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Babcock's Rules for Mah-Jongg/Chapter 7

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VII
Optional Scores

These Optional Scores apply to winning hands only and are not played unless specially agreed upon prior to the beginning of play. It is not advisable to use these optional scores when first learning the game. These optional scores do not count unless the hands have been completed for MAHJONGG.

The Four Wind Hand Scores the Limit

Where the winning hand contains three combinations of Winds in sets of 3 (or four) of a kind, including the player's

Exposed
Concealed
Fig. 27

own Wind, and in addition at least a pair of the fourth Wind, the hand is known as a Four Wind Hand.

Fig. 27. This figure shows a complete hand and if held by East, South, or North it is an example of a Four Wind Hand, but if held by West it cannot be scored as such, as it does not contain three of the player's own Wind. Assuming that this hand was held by East, South, or North, and that it was completed by Punging the East Wind, according to the Standard Score Sheet, it scores as follows:

For Winning the Hand (MAH-JONGG) 20 points
For three East Winds, exposed 4 points
For three South Winds, exposed 4 points
For three North Winds, exposed 4 points
32 points
This score is doubled for three of player's own Wind = 64 points
This score is doubled again because the hand is all one suit (dots) except for the Honor Tiles = 128 points

But if the Four Wind Hand has previously been agreed upon as an Optional Score, this hand scores the limit, 300 points.

If the completed hand held 4 sets of three (or 4) Winds it would, of course, still count as a Four Wind Hand.


The Reader Should Practice counting these optional scores by actually setting up the tiles and checking his score from the examples shown in this chapter. Fig. 29 will give particularly good practice.

Winning Hand containing No Tiles other than Ones, Nines, and Honor Tiles Scores the Limit
Exposed
Concealed
Fig. 28

Fig. 28. The above is an example of a complete hand containing no tiles other than ones, nines, and Honor Tiles. Assuming that this hand was completed by Punging the one of characters, and was held by a player other than East, according to the Standard Score Sheet, it would score as follows:

For Winning the Hand (MAH-JONGG) 20 points
For three ones of characters, exposed 4 points
For three East Winds, exposed 4 points
For four nines of bamboo, exposed 16 points
For three nines of dots, concealed 8 points
For two White Dragons, concealed 2 points
For No Runs, concealed or exposed 10 points
64 points

But if this Optional Score has previously been agreed upon, the hand scores the limit—300 points.

The Nine Gates Scores the Limit
Hand entirely concealed
Fig. 29

Fig. 29. The above hand contains 13 tiles and is an example of The Nine Gates Hand when it is Waiting or Set. Any one of the nine tiles in the character suit will complete this hand for MAH-JONGG.

If this hand were completed by Punging the three of characters, according to the Standard Score Sheet, it would score as follows:

For Winning the Hand (MAH-JONGG) 20 points
For three nines of characters, concealed 8 points
28 points
Doubling three times for a hand entirely of one suit (characters), 28×2×2×2 = 224 points
But if the Nine Gates has previously been agreed upon as an Optional Score, when completed, this hand scores the Limit = 300 points

This hand is of rare occurrence, as it is necessary in order to have nine ways out that the hand be all of one suit and all concealed prior to MAH-JONGG. It must contain one of every tile in the suit and three ones and three nines of the suit. This is an extreme example of a hand which has many possibilities for completion and shows clearly the advantage of having a long sequence of the same suit in the concealed portion of the hand prior to MAH-JONGG.

Winning Hand Containing Four Sets of Fours Scores the Limit
Hand entirely exposed
Fig. 30

Fig. 30. This hand was completed by Punging the nine of dots for MAH-JONGG. According to the Standard Score Sheet, it scores as follows:

For Winning the Hand (MAH-JONG) 20 points
For four twos of bamboo, exposed 8 points
For four threes of dots, exposed 8 points
For four ones of characters, exposed 16 points
For four eights of characters, exposed 8 points
For filling in the only possible place to win 2 points
No Runs, concealed or exposed 10 points
72 points

(If previously agreed this hand when completed scores the limit.)

Three Combinations of three (or four) of a kind concealed in the winning hand Double Total Score Once
Exposed
Concealed
Fig. 31

Fig. 31. The above is an example of a complete hand containing three concealed combinations of 3 of a kind. Assuming that the hand was completed by Punging the 4 of characters for MAH-JONGG, according to the Standard Score Sheet it scores as follows:

For Winning the Hand (MAH-JONG) 20 points
For three fives of bamboo, concealed 4 points
For three ones of dots, concealed 8 points
For three eights of characters, concealed 4 points
For filling in only possible place to win (Run in the middle) 2 points
38 points

But if this Optional Score has previously been agreed upon, the player is entitled to double his score once for three concealed sets of three of a kind, and this hand would score 76 points.

