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The
World Series of Mahjong Rules consist
of four chapters:
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Mahjong
Rules: This chapter, covering
the basic playing rules of mahjong. |
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Scoring
System: Describes how to compute
the value of the winning hand,
and how this score is to be
paid by the three other players
(the Payoff Scheme). |
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Tournament
Format: The tournament schedule
and the elimination system. |
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Code
of Behavior: General code of behavior,
and rules concerning penalties. |
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In
addition to the four chapters, there
are two appendixes:
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Appendix
A: The Pattern List Card |
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Appendix
B: How to use the Score Record
Sheet |
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These
rules serve as a guide to players and
judges, in order to faciliate a fair
competition. The head judge has the
final desision on all matters. |
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Players
should obey the rules and compete in
a fair manner, and should not violate
any rules deliberately. Most
penalties in these rules are meant to
be appiled to inadvertent violations;
against deliberate violations the judge
has the right to correct any irregularity,
or to impose additional penalties. |
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Many
of the rules (in this chapter, and also
in the "Code of Behavior"
chapter) serve as guidelines for the
players to
play a fair and pleasant competition.
When a player feels offended by another
player's violation or bad etiquette,
he
may point it out to the offender, or
summon the assistance of a judge. |
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The
Mahjong Tiles |
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The
World Series of Mahjong uses a set of
136 tiles. The bonus tiles (Flowers
and Seasons) are not used. |
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The
136 tiles are composed of 34 different
designs, with 4 tiles for each design.
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The
34 designs are seperated into two groups:
the number tiles, and the honor tiles. |
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Number
tiles: The number tiles are in three
suits: Bamboos, Characters and Dots.
Each suit has nine designs,
numbered 1 to 9. Thus there are a total
of 27 different designs of suit tiles,
with 4 tiles for each design. |
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Honor
tiles: Honor tiles consist of four Winds:
"East", "South",
"West", and "North",
plus three Dragons: "White",
"Green", and "Red",
for a total of seven different designs,
with 4 tiles for each design. |
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Terminal
tiles: The "1" and "9"
number tiles (total 6 designs) are summarily
called terminal tiles, and the "2"
to "8" number tiles (total
21 designs) are called middle tiles.
In common usage, the term "terminal
tiles" is
sometimes meant to include the honor
tiles, and sometimes not. In these rules,
when there is a need for clarity,
the terms "terminal number tile"
and "terminal and/or honor tile"
will be used. |
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The
mahjong competition consists of a number
of hands. (See the "Tournament
Format" chapter for details.) In
a
hand, through a process of drawing and
discarding, the players compete to be
the first to complete a winning hand.
(Refer to "Drawing and Discarding"
and "Winning Hand" below.)
The winner of the hand receives points
from the
other players, but the amount of points
earned varies greatly according to the
content of the winner's hand.
(See the "Scoring System"
chapter.) Therefore, winning high-scoring
hands (and preventing the opponents
from
winning high-scoring hands) is the key
to victory. A player's result and ranking
is determined by his total points
won and lost over a number of hands.
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Sequence,
Triplet, Kong, Pair |
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When
play begins, the four players go through
the "selection of seats" procedure
to assign their seats and choose
the starting East player. After that,
the specified number of hands is played.
Each hand follows these steps:
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| Sequence:
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A
sequence is three tiles
of consecutive numebrs in
the same suit. Three such
tiles in the concealed hand
is a "concealed sequence";
an "exposed sequence"
is formed by claiming a
"chi".
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Example:
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| Triplet:
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A
triplet is three identical
tiles: either three same-numbered
tiles in the same suit,
or three identical honor
tiles. Three such tiles
in the concealed hand is
a "concealed triplet";
an "exposed triplet"
is formed by
claiming a "pong".
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Example:
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| Kong:
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Four
identical tiles can be declared
to form a kong. (See the
section "Kong"
below.) Four identical tiles
in
the concealed hand are not
considered a kong; they
constitute only a concealed
triplet (plus an extra tile).
(Since "kong"
is a Chinese word, its plural
form should be conjugated
the Chinese way: just "kong".)
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Example:
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| Pair:
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Two
identical tiles are called
a pair.
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Example:
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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
equirements of a winning hand.
(Such will be considered a "false
win".) |
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In
the "picking seats" and "breaking
the wall" procedures below, the
"dice count" is needed. The
count is taken
counter- clockwise around the table,
starting with the thrower of the dice
as "1", and finishing with
the number
which is the sum of the dice. That seat
is the result of the dice count. In
other words, a dice roll of "5"
and "9"
gives the dice thrower; "2"
"6" and "10" gives
his lower seat; "3" "7"
and "11" gives his opposite
seat; "4" "8" and
"12" gives his upper seat.
