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Outline of Mahjong 00 To WJ

The document outlines the rules and methods for playing Mah Jong, a traditional Chinese game, emphasizing the correct pronunciation and spelling of its name. It provides a comprehensive guide on how to play, including the prerequisites, seating arrangements, and gameplay mechanics, along with strategies for winning. The author aims to clarify the various methods of play and offer a standard approach that reflects the most popular practices in China.

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Macky Rae Barnes
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0% found this document useful (0 votes)
97 views72 pages

Outline of Mahjong 00 To WJ

The document outlines the rules and methods for playing Mah Jong, a traditional Chinese game, emphasizing the correct pronunciation and spelling of its name. It provides a comprehensive guide on how to play, including the prerequisites, seating arrangements, and gameplay mechanics, along with strategies for winning. The author aims to clarify the various methods of play and offer a standard approach that reflects the most popular practices in China.

Uploaded by

Macky Rae Barnes
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 72

Class 12.

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Copyright N?_
CQEXRIGHT DEPOSm
The
Outline of Mah Jong

HOW TO PLAY
and
HOW TO WIN

THE REAL CHINESE METHODS

Author of “The Real Chinese in America”


Copyright, 1924
By J. S. Tow
All rights reserved

MAR 21 1924

J
*

PRINTED BY THE PACIFIC PRINTING CO., INC.


176 PARK ROW, NEW YORK

©CIA778515 /
Preface

Ever since the Chinese game Mah Jong was


introduced into this country, there has been a
considerable controversy over the spelling of the
name. Some spell it “Mah Jongg,” others “Ma-
Jong,” and still others spell it “Ma Cheuk.” They
are all correct so long as they mean
These two characters, when combined, mean spar¬
row. Their proper pronunciation in Peking dia¬
lect, which is the official dialect in China, is Mah
Chieu. But, perhaps due to the intermixing of
the dialects, when meaning the game,
are pronounced Mah Jong. This pronunciation
is so common that it is not understood to mean
the game when the two characters are properly
pronounced. Therefore, when we refer to the
game, not the bird, the words, Mah Jong, as pro¬
nounced in the English language (J as J, not as
Y), are the nearest equivalent for the name
called by the Chinese in common (Mah Cheuk
being correct in the Cantonese dialect).
The meaning of the name, Mah Jong, has no
less been subject to a great deal of dispute. Some
say that it means sparrow, others argue that it
is not true since there is no relation whatever
between the game and the bird, and a third party
comes to decide that the two words have no mean¬
ing at all. I have even heard it said that the
words Mah Jong were coined by those Americans
who have commercialized the game in this
country.

As a matter of fact, the name of the game cer¬


tainly means sparrow in Chinese, as every Chi¬
nese knows. It is true that there is no relation
between the game and the bird, nor anything in
the playing of the game that gives rise of the
name. The name was adopted presumably to
liken the getting of the winning tile to the catch¬
ing of sparrow. It was perhaps meant to show
the difficulty of the game. We can substantiate
this statement by the fact that the pair of tiles,
which is essential to a winning hand, is called
Mah Jong, and the winning tile is called the head
of Mah Jong. (Mah Jong, being a noun, cannot
be used as a verb.)

The American people are puzzled not only by


the spelling and meaning of the name, but more
so by the different methods which are given in
various manuals written by Americans who have
learned the game. Those who have read these
manuals are now asking as to which is the real
Chinese method and are demanding a Chinese
standard method which they may follow. My
American friends have asked me to give the
American people the real Chinese method, which
is most popularly used throughout China, and at
the same time give variations that are used in
different cities in China in order that they may
have a full knowledge of the game. Since the
Americans have shown such an interest in the
game that the article has become an important
item in the Chino-American trade, they are cer¬
tainly entitled to be told of the most popular
method and all the other different methods used
throughout the country in which the game was
originated. In this volume the standard method
is given with foot notes, giving variations and
their origins. These variations were told me by
my friends from different parts of China, espe¬
cially by one whose name I have no permission
to make public, to whom my thanks are due.
The Rules contained in Part II, which were
carefully selected from Chinese publications on
the game, are considered by Chinese players as
secrets for playing the game skillfully and will
no doubt prove to be invaluable to the American
players. J. S. T.
CONTENTS

