Game Rules Mahjong

Players.

Mahjong is played with four players. Variants allow you to play three and five players.

Equipment.

The tiles.

A game of mah-jong typically includes the following 144 tiles.

spring (1). summer (2). Autumn (3). Winter (4).
plum blossom (1). Orchid (2). chrysanthemum (3). bamboo flower (4).

For scoring, we consider that each season and each flower is a wind, in order: East (1) South (2) West (3) and North (4). So, spring is the season of easterly wind (1) and orchid flower of the South Wind (2).

    
      

However, some boxes contain only 136 tiles needed, without the 8 tiles highest honors.

In addition to the previously listed tiles, boxes mahjong frequently contain.

Additional hardware.

The course of the game.

Introduction.

La grande muraille de Chine
The Great Wall of China.

A game consists of several rounds. Preferably, play a number of multiple sleeves 4. Earlier in the game, a player is randomly selected as East Wind for the first round. Other players choose a random Wind, then sit down in the direction of clockwise: East, North, West, South. Note that North and South are reversed relative geographic cardinal points.

The direction of rotation is the opposite of clockwise. Is in order: East, South, West, North.

144 tiles are turned face down and mixed. Each player carries a line of 18 tiles and 2 tiles high. These \x26quot;walls\x26quot; are then grouped in a square to form the wall.

The breach, the hill overlooking the Wind.

East wind throws two dice. The result indicates: - the side of the wall where the breach is created, depending on the result: 5 or 9 is the gap in the East; 2, 6 or 10, it is in the South; 3, 7 or 11, it is in the West; 4, 8 or 12, it is to the north.

- Wind the Dominant. The Wind Dominant is that the Wall is created where the breach.

The player with the Wind is dominant throws two dice and adds the result of the initial jet East Wind. He relies on his wall from the right and left as many tiles indicated by this result. The last counted tile indicates the position of the gap.

Instance.If East Wind throws 8 North Wind is dominant. North then throws 6. Breccia is created on the Wall Vent du Nord, the 14th tile from the right.

Note.If the sum of the two jets exceeds 18 Prevailing wind continues to rely on the wall of the player to his left. It is on this wall that is the breach.

Prevailing wind takes two tiles, laying one on top of the two tiles immediately to the right of the gap, and the bottom two tiles to the right of the first.

La.Hill.(Or.Mont Untouchable.) Is composed of 14 tiles to the right of the gap. The distribution is done from the left of the gap (tile marked with X).

Distribution.Wind dominant takes 4 tiles to the left of the breach, gives the player to his right the following 4 tiles and so on until everyone has 12 tiles. Then Prevailing wind takes 2 tiles and distributes only the other players. At the end of the distribution, Wind dominant therefore 14 tiles, the other 13.

Rule of ethics.: Celestial Empire is the empty space inside the wall. You never distributes the tiles in the Celestial Empire is rude, but outside.

Flowers and Seasons.

Once players have received their 13 tiles (14 Prevailing wind), East Wind called Flowers and Seasons by saying \x26#39;.I called Flowers and Seasons.\x26quot;.

Players who have the spread, and receive in return as many tiles of the Hill. Flowers and Seasons tiles are not like the others. They do not allow to form combinations that are and bonus (4 points). Thus, when a pick or receive a Flower or a Season player, he exposes and takes a tile in exchange for Hill.

Players who prefer to limit the role of luck may also decide to remove the supreme Honors and form walls 17 tiles long instead of 18.

Principle of the game

Partie de mah-jong en cours, règle chinoise
Part mahjong ongoing Chinese rule.

In the first round, Wind dominant throws a tile of his game and verbally notify the value, for example \x26quot;.8 bamboo.\x26quot;. If a player can take to make a combination, even if it is not his turn, he may do so by announcing \x26quot;I take.\x26quot;Or better\x26quot;.chow., \x26quot;\x26quot;.pung., \x26quot;\x26quot;.Kong., \x26quot;Or\x26quot;.mah-jong.\x26quot;. We will detail later.

If no one can or wants to take the discarded tile, the next player draws a tile at the Wall (not the Hill!) And spreads that of announcing his choice, and so on.

Select the rule you prefer.

Chinese rule.

All discarded tiles remain visible.

Japanese rule.