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As
specified by the Tournament Format,
at the beginning of each quarter or
half, the four players at the table
will pick
their seats randomly (and also determine
the starting East) according to the
following procedure:
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The
four players sit around the table
arbitrarily. |
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Take
one each of the Wind tiles (East,
South, West, North). Turn the
four tiles face down, shuffle
them, and
arrange them in a line. |
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Take
an odd number tile and an even
number tile, and add them (face
up) to the two ends of the line,
sandwiching the Wind tiles and
making a row of six tiles. |
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An
arbitrary player throws the dice.
The player indicated by the dice
count throws the dice again. The
player
indicated by the second dice count
will be the one who first takes
a Wind tile. |
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If
the second dice throw is an odd
number, the Wind tiles will be
taken starting from the end with
the odd
number tile; if it is an even
number, the Wind tiles will be
taken starting from the end with
the even number
tile. Starting from the player
indicated by the second dice count
and going counter-clockwise, each
player in
order takes a Wind tile. |
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The
player who gets the "East"
tile is the starting East player,
and takes the seat at the table
indicated as "East".
The player with the "South"
tile takes his lower (right) seat;
the player with the "West"
tile takes his
opposite seat; the player with
the "North" tile takes
his upper (left) seat. |
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The
Dealer and the Seat Wind |
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In
a hand, each seat (player) belongs
to a certain Wind direction: East,
South, West, and North
(in counter-clockwise order). |
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Seat
Wind: The Wind tile which corresponds
to one's seat direction is one's
Seat Wind. The other winds are
called "Non-Seat Winds".
"Seat Wind" is a category
3 (Honor Tiles) pattern, and is
worth points. When the
deal passes (see below), the Seat
Wind rotates accordingly. |
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Dealer:
The East player is sometimes also
called the "dealer".
The other players are called "non-East
players". |
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Cycle:
The tournament is played in cycles,
each cycle being four hands. In
the first hand in a cycle, the
player
who has picked the East seat becomes
the starting East (unless otherwise
specified), who is the dealer
for
the first hand. |
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Passing
the deal: After a hand is completed,
the South player in the previous
hand becomes the new East
player in the next hand. In this
way, in a cycle each player has
one chance to become the dealer. |
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In
the World Series of Mahong Rules,
the "Prevailing Wind"
(Round Wind) is not recognized.
Also, the deal
always passes (East never repeats
the deal). The dealer has the
advantage that he plays first
in the hand, but
enjoys no additional privilages
in scoring. |
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The
procedure for shuffling the tiles are
as follows:
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First,
turn all tiles face down. |
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The
four players shuffle the tiles
with both hands for at least 20
seconds. The players should endeavor
towards a thorough, random shuffling
of the tiles. Each player should
from time to time lift his hands
off the
tiles, and must not deliberately
retain certain tiles with his
hands. |
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If
any tiles are exposed face up
during the shuffle, these tiles
should first be turned back face
down before
continuing the shuffle. The shuffle
should be extended to at least
3 seconds after any tiles have
been
exposed; the shuffle cannot end
without at least 3 seconds of
shuffling without any tiles being
exposed. |
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When
a player feels that he has finished
shuffling, he should indicate
so by withdrawing his hands from
the
center of the table (where the
tiles are). The building of the
wall can commence only after all
four players
have withdrawn their hands and
agree that the shuffling is finished.
A player may not on his own begin
to
build the wall, without waiting
for the agreement from the other
players that the shuffling is
finished. If any
player does so, his opponents
have the right to tear down his
wall and shuffle in those tiles,
and the judge
has the right to examine his wall
to check for any suspected cheating.
A player who has withdrawn his
hands
may resume shuffling at any time. |
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Each
player builds 17 stacks of two
tiles each in front of himself.
(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.) If
any tiles are
inadvertently exposed face up
during the building of the wall,
some tiles should be taken and
shuffled with
the exposed tiles; any other players
may also take some tiles from
their own walls and add them to
the tiles to
be shuffled. |
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The
four players push their walls
into a square formation. The area
surrounded by the wall is called
the "river",
into which discarded tiles are
placed. In order to make enough
room for the river, the walls
should be placed
end-to-end to form a large square
(not end-to-edge which would make
the river smaller). |
Parts of the competition will take place
on automatic mahjong tables. Please
follow the judge's instructions concerning
their use. |
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Breaking
the Wall
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East
throws the dice. The player indicated
by the dice count is the "wall
breaker". |
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The
wall breaker throws the dice again.
The total sum of the two dice throws
is the "break count". |
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From
the wall in front of the wall breaker,
count a number of stacks off the right
end (in a clockwise direction) equal
to
the break count. These stacks should
be shifted away slightly, and their
(left) end become the "kong box".
