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--- Overview ---
The World Series of Mahjong 2008 will be a 3-day event.

Each day will be divided into 3 or 4 sessions of play, for a total of 11 sessions.

The tournament consists of 7 elimination rounds and 1 final round.


--- The Elimination Rounds ---
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.

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.

All the players in a round will be ranked according to their total cumulative scores.

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



--- Sessions ---
In each session, 4 cycles or 16 hands of mahjong will be played (unless truncated by the time limit).

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).

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.

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.


--- Carry-over of Scores ---
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.

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.

All fractions will be kept, but most results lists will list one or two decimal figures only (rounded down).

Carry-over applies also after the 7th elimination round, into the final round.

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.


--- The 7th Elimination Round ---
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.

At the start of each quarter, the 4 players at a table will determine their seating order randomly.


--- The Final Round ---
The top 4 players will enter the final round.

The final round takes up 1 session, for 4 cycles (16 hands) of play.

At the beginning of the session, the 4 players will determine their seating order randomly.

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.


--- Prize Structure ---
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).


--- Session Time Limits ---
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.

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.

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.

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.

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.

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.

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.

A player who does not show up when the break time is over will be considered late and penalized accordingly.

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.

For the time limits for each player's playing time in a hand, please see "Play Time Limits" in the "Mahjong Rules"
chapter.

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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