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

The Mah Jong set consists of the following:


Bamboos (Suh) 1 to 9. 9
Characters (Wan) 1 to 9. 9
Circles (Tong) 1 to 9. 9
East Wind (Tung Fong). 1
South Wind (Nan Fong). 1
West Wind (See Fong). 1
North Wind (Bei Fong). 1
Red (Chung) . 1
Green (Fah) . 1
White (Pei) . 1

Total kinds . 34
4 tiles each kind. 4

Total tiles .136

Besides the above there are two extra sets


(sometimes more) of Flowers and Seasons, which
are not included in the popular playing in China.

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.

* 3 or 5 persons may play one game.


LESSON II

The Winds, the Seats and the Leader

The Winds—The directions of the Winds indi¬


cate the seats of the four players. These direc¬
tions are not in accordance with the Compass,
but in the following form:

It is customary in China to call the four direc¬


tions in this order: East, South, West and North.
(Not East, West, North and South.) Since the
game is played from left to right, and at the same
time keeping the customary order of the direc¬
tions, the reverse takes the place.

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

The Building, Opening and Breaking of


the Wall

Building the Wall—When the Winds are de¬


cided, the players place all the tiles of the set on
the table with faces down and shuffle them thor¬
oughly. Then each makes a row of 17 tiles long,
in 2 tiers, totaling 34 tiles,* commonly called
building the “wall.” The corners of the four
walls meet and a square is made, as follows:

* 18 tiles long in 2 tiers, when Flowers and Seasons are used.


If only one set of either Flowers or Seasons is used, the East and
West Walls are 18 tiles long each, while the South and North Walls
are 17 tiles long each.
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 the 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. (For opening the wall, see foot note under “Opening
the Wall.”)

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.)

* In Soochow the wall to be opened and the number of stacks


are decided by the second throwing only. If the second throwing is 4,
the one at the left of the player who does the second throwing opens
his wall at the 4th stack.
In Shanghai one throw is enough and the one designated by the
number of dice opens his wall as the number indicated.

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.*

* In Fukien, where 16 tiles are used by each player, four times


are required for each player, with only the Leader taking an addi¬
tional tile from the wall.

19
LESSON IV

The Beginning of the Play

Number of Tiles in the Hands—After all the


players have finished taking tiles from the wall,
the Leader will have 14 tiles, and other three
players 13 each.

Sorting the Hand—As soon the tiles are turned


up, each player sorts his hand into kinds, such
as Bamboos, Characters, etc., and arranges them
in the order of their respective numbers so that
he will know at a glance which tiles to keep and
which to discard.*

* If at the beginning of a game a hand has 9 single tiles of differ¬


ent Winds, Honors, or Is and 9s, the game is a “Re-deal.”

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.

The Players' Object—The object of each player


is to complete his hand and win before any of
the other three has the chance. To complete the
hand means to make 4 sets of 3 tiles* each, either
in consecutive numbers of a suit or 3 of one kind
and a pair (commonly called Mah Jong), totaling
14 tiles. During the play each player has 13 tiles
in hand, among which he makes the connections
as described above, and when he has made all
such connections, he will find himself waiting for
one more tile to complete the hand. (This tile is
called “waiting tile,” or the head of Mah Jong.)

Some players like to make large scores out of


their hands and their object is not primarily to
win. But this is not common among the Chinese
players.

* There may be 4 of a kind, which is called a "Kong.” See


Lesson V. There will be one additional tile in a complete hand for
every "Kong.”

21
is
8
LESSON V

The Making of the Hand

To Discard—The Leader.(East Wind), having


one more tile than the other three players at the
beginning of a game, starts the play by discard¬
ing one tile from his hand which is of the least
use in making connections or of the least value.
In the following play the East Wind may dis¬
card either 3 Circle, which can be connected with
no other Circles, or South Wind, which is a single
tile and not his own Wind (if not the prevailing
Wind, see Lesson VII).

The discarded tile should be placed inside the


wall with face up.

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.)

