Babcock's Rules for Mah-Jongg/Chapter 2
Formalities of Opening the Game: MAH-JONGG is usually played by four players, who always play as individuals and not as partners. (See Pages 83–85 for rules of three-handed, two-handed, and five-handed MAH-JONGG.)
The four players having been seated, the 136 pieces are placed face down on the table and thoroughly mixed or shuffled. Each player selects 34 pieces at random and arranges them in front of him face down in a row seventeen pieces long and two high. These four rows are then shoved forward to form a hollow square in the middle of the table to represent a Chinese city wall (see Fig. 11). Then each player throws the two dice in turn, the high throw indicating the first player, who is known as East Wind. East Wind is always the first player; to his right is South Wind, opposite him is West Wind, and to his left is North Wind. It will be noted that the order of direction is based upon the Chinese compass and differs from the Occidental custom.
Drawing for Seats: At the beginning of play any player has the right to demand that players draw for seats.
A Hand: A Hand begins with the shuffle and ends when one player completes his fourteen tiles for MAH-JONGG, or when a Draw Game is declared.
A Round: A Round is completed after each of the players has completed his turn as East. here are at least four Hands to each Round, but when East wins he continues as East, so that each Round contains an extra Hand for every time that East wins, and also for every "Draw Game" (Page 29).
Any number of Hands may be played, but before play begins it is usually decided to complete a certain number of Rounds or at an agreed time. If seats have been selected by draw, it is customary to draw again for positions upon the completion of an agreed number of Rounds, usually four.
Opening the Wall: This is decided by the Dice. The first player (East Wind) throws the two dice and the total number of spots on both dice indicates which one of the four players is to take the dice for the second throw, starting with East Wind as one and counting around the table in a counterclockwise direction up to twelve, the highest number that can be thrown with the two dice. Thus, if the two dice total 2, 6, or 10, South takes the dice; if 3, 7, or 11, West takes the dice; if 4, 8, or 12, North takes the dice; and if 5 or 9, East throws the dice again.
The second throw of the dice determines the exact spot at which the wall is to be opened. The player making this second throw of the dice adds his total to the total of the first throw and then counts off from the right end of his wall in a clockwise direction—from right to left—the number of pairs of tiles (one tile on another) indicated by the total of the two throws. He opens the wall at this point by taking out the last two tiles, called the "loose tiles," and laying them on the top of the wall to the right of the opening.
They then mark the "end of the wall" (see Figs. 11 and 12), and the Draw must proceed from the other side of the opening.
In the example shown in Fig. 11, on the first throw by East the two dice total 5. East then counts around the table
in a counter-clockwise direction, beginning with himself as one, until he comes to five, which is East's own number. East then throws the two dice again and the second time they total seven. The total of the two throws is 12. East now begins at the right-hand end of his wall and counts off in a clockwise direction around the wall twelve pairs of tiles to the point at which the wall is to be opened.
East then opens the wall by removing the two tiles marked A and B and placing them on the top of the wall to the right of the opening (see Fig. 12). Note that the upper tile A is placed farther from the opening (see explanation on loose tiles under "Four of a Kind" on Page 17).
Should the total of the two throws exceed 17 it would be necessary to count on around the corner into the next wall to determine the exact spot to open.
The Draw: East then starts the Draw by taking the first two pairs (four tiles) to the left of the opening, followed
by South, West, and North, who each draw two pairs at a turn, going in a clockwise direction around the wall until each player has twelve tiles. On the fourth draw each player draws only one from the wall, making thirteen in each hand. East then draws another tile from the wall, making fourteen in his hand at the beginning of play.
For example, in Fig. 12 after the wall has been opened and the loose tiles are in place, East starts the Draw by taking the thirteenth and fourteenth pairs of tiles. South then draws the fifteenth and sixteenth pairs, West the seventeenth pair and the first pair around the corner and so on until each player has drawn in this way three times and has twelve tiles in his hand.
The wall now stands as shown in Fig. 13. Each player beginning with East now draws one more tile, and East draws an additional title, making 14 in East's hand and 13
in the hands of the other three players. In actual practice in the four-handed game East draws his thirteenth and fourteenth tiles at the same time, by taking the first and third tile from the top layer of the wall. In the example shown in Fig. 13, East first draws the two tiles marked E; and South, West, and North each draws in turn his thirteenth tile, marked in Fig. 13 as S, W, and N, respectively.