The stacks
to the left of the split become the
live wall. |
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If
the break count is greater than 17,
continue counting into the wall breaker's
upper (left) seat. The rightmost stack
in
that wall is counted as the 18th stack. |
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Notice
that tiles are taken off the live wall
in a clockwise direction, which is different
from the counter-clockwise
direction of play. |
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After
breaking the wall, the players
will be dealt their initial hands.
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East
starts by taking two stacks
(four tiles) from the live
wall. Then South, West and
North, in order, each takes
two stacks. |
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The
above is repeated two more
times, so that each player
now has 12 tiles. |
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East
now takes the first and
fifth tiles from the live
wall. Then South, West and
North, in order, takes one
tile each. |
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At
this point, East should
have 14 tiles, and every
non-East player should have
13 tiles. The deal is complete,
and East commences play. |
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Until
the deal is finished and
the players have confirmed
that they have received
the right number of tiles,
one should not look at their
tiles or feel their bottom
surfaces. Otherwise, one
may be penalized for making
a mistake in the deal. (This
rule is to prevent someone
from deliberately claiming
a misdeal after seeing
that his tiles are not good.) |
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Irregularities
in the Deal |
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This
section covers irregularities
in the deal. These rules apply
to errors which are the results
of inadvertent
mistakes. The judge has the right
to impose additional penalties
against deliberate violations.
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Wrong
dice thrower: If the wrong
player has casted the
dice, the dice should
be re-cast should this
be
discovered immediately.
Once the players have
started taking the tiles
from the wall, the dice
roll stands. |
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Wrong
wall break: If the wall
has been broken in the wrong
place (or the wrong wall
has been broken), this
should be corrected if discovered
immediately. Once every
player has taken their first
four tiles from the wall,
the wall break stands. |
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Wrong
dealer: If the wrong East
player has started taking
the first tiles from the
wall, and the error is
discovered before the correct
East player takes his first
four tiles, a misdeal is
called and the tiles should
be re-shuffled and re-dealt.
If the error is discovered
before the correct East
player takes his 9~12th
tiles,
the deal continues (with
the wrong East) until each
player has taken 12 tiles,
then the correct East takes
his 13th and 14th tiles,
and play proceeds thereafter
with the correct East player
as dealer. If the error
is
discovered after the correct
East player has taken his
12th tile, he forfeits his
right to be East this hand,
and play continues with
the wrong East player as
dealer. The deal passes
normally after this hand
to the
lower seat of the correct
East player, but if all
players at the table agree,
they may compensate the
correct
East player with a chance
to become East in a later
hand. |
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At
this point, East should
have 14 tiles, and every
non-East player should have
13 tiles. The deal is complete,
and East commences play. |
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Until
the deal is finished and
the players have confirmed
that they have received
the right number of tiles,
one should not look at their
tiles or feel their bottom
surfaces. Otherwise, one
may be penalized for making
a mistake in the deal. (This
rule is to prevent someone
from deliberately claiming
a misdeal after seeing
that his tiles are not good.) |
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East
starts the hand by discarding a tile. |
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The
players then, in turn, draw a tile from
the live wall, and then discards a tile. |
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The
above sequence is interrupted when someone
claims a discard. |
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Play
continues until either someone wins
the hand, or the hand ends in a draw
with the wall being exhausted. |
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Regulations
for Drawing and Discarding
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Before
one's upper seat discards, one may not
draw a tile, or stick out his hand into
the river area to obstruct the
vision of the other players. Drawing
out of turn may be ruled as a "long
hand". |
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A
player should look carefully at what
the upper seat has discarded before
drawing a tile. Once a player has touched
the tile in the live wall with his hand,
he is considered to have forgone his
right to claim the discard. However,
in case
another player is claiming the discard,
one may still claim the discard for
a win, according to the "Precedence
of
Claims" rules (since in this case
his action of drawing is cancelled by
the rival claim). |
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"Discarding
before drawing" is strictly prohibited.
Such may be ruled as fogetting to draw,
resulting in a "short hand".
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After
a tile has been discarded, once the
next player has drawn a tile, and has
either mixed the tile into his hand
or has discarded, or declared a win
or a kong, the other two players forfeit
the right to claim the (former) discard. |
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If
after a tile has been discarded, the
next player has drawn a tile (picked
it up, away from its place in the live
wall),
but another player claims the discard
before he mixes the drawn tile into
his hand, he should replace the drawn
tile
into the live wall. But the next player
to draw that tile, (provided that he
is not the same player who has once
drawn it)
may elect to (before he takes the tile)
either draw the tile as normal, or to
designate that tile to be the next draw
for
the player who has once taken it, and
instead take the next tile from the
live wall for himself (because the other
player
has already seen the tile, which would
be unfair to him). |
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A
player should draw at a reasonable pace
(at least 1~2 seconds after the upper
seat has discarded), and should not
draw too fast with the intention of
depriving other players' rights to claim
the discard. A player should claim quickly
without undue delay. Violators may receive
a warning from the judge, or be penalized
(especially by giving the benefit
to the other player). |
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A
tile should be discarded to the center
area enclosed by the walls (called the
river). One's discarded tiles should
be
orderly arranged in the area in front
of oneself, 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.)