To Chow—To Chow is to take a discard from


the player at the left and make a Suen (Se¬
quence) with 2 tiles of the same suit in hand,
such as taking a 2 Circle for 3-4 Circles, or a 4
Bamboo for 3-5 Bamboos in hand. The 3 tiles
must be laid face up on table at the player's side.
Then he must discard a tile from his hand. The
player at his right may Chow it as he did or
draw one from the wall. Thus the game goes on.
A player can Chow a discard only from the
player at his left, and no other. He must yield
it, if any of the other two players calls out
“Pung.”
If a discard is not chowed (or Punged) as soon
as discarded., it is dead and cannot be chowed
(or punged) again.

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.

To Kong—To Kong is to complete a 3 of a kind


either on table (a Pung) with the fourth tile
drawn from the wall, or in hand (a Kah) with
the fourth discarded by another. These 4 tiles
are called a Kong. No discard can complete a
Pung as a Kong.

The player who Kongs must draw a “loose tile”


at the end of the wall to enable him to discard
and keep 13 tiles in hand.

The Combination Made in Hand—3 tiles of the


same suit in consecutive numbers in hand (a
closed sequence) are called a Suen also.

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.

* In Fukien, where 16 tiles are used by each player, an Un Kong


is allowed to be placed on table with all faces down.

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.

* Sometimes one stack (2 tiles) is counted off as reserved tiles


for each tile drawn for a Kong or Un Kong, instead of a single tile
each in making up the 14 tiles.

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.

West—Pung and discards 9 Circle.


North—Chow and discards 7 Bamboo.

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
II 4

West completes his hand with the discard.

y 3jj*>
! %# a\ >r hr 1 4“

32
LESSON VII

The Winning Hand and the Round

The Winning Hand

When a player completes his hand he calls out


“Woo,” meaning “Harmony” (it is wrong to call
it Mah Jong, which means the pair), and lays
down all his tiles on the table with faces up, indi¬
cating his Kahs (3 of a kind in hand) by placing
one of the 3 tiles on the other two, in order to
differentiate them from Fungs. He then counts
his score and the other three players pay him
accordingly. The 3 players then balance their
own scores with each other and a game is fin¬
ished. The tiles are put face down and shuffled
and a new game starts.
If the winner is other than the Leader, the
Leader (East Wind) passes his indicators to the
player to his right. The latter then becomes the
Leader (East Wind) and other three Winds
change according to him. (The original Leader
now becomes the North Wind.) If the Leader
wins, he retains his position until some one else
wins.

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

As described above, the Leader’s position is


assumed by the four players in turn in the order
of the Winds, beginning with East, then South,
then West and ending with North. This is called
a Round.

Each Round has a Prevailing Wind (Chuen


Fong). The prevailing Wind of the first round
is East; the second, South; the third, West, and
the fourth, North. The score of a prevailing
wind (of 3 or 4 tiles) has a double value to any
player other than the own wind, and a twice-
double value to the own Wind.

34
LESSON VIII

The Score
The Points (Woo)

POINTS
A complete hand, or winning hand (Woo) . . 23*

The additional points are:


A Pung of No. 2, 3, 4, 5, 6, 7, 8, of any
suit (3 of a kind on table). 2
A Kah of same (3 of a kind in hand) ... 4
A Kong of same (4 of a kind). 8
An Un Kong of same (4 of a kind) .... 16

A Pung of No. 1 or 9 of any suit. 4


A Kah of same . 8
A Kong of same . 16
An Un Kong of same. 32

A Pung of any Wind or Honor. 4


A Kah of same ... 8
A Kong of same . 16
An Un Kong of same. 32

* Sometimes only 10 points. The players may decide whatever


points they wish. A winning hand without any additional points is
called “Ping Woo.”

35
A Pair of own Wind . 2
A Pair of own East Wind . 4
A pair of any Honor . 2

Some extra points are:


One Flower or Season . 4
One own Flower or Season. 8
Winning by drawing. 2
Winning by a single-waiting tile . 2
Winning by a single-side-waiting tile . . 2
(No. 3 and 7 of any suit)
Winning by a filling-in waiting tile ... 2
(Such as 3 Circle for 2-4 Circles)

The Double (Fan or Tai)


A winning hand that has any of the following
is entitled to have his entire score double once
each:
The Own Wind—A Pung, a Kah, a Kong, or an
Un Kong (other hands also).
The Prevailing Wind—Same (other hands also).
Red—Same (other hands also).
Green—Same (other hands also).
White—Same (other hands also).
Of all 3s (4s) of a kind (without sequence).*

* In Shanghai only 4 or 10 points are given.

