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The
following is a brief summary of some of the mahjong rules
for the competition. The purpose is to provide the reader
with a
rough understanding. The rules here are not complete;
the player ought to read carefully the full version of
the rules before
playing in the competition.
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Concerning
the tournament format and schedule,
please see the "Tournament Format"
chapter. One cycle is four hands.
The deal always passes after each hand;
East never repeats the deal. |
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136
tiles are used for the game; the flower
tiles are not used. A player's hand
is 13 tiles. |
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When
building the wall, each player builds
17 stacks. If all four players at the
table consent, they need not stack the
tiles on top, but instead may place
them as two rows flat on the table.
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A
player must arrange his discarded tiles
in an orderly fashion, from left to
right in rows of six. When a row is
filled with
six tiles, start a new row below it.
(Just like writing a poem with six words
in each line.) |
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Claims
(chi, pong, kong, win) must be verbally
announced properly. Exposed sets should
be placed in front of one's
concealed hand (between one's concealed
hand and the wall); one specified tile
should be rotated to indicate the
claimed tile. |
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For
a pung or kong claim to take precedence,
it should be announced promptly. Once
a player has announced "chi"
and
subsequently displayed his set or discarded
a tile, the two other players lose their
rights to claim the tile for pung or
kong. |
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Kong:
A player may make a concealed kong or
a "small exposed kong" (adding
a fourth tile to an exposed triplet)
after
drawing a tile (or after East's deal,
or after drawing a supplement tile),
but not after claiming a chi or pong.
A concealed
kong must be revealed the moment it
is declared. |
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Time
Limit: In each hand, each player has
3 minutes total for all his plays. Each
turn should be played in 15 seconds.
But at the start of the hand, the first
15 seconds do not count against these
limits. |
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Winning
Hand
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There
are two types of winning hands:
the Regular Hand and the Irregular
Hand. |
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Regular
Hand: The regular hand consists
of 4 sets (each set being a sequence,
a triplet, or a kong) and a pair
(called the "eyes").
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Irregular
Hand: The irregular hands are
listed in category 10 of the "Scoring
System" chapter. There are
two of
them: "Thirteen Terminals"
and "Seven Pairs". |
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A
hand must conform to either a
regular hand or an irregular hand
in order to win (go out). All
patterns listed in
the "Scoring" chapter,
except for the irregular hands
under category 10, are not definitions
of the winning hand.
In other words, one cannot win
just by meeting the condition
of a pattern, without meeting
the requirements of a
winning hand. (Such will be considered
a "false win".) |
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In
principle, one can win in all
cases provided he has completed
a winning hand. While there is
the "Rule of
Same-Turn Immunity" in the
"Scoring System" chapter,
the World Series of Mahjong does
not adopt any "sacred
discard" rule or such which
prohibits the player from winning
with a completed winning hand
in certain cases
("penalty tiles" excepted).
Similarly, there are no such prohibition
rules for Pong or other claims. |
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Scoring
the Winning Hand
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The
winning hand is scored according
to the "Scoring System"
chapter. |
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Each
player is issued a copy of the
"Pattern List Card"
(Appendix A), to which they may
refer during play and
when scoring a winning hand. |
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5-point
Minimum Requirement: A hand must
contain at least 5 points (i.e.
any one pattern) in order to win. |
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Responsibility
of Scoring: In principle, the
winning player is responsible
for counting the score of one's
own
hand. One may ask the opponents
or a judge for help, but they
are not responsible for any mistakes
in the
counting. |
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After
agreeing on the value of the winner's
hand, the players should summon
a judge, who records the score
for the hand on the "Score
Record Card". Alternatively,
if the players know how to record
the scores properly,
they may appoint one among themselves
to record the scores. Each player
then, after verifying that the
scores
have been recorded correctly,
signs the Score Record Card in
the space designated for him.
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Freedom
of Count: If there are multiple
ways of arranging the concealed
tiles in order to compose the
winning
hand, the winning player may freely
choose an arrangement which one
feels is best for oneself, and
score the
hand according to that arrangement.
A hand may only be scored according
to one arrangement; patterns from
different arrangements cannot
be both counted. (For example,
a hand cannot score both "Three
Identical
Sequences" and "Three
Consecutive Triplets", nor
both "Two Identical Sequences
Twice" and "Seven Pairs".) |
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"Nine
Gates" Self-draw rule: When
a "Nine Gates" hand
wins on self-draw, the winning
tile must be displayed
seperately from the rest of the
hand. If the winning tile has
been mixed with the hand tiles
before it has been
displayed and confirmed, "Nine
Gates" cannot be counted.
East starts a hand with 14 dealt
tiles, and no tile is
considered "drawn".
Thus, "Nine Gates" cannot
be counted for a "Blessing
of Heaven" hand; only "Blessing
of
Heaven" can be counted. |
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The
Dead Wall and the Seabed Tile
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Dead
Wall: The last 14 tiles in the
wall are called the "Dead
Wall", and are not played. |
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Seabed
tile: The last tile in the wall
before the Dead Wall (i.e. the
15th last tile in the wall) is
called the seabed
tile. The player who draws the
seabed tile may not declare a
kong, and must discard a tile
unless one is
winning. This discard is called
the riverbed tile. |
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Riverbed
tile: The riverbed tile may not
be claimed for chi, pong or kong;
it may only be claimed for a win. |
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No
Win: If no one wins on the riverbed
tile, the hand is a draw, and
all players score zero for the
hand. The deal
(East) always passes after each
hand. |
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Penalty
Tiles
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If
a player illegally exposes his
hand tiles, those tiles will remain
open on the table as live penalty
tiles. |
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A
live penalty tile may be discarded
on the player's current or next
(if the player is not currently
playing)
discard. Once the player discards
any other tile (even another live
penalty tile), any live penalty
tiles in front of
him become dead penalty tiles,
which may not be discarded thereafter. |
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Penalty
tiles (whether live or dead) cannot
be melded (including melding when
winning on discard) into an
exposed sequence, an exposed triplet,
or an exposed kong (big or small),
and may not form the pair of
"exposed" eyes with
a discarded tile when winning.
In other words, penalty tiles
may only constitute concealed
sets, and may not be used to claim
discards to constitute exposed
sets. |
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During
the deal, before (or when) the
player organizes his tiles, if
one inadvertently exposes some
tiles, one of
the exposed tiles is exempt from
penalty. If one exposes two or
more tiles, he may pick one up
and put it back
into his hand, and the rest become
(live) penalty tiles. |
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False
Win: A False Win will basically
be treated as the player's illegal
exposure of all the tiles in his
hand: the
play of the hand continues, and
all illegally exposed tiles become
penalty tiles. (The player will
not have to pay
a large penalty.) |
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Bonus
Pool System: For the 4 players in the
final round, in addition to a fixed
prize money awarded according to their
final rank, there will also be a bonus
pool - an additional, fixed amount of
prize money to be split among the 4
finalists
according to their final scores (at
roughly a rate of each point being worth
1/1000 of the total bonus pool amount).
Please see the "Tournament Format"
chapter for details. |
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