When a player discards a tile, it returns (face down) tile discarded by the previous player. Thus, there is always a visible tile in the Celestial Empire. Compared to Chinese rule, it requires an effort of additional storage. It is more difficult, but much more interesting.

End of the round.

The round ends if:.

- A player Mah-Jong.

OR.

- There are no more tiles to draw the wall and nobody has done Mah-Jong. Be careful, if the Wall is exhausted and even if there are tiles Hill, the game ends.

Combinations.

There are only 3 combinations: the Suite, Kind and Square.

Suite.

A Suite (called chow) is a group of three tiles of the same series (circles, characters or Bamboo), whose values ​​follow.

There are no suites Winds or Dragons, even if this concept exists within the Great Games. We then speak Sequence.

The Kind.

Three of a kind (called pung) is a group of 3 tiles exactly the same.

Le Carré.

A Square (called kong) is a group of 4 tiles exactly the same. Knowing that apart from the supreme honor, all the tiles are 4 copies (it is not possible to have more than 4 identical tiles).

Square account for 3 tiles. This means that when a player has a Square, it should take one tile to the Hill to compensate for the 4th Square which does not count as such in the statement of tiles. If a player has a completely hidden Square (ie four identical tiles all from the ditribution and / or Wall), it may choose to report or not.

Square announced hidden.: The player places 4 tiles before him (out of the strip), but face down. It receives in exchange a tile Hill by East Wind.

Hidden square unreported.: The player does not receive Tile Hill. If the game ends because an opponent is Mah-Jong tiles count as its 4 Kind and not Square. It may be a deliberate choice if you want to dedicate one of 4 identical tiles to form a suite with other tiles.

Mah-jong.

Ordinary mahjong.

Mah-jong avec carré (ou kong) caché
Mah-jong with square (or kong) hidden.

To \x26quot;mah-jong\x26quot; must have 4 and 1 pair combinations.

Combinations can be suites, three of a kind and squares.

The game is over and no room is away from the hand of the last player.

The game

Construction combinations.

There are two ways to make combinations. Either the player receives the distribution and pick the Wall combinations-made, such as a Kind of Red Dragons, a suite 2-3-4 Circles and a Square of the South Wind (he has to declare that it counts as such), or the player completes the game by picking tiles discarded by opponents in the Celestial Empire.

The combination is hidden (\x26quot;natural\x26quot;): the player keeps the down on his slider. This is called Suites, brelans, squares, Pair.

The combination was created with a tile of the Celestial Empire at the time the player takes the tile in the Celestial Empire, it spread before him the combination thus formed.

Two very important points: - A natural combination (made with tiles from the wall) is always worth two times more than the same combination made with a discarded tile in the Celestial Empire.

- It is forbidden to take a tile from the Celestial Empire if you do not perform together with. As such, the pair is not a proper combination. It has the Mah-Jong, but if for example you have one Red Dragon, it is impossible for you to take a second discarded Red Dragon

Suite.\x3d Combination of 3 tiles (only) of the series and follow in value. 3 tiles from the distribution or from the deck to the Wall.

Chow.\x3d Combination of 3 tiles (only) of the series and follow in value. A tile was picked up in the Celestial Empire to form the Chow.

A Suite (therefore hidden) remains in the strip. A Chow be exposed immediately.

Rule: a player discards a tile. Only the next player (to the right of the previous one) has the right to pick up this tile to make a Chow. He then announces \x26quot;CHOW!.\x26quot;.

Exception: If using this Chow, a player can achieve Mah-Jong, he has the right to take the tile announcing (or more frequently shouting) \x26quot;.Mah-Jong.\x26quot;.

Trips.\x3d Combination of three identical tiles from all the distribution and / or the deck to the Wall.

Pung.\x3d Combination of three identical tiles which (the latter) was collected in the Celestial Empire.

Three of a kind (ie hidden) remains in the strip. Pung be exposed immediately.

Rule: a player discards a tile. Anyone can make a Pung with this tile has the right to pick it up. He then announces \x26quot;PUNG!.\x26quot;.

Natural Square is a set of four identical tiles from all the distribution and / or the deck to the Wall.

In all other cases, it is a Kong - From a Kind (hidden), the fourth tile is discarded by an opponent, the player may announce \x26quot;.KONG!.\x26quot;Takes the tile even if it is not his turn, and then exposed the combination. It accounts for 3 tiles. East wind gives Tile Hill to the player who made the Kong.

