Lesson 4 of 5

Detailed Rules:
Special Melds & Modes

Advanced maneuvers, unique wins, and special game modes.

Special Meld: Secret

A Secret is when you draw a four-of-a-kind in your hand. You play all 4 tiles face-down and draw a tile from the flower wall.

In Hand (hidden)

Mahjong tile B1
Mahjong tile B1
Mahjong tile B1
Mahjong tile B1

You draw the 4th tile

Declare Secret

Mahjong tile BACK
Mahjong tile BACK
Mahjong tile BACK
Mahjong tile BACK

Played face-down

Then draw a tile from the flower wall.

Special Meld: Sagása

A Sagása can be declared if you already have an open Pong and you draw the fourth matching tile. You add it to the Pong and draw a tile from the flower wall.

On Table (revealed)

Mahjong tile S1
Mahjong tile S1
Mahjong tile S1

You Draw

Mahjong tile S1

Declare Sagasa

Mahjong tile S1
Mahjong tile S1
Mahjong tile S1
Mahjong tile S1

Then draw a tile from the flower wall.

Special Claim: Rob the Kang

If another player declares Sagása, but the tile they use will win you the game, you can still call TODAS. This is known as Robbing the Kang.

Another player declares SAGASA using:

Mahjong tile C5

5 Character

VS

Your Hand:

That was the last tile you needed to complete your hand.

TODAS!

Special Win: Siete Pares

Siete Pares is a special way of winning. Your hand must contain seven pairs and exactly one meld.

7 Pairs

Mahjong tile S1
Mahjong tile S1
Mahjong tile S2
Mahjong tile S2
Mahjong tile S3
Mahjong tile S3
Mahjong tile C1
Mahjong tile C1
Mahjong tile C2
Mahjong tile C2
Mahjong tile C3
Mahjong tile C3
Mahjong tile B9
Mahjong tile B9

1 Meld

Mahjong tile B1
Mahjong tile B2
Mahjong tile B3

Special Game Mode: Jai Alai

Jai Alai tracks wins and ambitions across multiple hands in a session. The first player to collect 5 markers gets a payout!

Earning Markers

  • Standard Win+1 Marker
  • Win by Bunot+1 Extra
  • For each Ambition+1 Extra

Example: Win by Bunot with Siete Pares = 3 markers (1 + 1 + 1).

Jai Alai Payout

Jai Alai Payout$1.00
Others Pay-$1.00
Total Winnings+$3.00

After the payout, everyone's markers reset to 0.

Carry Over

If your win earns you enough markers to exceed 5, the excess is carried over to the next round.

Prev: 4+Earned: 2=6 TotalPayout + 1 marker carryover

Special Game Mode: Joker

The Joker is a tile chosen every hand which acts as a wild card (can be used as any tile).

Choosing the Joker

The joker is chosen after everyone has finished replacing their flower tiles.

  1. The máno rolls the dice again and counts stacks from the flower-side of the wall.
  2. They flip that tile. If it's not a flower, that is the joker for the round.
  3. If it is a flower, the máno takes it and keeps flipping until a non-flower appears.

Using the Joker

  • Acts as a wildcard to complete winning hands.
  • Cannot be used when claiming tiles (Chow, Pong, Kang).
  • Claims must be completed using actual tiles.
  • Joker tiles cannot be discarded.

Restrictions

  • If there is a joker in your hand, special payouts (like Paningit) will not apply.
  • The flipped face-up Joker tile cannot be drawn from the wall; it is skipped.
  • Only 3 Joker tiles can be drawn and used during the game.
Step 4 of 5