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The
World Series of Mahjong 2008 will be
a 3-day event. |
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Each
day will be divided into 3 or 4 sessions
of play, for a total of 11 sessions.
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The
tournament consists of 7 elimination
rounds and 1 final round. |
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The
Elimination Rounds |
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For
the 1st elimination round, the players
will play in 2 seperate groups. Each
group plays 2 sessions, after which
the
top 256 among all players will advance
to the 2nd round. |
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The
2nd to the 7th elimination rounds each
lasts 1 session. In each of these elimination
rounds, the lower scoring half
of the players will be eliminated, and
the higher scoring half will advance
to the next round.
All the players in a round will be ranked
according to their total cumulative
scores. |
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All
the players in a round will be ranked
according to their total cumulative
scores. |
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In
case of a tie in the total score, the
players will be considered tied in rank,
and the prizes will be split evenly.
Only
when the tied players straddle the cut-off
rank will the tie-breaker be applied:
the player who has won the biggest single
hand in the current round will advance,
and if tied again the second-biggest
hand of each player will be compared,
and
so on. If all is tied, the advancing
player will be picked randomly.
| round
# |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
| #
advances |
256 |
128 |
64 |
32 |
16 |
8 |
4 |
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In
each session, 4 cycles or 16 hands of
mahjong will be played (unless truncated
by the time limit). |
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For
the first 6 elimination rounds, each
session is divided into two halves,
with 2 cycles (8 hands) in each half.
Between
the two halves, there is a break time,
during which the players rotate tables
(so that they will play against different
opponents). |
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At
the beginning of each round, the organizer
will randomly assign the players to
the tables, and they will rotate tables
according to a fixed pattern after each
half. A "seating slip" will
be issued to each player to direct him
to the correct
table. |
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At
the start of each half, the 4 players
at a table will determine their seating
order randomly. After one cycle of play,
the
starting East and North players will
exchange their seats, and so will the
starting South and West players (so
that the
upper and lower seat relations at the
table will be reversed). After swapping
seats, the player in the East seat (the
starting North in the previous cycle,
who has just been East in the previous
hand) will become the starting East
for the
new cycle. |
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Carry-over
of Scores |
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When
a player advances, he carries over 1/4
of his score into the next round. He
will start the next round with this
score. |
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If
the player successfully advances again,
he will carry over into the next round
1/4 of his running score, which includes
any score carried over from previous
rounds. In effect, a player carries
over into the 3rd round 1/4 of his play
score in
the 2nd round, plus 1/16 of his play
score in the 1st round. |
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All
fractions will be kept, but most results
lists will list one or two decimal figures
only (rounded down). |
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Carry-over
applies also after the 7th elimination
round, into the final round. |
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The
organizer reserves the right to make
last-minute changes to the carry-over
rate from the first round into the second
round (only). (The reason is to optimize
the scoring format to accomodate different
number of players.) The final carry-
over rate will be announced just before
the start of the first round (for each
group). Please pay attention to such
announcement. |
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The
7th
Elimination Round |
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The
7th elimination round consists of 4
quarters. In each quarter, one cycle
(4 hands) will be played. Between quarters,
the players rotate tables according
to a special routine. There will be
a break time after the second quarter. |
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At
the start of each quarter, the 4 players
at a table will determine their seating
order randomly. |
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The
top 4 players will enter the final round.
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The
final round takes up 1 session, for
4 cycles (16 hands) of play. |
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At
the beginning of the session, the 4
players will determine their seating
order randomly. |
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After
each cycle of play, the original (first
cycle) East and West players move (right)
to the lower seat, and the original
South and North players move (left)
to the upper seat. After swapping seats,
the player now sitting in the East seat
will
become the starting East for the new
cycle. Thus, the original East starts
the first cycle, the original South
starts the
second, the original West the third,
and the original North the fourth. |
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Players
finishing in 1st rank up to 32nd rank
will be awarded a fixed prize money
according to their rank. Players
eliminated in the same round will be
ranked according their total score in
that round (including both the play
score for
the current round and any score carried
over from previous rounds). |
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Session
Time Limits |
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For
rounds 1 to 4, the time limit for a
"half" is 70 minutes, with
a 10-minute break between the two halves.
Total time
will be 150 minutes per round. |
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For
rounds 5 and 6, the time limit for a
"half" is 60 minutes, with
a 10-minute break between the two halves.
Total
time will be 130 minutes per round. |
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The
time limit for a "quarter"
(in the 7th elimination round) is 30
minutes. There will be a 10-minute break
after the 2nd
quarter. For the 2nd and 4th quarters,
both tables will start simultaneously.
Total time for the round will be 130
minutes. |
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If
the time limit is up, the current hand
should be finished as long as the tiles
have been dealt completely. After
finishing the current hand, the half
or quarter is considered finished for
the table, even if less than the specified
number of hands have been played. |
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At
the TV table, special procedures which
are required to facilitate filming the
event may cause the play to be delayed.
Hence, the organizer reserves the right
to extend the session time limit at
the TV table as appropriate. |
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There
is no session time limit in the final
round; the full 16 hands will always
be played. (Note that per-hand "play
time
limits" still apply.) After 2 cycles,
there will be a break time of 10 minutes. |
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After
a break, a table may start up to 5 minutes
early, if all players and the judge
are present at the table, and all parties
agree. If they do, they get more time
allowance for the half/quarter accordingly. |
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A
player who does not show up when the
break time is over will be considered
late and penalized accordingly. |
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If
a table has not finished play at the
commencement of the break time, it will
continue playing into the break time
to
finish the current hand, which means
that the players at the table will enjoy
a shorter break accordingly. |
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For
the time limits for each player's playing
time in a hand, please see "Play
Time Limits" in the "Mahjong
Rules"
chapter. |
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A
player who is leading in score may not
deliberately take a time-out or exceed
one's play time limit with the purpose
of
reducing the number of hands to be played
(so as to protect his lead). If the
judges suspect a player of this violation,
they have the right to require that
the full number of hands be played regardless
of the time limit, or impose an
additional score penalty. |
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