Each player then sets up his tiles to form a hand, arranging the tiles in order of suits, with each player's hand concealed from the other three. (Fig. 14 shows an example of a table after the completion of the Draw and just prior to the beginning of play.)
Object of the Game: The tiles individually have no value except as they appear in scoring combinations in the
hand. The object of the game is to be the first player to obtain by a series of draws and discards a complete hand containing as high scoring combinations as possible.
Complete Hand: Every Complete Hand is made up of four combinations of three (or four) and one pair, fourteen tiles in all, except that for each set of four of a kind, the hand must contain one tile more than fourteen. Each combination must be either three (or four) of a kind of the same suit or a sequence of three in the same suit, called a "Run." A complete hand may contain fours of a kind (see Page 17), but no sequences other than in combinations of three.
The hand usually consists of two parts, the concealed portion and the exposed portion. The concealed portion consists of tiles and combination of tiles, all of which have been drawn from the Wall. The exposed portion consists of combinations which have been completed by tiles taken from discards on the table (either by Punging or Chowing, see below) and have then been declared and laid face up on the table at the player's left. These exposed combinations are sometimes referred to as "combinations on the table" as distinct from the concealed or standing portion of the hand.
A complete hand may consist entirely of concealed combinations or entirely of exposed combinations, but is usually partly concealed and partly exposed.
A number of illustrations of complete hands are given under "Examples for Scoring in MAH-JONGG" (Pages 41–52).
The Play: East, with fourteen in his hand (see Fig. 14), having already drawn an extra tile from the wall, starts the game by discarding one of his fourteen tiles face up in the center of the table. South, if no other player Pungs and he himself does not take East's discard (see below), then draws one tile from the wall (marked "X" in Fig. 14) and discards one tile from his hand (or discards the tile he draws) face up in the center of the table, and so on, each player gradually improving his hand until one player completes his hand and wins, declaring "MAH-JONGG!"
The order of play is East, South, West, and North (counter-clockwise), but the tiles must be drawn from the wall in their proper order, in the opposite or clockwise direction.
Only one tile may be drawn or discarded at a time, each player discarding the tile which in his judgment is least useful to him in completing his hand or least likely to enable one of his opponents to win. A player may discard the same tile that he draws from the wall, if he so desires.
While not obligatory, yet as a courtesy to others, each player usually names his discard in placing it upon the table. Each discard should be placed face up where all may see it plainly and not tossed or shoved among other discards.
During the play, before each draw and after each discard, the total number of tiles held by each player, including both those in the concealed portion of the hand and those exposed, must always be thirteen; except that for every four of a kind a player holds, he will have one more tile than thirteen. If a player has declared two fours of a kind, he should therefore have in all fifteen tiles. This is during the play and prior to the completion of the hand for MAH-JONGG.
No player may draw from the wall until after the preceding player's discard has been laid face up on the table and quitted; nor may any player discard until after he has drawn, Punged, or Chowed. (See "Irregularities," Page 31.)
To Pung[1]: Should a tile be discarded and any player have a pair (or three) of this same tile, even though out of his own turn, he may "Pung," that is, he says "Pung" and takes this discarded tile, placing it with the pair (or three) from his own hand face up in front of him on the table, at his left, making three (or four) of a kind. He then discards from his hand to keep the number of his tiles correct (see Four of a Kind, Page 17).
Then the play carries on to the right of the one who has Punged (i. e., counter-clockwise). One or two players lose their turns to draw when a player Pungs out of the regular order of play.
For example, if North discards a tile which West Pungs, after West discards, North plays again and East and South have lost their turns.
After a Pung a player must discard and must not draw from the wall until his next turn.
A Pung can only be made for three of a kind (or four of a kind) and not for a Run (sequence), or a pair, except only at the end of the game when the player who Pungs requires only this one tile to complete his hand for game (MAH-JONGG). A Pung which completes a hand takes precedence over any other Pung.