A player who places a discard in the
wrong position may be held responsible
and penalized if an opponent tries to
claim the tile which seems to be in
the position of the last discarded tile.
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A
player may not announce the name of
the tile he is discarding. If one wrongly
names a discard and causes an
opponent to make an incorrect claim,
one will be held responsible and penalized.
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A
player is not obligated to show to his
opponents whether he is discarding the
same tile he has just drawn or not,
nor from which position in his concealed
hand he is taking the discarded tile;
one may deliberately conceal this
information from his opponents (though
one should make his discard within the
time limit). The opponent may try
to observe from where one is discarding,
and may use such information to formulate
his strategy, but he does so
entirely at his own risk. Also, any
such information has no legal validitiy.
(For example, if one sees an opponent
discarding the same tile he has just
drawn, one may not use such observation
to support an application of the
"Rule of Same-Turn Immunity"
against an earlier discarded tile.)
It is strictly prohibited for players
to collude and
deliberately use the position from which
one takes his discards as a means of
illicit communication. |
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Irregularities
when Drawing
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This
section covers irregularities when drawing
a tile or during play. These rules apply
to errors which are the results
of inadvertent mistakes. The judge has
the right to impose additional penalties
against deliberate violations.
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Wrong
Tile Taken: If a player has taken
the wrong tile when drawing, or
has taken a tile from the wrong
end of the
wall, play continues normally
as if it were the correct tile
due him. If the judge decides
that other players are at
least partially responsible for
the mistake (such as the live
wall being placed too far apart
from the next wall
around the corner), this may be
pardoned without penalty. Otherwise,
the judge may issue a warning,
and in case
the player wins on that tile,
a point penalty may apply. |
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Exposed
Wall Tiles: If a player has exposed
the immediate next tile in the
wall, and it is his turn to draw,
he must
draw that tile (cannot claim a
discard), and it is treated as
exposed (i.e. live penalty tile).
If a player has exposed
the next tile in the wall when
it is not his turn to draw, he
receives a warning, and the next
player to draw that tile
has the option of either drawing
that tile as normal, or having
the tile shuffled with other wall
tiles as explained
below. If a player has exposed
a tile in the wall other than
the immediate next tile, he receives
a warning, and the
judge should take that tile and
a suitable number of wall tiles
(at least 12) near it, and shuffle
those tiles and
rebuild that section of the wall. |
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Exposed
Opponent's Tiles: If a player
has exposed tiles in his opponent's
hand, the judge will assign an
apporpriate penalty according
to the situation. |
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Disruption
of Game: If a player has seriously
disrupted the tiles on the table
so that the game cannot continue,
the
judge will assign a heavy penalty
according to the situation. |
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Claiming
a Discard
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A
discarded tile may be claimed by another
player to complete a winning hand or
a set. |
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Only
the last discarded tile may ever be
claimed. Once the next player has drawn
and discarded, the previous discard
may no longer be claimed. |
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When
one claims a discard to complete a set,
the entire set must be displayed as
exposed. One may not take the
discard into his concealed hand. |
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There
are four types of claims: win, chi,
pong, kong (big exposed kong). These
will be detailed below. |
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One
must verbally announce his claims (and
also his win and kong declarations).
In particular, if one makes no
verbal announcement, and discards before
exposing the set, it may be ruled as
forgetting to draw, resulting in a
"short hand".
Please refer to Appendix C: "Pronunciation
Guide". |
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Calling:
A hand which is one tile from completion
of a winning hand is a calling hand,
and it is said to be calling for
the tiles which will complete the hand. |
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Self-draw
Win: If a player completes his winning
hand by drawing a tile from the wall,
this is called a self-draw win.
("Win on Kong" is naturally
a self-draw win.) The winner should
announce "fu" or "tsumo".
