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- Content .- Fans  .- Knowledge Base  . 



KDE Board Game

Score 76%

Downloads:  2087
Submitted:  Apr 21 2009
Updated:  Feb 18 2014


Kajongg - the classical Mah Jongg for four players. If you are looking for the Mah Jongg solitaire please use the application KMahjongg.

Installing Kajongg on Windows

Download the installer from the link below.

Kajongg needs the Microsoft Visual C++ Redistributable Package.
I believe I am not allowed to include a copy in the installer.
Chances are good that you already have this installed. Otherwise
you should see a corresponding error message. You can get that
package from Microsoft here: http://www.microsoft.com/en-us/download/details.aspx?id=29

Support for Windows is very new, there might be a few things missing. Still to be done:

- keyboard shortcuts everywhere

- application language selection. For now, the language of the installed Windows is used. If Kajongg is not translated into that language, it is english. If you really need to, you can edit a configuration file and select any of the available languages.

Installing Kajongg on Linux

Kajongg is part of the KDE games, your Linux distribution should bring it to you.


Kajongg is covered by the GNU GPL2 license - see COPYING.

Kajongg can be used in two different ways: Scoring a manual
game where you play as always and use Kajongg for the computation
of scores and for bookkeeping. Or you can use Kajongg to play
against any combination of other human players or computer players.

Kajongg currently comes with two rulesets for classical chinese, one
for rules in Germany and one for rules in England.
You can change many things in the rulesets at your will.
The rules for a game are saved in the database, so every
game could be played with different rules. Changing a ruleset
does not affect existing games.

You can always get the current source code from here:

git clone git://anongit.kde.org/kajongg
or see online here: https://projects.kde.org/projects/kde/kdegames/kajongg/repository

Please also visit http://kde.org/applications/games/kajongg/

If you want to send me bug reports, please either use the kajongg
menu commmand Help / Report Bug or mail me directly to the Mail
Address given in that bug reporting dialog. I will not follow links
to pages I do not trust like upload pages, shortlink services or


Version 4.13 runs on Windows.

(Windows installer)
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 by somekool on: Jul 26 2009
Score 50%
somekool networks

I always wish to learn this game.

nice to see KDE will have a nice soft for it.

Reply to this



 by wrohdewald on: Sep 15 2009
Score 50%

you might want to have a look at xmj by Julian Bradfield. This already lets you play against the computer. I eventually want to add the same functionality to kmj.

Reply to this


 riichi mahjong

 by Mamonetti on: Jan 26 2010
Score 50%

What about japanese riichi mahjong? Any chance to also allow this game type? It requires some changes, including death wall, no flowers or seasons, and a different scoring method. Besides it requires some checks to see if your hand is legal or not (furiten, even temporary furiten), because you may be punished if you did close it the wrong way.

A good site to check it is this:

You have a simple guide for joining tenhou.net here:

In tenhou.net for example you can not close being on furiten. It shows down a notify, and winning for you is not allowed, but removing this check may be interesting, so you can win and then you will have to pay a penalty. This is an expected scenario in riichi mahjong.

I have merged into one document all the rulesets I've found, but rules seem to change between different areas, so it might be somehow wrong. Anyway that's a start (it's in spanish right now, but can be translated into english if necessary).

Regards and thx for your effort

Reply to this


 Re: riichi mahjong

 by wrohdewald on: Jan 26 2010
Score 50%

I certainly plan to add major game variations but I have to do a lot of other things first:

- some more cleanups (there are a few known bugs)
- get it officially into KDE
- suspend / resume of games, also surviving a game server restart
- negotiate rules before starting a game:
the game server should show which ruleset is defined for a table and the client should show if we have an identical ruleset defined or show the differences
- implement dangerous game, robbing the kong
- make computer players much more intelligent
- implement calling hands
- start adding more rulesets, but first others from the Classical Chinese group

If you want to help out you are very welcome - maybe you want to help implementing support for Riichi? I actually believe most of Riichi can be implemented with the existing program just by defining a ruleset. If program support is missing, like different names for the scores, it should be easy to add that.