A player may Pung even though the player at the right of the discarder may have drawn from the wall and looked at his drawn tile. But a reasonable amount of promptness is expected of each player and no player has a right to Pung a discarded tile after the next player has discarded. (See last paragraph under "The Play," Page 14). Nor may a player Pung after the next player has drawn and declared "MAH-JONGG" or drawn a loose tile after declaring four-of-a-kind or a goof (season).
To Chow: After one player discards, the player on his right, who has the next turn, has the option of taking the tile discarded to make the third of a Run (sequence) or the third to a pair or of drawing the next tile from the wall. If he takes the last discard from the board in this way to complete a Run, this is called "Chowing."
When a player Chows he must lay the three tiles face up on the table in front of him to his left (two tiles from his hand and the one from the board), and then discard one tile from his hand to keep the number of tiles correct.
Only the player to the right of the discarder (i. e., the one next in turn) has the right to Chow to complete a Run in this way. A Run consists of a sequence of three only.
After a Chow the player must discard and may not draw from the wall until his next turn.
When a tile is discarded and the next player has no combinations in his hand which entitle him to Pung or Chow he cannot take the tile discarded and must draw the next tile from the wall.
A player who wishes to Chow a tile must give way to another player who can Pung it, except when that tile completes his (the first player's) hand for MAH-JONGG.
If one player, who is entitled to Chow a discard for a Run, says "Chow" and picks it up, he will give way to another player who can Pung; this, even though the player who Pungs may be rather slow in claiming the Pung. For this reason it is usually advisable for the player who wishes to Chow to allow ample time before declaring his intention to Chow, so as to avoid disclosing his hand in case another player later claims the right to Pung. No player may claim the right to Pung after the player who Chows has discarded or exposed the two tiles from his hand.
All tiles discarded and lying face up in the middle of the table, except the last one discarded, are dead and cannot be used. The last tile discarded is the only one in play.
No tile taken from the board either by Punging or Chowing may be included in the concealed portion of the hand. These tiles are used to make up combinations which remain a part of the hand and are referred to as "Exposed Combinations" or as "Combinations on the Table," as distinct from "Concealed Combinations."
In order to avoid confusion each player should keep on his left, outside of the wall, that part of his hand which is exposed on the table. The hollow square inside of the wall is reserved for discards.
Four of a Kind: Should a player have three of a kind concealed in his hand and Pung a fourth of the same kind, the four tiles should be laid face up on the table and score as "four of a kind on the table." The player must then draw the first loose tile (Tile A in Fig. 14, i. e., if two loose tiles are on the end of the wall, he takes the one farther from the opening) to make up the correct number of tiles in his hand, after which he discards.
If a player already has three of a kind on the table and Draws the fourth from the wall, he may place it with the three on the table, and the combination scores as "four of a kind on the table." In this case also the first loose tile must be drawn before discarding. But a player may not Pung a fourth discarded by another player to add to his three already exposed on the table.
Should a player draw from the wall to make four of a kind in the concealed portion of his hand he may declare this four of a kind by placing the four tiles on the table and drawing the first loose tile to make up the correct number of tiles in his hand, then discarding. In this case one of the four tiles placed on the table is turned face down to indicate that this combination of four of a kind was not Punged, but is to be scored as a "concealed combination of four of a kind." (See Fig. 19.)
Sometimes a player holds four of a kind concealed in his hand for a time, instead of declaring it at once, either hoping to use the tiles or a part of them to complete one or more Runs or for some other reason. This is allowable and sometimes useful. Such a four of a kind may be declared later at any time the player has a turn, but only after he draws from the wall. But if another player completes his hand and wins before the four of a kind has been declared, the four of a kind left in the hand counts only as a concealed combination of three of a kind, or one-fourth what it would count if it had been declared and properly placed on the table.
Similarly, a player with three of a kind in his hand, if the fourth one is discarded by another player, may Pung for three of a kind only and declare the fourth one on a later turn, or not at all, if he so desires. Or, a player with three of a kind already Punged and on the table may draw the fourth one and not declare same until a later turn, or not at all, just as he wishes. Where a four of a kind is not declared promptly but on a later turn the order of play is: first, draw from the wall; then, declare the combination of four; then, draw a loose tile; then, discard.
