Outline of Mahjong 00 To WJ
Outline of Mahjong 00 To WJ
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CQEXRIGHT DEPOSm
The
Outline of Mah Jong
HOW TO PLAY
and
HOW TO WIN
MAR 21 1924
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*
©CIA778515 /
Preface
PART I
How to Play
Lesson
I. The Prerequisites . 10
II. The Winds, the Seats and the Leader.. 14
III. The Building, Opening and Breaking of
the Wall ... ... 17
IV. The Beginning of the Play. 20
V. The Making of the Hand. 22
VI. An Actual Play. 27
VII. The Winning Hand and the Round.... 33
VIII. The Score . 35
IX. The Limit . 39
X. The Penalty . 40
PART II
How to Win
Rule
I. Keeping the Temper. 42
II. Placing the New Tiles. 42
III. Matching the Wits. 43
IV. Guessing the Opponents’ Hands.... 44
V. Detecting the Right-side Opponent’s
Hand . 44
VI. Inducing the Left-side Opponent.... 45
VII. Witholding Opponents’ Wanted tiles. 45
VIII. Obstructing the Opponents. 46
IX. Dealing With the Right-side Oppo¬
nent . 46
X. Breaking a Kah. 47
XI. Rather to Draw Than to Chow. 47
XII. The Time to Chow. 48
XIII. Never to Pung Mah Jong. 48
XIV. Changing Policy . 49
XV. The Time to Wait. 49
XVI. To Pung What Usually May Not... 50
XVII. Two-pair Waiting Not Advisable.... 50
XVIII. The Wise Composition of One-suit
Hand . 51
XIX. Single Waiting Unwise. 51
XX. Playing the Honors. 52
XXI. Seeing Through the Mirror. 52
XXII. Refraining From Speaking. 52
XXIII. Judging by the Face. 53
XXIV. Calculating . 53
XXV. Watching . 53
XXVI. New and Old Tiles. 54
XXVII. Sacrificing a Kong. 54
Appendix I—
Some Extraordinary Winning Hands. 56
Appendix II—
Methods for 3 and 5 Players. 59
Appendix III—
Summary of Variations and Methods. 60
Appendix IV—
List of Chinese Terms.. 62
Appendix V—
List of Important Points. 63
PART I
HOW TO PLAY
LESSON I
The Prerequisites
Total kinds . 34
4 tiles each kind. 4
10
The Counters or Chips—The counters or chips
used in Mah Jong game are of 4 kinds.
Each player takes 1 500-point, 4 100-point, 8
10-point, and 10 2-point chips, totaling 1,000
points.
(The new chips for foreign use are: 5 red
dots=500 points, 1 red dot=100 points, 10 black
dots=10 points, and 2 black dots=2 points.)
11
The Dice and Position Indicators—Two (2)
dice are required in playing Mah Jong. They
are used to decide the seats and the opening of
the wall. (See Lesson II.)
12
The position indicators are:
1 The Leader's Indicator (Chuang)
1 East Wind Tablet
1 South Wind Tablet
1 West Wind Tablet
1 North Wind Tablet
These Indicators are used to indicate the posi¬
tions of the players, which will be taken up in
the next lesson.
The Number of Players*—Four (4) persons
are usually required to play the game, sitting
at a square table. Each player plays for him¬
self or herself. There are no partners.
14
Deciding the Seats—Place one tile each of
East, South, West and North Winds, or the four
direction tablets, on the table with faces down
and shuffle them thoroughly. Then place them
in one row (1, 2, 3 and 4 from right to left).
Each of the 4 players takes his temporary posi¬
tion, at one direction, thus occupying four
directions.
The guest of the party, or the eldest among
home folks, is requested to throw the 2 dice,
counting the number indicated by the dice from
himself (or herself) as one, towards the right.
The one who is indicated by that number takes
the first tile or tablet; the one at his (the latter’s)
right takes the 2nd; the one opposite him takes
the 3rd; and the one at his left takes the 4th.
The directions on which the numbers of the
dice fall are shown as follows (the thrower is
No. 1) :
3. 7. 11:
4, 8, 12. 2, 6. 10.
1. 5, 9.