- From Pung (Kind submission): If the fourth tile is discarded by an opponent, the player can not take to complete its Pung. However, if it draws the fourth tile wall, he can if he wants to complete his Pung Kong. He announced \x26quot;KONG!.\x26quot;Says tile three already spread and East Wind gives a tile from the hill to complete the game

In summary.: With a tile of the Celestial Empire, you can complete a Kind, but not a Pung.

Recall.: Declare a natural Square.

All Mah-Jong, all major games except the Little Snake and coil 4 Winds has a pair.

Pair is not a combination of its own. In particular, it is not possible to complete in the Celestial Empire isolated to form a single pair, but to achieve a Mah-Jong tile.

Rule priorities.

If a tile is claimed by several players, the rules define a priority.

1 - Socket for Mah-Jong 2 - Getting a Pung or Kong 3 - Taking a Chow.

If a tile is claimed by several players who announce \x26quot;Mah-Jong\x26quot; rules define a priority.

1 - Getting a Great Game (optional rule) 2 - Getting a Mah-Jong by Pung 3 - Taking a Mah-Jong by a Chow 4 - Taking a Mah-Jong by a pair 5 - case of equal priorities, making for a Mah-Jong in the direction of rotation.

Miscellaneous.

At the end of each round, three cases may arise:.

1 - East Wind has Mah-Jong: it keeps the East Wind for the next round.

2 - South, West or North made Mah-Jong: Winds rotate. South is East, West is West, North is West and East is East.

3 - No one has done Mah-Jong: 2 rules (we prefer the first).

(1) Winds running on the same pattern as before. (2) Vents do not rotate; in particular, East Wind East Wind remains and retains its bonus x 2.

The role of East Wind differs from that of other players.

It is responsible for: - Distribute the tiles after the creation of the breach, although for convenience, it is preferable that this task be assigned to Wind dominant. - Call Flowers and Seasons after the distribution. - Distribute tiles Hill when players have Flowers, Seasons or undertake Kong and natural squares.

In the simple system of scoring, points are systematically East Wind doubled (see note 3 in the table). This rule, combined with the rotation of the Winds, East Wind incentive to achieve rapid Mah-Jong with Chow and mixing the series, although he did not score a lot of points. This strategy allows it to remain East Wind in the next round and thus retain its bonus x 2 East Wind.

If the Chinese rule applies only. After exhaustion of the Wall, East Wind may, if desired, invoke the Celestial Empire. It can take the tile of his choice from those that were discarded.

- If it\x26#39;s Mah-Jong tile with this: the game ends. - If it does not Mah-Jong, he discards a tile of his game and the South Wind in turn can invoke the Celestial Empire.

If there is no Mah-Jong after a round, the game ends automatically.

This is a Japanese rule. If a player is waiting for one tile to make a Mah-Jong, he has the possibility to announce \x26quot;hand appellant.\x26quot;- Advantage to announce\x26quot;.hand appellant.\x26quot;If the player makes Mah-Jong, its points are doubled; - If nobody does Mah-Jong in the round, the player scores his points normally; - If an opponent is Mah-Jong, the player will mark the points of its flowers and its seasons. All other combinations are canceled.

Scoring.

Limit points.

Score a regular Mah Jong can not exceed 1000 points.

Only a great game to mark 1000 points.

Simple system.

The Wind Tower (optional rule).

If the party has 16 rounds, the East Wind is the Wind Tower first 4 innings, then south to the next 4, etc..

As well as the Wind dominant Pung (or more) Wind tower doubles the score. Thus, if the South is dominant AND Wind Wind Tower, and the South Wind (player) makes Pung South, it counts for 3 doubles.

Table of scoring.

Players score points for the combinations they make, and the Mah-Jong. Some combinations provide points other doubles. Points and double are added, then the corresponding total double multiplier is applied to the total points scored.