Each four of a kind must be declared and exposed on the table and one loose tile drawn for each, before the combination may be scored as such, and such declaration must be made only in a player's proper turn and prior to the time that any player completes his hand for game (MAH-JONGG). A player may declare more than one combination of four of a kind on one turn.
No player may declare a set of fours that he has been holding after Chowing or Punging, but only after drawing from the wall. If a tile is Chowed or Punged the player must wait until his next turn before declaring a four of a kind.
No loose tile may be drawn without declaring and exposing four of a kind. The player who declares the first set of fours draws the first loose tile, that is, the one which is farther from the end of the wall; on the second set of fours, the one loose tile remaining is drawn (e. g., one set of fours has been declared in Fig. 15). When two sets of fours have been declared and the two loose tiles have been taken, then the two last tiles in the wall are placed on top of the end of the wall and used as new loose tiles. Should there be still
further sets of fours and these two new ones also be used, the next two end tiles in the wall in turn become loose tiles.
For example, in Fig. 15, if two sets of fours have been declared and Tiles A and B have both been drawn as loose tiles, Tiles C and D then become loose tiles and are drawn in the order named if further sets of fours are declared.
MAH-JONGG: When a player succeeds in completing his hand either by Drawing the final necessary tile from the wall or by Punging or Chowing a discard from the table, he declares MAH-JONGG and lays down his entire hand face up on the table. This is called Drawing or Punging for MAH-JONGG. (See definition of complete hand, Page 12, and also illustrations under Examples for Scoring, Pages 41–52.)
When a player needs only one more tile to complete his hand for MAH-JONGG, his hand is said to be "ready to go out" or "Waiting" or "Set." This need not be announced. At this stage of the game, if any one of his opponents discards the tile for which he is. "Waiting," the player may at once declare MAH-JONGG and take the tile to complete his hand. This winning tile may be taken for MAH-JONGG in this way, even though out of the player's regular turn, to complete a combination of three of a kind, to complete a Run (sequence) or to complete the final pair.
MAH-JONGG takes precedence over any other Pung or Chow, even though the latter may be first in order of play.
In case the same discarded tile is required to complete the hands of two or three players, the player first in turn has the right to take it for MAH-JONGG, i. e., that player who sits nearest the player who discarded the tile, counting in order of play, counter-clockwise.
A high score or large doubling honor combinations give a player no preference in taking the discarded tile. East takes no precedence in this regard unless he is first in turn as explained above.
A player never discards after securing the final tile which completes his hand for MAH-JONGG.
In no case should the winning tile be concealed in the hand when a player declares MAH-JONGG. When the winning tile is Punged the winning combination formed should be immediately placed face up on the table with the exposed portion of the hand and it scores as an exposed combination. When the winning tile is Drawn, that tile should be immediately laid face up on the table exposed to view and the rest of the hand laid face up. In this case the combination formed by drawing the winning tile is scored as a concealed combination. (For penalties for the violation of this rule see Laws Covering Irregularities, Page 31.)
MAH-JONGG on Special Draw of Loose Tile: It should be noted that a player may never MAH-JONGG by completing and declaring a set of fours of a kind, as it is then necessary for him to draw a loose tile to make up the correct number of tiles in his hand.
Occasionally, a player completes his hand for MAH-JONGG on the draw of the loose tile after having declared a set of fours. The player receives a special bonus score of ten points for winning in this way. (See Score Sheet, Page 35.)
Stealing the Fourth to Win: Where a player who, having three of a kind Punged on the Table, declares the fourth one and exposes it on the table with the other three and this fourth one completes the hand of another player, the other player may Pung this tile for MAH-JONGG. This is called Stealing the Fourth to Win and entitles the winning player to a special bonus score of ten points. (See Score Sheet, Page 35.)
For example, West has three two's of characters, already Punged and exposed on the table, and later draws the fourth two of characters which he exposes and declares for four of a kind. This two of characters will complete South's hand for MAH-JONGG, so South may claim the tile and declare MAH-JONGG, scoring the special bonus for Stealing the Fourth to Win. West can score his exposed combination of three two's of characters as three of a kind, only.
A player may not, however, steal the fourth from a concealed combination of four of a kind.
Where a player fails to declare the fourth for a set of fours, either overlooking it or deliberately refusing to declare the fourth, a player winning on the discarded tile may not claim the bonus for Stealing the Fourth to Win.