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Win
on Discard: If an opponent discards
a tile one is calling for, one can announce
"fu" and claim the discard
to
complete his hand. This is called a
win on discard, and the player who discarded
the winning tile is called the
discarder. ("Robbing a Kong"
is considered a win on discard.) |
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When
a player wins, he should reveal his
entire hand, so that his winning hand
can be verified and scored. The
three opponents should not reveal their
hands or disturb any tiles on the table
until they have verified the win;
otheriwse, should the hand be continued
in case of a "false win",
the opponent will be held responsible
and
penalized. |
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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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If
an opponent discards a tile which matches
a pair in one's hand, one may announce
"pung" and claim the discard
to form an exposed triplet with the
pair. |
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The
three tiles which compose the exposed
triplet must be revealed and displayed
as a set in front of one's concealed
hand (in the space between the concealed
hand and the wall). One of the tiles
should be rotated 90 degrees (to a
horizontal position) to indicate which
player made the discard: if the upper
seat discarded, rotate the left tile;
if the
opposite seat discarded, rotate the
middle tile; if the lower seat discarded,
rotate the right tile. The three tiles
in the
exposed triplet are thereafter locked
in the set, and cannot be taken into
the concealed hand or rearranged (except
be
extended into a "small exposed
kong"). |
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After
claiming a pung, the player discards
a tile. Then his lower seat takes his
turn and draws a tile. |
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If
one's upper seat discards a tile which
can complete a sequence with two tiles
in one's hand, one may announce
"chi" and claim the discard
to form an exposed sequence with those
two tiles. Unlike "pong" or
"win", one may "chi"
only a tile discarded by one's upper
seat. |
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The
three tiles which compose the exposed
sequence must be revealed and displayed
as a set in front of one's
concealed hand (in the space between
the concealed hand and the wall). The
three tiles should be arranged in
numerical sequence from left to right,
and the claimed tile should be rotated
90 degrees (to a horizontal position)
to indicate that it is the tile discarded
by the upper seat. The three tiles in
the exposed sequence are thereafter
locked in the set, and cannot be taken
into the concealed hand or rearranged. |
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After
claiming a chi, the player discards
a tile. Then his lower seat takes his
turn and draws a tile. |
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After
announcing "chi", it is permissible
(but not recommended) to first discard
a tile, and then to reveal the
exposed sequence. The "chi"
procedure is considered complete only
when both steps are finished; until
then,
the clocking runs against the claimant.
The other players should wait for him
to display the exposed sequence
before drawing a tile or claiming the
discard (except for winning). |
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The
claimant should first announce "chi",
and then after a suitable time (about
one second) display the exposed
sequence or discard a tile. This way,
once he has displayed the sequence or
has discarded, the two other players
forfeit their rights to claim the previous
discard for pong or for kong. If the
player did not announce "chi",
or if he
displays or discards too quickly after
the announcement, the other players
have the right to claim the discard
according to the "Precedence of
Claims" rules. |
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Four
identical tiles can be declared to form
a kong. There are three kings of kong
declarations: "concealed kong",
"
small exposed kong" and "big
exposed kong". The claimant should
announce "kong". |
 |
Concealed
Kong: If a player has four identical
tiles in his concealed hand, he may
declare and form a concealed kong
with them. One may declare a kong on
one's own turn, after having drawn a
tile from the wall (or immediately after
the
deal for East, or after drawing a supplement
tile), but not immediately after claiming
chi or pong. The player first
reveals the four tiles to show that
they are indeed identical. Then he displays
them as a set in front of his concealed
hand (in the space between the concealed
hand and the wall). The two middle tiles
should be placed face up, while
the tiles at both ends be turned face
down (to indicate a concealed kong).
Then he draws a supplement tile. |
 |
Small
Exposed Kong: If a player has a tile
in his concealed hand which matches
his own exposed triplet, he may
declare and form a small exposed kong
with them. One may declare a small exposed
kong under the same timing
as a concealed kong: on one's own turn,
after having drawn a tile from the wall
(or after drawing a supplement tile).
After announcing "kong", the
player reveals the hand tile and adds
it to one end (not adjacent to a horizontal
tile)
of his exposed triplet to form an exposed
kong. Then he draws a supplement tile.
Note that one must announce "kong"
before revealing his hand tile. Otherwise
the judge may rule it as a discarded
tile, in which case the lower
seat may claim it for "chi".
|
 |
Big
Exposed Kong: If an opponent discards
a tile which matches one's concealed
triplet in hand, one may announce
"kong" and claim the discard
to form an exposed kong with the concealed
triplet. The four tiles which compose
the
exposed kong must be revealed and displayed
as a set in front of one's concealed
hand (in the space between the
concealed hand and the wall). One of
the tiles should be rotated 90 degrees
(to a horizontal position) to indicate
which player made the discard: if the
upper seat discarded, rotate the left
tile; if the opposite seat discarded,
rotate
one of the middle tiles; if the lower
seat discarded, rotate the right tile.
