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Mahjong Duel Rules: Two-Player Mahjong, Fan Table and Scoring

Updated 2026-10-30 · MacePlay

Mahjong Duel is fast one-on-one mahjong: only the characters suit and the honour tiles, 64 tiles in all, 13 each, no chows from discards, and one hand straight after another. The fan list comes from Push-Down Mahjong, but the numbers and the payments are tuned for two players. This guide covers the rules, the full fan table, how fan turn into multiples and kong payments, with three worked examples.

The basics: 64 tiles, 13 each

Win = 4 sets + 1 pair, or seven pairs

There is no minimum fan: any complete hand can be declared.

No chows: pungs, kongs and robbing a kong

A concealed kong keeps your hand concealed; a pung, exposed kong or added kong does not.

How it differs from Taiwan Mahjong and Push-Down Mahjong

Fan table

These are the fan used in MacePlay's Mahjong Duel. Every pattern that applies is added together, and if a hand can be split more than one way, the highest-scoring split counts.

PatternFanWhat it means
Basics
Win1Every winning hand gets this.
Self-drawn+1You draw the winning tile yourself.
Concealed+1No pungs, exposed kongs or added kongs (concealed kongs are fine).
Hand patterns
All pungs2All four sets are pungs or kongs.
Full flush2Characters only, no honours.
Seven pairs3Seven pairs, with no calls.
Luxury seven pairs5Seven pairs including four identical tiles (replaces the 3 for seven pairs).
Big three dragons8Pungs or kongs of Red, Green and White.
Little four winds8Pungs of three winds, with the fourth wind as the pair.
Big four winds10Pungs or kongs of all four winds.
All honours10Every tile is an honour.
Timing
Win on a kong+1The replacement tile after a kong completes your self-drawn win.
Last tile+1You self-draw on the last tile of the wall.
Robbing the kong+1You win on the tile your opponent adds to a kong.
Heavenly / earthly hand8The dealer's opening 14 tiles already win (heavenly), or the non-dealer self-draws on their first draw before any calls (earthly). Worth 8 fan flat, with nothing else added.

In MacePlay's Mahjong Duel there is no little three dragons, dragon pung, round or seat wind, all chows, single wait or last discard, and no flowers. For those, try Taiwan Mahjong.

How fan become multiples

Opponent pays = stake × 2^(fan − 1), capped at 6 fan (32× stake)
Fan123456+
Multiple12481632

With only one opponent, they pay for both self-drawn and discard wins. Kongs are paid on top, whoever wins the hand and even on a draw, and the cap does not apply to them:

The player receiving coins pays a 5% fee, and no one pays more than the chips they have at the table.

Three worked examples

Example 1: concealed self-draw

You have made no calls. Your hand is 1-2-3, 4-5-6 and 7-8-9 characters plus a pung of East, waiting on a single White dragon, and you draw it yourself.

Your opponent pays 2^(3 − 1) = 4× stake. In Taiwan Mahjong the East pung might add wind tai, but Mahjong Duel does not score wind pungs.

Example 2: full flush, all pungs

You have called pungs of 2 and 7 characters. In hand you hold a pung of 3s, a pair of 5s and a pair of 9s, waiting on either. Your opponent discards a 9 and you win.

5 fan in total, so your opponent pays 2^4 = 16× stake. Because you called pungs, the hand is not concealed.

Example 3: a capped big hand plus a kong

You made a concealed kong of East and called a pung of Red. In hand you hold a pung of Green and pairs of White and North, and you self-draw a White.

Your opponent pays 32 + 4 = 36× stake for the hand.

Common questions

If I can't chow, are runs still useful?

Yes. You just can't complete a run from a discard; 3-4-5 characters that you draw yourself still count as a set.

Can seven pairs include a kong?

No. Seven pairs must stay entirely in your hand, so any call rules it out. If you hold four of a tile, don't declare the kong: keep them as two pairs for luxury seven pairs.

Who deals after a drawn hand?

The dealer keeps the deal after winning or after a draw; it passes only when the non-dealer wins. Streaks add no fan.

Is there a time limit?

Yes: 15 seconds per move and 8 seconds to claim a discard. On a timeout the system plays for you, and wins if it can; repeated timeouts switch you to auto-play.

Play Mahjong Duel in MacePlay

Mahjong Duel in MacePlay is a one-on-one neon party table. Your opponent sits opposite with the sides left open, so the discards are bigger and easier to read, and the result screen lists every fan pattern, the multiple and any kong payments. Choose novice, standard or expert rooms and play hand after hand; AI players fill in when no one is waiting, and private rooms let you take on a friend. For four-player tables, switch to Taiwan Mahjong or Push-Down Mahjong, each with its own guide to compare.

MacePlay is for adults 18+ and for entertainment only. Virtual coins have no cash value and cannot be exchanged for cash or goods.

Ready? Open a table in MacePlay

One-on-one Mahjong Duel, hand after hand. The result screen lists every fan pattern, multiple and kong payment.

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