Where a discarded tile is Punged by a player for four of a kind, and this discarded tile completes another player's hand for MAH-JONGG, the latter player is entitled to take the tile, as MAH-JONGG takes precedence over any other Pung. In this instance, however, the winning player would not be entitled to the special bonus, as this is not a case of Stealing the Fourth to Win.
Scoring: After one player declares for MAH-JONGG and lays down his hand complete, all hands are laid down and each player scores his own hand, beginning with the winner. Each score includes exposed combinations already on the table, as well as all concealed combinations now disclosed in the hand.
It should be noted, in the case of the winning hand, which has been completed into four combinations of three (or four) and a pair, that each and every tile has a definite place as a part of one of these combinations and no tile which is a part of one combination can be grouped with tiles in another combination to form a score.
For example, with three fours of dots in a hand, if one of these fours has been used to form a Run and the other two fours form the pair, if the hand is completed the three fours cannot be scored as such as they are not grouped as one combination (this point is illustrated in Fig. 20).
But if the hand is not the winning hand and has not been completed for MAH-JONGG, any tiles in the concealed part of the hand may be re-grouped to form the best scoring combinations possible.
But in no case may a tile which has already been used to form a part of an exposed combination be re-grouped with other exposed tiles or with concealed tiles to form new scoring combinations.
For example, after another player completes his hand for MAH-JONGG, if one of the losing players has the concealed part of his hand grouped into three Runs, the 3, 4, 5 of characters, the 5, 6, 7 of characters and the 4, 5, 6 of characters, he may re-group the tiles and score the three fives of characters as a concealed combination of three of a kind. But if these three Runs have been completed by Chowing and are in the exposed part of the hand, the three fives are then permanently a part of these Runs and cannot be re-grouped and scored. (This point is illustrated in Figs. 20 and 24.)
Combinations in the concealed portion of the hand are never exposed until one of the players has completed his hand for MAH-JONGG (with the exception of four of a kind noted specially on Page 18). When the four hands are laid down, concealed combinations of three of a kind are usually indicated by placing one of the three tiles in the combination face up on top of the other two, so that these may be more readily distinguished from combinations of three of a kind on the table, as the two combinations score differently. (See Score Sheet, Page 34.)
Each player must expose his entire hand face up showing the correct number of tiles before he can collect from his opponents, and each player is himself responsible for his own account. A count can only be changed while the entire hand is face up in front of the players and no score can be altered after the hand has been thrown in for the next shuffle.
Settling of Scores: The players settle with each other at the end of each hand with the counters, each counter representing a certain number of points, as explained under "Counters." (See Page 5.)
When a player wins by completing his hand for MAHJONGG each of the other three players pays the winner the winner's entire score without regard to the score of his own hand. Each of the three losers then settles with the other two, each one of the three losing players paying each one that has a larger score the difference between their scores. In every case the winner should be paid first.
When East Wins: If East wins a hand, each of the others pays East in points twice the amount of East's score. If East does not win, he pays the winner double his (the winner's) score. East then pays each other loser, who has a larger score than he, double the difference between their scores. From each other loser, who has a less score than he, East collects double the difference between their scores.
It should be noted carefully that the score in a player's hand is not doubled because he is East. East merely pays out and receives double stakes, the score in his hand remaining the same as if he were at any other position at the table.
Resuming Play: As long as East wins the hand he continues as East. When another player wins the hand the East then passes to the right, counter-clockwise, to the player who was South, who thereupon becomes East, the tiles are shuffled again, the wall rebuilt, and another hand is begun. The East of the previous hand now becomes North, the player formerly in the position of West becomes South, and the player formerly in the position of North now becomes West. East passes in this way, always to the right (counter-clockwise) until the agreed number of hands or rounds has been completed.
Examples of the Settling of Scores:
I. Suppose
East wins with a score of | 48 points |
South has a score of | 16 points |
West has a score of | 4 points |
North has | No score |
South, West, and North must pay East twice his score, or 96 points each.
West must pay South the difference between 16 points and four points, or 12 points.
North must pay South the difference between their scores, or 16 points, and must also pay West the difference between their two scores, or 4 points.