15
The one who gets the East tile or tablet re¬
mains at his direction, which becomes the tem¬
porary East, and the determining point of the
other 3 directions according to the usual order.
The four players’ seats are then settled.
Deciding the Leader—Then the temporary East
throws the dice to decide the Leader, who starts
the game. The player who is indicated by the
number of dice becomes the Leader and East
Wind of the game. Other players’ Winds are then
determined by him according to the usual order.*
Each player, therefore, has his own Wind (Meng
Fong).
It must be remembered that the Leader, being
the first of the Winds, is always the East Wind,
whose functions are discussed in Lessons VII
and IX.
* In Shanghai the seats and the Leader are decided by one throw
only. The one who gets the East tile becomes the Leader at once.
In Canton two throws are required in deciding the Leader, both
thrown by the temporary East. The two numbers are added, subtract¬
ing one, and then counted in the usual way to decide the Leader. For
example, if the first throw is 6 and the second throw 10, the total
number 16 is counted as 15, one being subtracted. The one indicated
by 15 becomes the Leader.
16
LESSON III
17
Opening the Wall—The opening of the wall is
decided by dice throwing. The Leader (East)
throws the dice, counting the number indicated
from himself as one towards the right. The one
designated by the number does the second
throwing.
The player who does the second throwing opens
his wall at the point where the total number of
the two throwings falls, counting the stacks (not
tiles) from his right to the left.* (If the total
number is more than 17, he may continue his
counting on the wall at his left.) Thus if the
Leader’s throwing is 3 and the West Wind’s
throwing is 6, the latter opens his wall at the
9th stack, placing the 2 tiles of the 9th stack on
the wall on the right, with the lower tile at the
left side and the upper at the right. These 2
tiles are generally called “loose tiles.”
(When they are drawn, the next 2 tiles are
placed on the wall in the same manner.)
18
Breaking the Wall—From the point where the
wall is opened the Leader starts to break it by
taking 2 stacks (4 tiles) to his possession, fol¬
lowed by the South, the West, and the North
Winds, each taking 2 stacks. The Leader and
other 3 players do this for three times (12 tiles
each). Then the Leader takes the 2 upper tiles
on the first and third stacks at the opening; the
South Wind takes the lower tile of the first stack;
the West takes the upper tile of the second stack,
and the North takes the lower tile of the second
stack.*
19
LESSON IV
20
When Flowers and Seasons are used, any such
tile in a hand must be immediately laid on table
face up and the player draws the first “loose tile”
to make up the number of his tiles. If there are
more than one player having such tiles, they
draw the loose tiles by turn in the usual order.
21
is
8
LESSON V
22
To Draw—If the player at the right of the one
who discards the tile has no use for the discard,
that is, he cannot use it to make connections with
his own tiles, he may draw a tile from the open¬
ing of the wall, which he may either discard or
keep. If he keeps it, he must immediately discard
another from his hand.
He must not draw, if the discard is taken for
a “Pung” by any of the other two players. (See
“To Pung” below.)
23
To Pung—To Pung is to take a discard from
any of the three players and make a Pung (3 of
a kind) with 2 tiles in hand, such as taking a 1
Circle for two 1 Circles in hand. The 3 tiles
must be laid face up on table at the player’s left.
A discard must be punged as soon as discarded.
It cannot be punged after the player to the right
of the discarder has drawn a tile from the wall.
The one who pungs discards a tile from his
hand. It is the player at the punger’s right who
draws next or chows it, not the one at the right
of the discarder of the punging tile.
24
3 of a kind in hand are called a Kah.
4 of a kind completed with the fourth drawn
when the 3 are a Kah (in hand) are called an
I n Kong. The Un Kong may be laid on table
with one or two tiles face down to indicate the
difference from a Kong,* or may be kept in hand,
if the player intends to use the fourth one for
other connections. But he may Kong it at any
time before a hand is completed. If he does not
Kong an Un Kong before a hand is completed,
he can claim only for the score of a Pung.
The player who kongs an Un Kong must draw
a “loose tile” from the end of the wall, as in the
case of a Kong.