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.

For example, the winning hand (West) in Les¬


son VI has the following score:
POINTS
The winning hand. 20
A Pung of 9 Bamboos. 4
A Kah of 5 Characters.. 4
A Pung of 3 Circles . 2

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

As the points of a winning hand may run as


high as millions, the players usually agree to a
certain limit before the game is started. The
usual limit is from 300 to 600 points. If a win¬
ning hand has a score exceeding that limit, it is
considered as the limit.
There are also such difference in receiving and
paying as 1-2 and 2-4, as the players may agree.
1-2 means that the Leader receives and pays the
double score, while others in settling with each
other receive and pay according to the score.
This is the usual way. 2-4 means that the Leader
receives and pays the twice-double score, while
others receive and pay the double score.
There is an extra score, which is entirely out¬
side of the score of the winning hand. The
players may agree, before the game begins, to
an extra points from 10 up, which the winning
hand receives from the other three players. If
the Leader wins, he receives the double extra
score.

39
LESSON X

The Penalty

A fine of paying the limited score to the three


players is executed on:
A player who discards a tile which completes
a one-suit hand of another, who has already had
three sets on table, unless the discarder is mak¬
ing the same one-suit hand.
A player who discards an Honor tile which
completes an All-Honors hand of another, who
has already had two sets of the Honors on table.
A player who discards a Wind which completes
an All-Winds hand of another, who has already
had three sets of the winds on table.
When a player has too many or too few tiles
in hand, he is not allowed to correct it, but he
must play along. Thus it is impossible for him
to win. The points in the hand of too few tiles
are counted, but not in the hand of too many tiles.
If a player calls “Woo” by mistake, he may
be allowed to play on, provided that none of the
other three players has laid down his tiles. If
one or more other players have laid down their
hands, the one making mistake must pay the limit
score, which is divided by the three players.

40
PART II

How to Win
RULE I
Keeping the Temper

In playing Mah Jong, it is necessary to keep


one’s temper normal all the time. One should
be quiet and reserved and must not be hasty or
excited. He should not show enthusiasm when
his hand is favorable and disappointment when
unfavorable. His face should be marked with no
signs whatever and his talks should give no hints.
Quietness, coolness and gentleness are the evi¬
dences of the good player.

RULE II
Placing the New Tiles

It may do no harm at the beginning of each


game to arrange the tiles in the order of their
respective suits (such as 1-2, 5-6, 2-3-4, 7-7-7).
But when the game is on it is wise to place the
new tiles (drawn from the wall by turn) at either
end of the row (if not discarded) and not to fill
them in the places where they properly belong.
By doing so your opponents cannot guess what
you are doing, whether your tiles are becoming
suited toward the winning.

42
RULE III

Matching the Wits

It often occurs in playing Mah Jong that one


is at quandary as to which of four tiles to dis¬
card, each two of which wait for another to be
made a suit, as, for example, 8-9 Circles waiting
for 7 Circle and 2-4 Bamboos waiting for 3 Bam¬
boo. Now suppose that your left-side opponent
has discarded an 8 Circle and your right-side
opponent has discarded a 1 Bamboo. According
to the usual way, 8 Circle is the right one to dis¬
card, as one of which has already been discarded.
But, because your left opponent has discarded it,
he will not likely have any use of a 7 Circle and
will likely discard it if he draws one. In that
case you will be the favored one. Further, since
your right opponent has discarded a 1 Bamboo,
it is not likely that he will need a 2 Bamboo.
Therefore you may safely decide to discard 2
Bamboo in preference of the other three. Thus,
you will have the hope of “chowing” a 7 Circle
from your left opponent and at the same time
you give no favor to your right opponent.

43
RULE IV
\

Guessing the Opponents’ Hands

There is a way of guessing your opponents’


hands. If one discards mostly Circles and Char¬
acters, he is sure to have Bamboos. If one, at
the beginning of the game, does not discard Winds
or Is or 9s, but the middle figures, it may be
either that his tiles are not orderly or suited, or
that he is trying to make a one-suit hand.