Won | Lost | ||||
East wins | 96+96+96= | 288 | points | ||
South loses | 96−16−12= | 68 | points | ||
West loses | 96+12− | 4=104 | points | ||
North loses | 96+16+ | 4=116 | points | ||
288 | points | 288 | points |
II. Suppose
North wins with a score of | 28 points |
West has a score of | 112 points |
East has a score of | 44 points |
South has a score of | 12 points |
Then
South and West must each pay North 28 points, while East must pay North twice 28 points, or 56 points.
East must pay West twice the difference between their scores, or 2 (112 − 44) = 136 points.
South must pay West the difference between their scores, or 112 − 12 = 100 points. South must also pay East twice the difference between their scores, or 2 (44 − 12) = 64 points.
Won | Lost | ||||
North wins | 28+ 28+56= | 112 | points | ||
West wins | 136+100−28= | 208 | points | ||
East loses | 56+136−64= | 128 | points | ||
South loses | 28+100+64= | 192 | points | ||
320 | points | 320 | points |
The Limit: There are great possibilities in the score, as it is possible to score 63,488 points in one hand (See Fig. 26). Unless otherwise arranged at the start of the game, the scoring limit is 300 points on one hand, i. e., any hand with combinations totaling more than 300 points scores only 300 points. Each losing player then pays in counters only 300 points when the winner's score is 300 or more; except in the case of East, who, when a loser, pays double (or 600 points), and when a winner, collects double (600 points from each player) when his winning score is 300 or more.
On the rare occasions when a hand which, although it was not completed for MAH-JONGG, contains combinations totaling more than 300 points (the Limit), the score of the hand is limited to 300 points. The player must pay the winner the full amount of his (the winner's) score, and the other two players, in settling with the Limit Hand, deduct their own scores from 300 points (and not from the total score in the Limit Hand). East pays or receives double as usual.
In the Standard Score Sheet (and under Optional Scores) will be found certain special hands which entitle the player to score the Limit (or a fraction thereof), even though the actual scoring combinations in the player's hand may total less than that amount. In these cases the actual score in the hand is not regarded but the player may score his hand as the Limit (or fraction thereof) according to the Score Sheet.
Draw Game: Should the game proceed with no hand completed for MAH-JONGG until there are only fourteen tiles (seven pairs) left at the end of the wall, none of these last fourteen tiles can be drawn, but the game is declared a Draw and no scores count. In counting these fourteen tiles, the one or two loose tiles at the end of the wall are included in the fourteen.
These last fourteen tiles make up what is known as the Dead Portion of the wall as distinct from the rest of the wall which is in play and which is known as the Live Portion. (See Fig. 12.)
In the case of a Draw Game, East does not pass, but the same player continues as East.
Hand in Plain Sight: Each player must at all times have all tiles of both the "concealed" part and the "exposed" part of his hand in full view, so that any player may see whether his number of tiles is correct and so be able to detect a Dead Hand. (See Dead Hand, Page 31.)
MAH-JONGG on the Last Tile Drawn:[2] If a player wins by drawing the last tile in the live portion of the wall which is the last tile that may be drawn, thus preventing a Draw Game, winning the game on this play is known as MAH-JONGG on the Last Tile Drawn, and entitles the player to a special bonus of 10 points. (See Score Sheet, Page 35.)
A player may not declare a set of fours after the last tile from the live portion of the wall has been drawn, for if the loose tile were taken there would be less than fourteen, the proper number of tiles for the dead portion of the wall. He may, however, declare a set of fours after the next to the last tile from the live portion of the wall has been drawn, in which case the next tile becomes a part of the dead portion of the wall and cannot be drawn, and the loose tile which is drawn after the set of fours becomes the player's last chance to win. If the player wins on this loose tile, which is, of course, extremely unlikely, he is entitled to both the special bonus of 10 points for MAH-JONGG on Special Draw of Loose Tile after Four of a Kind and the special bonus of 10 points for MAH-JONGG on the Last Tile Drawn.
When a player draws the last tile from the Live Portion of the wall and finds it does not complete his hand for MAH-JONGG, he must still discard before the game can be declared a Draw. If this last discard completes another player's hand, he may declare for MAH-JONGG, but no special bonus would be given for winning in this way.