The Draw Game—The 14 tiles at the end of
the wall, including the loose tiles, are reserved
undrawn. If no player completes a hand when
the tiles of the wall have been drawn to that point,
the game is “draw” and no scores are counted.
All the tiles are then put faces down and shuffled
and a new game starts over again. The Leader
retains his position, unless one of the players
has Konged.
25
If any of the loose tiles has been drawn for a
Kong or Un Kong, it should not be counted as
one of the 14 tiles reserved.*
The game is also draw if three players win by
one discard at the same time.
26
LESSON VI
An Actual Play
East—Discards 1 Circle.
South—Draws 8 Circle and discards East
Wind.
West—Draws 8 Char, and discards South
Wind.
North—Draws 8 Circle and discards West Wind.
27
East—Draws 7 Bamboo and discards 9 Bam¬
boo.
28
East—Draws 8 Char, and discards same.
South—Draws 3 Bamboo and discards West
Wind.
West—Draws 1 Circle and discards 6 Circle.
North—Draws White and discards same.
29
South—Pungs and discards 3 Character.
West—Draws 3 Circle and discards 1 Circle.
North—Draws 2 Circle and discards Red.
30
East—Draws Green and discards 9 Circle.
South—Draws 9 Character and discards 5
Character.
West—Draws 2 Character and discards same.
North—Draws 5 Bamboo and discards 3 Circle.
31
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32
LESSON VII
33
If two players complete their hands by one dis¬
card, the one to the immediate right of the dis-
carder is entitled to win. If three complete hands
at the same time, the game is draw.
The Round
34
LESSON VIII
The Score
The Points (Woo)
POINTS
A complete hand, or winning hand (Woo) . . 23*
35
A Pair of own Wind . 2
A Pair of own East Wind . 4
A pair of any Honor . 2
36
Of all Is and 9s with Wind and/or Honor.
Of one suit with Wind and/or Honor.
Of 3 Kahs.
The Leader receives and pays double of the
total score.
A cleared hand (one suit only, either Bamboos,
Characters, or Circles) is entitled to double
three times.
When Flowers and Seasons are used, their
values are equal to those of the Winds with their
corresponding positions—No. 1 for East, No. 2
for South, No. 3 for West, and No. 4 for North.
Since there is only one tile for each Flower or
Season, each tile is equal to a Pung of its corre¬
sponding Wind.
Total score . 30
The Winner receives the above from South and
North and 60 points from the Leader.
37
In the same play the other three players’ scores
are as follows:
East—A Kah of Green, 8 points (one double)
= 16 points.
South—A Pung of White, 4 points (one
double) =8 points.
North—A Kah of 5 Bamboo, 4 points.
The three balance each others’ scores and the
result is:
East being entitled to receive double score
from others receives 24 points from South
(16X2=32—8=24) and 28 points from North
(32—4=28).
South receives 4 points from North (8—4=4).
38
LESSON IX
The Limit
39
LESSON X
The Penalty
40
PART II
How to Win
RULE I
Keeping the Temper
RULE II
Placing the New Tiles
42
RULE III
43
RULE IV
\
RULE V
44
RULE VI
Inducing the Left-side Opponent
RULE VII
Withholding Opponents' Wanted Tiles
45
RULE VIII
RULE IX
46
RULE X
Breaking the Kah
RULE XI
Rather to Draw Than to “Chow”
47
RULE XII
RULE XIII
48
RULE XIV
Changing Policy
RULE XV
49
RULE XVI
RULE XVII
50
RULE XVIII
RULE XIX
51
RULE XX
Playing the Honors
RULE XXVII
54
APPENDICES
APPENDIX I
Some Extraordinary Winning Hands
I
The Heavenly Winning
The hand of the Leader is completely suited
at the beginning of the game without discarding
a tile. He receives the limited score as agreed
upon.
II
The Earthly Winning
Any of the other three players completes his
hand by the first discard from the Leader. He
receives the limited score.
III
“Happiness From the Four Directions”
A winning hand consists of four Winds being
Pungs and/or Kahs. The limited score. It is
considered the same, if three Winds are Pungs
and/or Kahs and the other Wind the Mah Jong,
but the winner’s own Wind must be a Pung
or Kah.