RULE V

Detecting the Right-side Opponents’ Hand

If your right-side opponent discards more


Circles and Bamboos, but seldom Characters, he
seems to make his entire hand of Characters. But
sometimes it may not be the case. In order to
make sure, a Character may be discarded and, if
he “chows” it, you can then be cautious and dis¬
card no more Characters.

44
RULE VI
Inducing the Left-side Opponent

Your left-side opponent usually discards tiles


similar to your discarded ones, so you cannot
“chow” them. But you may induce him to dis¬
card just what you want. Suppose you have in
hand 1-2-4-5 Characters. You discard 1 or 2
Character. Your left-side opponent will likely
follow you by 3 Character, which is just what
you need. Suppose, further, you had 2-4 Circles
and have discarded, by necessity, the 2 Circle,
but now you draw another 2 Circle. You should
keep this 2 Circle, so if your left-side opponent
should follow you by a 3 Circle, you will be in
position to “chow” it.

RULE VII
Withholding Opponents' Wanted Tiles

When one of the opponents is successful (in


“chowing” or drawing) he is likely to have
Winds. Then you should not discard any of
them, if you have, even though discarding it may
hasten your winning. You rather discard tiles
in suits, in order to prevent your opponent’s
winning.

45
RULE VIII

Obstructing the Opponents

If your hand is hopeless for winning, you


should discard your tiles so as to make your oppo¬
nents unable to make one-suit hands. You may
break your suits instead of discarding your use¬
less tiles, in order to obstruct your opponents. •

RULE IX

Dealing With the Right-side Opponent

Under the usual circumstances you should not


let your right-side opponent “chow” your dis¬
carded tile by discarding tiles similar to his dis¬
carded ones. But if your opposite-side or left¬
side opponent is successful, you should favor
your right-side opponent in order to resist the
former.

46
RULE X
Breaking the Kah

The Kah (3 of one kind in hand) has extra


value in scoring and therefore it is usually pre¬
served under any circumstance. But sometimes
its breaking up hastens the winning. Suppose
that your hand is all suited and you must choose
between 3-4 Circles to discard in order to wait
for the winning Mah Jong (the pair). At this
time you should rather break a Kah and discard
one of the three, making the remaining two your
Mah Jong, and leave 3-4 Circle waiting for either
2 or 5 Circle to come and win. Thus you will
have eight chances to win (4 2-Circles and 4
5-Circles), as against only three chances for
either 3 or 4 Circle, if you discard either of
them.

RULE XI
Rather to Draw Than to “Chow”

It is not always wise to “chow” the discarded


tile from your left-side opponent. By “chowing”
it from him, you lose the chance of drawing a
new tile from the wall, which may be a Wind.
Therefore, you should rather draw than “chow,”
though “chowing” is sometimes good.

47
RULE XII

The Time to “Chow”

While drawing is preferable to “chowing,” it


is sometimes wise to “chow” the discarded tile
from the left-side opponent. If your drawing
has not been favorable, you may then “chow” r
discarded tile, as by so doing you will afterwards
draw the tiles which would belong to the left¬
side opponent if you did not “chow,” and which
may be favorable. This means to change the luck.

RULE XIII

Never to “Pung” Mah Jong (the Pair)

Sometimes you may have a chance to “pung”


your Mah Jong, but you should not do so, espe¬
cially when you are waiting for “siding” tiles to
win. (Siding tile is that which stands on the
side of the waiting tiles, for example, 2 and 5
Characters are the “siding” tiles of 3-4 Charac¬
ters. There are eight chances to win.) If you
“pung” it, you will have only a single tile to wait
for winning, which has only three chances.

48
RULE XIV
Changing Policy

In playing Mah Jong, it is wise to change your


policy according to the situation. If you have
been making a one-suit hand and now you still
have a pair of other kind when the time is
rather late, you should hasten the winning, in¬
stead of continuing making a one-suit hand, lest
some one else will win and your making will be
in vain.
Suppose that you have been making an entire
Character hand and now you find an opponent
making an entire Bamboo or Circle hand, you
should stop making it and withhold Circles or
Bamboos, as the case may be, instead of discard¬
ing them.

