tile. Every kind you pass on is remembered: pass on 5 Characters and then on 7 Dots, and you can Pung neither until you discard
No claims near the end of the wall (牌牆將盡不得鳴牌) When fewer than 4 drawable tiles remain (fewer than 20 tiles in the wall, counting the 16 undrawable ones), you cannot Chow, Pung or make an Exposed Kong; Concealed and Added Kongs are still allowed, except on the turn you draw the last drawable tile
No Exposed Kong from the previous player (明槓不對上家) You can only make an Exposed Kong on a discard from your next player or the player opposite
No Kong right after a Chow or Pung (吃碰後不接槓) After a Chow or Pung you must discard; you cannot immediately make a Concealed or Added Kong
The last discard (最後一張捨牌) The tile discarded after the drawable tiles run out can only be won on; it cannot be Chowed, Punged or Konged
After Declaring Ready (宣告聽牌後) You cannot Chow, Pung or Kong, and cannot change your hand (except that drawing the fourth tile of an exposed Pung always makes an Added Kong)
Robbing the Kong (搶槓) Only an Added Kong can be robbed; Concealed and Exposed Kongs cannot

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
A Concealed, Added or Exposed Kong of a tile that is a winning tile Not lifted
After an Exposed Kong, you draw a winning tile as the replacement You cannot self-draw a win; still under the Skipped win
When your Chow or Pung is completed, your hand is already a complete winning shape, and you then discard Not lifted
When your Chow or Pung is completed, your hand is not a winning shape, and you then discard Lifted

Scoring

How Each Payment Is Calculated

For each win, every paying player pays the winner separately:

Payment = base 300 + tai × 100

The tai include the Dice Bonus. When scoring in tai, divide amounts by 100: the base is 3 tai, and each tai is 1 tai, so

Tai paid by each payer = 3 + tai

Way of winning Who pays
Self-drawn Each of the other three players pays one share
Winning on another player's discard (deal-in) The player who dealt in pays alone
Robbing the Kong The Added Kong player pays alone
Seven Robs One The player whose Flower is robbed pays alone
Eight Immortals Each of the other three players pays one share

Dealer Tai Only Applies Between the Dealer and the Other Party

Dealer tai = 1 + 2 × dealer streak.

Situation How dealer tai is added
The dealer wins Every payer pays the dealer tai extra
A non-dealer self-draws Only the dealer's share includes the dealer tai; the other two players pay no extra
A non-dealer wins on the dealer's discard The dealer pays the dealer tai extra
A non-dealer wins on another non-dealer's discard No dealer tai

The Dice Bonus is different: it is part of the winner's tai for the hand, and every payer pays it.

Your Score per Hand

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

Scoring Examples

Examples 1 to 3 assume this hand's dice give no Dice Bonus.

Example 1: A non-dealer self-draws. You are a non-dealer and win by concealed self-draw: Concealed Hand 1 + Self-drawn 1 + Fully Concealed 1 = 3 tai, enough to win. The dealer has kept the deal twice (dealer tai = 1 + 2 × 2 = 5 tai).

Payer Calculation Pays
Dealer 3 (base) + 3 (hand) + 5 (dealer tai) 11 tai
Non-dealer A 3 (base) + 3 (hand) 6 tai
Non-dealer B 3 (base) + 3 (hand) 6 tai

You score +23 tai for this hand; the dealer −11 tai, and the other two players −6 tai each.

Example 2: Dealing in to the dealer. The dealer has kept the deal once, and your discard lets the dealer win with All Chows, 2 tai. Dealer tai = 1 + 2 × 1 = 3 tai, for 5 tai in total. You pay 3 (base) + 5 = 8 tai and score −8 tai for the hand; the other two players score 0.

Example 3: The dealer self-draws. The dealer (no streak) wins by concealed self-draw: Concealed Hand 1 + Self-drawn 1 + Fully Concealed 1 + Dealer 1 = 4 tai. Each of the other three pays 3 + 4 = 7 tai, and the dealer scores +21 tai.

Example 4: Who discards decides whether you have enough. No Dice Bonus this hand, and the dealer has no streak. You are a non-dealer holding an All Chows hand worth 2 tai and nothing else. If a non-dealer discards your winning tile: only 2 tai, less than 3, so you cannot win, and you go under a Skipped win. If the dealer discards it instead: All Chows 2 + Dealer 1 = 3 tai, so you can win, and the dealer pays 3 + 3 = 6 tai.

Example 5: The Dice Bonus makes up the minimum. The same 2-tai All Chows hand, and this hand's dice came up 2-3-6 (all black, 1 tai). A non-dealer discards your winning tile: All Chows 2 + Dice Bonus 1 = 3 tai, so you can win, and the non-dealer who dealt in pays 3 + 3 = 6 tai.

Example 6: A self-drawn win is judged on the dealer's share. No Dice Bonus this hand, and the dealer has no streak. You are a non-dealer with exposed melds and win by self-draw: Self-drawn 1 + Seat Flower 1 = 2 tai, nothing else. The dealer's share adds 1 dealer tai, making 3 tai, which is enough, so you can win. The dealer pays 3 + 3 = 6 tai; the other two non-dealers pay on the actual 2 tai, 3 + 2 = 5 tai each (they are not topped up to 3). You score +16 tai for the hand.

Special Rules and Rulings

Multiple Players Winning on the Same Tile

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 other players only know 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 next player or the player opposite No; not even with a tile drawn after replacing a Flower No

Flowers and Flower Wins

Situation Result
A non-dealer completes Eight Immortals or Seven Robs One on the deal, but the dealer's 17 tiles after Flower replacement are already a Heavenly Hand The Heavenly Hand takes precedence; the non-dealer's Flower win is not scored
The dealer has Eight Immortals on the deal and also a Heavenly Hand Two settlements: Eight Immortals and Heavenly Hand (the Heavenly Hand is paid by all three)
The dealer draws their own 7th Flower on the deal for Seven Robs One (case 1) and also has a Heavenly Hand Two settlements: Seven Robs One and Heavenly Hand (the replacement was already drawn during the opening Flower replacement, so no extra tile is drawn after the rob; the Heavenly Hand settlement counts 7 Flowers)
The dealer gets Seven Robs One on the deal because another player exposes the 8th Flower (case 2) Heavenly Hand only (Seven Robs One is settled only after the replacement is drawn, which would leave the hand at 18 tiles)

Heavenly Hand, Earthly Hand, Human Hand

What Counts as All Chows

What Counts as a Concealed Pung

Dealer Streak

Rules basis: the Douque platform's American Mahjong rules (built on Douque's four-player mahjong, i.e. Douque's Taiwanese 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.

Playing on PlayVsAI

How the Settlement Screen Reads

Play American Mahjong against the AI →