The winning tile may be either Drawn or Punged. Note that a player may Draw or Pung the fourth to any of his concealed sets of three and still be entitled to the double, provided the set of three which makes up the four was originally in the concealed portion of his hand and was not Punged from the board.

Winning Hand containing Four concealed combinations of Three (or Four) of a kind Scores the Limit
Hand entirely concealed
Fig. 32

Fig. 32. The above is an example of a complete hand containing four concealed combinations of 3 of a kind. Assuming that the hand was completed by drawing the third nine of characters, according to the Standard Score Sheet it scores as follows:

For Winning the Hand (MAH-JONG) 20 points
For three sixes of characters, concealed 4 points
For three fours of dots, concealed 4 points
For three twos of bamboo, concealed 4 points
For three nines of characters, concealed 8 points
For Winning Tile Drawn (not Punged or Chowed) 2 points
No Runs, concealed or exposed 10 points
52 points
But if this optional score has previously been agreed upon, this hand scores the Limit 300 points

If the player already has four concealed sets of three (or four) and is waiting to complete a pair for MAH-JONGG, this last tile may be either Drawn or Punged, to obtain the Limit hand. Sometimes it is agreed that winning tile must be Drawn, not Punged, to score the Limit.

"The Thirteen Orphans" Scores the Limit
Hand entirely concealed
Fig. 33

Fig. 33. The above is an example of a Thirteen Orphan hand which is ready to go out. If the player obtains a fourteenth tile to pair with any one of the above thirteen tiles, he may declare for MAH-JONGG. A Thirteen Orphan Hand must contain thirteen single tiles which include one of each of the four Winds, one of each of the three Dragons, one each of the ones and nines of Dots, ones and nines of Bamboo, and ones and nines of Characters, and a fourteenth tile making a pair to any one of these thirteen single tiles.

It is obvious that the first thirteen single tiles can be neither Punged nor Chowed, but must all be Drawn from the Wall. However, when thirteen tiles of the fourteen have been obtained, the fourteenth tile needed to complete the hand may be either Drawn or Punged for MAH-JONGG. This holds true whether the fourteenth tile makes the pair or whether the pair has previously been obtained and the fourteenth tile is the only single tile which is missing from the hand.

A Thirteen Orphan Hand is one of the most difficult hands to obtain, and when completed scores the Limit. If not completed, it scores nothing. It is usually unwise to try for this hand unless a player has ten or eleven of these single tiles on his original draw.

The Seven Twins Scores Half the Limit, usually 150 points
Hand entirely concealed
Fig. 34

Fig. 34. The above is an example of the Seven Twins Hand, which consists of any seven pairs, fourteen tiles in all. When the player obtains six pairs with an odd thirteenth tile his hand is then ready to go out and he may either Draw or Pung a tile to match his odd thirteenth tile, making his seventh pair for MAH-JONGG.

This hand is not often played by the Chinese, but as a matter of interest has been included among the Optional Scores. It is relatively easier to obtain the Seven Twins Hand than it is the other optional hands shown in this chapter, and it is not recommended that this hand be played.


Optional Doubling Scores: Players who prefer a game of larger scores, at their option, may agree before the beginning of play to double the total score once instead of adding ten points for the following winning hands:

No score other than Game (MAH-JONGG).

MAH-JONGG on special draw of a loose tile after four of a kind.

No Runs, concealed or exposed.

Stealing the Fourth to Win.

MAH-JONGG on Last Tile Drawn.

(In the Standard Score Sheet under Special Bonus Scores these are given a value of 10 points each.)

No Score other than that for Drawing the Winning Tile for Game (MAH-JONGG).

If a player completes his hand by drawing the winning tile, his hand containing no other score, according to the Standard Score Sheet, his score would be 22. If the player had Punged instead of Drawn the winning tile to complete this hand, he would have been entitled to the special bonus of 10 points as consolation for No Score other than Game and his score would have been 30.

Some players feel that they should be entitled to more for having Drawn the winning tile and agree on an optional double for this hand, scoring the hand as 44 instead of 22 points.


Beginners are advised to thoroughly master the Standard Score Sheet and play the regular game for some time before making use of any of the options described in this chapter. They are of interest to advanced students of MAH-JONGG and so deserve and have been given a place in this book.