Mhing
Overview
Mhing is a card game based on Mah Jongg, played with a 150-card deck instead of tiles. Players draw and discard cards to form winning hands consisting of four sets of three plus a pair (14 cards total). Sets can be sequences in one suit or triplets. The game recreates the essential Mah Jongg experience using cards, making it more portable and accessible.
Components
- 150 cards in multiple suits (bamboo, characters, circles/dots, winds, dragons)
- Score sheets
Setup
- Shuffle the entire 150-card deck.
- Deal 13 cards to each player (14 to the starting player).
- Place the remaining cards face down as the draw pile (the “wall”).
- Determine the starting player.
Turn Structure
Play proceeds clockwise. On your turn:
- Draw a card from the draw pile (or claim a discarded card).
- Form sets in your hand if possible.
- Discard one card face up.
Actions
Drawing
- Draw the top card from the draw pile.
- Alternatively, claim the last discarded card to complete a set (must immediately reveal the completed set).
Sets
- Sequence (Chow): Three consecutive cards of the same suit (e.g., 1-2-3 of bamboo).
- Triplet (Pung): Three identical cards (e.g., three 5s of characters).
- Quad (Kong): Four identical cards (bonus set, draw an extra card).
Claiming Discards
- Any player may claim a discard to complete a triplet or quad (out of turn).
- Only the next player in turn order may claim a discard for a sequence.
- Claiming priority: winning hand > Kong/Pung > Chow.
Going Out (Mhing)
- When your hand forms 4 sets of 3 plus 1 pair (14 cards), declare “Mhing!”
- You can go out on a drawn card or by claiming a discard.
Scoring / Victory Conditions
The winning player scores points based on:
- Base points for going out.
- Bonus points for special hand compositions (all triplets, all one suit, etc.).
- The losing players pay the winner based on their score.
Multiple hands are played across a session; the player with the highest cumulative score wins.
Special Rules & Edge Cases
- Winds and Dragons are honor cards and score bonus points.
- Some hands are worth extra points (e.g., all concealed sets, no sequences).
- A Kong requires drawing an extra replacement card.
- Claiming out of turn for Pung/Kong takes priority over Chow claims.
- If the draw pile is exhausted with no winner, the hand is a draw.
Player Reference
Turn: Draw (or claim discard) -> Organize hand -> Discard 1 card
Winning hand: 4 sets of 3 + 1 pair = 14 cards
Set types: Sequence (Chow), Triplet (Pung), Quad (Kong)
Claiming priority: Mhing > Pung/Kong > Chow