Afterwards, the player draws a supplement
tile. |
 |
If
an opponent discards a tile which matches
one's exposed triplet, one may not declare
a kong with the discard. |
 |
Once
a kong is declared with four identical
tiles, these four tiles are thereafter
locked in the set, and cannot be
taken into the concealed hand or rearranged. |
 |
Supplement
Tile: After declaring a kong, one should
take a supplement tile from the "kong
box". (Because a kong
uses up 4 tiles for a set which is normally
3 tiles, the hand becomes one tile short
and needs to be replenished.)
After taking a supplement tile, the
player discards a tile. Then his lower
seat takes his turn and draws a tile.
The player must first reveal the four
tiles which constitute his kong to be
confirmed by the other players before
drawing a supplement tile. Drawing a
supplement tile before revealing the
kong is prohibited, and may be ruled
as a "long hand". |
 |
Winning
on the supplement tile is called "Win
on Kong", and is a category 9 pattern
which is worth points. "Win on
Kong" is considered a self-draw
win. |
|
|
| |
 |
When
an opponent declares a "small exposed
kong", and one is calling for the
tile which is being declared as a
kong, one can announce "fu"
and claim the declared tile to complete
his hand. This is called "Robbing
a Kong".
Robbing a Kong is considered winning
on discard, and the player who tried
to declare the kong is the discarder. |
 |
"Robbing
a Kong" is a category 9 pattern,
and is worth points. |
 |
Only
a small exposed kong can be robbed.
A concealed kong cannot be robbed, with
no exceptions. Against a
big exposed kong, the "win"
claim takes precedence according to
the "Precedence of Claims"
rules, and the "kong"
claim is cancelled. |
 |
A
player can announce "fu" and
rob the kong as soon as the opponent
adds his tile to the exposed triplet;
one
needs not (and should not) wait for
the opponent to draw a supplement tile
before robbing a kong. If a player
wants to discard a tile without declaring
a kong, he should place the tile cleanly
in the designated position in
the river, and not ambiguously in the
area of his exposed tiles. |
|
|
| --- |
Precedence
of Claims
|
--- |
|
 |
When
two or more players want to claim the
same discarded tile, the below order
of precedence is observed.
The claim with the highest precedence
alone gets the discard, and the other
claims are cancelled. |
 |
The
order of precedence, from high to low,
is as follows:
 |
1a.
win by the discarder's lower seat
|
 |
1b.
win by the discarder's opposite
seat |
 |
1c.
win by the discarder's upper seat
|
 |
2.
pung, kong (big exposed kong) |
 |
3.
chi |
When two players announce "win"
together, the single winner is determined
as above; this is called interception.
Note that there are no exceptions to
this rule. |
 |
Only
a legal claim may take precedence. An
illegal claim has no precedence, and
can always be overtaken by
a legal claim. The verbal announcement
marks the claim; one who does not announce
his claim in time has no
precedence. |
 |
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.
The rule for a "win" claim
is less strict (because the tiles involving
a win claim might be more complicated
than
those for a pung or kong claim, and
also the win claim is more important):
a "win" claim enjoys its precedence
over a "chi" claim until the
opponent has, after announcing "chi",
completed both displaying his set and
discarding a tile. |
|
|
| --- |
The
Dead Wall and the Seabed Tile
|
--- |
|
 |
Dead
Wall: The last 14 tiles in the wall
are called the "Dead Wall",
and are not played. |
 |
Late
in a hand, any player may request that
the "wall breaker" pushes
the 14-tile Dead Wall slightly to the
left,
seperate from the live wall, so that
it is easier to tell how many tiles
are left to play. If, due to a supplement
tile
having been taken, a lone tile stands
as "half a stack" in the kong
box, the 7th stack from the end should
be
broken up, with the lower tile in the
stack placed with the Deal Wall, and
the upper tile in the stack placed at
the
end of the live wall, as the seabed
tile. |
 |
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. |
 |
Riverbed
tile: The riverbed tile may not be claimed
for chi, pong or kong; it may only be
claimed for a win. |
 |
Winning
on the seabed tile or the riverbed tile
are category 9 patterns, and are worth
points. |
 |
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. |
|
|
| --- |
Scoring
the Winning Hand
|
--- |
|
 |
After
the winning player reveals his hand,
he should arrange and sort his hand,
so that his winning hand can be
verified and scored. |
 |
A
regular hand should be seperated into
the 4 sets and the pair of eyes. If
winning on discard, the winning tile
should be rotated 90 degrees to indicate
an exposed triplet. |
 |
A
"Seven Pairs" hand should
be sorted into the 7 pairs. A "Thirteen
Terminals" hand should be sorted
by the suits,
the Winds and the Dragons. |
 |
The
winning hand is scored according to
the chapter "World Series of Mahjong
Scoring System". |
 |
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. It is recommended,
though, that the player familiarize
himself with the major patterns, as
time spent studying the Pattern List
Card during play would count against
the player's play time limit. |
 |
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. If
the
winning player has not requested, others
should keep silent and not distract
him. |
 |
The
three non-winning players are responsible
for making sure that the winning player
has not over-scored the
hand. They may ask a judge for help,
but the judge is not responsible for
any mistakes in the counting. If the
winning
player has under-scored his hand, the
three other players or the judge are
not obligated to remind him; but any
person has the right to point out and
enforce that the winning player scores
the correct, maximum value for his hand. |
 |
It
is the discarder's responsibility to
mention the "Rule of Same-Turn
Immunity" when applicable. |
 |
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 Sheet".