IV
“Three Successive Good Lucks”
A winning hand that has Red, Green and
White being Pungs and/or Kahs is given the lim¬
ited score. (A hand having two Honors being
Pungs and/or Kahs with the other Honor the
Mah Jong is given one double only.)
56
w.2.
V
“Non-connection” Hand
At the beginning of a game (before drawing
or chowing) a hand consists of all single tiles
(any kind), which make no connections with one
another. The limited score.
VI
“The 13 Odds” Hand
The 13 odds are: the 4 Winds, 3 Honors, Is
and 9s of Bamboos, Circles and Characters. The
limited score. This hand differs from the “Non-
connection” hand in that this hand may be made
during the play, while the “Non-connection”
hand must be so at the beginning of the play.
VII
“Nine Connective Lanterns”
A one-suit hand that has all the numbers of
the suit (from 1 to 9) and can be completed by
any of the 9 numbers is given the limited score.
VIII
“Catching the Moon From the Ocean's Depth”
The last tile of a game drawn completes the
hand (the last 14 tiles are reserved undrawn as
rules provide) and the winner is given 10 points
extra. If the last tile is 1 Circle (the Moon),
he is given the limited score.
IX
“Blooming on the Top of the Hill”
A “loose tile” drawn after a Kong or Un Kong
57
completes the hand. 10 points extra.* If the
“loose tile” is 5 Circle (plum blossom) the lim¬
ited score is given.
X
“Birds Singing in Harmony”
A winning hand consists of only Pungs and/or
Kahs, that is, without a sequence, is given one
double.**
XI
Winning by Other's Konging Tile
A player draws a tile which he can Kong, but
which happens to be another’s winning tile. ’ The
tile may be taken over by the winner, who is
given 10 points extra.*
XII *
Four-Kahs Winning
A winning hand consists of four Kahs (3 of
each kind in hand) with the winning tile drawn
by himself is given the limited score. If the
winning tile is a discard, it has only one double.
XIII
No. Is and 9s Hand
A winning hand having Pungs and/or Kahs
and a pair of No. Is and 9s only is given the lim¬
ited score.
58
XIV
Winds and Honors Hand
A winning hand having Winds and Honors
and nothing else is given the limited score.
APPENDIX II
Methods for 3 and 5 Players
Method for 3 Players
When 3 players play the game, the four tiles
of North Wind are removed from the set. There
are only three walls to be built, each consisting
of 22 stacks (44 tiles), forming a triangle.
The other procedure is same as in the case of
4 players.
Method for 5 Players
When 5 persons play the game one Red is
used with the 4 winds in deciding the seats. The
four players who get the 4 winds.play the first
round and the one who gets the Red stays out of
the game until the second rcund. He is called
“the dreamer.” At the end of each game he re¬
ceives from each of the 4 players a bonus of
10 per cent, of the winner's score.
At the end of the first round “the dreamer”
takes the place of (original) East Wind, who
goes out as “dreamer.” At the end of the second
round the South goes out, and at the end of the
third round the West, and at the end of the
fourth round the North.
There is, therefore, a fifth round, which is
59
called “Chung Fong” round, during which the
Red has an extra double, in addition to its ordi¬
nary double.
APPENDIX III
Summary of Variations of Methods
Deciding the Leader
In Shanghai the seats of players and the
Leader are decided by one throw of dice only.
The one who gets the East tile becomes the
Leader at once.
In Canton two throws are required, both
thrown by the temporary East. The two num¬
bers are added, subtracting one and the number
is counted in the usual way to decide the Leader.
If the first throw is 6 and the second throw 10,
the total number 16 is counted as 15, one being
subtracted. The one indicated by 15 becomes
the Leader. Building the Wall
In Shanghai and Ningpo each player builds
a single-tier wall of 21 tiles, with 13 tiles in his
front (2 rows of 5 each placed together with 3
on their top). The East throws the dice. The
one indicated by the number receives the East’s
13 tiles by moving each player’s tiles towards the
right. When the East’s tiles reach destination,
the moving stops and each takes the 13 tiles
which have been moved to his side.. The Leader
will take the first tile from the wall, when it is
opened.
