Chinese styles
MCR (Chinese Official) Mahjong Rules
MCR is the tournament standard: four players, 144 tiles, and no win below 8 fan. It is the strictest common rule set and the easiest to score objectively.
At a glance
- Players
- 4
- Tiles
- 144, including eight flowers
- Hand
- 13 tiles, 14 with the winning tile
- Claims
- Chow, pung and kong all allowed
- Minimum
- 8 fan. Below that the win is void
- Patterns
- 79 recognised fan patterns
What makes MCR different
MCR, or Chinese Official mahjong, is the version formalised for competition. It uses the full 144-tile set, allows every claim, and sets a hard floor: a hand worth fewer than 8 fan is not a win, however complete it looks.
That single rule reshapes the whole game. In casual mahjong you play to complete a shape. In MCR you play to complete a shape that is worth enough — often that means keeping a set you would otherwise break and abandoning a fast, cheap hand.
Setup and the shape of a hand
Four players, 144 tiles including flowers, 13 tiles in hand. Play passes counter-clockwise. Each player builds a wall of 17 stacks; the dealer rolls dice to choose the break point, then deals four rounds of three tiles and takes one extra.
Flowers are drawn, not held. When you draw a flower you score one fan for it and take a replacement tile from the end of the wall. Flowers never count toward the 8-fan minimum — they are bonus points, not qualification.
The 8-fan minimum in practice
Eight fan is not a high bar, but it is high enough that a beginner's first instinct — collect anything that fits — usually fails. The cheapest legal hands typically rely on one solid pattern plus small add-ons.
| Hand idea | Typical value | Why it works |
|---|---|---|
| Full flush (one suit, no honours) | 24 fan | Clears the minimum on its own |
| Half flush (one suit plus honours) | 6 fan | Needs 2 more fan from anywhere |
| All triplets | 6 fan | Needs 2 more fan from anywhere |
| Small three dragons | 48 fan | Two dragon triplets plus a dragon pair |
| Mixed outside hand | 4 fan | Usually combined with other patterns |
Two general rules help: pick a pattern early and build toward it, and treat every extra fan as a tiebreaker when two routes look equally fast.
How the fan are counted
MCR scoring follows six principles, applied in order:
- No double counting. The same tiles cannot score the same idea twice.
- Take the higher value. When two patterns describe the same shape, only the larger one counts.
- No splitting a pattern. A pattern is scored as a whole, not broken into pieces that fit elsewhere.
- One pass only. A combination is scored once, even if it could be read two ways.
- Flowers do not qualify. They add fan but never help reach 8.
- Mutually exclusive patterns. Some pairs, such as full flush and half flush, cannot both count.
In practice most disagreements at a table are cases two and six. The full list is on the MCR fan table.
Calling a win, and the false-win penalty
You may win on a tile you draw or on a tile another player discards. Before you call it, count the fan. Calling below the minimum is a false win, and the penalty is severe: the hand is void, points already earned in that hand are forfeited, and a penalty is recorded.
This is why MCR players are visibly slower at the end of a hand. They are not hesitating about whether the shape is complete; they are adding up.
Claiming and priority
Chow may only be taken from the player to your left; pung and kong may be taken from anyone. Priority is win first, then kong, then pung, then chow. If two players can win on the same discard, the player nearest counter-clockwise to the discarder takes it. Some house rules instead make the discarder pay every winner.
Dealer, rounds and match length
East is the dealer and starts with 14 tiles. A dealer who wins keeps the seat and adds to the score; otherwise the deal rotates. In competition the standard match is eight hands across four rounds, though shorter formats of four hands exist.
If the wall runs out with no winner, the hand is a draw. The dealer keeps the seat when the hand ends in a draw; otherwise the deal rotates.
What this means for strategy
MCR rewards planning more than speed. Three habits separate strong players from beginners:
- Commit early. Decide on a pattern in the first few turns. A hand that drifts toward three different patterns usually reaches none.
- Count the visible copies. With four copies of each tile, a pattern that needs three specific dragons gets much harder once two are already in the discard pile.
- Know when to fold. A hand that cannot reach 8 fan is worth nothing, so discarding safely becomes rational much earlier than in casual play.
The comparison with Hong Kong and riichi is useful: the same core suits, very different incentives. The five-axis comparison puts them side by side.
Quick answers
Is 8 fan a high bar for beginners?
It is the main reason beginners lose hands in MCR. Most first hands land between 2 and 6 fan, so the skill is choosing a pattern early rather than collecting whatever fits.
Do flowers count toward the 8-fan minimum?
No. A flower is worth one fan but is excluded from the minimum, so four flowers cannot turn a 4-fan hand into a legal win.
What happens if I call a win below 8 fan?
It is a false win. The hand is void, points from that hand are forfeited, and a penalty is applied under competition rules.
Can I chow in MCR?
Yes, from the player on your left only. Pung and kong may be claimed from any player.
How long does one MCR hand take?
Roughly ten to fifteen minutes at a casual table, longer in competition because every win is scored carefully.