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 Sheet in the space designated
for him. By signing the card, the player
officially acknowledges that the record
is correct, and takes responsibility
for such, releasing the judge or player
who
made the record of any liability for
any mistakes. |
 |
If
the four players do not agree on the
scoring, they can request an official
ruling by a judge. (A request for an
official
ruling will be entertained only if the
players propose two different scoring
methods, such as two differnt pattern
lists,
hand values or payoff schemes. If the
players do not know how to score the
hand at all, they can only request
unofficial assistance, for which the
judge is not responsible for any mistakes.)
The decision by the head judge is final. |
 |
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".)
|
 |
"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. |
|
|
| |
 |
If
a player illegally exposes his hand
tiles, those tiles will remain open
on the table as live penalty tiles.
Penalty tiles
should be placed in the area to the
right of the player's concealed hand,
clearly seperate from one's exposed
sets. |
 |
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.
(This rule is to prevent collusion,
by preventing another player from taking
advantage of seeing what tiles one might
discard in the future.) |
 |
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.
(This rule is to prevent collusion,
to prevent another player from seeing
the exposed tiles and deliberately discard
useful tiles for the offending player.)
|
 |
In
a "Seven Pairs" hand, a penalty
tile may not form an "exposed"
pair with a discarded tile when winning.In
a "Thirteen Terminals"
hand, a player may not win on a discarded
tile which matches any of his penalty
tiles; and if
he has three or more penalty tiles,
he may not win on any discard at all,
and can win only on self-draw. |
 |
Trying
to claim a discard with a penalty tile,
in violation of the above rules, should
be considered a "wrong claim". |
 |
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. |
 |
When
a live penalty tile is discarded, it
ceases to be a penalty tile. If a penalty
tile is used to form a concealed kong,
it ceases to be a penalty tile. |
 |
The
above rules apply to inadvertently exposed
tiles. The judge has the right to impose
additional penalties against
deliberate violations. |
|
|
| --- |
Long
Hand and Short Hand
|
--- |
|
 |
If
it is discovered that a player has the
wrong number of tiles in his hand, he
will be prohibited from winning the
current hand. |
 |
A
player should have 14 tiles when it
is his turn to discard, or 13 tiles
when it is not his turn to discard.
For the
purpose of this rule, a kong counts
as a set of 3 tiles. |
 |
If
a player has too few tiles, it is called
a short hand. The player's hand is dead,
and is prohibited from winning. |
 |
If
a player has too many tiles, it is called
a long hand. The player's hand is dead
(cannot win), and also he may
not claim any discard or declare a kong. |
 |
Once
a player is discovered to have a long
hand or a short hand, his hand is dead.
Even if the hand later reverts
to the correct number somehow, it remains
dead. |
 |
The
above rules apply to an incorrect hand
as a result of an inadvertent mistake.
The judge has the right to correct
any irregularity or to impose additional
penalties against deliberate violations
(such as deliberately drawing more
tiles, refusing to discard, or discarding
multiple tiles at once). |
|
|
| |
 |
This
section covers the handling of wrong
claims. These rules apply to wrong claims
which are inadvertent mistakes.
The judge has the right to correct any
irregularity or impose additional penalties
against deliberate violations.
 |
Wrong
display corrected immediately:
If a player displays an exposed
sequence, an exposed triplet or
a kong,
but it is immediately discovered
that the claim is incorrect (the
exposed set is incorrect, or trying
to "chi" a tile
discarded by the lower seat or
the opposite seat, etc.), he may
correct it immediately. Afterwards,
any illegally
exposed tiles become penalty tiles.Example:
A player claims "chi"
on a "2 Dot" tile discarded
by his upper
seat, but he mistakenly displays
his "4 Dot" and "5
Dot" tiles. An opponent points
out the mistake immediately.
The player displays his "3
Dot" to compose the "2
3 4 Dot" exposed sequence.