60
Overling the Wall
In Shanghai one throw is enough to decide the
opening of the wall. The one designated by the
number of dice opens his wall as the number
indicated.
In Soochow the wall to be opened and the num¬
ber of stacks are decided by the second throw
only. If the second throw is 4, the one at the left
of the player, who does the second throwing,
opens his wall at the 4th stack.
Number of Tiles for Each Player
In Fukien 16 tiles are used by each player,
instead of 18. Therefore when the wall is
broken, four times for taking tiles by each player
are necessary, with the Leader taking an addi¬
tional tile from the wall (making 17).
Un Kong
In Fukien, where 16 tiles are used by each
player, an Un Kong is allowed to be placed on
table with all faces down.
The Reserved Tiles
Sometimes one stack (2 tiles) is counted off
as reserved tiles at the end of the wall for each
tile drawn for a Kong or Un Kong, instead of a
single tile each in making up the 14 reserved tiles.
The Score of Winning Hand
The score of the winning wind is sometimes
only 10 points (quite common in Shanghai) in¬
stead of the usual 20 points.
61
APPENDIX IV
List of Chinese Terms
Lei Fong—North Wind.
Chow—To take a discard for making a sequence
with 2 tiles in hand, such as 2 Bamboo for
3-4 Bamboos in hand.
Chuang—The Leader (East Wind).
Chuen Fong—The Prevailing Wind.
Chung—Red, name of tile.
Dee—Earth, name of a counter, worth 100 points.
Fall—Green, name of a tile.
Fan—Double. «
Fong—Wind.
Hua—Either flower or season, name of tile.
Kah—A 3 of one kind in hand, such as 3 1-
Circles.
Kong—To complete a set of 4 tiles of the same
kind; the name of the 4 tiles konged (see
Section V).
Mah Jong—Sparrow, the name of the game; the
pair in a winning hand; also Ma Cheuk.
Meng Fong—Own Wind.
Nan Fong—South Wind.
Pei—White, name of tile.
Ping Woo—A winning hand without any addi¬
tional points.
Pung—To take a discard for making a 3 of one
kind with 2 tiles in hand, such as a 5 Char¬
acter for 2 5-Characters; also the name of
the 3 tiles punged.
Ren—Man, name of a counter worth 10 points.
See Fong—West Wind.
Suen—A sequence, 3 tiles in consecutive numbers.
Suh—Bamboo, name of a suit of tiles.
Tai—Double, same as Fan.
Tien—Heaven, name of a counter, worth 500
points.
Tong—Circle, name of a suit of tiles.
Tung Fong—East Wind.
Un Kong—4 of a kind completed in hand with
the fourth drawn.
Wan—Character, name of a suit of tiles.
Woo—To win; winning hand; meaning Harmony.
Woo—Points.
Woo—Name of a counter, worth 2 points, the
smallest unit.
APPENDIX V
List of Important Points
The number of players at a regular game is 4.
The order of the four winds is: East, South,
West and North.
Mah Jong is played from left to right.
There is no odd number of points in score.
East Wind is always the Leader.
The Leader is assumed by the 4 players by
turn.
Winds change according to the Leader in the
regular order.
The number of tiles in each of the 4 walls is
63
34—17 tiles a tier in 2 tiers, without Flowers
and Seasons.
The number of tiles in each player’s hand is 13.
The Leader begins the game with 14 tiles.
The winner ends a game with 14 tiles.
A winning hand consists of 4 sets of 3 tiles
each (or 4 tiles, see Lesson VII) and a pair
(Mah Jong).
The object of each player is to complete the
hand before another has the chance.
A player must not lay down the tiles in his
hand with faces up.
A player can chow a discard only from his left¬
side player.
A player may pung a discard from any of the
other 3 players.
A discard is dead as soon as the next player
draws a tile.
A player who completes a 4 of one kind must
draw a “loose tile” at the end of the wall, not
at the opening.
The tiles chowed, punged and konged must be
laid face up on table (except Un Kong, see Les¬
son V).
When a hand is completed, the winner must
lay all his tiles face up on table.
The Leader receives and pays the double score.
A limit of points is usually agreed upon before
the game begins.
64
4