Reply to this


 Re: Re: riichi mahjong

 by Mamonetti on: Jan 28 2010
Score 50%

I'm a C/Java programmer, and my C++ knowledge is close to 0 :)

Anyway I can help by reorganizing and translating to english my rules document, somehow marking which are the most important differences between chinese mahjong and riichi mahjong. I think that might help you (the one who better knows kajonggg's main internals) to figure out which way should be followed if you want to add riichi support.

Is that right for you? I'll start ASAP, and we'll see how it ends.


Reply to this


 Re: Re: Re: riichi mahjong

 by wrohdewald on: Jan 28 2010
Score 50%

Well - Kajongg is 100% Python, no C++ needed!

A good english Riichi doc certainly would be a helpful start.

Reply to this


 Re: Re: Re: Re: riichi mahjong

 by Mamonetti on: Jan 29 2010
Score 50%

Ok, take a look here:


Reply to this


 Re: Re: Re: Re: Re: riichi mahjong

 by wrohdewald on: Feb 1 2010
Score 50%

could you please mail me that file? I dont know megaupload.com and I currently have no time to find out how trustworthy it is.

Reply to this


 Re: Re: Re: Re: Re: Re: riichi mahjong

 by Mamonetti on: Feb 2 2010
Score 50%

Sure, but.. where is your mail address?


 Polish translation

 by Quintasan1 on: Jan 27 2010
Score 50%

I don't know if I will be any help but I can translate it to Polish :).

Reply to this


 Re: Polish translation

 by wrohdewald on: Jan 27 2010
Score 50%

that would be great!

The best start is probably talking to the KDE polish translation team:


Reply to this


 sip module problem

 by Quintasan1 on: Feb 1 2010
Score 50%

^ pastebin service

Wait, that means my KDE is too... new?

Reply to this


 Re: sip module problem

 by wrohdewald on: Feb 2 2010
Score 50%

Please post the error message here or mail it to me. I do not know wklej.org and currently have no time to find out if it is trustworthy.

This applies to all pastebins, uploads, shortlink services and similar. You never know when they delete the content again - and then those comments here are worthless.

Just in case you are using kubuntu karmic with 4.4 backport: They have a problem with the transition from v4.6 API to v4.7 API, it is incomplete. I had to downgrade python-qt4, python-qt4-sql, python-sip4 and pyqt4-dev-tools

Reply to this


 scoring game mode

 by Mamonetti on: Feb 14 2010
Score 50%


In this kind of game by default I can think about 2 modes: host a game (human, bots, whatever..) and join a game.

But let's think about a third one. Imagine a situation where you are at home and you want to play with your friends a game (with real tiles, in a table.. you know). Scoring might not be much simple, and here is where the scoring mode comes in.

Common steps:
- You start the game (in the computer you must set player layout and names).
- Once each hand is finished you indicate all the important info, including at least:
* Draw hand or there is a winner.
* Win by tsumo, or ron (who pays).
* Tile set for the winning hand (including open melds).
* How many riichis have been declared.
* Set of doras.
- The game computes this data, and indicates how many points must be paid by anyone, renchan and so on, and updates the scoring and the status of the game.

Of course in classic mahjong there are other inputs at the end of each hand, nevermind.

In the end you have a tool to simplify the scoring in a true game, which imho doesn't seem to be very difficult to provide, but may be veeery helpful.

What do you think?


Reply to this


 Re: scoring game mode

 by wrohdewald on: Feb 14 2010
Score 50%

I must really rewrite the description. I believe what you want is already there. This is what I described as

Scoring a manual game where you play as always and use Kajongg for the computation of scores and for bookkeeping.

Play as always means with real people/tiles on a real table without computer. At the end you either calculate scores manually and enter them so Kajongg can make the payments between players and update a table with all results, or you tell Kajongg all it needs to know for computing the score.

Or did I misunderstand you?

The trick in implementing this was that I wanted to deduce as much as possible by the tiles each player has in her hand. So those rules that cannot apply to a hand are not even proposed, and if two rules exclude each other and you apply one of them, the other one's checkbox disappears from the screen.

Reply to this


 Re: Re: scoring game mode

 by Mamonetti on: Feb 14 2010
Score 50%

My fault :)


Reply to this

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