The illegally exposed "5
Dot"
becomes a live penalty tile, which
he may either discard immediately,
or retain as a dead penalty tile. |
 |
Change
of Claim: If a player, after announcing
a claim for "chi", "pong"
or "kong", changes his
mind and
wishes to change his claim into
one of another type (or to "win"),
this is usually allowed without
penalty.
(Unless the player has already
exposed his set, in which case
any illegally exposed tiles become
penalty
tiles). The player should not
do this too frequently, otherwise
the judge may impose a penalty. |
 |
Cancelled
Claim: If a player, after announcing
a claim for a discarded tile for
"chi", "pong",
or (big exposed)
kong, but before revealing any
tiles, changes his mind or realizes
that he does not have the correct
tiles to
complete the claim, then he may
cancel his claim, but he must
reveal two tiles to become penalty
tiles.
Alternatively, the judge may designate
which tiles should become penalty
tiles. |
 |
Cancelled
Kong: If a player, after drawing
a tile on his turn, announces
a kong, but before revealing any
tiles,
changes his mind or realizes that
he does not have the correct tiles
to complete the kong, then he
may usually
cancel the kong without penalty.
The player should not do this
too frequently, otherwise the
judge may impose
a penalty. |
 |
Improperly
displayed set: If a player claims
(chi, pong, kong) and displays
a set, but later (after his discard
is
claimed, or the lower seat has
drawn a tile, or he has taken
a supplement tile) discovers that
the displayed set
is incorrect and does not conform
to the specification of a set,
this cannot be corrected, and
the player's hand
is rendered dead (cannot win).
If a kong is discovered to be
incorrect after taking a supplement
tile, then the
player is further prohibited from
claiming discards or declaring
a kong (in addition to the hand
being dead,
just like a "long hand").
If a player discards before displaying
his set, and the discarded tile
is claimed or the lower seat has
already
drawn a tile, then the player
must display a set, and may not
apply the "cancelled claim"
rule above to cancel
the claim. For this reason, it
is not encouraged to discard before
displaying a set. |
 |
False
Win: If a player declares a win
(self-draw or win on discard)
and reveals his entire hand, but
then
discovers that he does not have
a correct winning hand, this is
called a "false win",
and is handled just like a
case of "wrong display corrected
immediately": the play of
the hand continues, and all illegally
exposed tiles
become penalty tiles. |
 |
Cancelled
Win: If a player declares a win,
but before revealing his tiles,
changes his mind or realizes that
he
does not have a correct winning
hand, then he may cancel his claim,
but he must reveal three tiles
to become
penalty tiles. (If his hand has
fewer than three tiles left, they
all become penalty tiles.) Alternatively,
the judge
may designate which tiles should
become penalty tiles. |
 |
It
is the responsibility of the three
opponents to verify that the winning
player has a correct winning hand.
The
three opponents, before verifying
that the winning hand is correct,
should not reveal their hands
or disturb any
tiles on the table. In case of
a false win, the play of the hand
continues; any illegally exposed
tiles will become
penalty tiles, and anyone who
disturbed the tiles on the table
will be penalized. |
|
|
|
| |
 |
In
a hand, each player has 3 minutes total
for all his plays. The penalty for exceeding
the time limit is 5 points
per 15 seconds (or part thereof). |
 |
For
each turn, a player has 15 seconds to
make his play. The penalty for exceeding
the time limit is 5 points
per 15 seconds (or part thereof, per
occasion). |
 |
For
the purpose of these rules, a player's
turn starts when one's upper seat discards
(if one draws from the wall)
or when the claimed tile is discarded
(if one claims a discard), and ends
when one discards (and completes
displaying any exposed set). When one
makes a kong, a new turn is started
when one draws the supplement tile.
|
 |
For
the above time limits, the timing clock
starts 15 seconds after the dealing
of the tiles has been complete.
The first 15 seconds in a hand is free
time, for the players to organize their
hands and consider their initial plans.
Within this 15 seconds, if East has
discarded, West or North may request
South to wait before drawing a tile,
so
as to give oneself enough time to prepare;
similarly, after South discards, North
may request West to wait. |
 |
The
above penalties are cumulative: a player
who spends more than 3 minutes in a
hand because one takes
longer than 15 seconds to play some
of one's turns will be penalized for
both violations. |
 |
Which
players should be timed is at the judges'
discretion. Players who feel that an
opponent is taking too long
to play, should call the attention of
a judge. |
 |
A
player who is penaltized for over 80
points in a hand for play time limit
violations will be considered as having
resigned for not completing the required
playing, unless he has a reasonable
explanation. |
 |
See
the "Session Time Limits"
section under "Tournament Format"
for the time limit over a session (half
or quarter). |
|
|
|
 |
|
 |
|
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