RULE XV

The Time to Wait

If your drawing has been favorable when mak¬


ing a one-suit hand and your opponents do not
seem to be successful, you may discard the pair
of other suit in your hand in order to make a
one-suit winning. When hurry is not necessary,
it is worth while to wait.

49
RULE XVI

To “Pung” What Usually May Not

When your opposite opponent seems to have


been successful and you are not, you may “pung”
his discarded tile, which under ordinary circum¬
stances you may not “pung” for the sake of mak¬
ing connections. For example, you have 1-2-2-
3-4 Characters. If he discards a 2 Character,
you may “pung” it with your 2 Characters.
Thus you will afterwards draw the tiles which
would belong to him if you did not “pung,” and
which may be favorable to you.

RULE XVII

Two Pairs Waiting Not Advisable

In waiting for the winning tile, sometimes are


two pairs. In such case the winning chances
are only four (2 tiles for each pair). If some
opponents have the same pairs, it is impossible
to win. Therefore, it is not advisable.

50
RULE XVIII

The Wise Composition of One-suit Hand

The one-suit hand should, if possible, be com¬


posed of consecutive figures, as 1-2-3-4-5-6-7-8-9,
in order to make the winning easy. Thus, if
there are a pair of 5s, it is unwise to “pung”
them, as it woud break the line and render it
hard to win.

RULE XIX

Single Waiting Unwise

If you have only a single tile to wait for win¬


ning, with the other 12 tiles “chowed” or
“Punged” on table, you are in a very poor posi¬
tion. For example, your waiting tile is a single
Red and you draw a Green, when discarding
either of them is dangerous. But you are bound
to discard one of them and thus you make a
great risk, while you do not have to do so if
you have some other tiles in hand. Therefore,
it is unwise to keep a single waiting tile.

51
RULE XX
Playing the Honors

If you have in hand one each of the three


Honors (Red, Green and White) and you wish
to discard them in order to make suit, you must
be careful. If the time is not late and there does
not appear any danger, you may try one of them
and if there is no “pung,” another. But if there
is a “pung,” you must risk no more and rather
keep your tiles unsuited than let others “pung”
or win.
RULE XXI
Seeing Through the Mirror

When guests gather to look on the playing,


you may see your opponents through them. If
one’s hand is favorable, the guest who looks on
besides him will likely show enthusiasm and if
unfavorable, disappointment. You may judge
accordingly.
RULE XXII
Refraining From Speaking

You may detect your opponent’s want from


his talk. For instance, at a critical time, one
asks as to who is the Leader, you may well know
that he has a Wind. Thus it is imperative to
refrain from speaking.
52
RULE XXIII
Judging by the Face

To judge as to whether the opponent who has


a good hand is waiting for winning or not is to
look at his face. If it does not show hesitation
or excitement, then he is waiting for winning,
as his tiles are all completed and need no more
making and excitement.
RULE XXIV
Calculating

Calculating is absolutely necessary at all the


time during the game. One should be familiar
with the wants and makes of his hand, as to how
to “chow” and “pung” most advantageously, so
that he may get the best out of the situation.
RULE XXV
Watching
Merely to watch others’ discarded tiles is not
sufficient in judging their hands. One must
watch how others arrange their tiles at the be¬
ginning, where they place their newly drawn
tiles, and from where they pick out their dis¬
carded ones. Thus, although you do not see
their hands, you may have a general idea of
their positions.
53
RULE XXVI

“New” and “Old” Tiles

“New” tiles are those which have not been


discarded. “Old” tiles are those which have
been discarded and left inside the wall. It is
a rule to discard the “old” and not the “new.”
But if one is waiting for winning at an early
time, he should discard the “new” and wait for
the “old,” as more of the “old” tiles may come
yet. If the time is late, then he should follow
the rule.

RULE XXVII

Sacrificing the Kong

If one draws a tile which is the fourth of a


“pung” already on table, he surely would add
it to the three in order to increase his score
value. But at the critical time, this tile should
be withheld, lest some one may capture it as the
winning tile. (In that case the winner receives
10 points extra.)

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.

* Sometimes it is given one double.

** In Shanghai, only 10 points extra.

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
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