Value of each hand. POINTS.
Combinations. exposed. hidden.
Pair of Wind player. 2. 2.
Wind dominant pair. 2. 2.
Pair of Wind Tower. 0. 2.
Pair of Dragons. 0. 2.
Suite. 0. 0.
Kind of ordinary tiles minor No. 2-8. 2. 4.
Kind of ordinary tiles major No. 1 or 9. 4. 8.
Kind of Winds or Dragons. 4. 8.
Square ordinary minor No. 2-8 tiles. 8. 16.
Regular square tiles major No. 1 or 9. 16. 32.
Square Winds or Dragons. 16. 32.
Highest honors.  
Each flower. 4. -.
Each season. 4. -.
  DOUBLE.
Combinations.  
Set or Square Wind player. 1.
Set or Square Wind dominant. 1.
Set or Square Dragons. 1.
Highest honors.  
Flower or Season Player. 1.
Flower and Season Player. 2.
4 Flowers and / or the 4 Seasons. 4.
Value of Main which Mah-Jong. POINTS.
Make Mah-Jong. 20.
Main has 4 Suites and a Pair. 10.
Mah-Jong with a tile from the wall. 5.
  DOUBLE.
Hand has no Suite. 1.
\x26quot;Fishing the moon at the bottom of the sea.\x26quot; 1.
Make Mah-Jong \x26quot;flying a presentation Kong.\x26quot; 1.
Hand is \x26quot;pure\x26quot; (all ordinary tiles are of the same series). 3.
Make Mah-Jong with the last gap. 1.
Make Mah-Jong with \x26quot;Main appellant.\x26quot; 1.
Hand is completely hidden. 1.
Hand has only Winds and Dragons. 1.

Advanced system.

The simple system has a drawback: the strategy of a player has no influence on the score of his opponents. Thus, for pure selfishness, a player may be tempted to let an opponent score a huge score (1000) without trying to address, for example by sacrificing his own game

The advanced system requires players to adopt a strategy that directly induced by opponents.

East wind: double his winnings and losses. Unlike simple system, its points are not systematically doubled.

- Step 1: The players calculate their points as above, using the Table.

- Step 2: THE REPORT OF POINTS.

Case 1.: East Wind is Mah-Jong.

- All players \x26quot;pay\x26quot; doubles the score of the East Wind. For example, if the Mah-Jong is 100, each paying 200 East Wind receives 600.

- Other players exchanged them unlike their points. Example: South 50 West 20 North. Gives 10 West to 30 South. North to south and gives 40 to 10 West.

Exception.If a player scores more points than East Wind, he received it 4 times the difference of their points (ie the loss of East Wind are doubled). Note: This rule encourages East Wind Don\x26#39;ts of Mah-Jong \x26quot;too easy\x26quot; when an opponent exposes a promising game. The other two players have an incentive to help East Wind to Mah-Jong that it pays four times the difference in score against him.

Instance.:.

- Is Mah-Jong 100 points South: 250 points, West 40, North 10.

- South, West, North each give 200 (100 x 2) to East.

- West gives 210 South.

- North to South and 240 gives 30 West.

- Is making 600 South (four times from 250 to 100 because 250 \x3d 150\x26gt; 100).

Case No. 2.: East Wind is not Mah-Jong. (Suppose South is Mah-Jong)

- West and North Mah-Jong pay the South.

- Double Is losses: it pays to South 2 times the value of the Mah-Jong.

- The players then exchange their points of difference, East counts double.

Instance.:.

- South: Mah-Jong 100 points, East 30, West 50, North 10.

- Is paying 200 South, West and North to South 100 each pay.

- Pay 40 North (50-10) in West and 40 (2 × 30-10) to East.

- Is paying 40 (2 times 50 - 30) to West.

Exception.If a player scores more points than making Mah-Jong, he received it twice the difference of their points. If East Wind score more than that is Mah-Jong, he received it four times the difference of their points.

Note.The sum of scores for each round is always zero.

Variants.

Ungame of patience.using mahjong tiles was popularized under the name.Shanghai.(Like the Chinese city) by video games.

Mahjong is also derived in a card game named.Mhing.which uses the same principle.

Great Games.

A Great Game consists of 14 tiles as a regular Mah-Jong. The tiles are not necessarily combinations. When Square is required for a Great Game, it accounts for 4 tiles, and must be kept hidden.

Great Games are much more difficult to achieve than regular Mah-Jong, but relate more points than combinations of the Main.

Some great famous games.

    
    
        
      
        
Note: the actual Tiles 2, 3, 4, 6 and 8 Bamboo are completely green and not green and blue as drawn above.
        
      
The squares should be kept hidden.
      
The squares should be kept hidden.

Source: Wikipedia.

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