Mahjong

Mahjong. MahJong is an intelligence game that requires a lot of concentration, wisdom and insight. Learn to play Mah Jong, make the best possible combinations and be the big winner.

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    Mahjong: How to Play Step by Step 🙂

    To play Mahjong online for free, you just have to follow these instructions step by step:

    Step 1: . Open your preferred browser and go to the game's website  Emulator.online

    Step 2: . As soon as you enter the website, the game will already be displayed on the screen. You only have to hit play and you can start to play the same pieces to eliminate them.

    Step 3. Here are some useful buttons. Can "Add or remove sound", hit the" buttonPlay"and start playing, you can"Pause"and stop it, ask"help"or"Restart" anytime.

    Step 4. Eliminate all pairs until the game is over, always remembering the rules of the game. At the end, you will be able to register your name and share it on social networks once you finish the game.

    Step 5. After completing a game, click "Games" to play on other maps.

    See also the Official Mahjong Rules if you want to know the international official regulation of this popular game.

    What is Mahjong? 🀩

    giff mahjong

    Mah Jong is a jA game of Chinese origin played by 4 players and is one of the most fun and appreciated games today. It is a game of calculation, skill and strategy and its game is very similar to that of domino.

    The game has 144 pieces and these have specific Chinese characters and symbols, which allow the realization of several different combinations. However, there are some regional variants that use a different number of parts.

    The main objective of the game is to be the first to form a valid hand that meets the minimum score requirement. The value of the hand is variable and is defined by the difficulty of the combinations that compose it.

    Mahjong History🀄

    The history of the game of mahjong is a highly debated topic among experts. Some assume it has more than 2500 years and others claim it dates from the XNUMXth or XNUMXth century. Before the XNUMXth century, however, there are no historical records.

    According to Chinese legend, the Chinese philosopher Confucius He was involved in the invention of the board game. However, there is no scientific evidence for this. This is just a legend or myth with the following content:

    A beautiful woman who was very lonely once lived in the court of King Wu. I was almost bored to death. One day he began carving figures out of bamboo and ivory that resembled the shape of domino stones. When he finished, he brought his maids and began to play with them.  Confucius is said to have developed this game further.

     

    mahjong story

    Translated from Chinese it means "Mahjong" as well as "chattering sparrow"and, according to legend, the board game received this name because a Confucius liked all kinds of birds. By the way, only the nobility were allowed to play the game. If ordinary people played it, they were breaking the law.

    Historians, on the other hand, believe that the game of mahjong originated from ancient Chinese card games that were documented in China in the XNUMXth and XNUMXth centuries. They trace the origins of the game to the locations of Shanghai, Anhwei and Kiangsu, as evidence of such card games was found here.

    Mahjong game pieces 🀄🀩

    mahjong pieces

    A regular set consists of 136 or 144 pieces. Mahjong sets are divided into different categories:

    • Suit pieces "Circle"
    • Suit pieces "Bamboo".
    • Suit pieces "Character".
    • Wind Pieces
    • Pieces of the Three Dragons.
    • Flower pieces.
    • Pieces of the seasons.

    Mahjong online game

    Mahjong is still played as a traditional board game. However, as online games became more popular, it didn't take long for different versions of Mahjong to appear on the Internet.

    Today, the board game in its online version is even one of the most popular games and, as a flash game, it is generally offered for free. So he mahjong game is available as an online game in a wide variety of variants with a wide variety of motifs. The most popular versions of the traditional game today include:

    • Alchemy
    • 3D
    • Shanghai
    • Mahjong
    • Black and white 2
    • Mahjong chain

    3d mahjong

    The basic principle of the game is that all pieces must be cleared in pairs at any given time. All you have to do is click a matching pair (identical motifs). However, stones can only be removed if they are not covered by any other stones.

    You must leave free on at least one side. Depending on how the stones are, of course it can happen, no more pairs are exposed. The game is over. The game is simply controlled with the mouse.

    A particular advantage of the Mahjong game is that it not only promotes logical thinking, but also ability to concentrate and remember.

    The different variants of Mahjong Mahjong Red Dragon on emojidex 1.0.34

    According to records, Chinese merchants brought the game to western countries. Different rules and methods of the game were invented here. Wholesaler JP Babock he wanted to simplify the rules and that's why he published the book "Rules for Mah-JongAs a result, Mahjong became more popular.

    The American version of Mahjong has been continuously changed and differs significantly from the original version. The rules of the respective culture have also been adapted in other countries such as Japan or Great Britain. The Hong Kong and Canton version of the game is played more frequently today.

    Types of Mahjong today🀧

    Hong Kong Mhjong or Cantonese Mahjong (I.e.

    hong kong mahjong

    The most used form of the game is Hong Kong Mhjong or Cantonese Mahjong. With the invention of online gambling halls, Japan introduced gambling into its halls, allowing players to connect with others from different parts of the world. This made the game even more popular, and new versions of the famous game were released again.

    Interestingly, the original Chinese version of the game is no longer played in China. There are only a few few loyal followers in the West.

    In China, as well as Hong Kong, a modified version of the game is very popular. Others Changes after the 1930s made Mahjong a popular gambling game. Unlike other games of chance, a person cannot win a Mahjong game just because he was lucky.

    The game requires strategy, speed and analysis of other players to be successful. This guarantees Mahjong a better and more intellectual state than other games.

    Mahjong Lonely(I.e.

    The difference with Mahjong is that you can play by yourself. You must remove all the identical tiles to become the Mahjong master. Your job is to find and eliminate matching pieces to score. Start from the top and outer layers, and work towards the center. Start over if there are no valid moves left!

    board-mahjong

     


     

    Official Mahjong Rules

    To play Mah Jong correctly, you need to understand and internalize its main concepts. Here are the official Mahjong rules. All the information contained in this article has been extracted from the International Mahjong regulations.

    We hope you can take full advantage of it. 🙂

    What do you need to start playing Mahjong?

    • 4 players
    • 1 table
    • 144 or 136 Mahjong stones
    • POKER CHIPS
    • 2 dice

    Tokens in Mahjong

    Mah Jong, is a game composed of NOTE 144. In all of them there are several Chinese characters and symbols that allow the realization of various combinations. The pieces that make up a Mah Jong game are the following:

    Normal chips

    The normal tiles are numbered from 1 to 9, and are grouped into three suits:

    • Bamboos
    • Circles or balls
    • Characters

    Of each card there are four identical (that is, we will have, for example, four cards of the Three of characters). Normal tokens are also called by other names:

    • To chips One Nine (1 and 9) of each suit are also called "Tips".
    • To the chips between the Two and  Eight (2-8) of each suit are known as "Simple".

    Special tokens

    We can find two types of special chips:

    • Honors tokens
    • Flowers and Seasons Tokens

    These tiles are called special because they score differently from the normal ones.

    Honors chips are typically the most valuable chips in the game, not only are they worth more points, but they sometimes multiply the value of the entire score in a hand.

    The flower and station tokens must be shown as soon as you leave, and they are only used to earn some points, and to take another token again. They do not tend to affect the game itself too much, which is why they are also called "bonus chips".

    There are many Mahjong rules that do not consider the flower and season tiles, removing them from the game.

    Honors tokens

    Among the honors tokens we can distinguish two types:

    • Dragons: red, green and white.
    • Winds: from the East, from the South, from the West and from the North.

    As with normal tokens, each honor token is repeated four times (so there are 4 South Wind tokens, for example).

    Flowers and Seasons Tokens

    Finally, we have the flower and season tiles, which add up to eight tiles:

    • four flowers: they usually have the pictograms in blue or black, and numbered in red.
    • four seasons: they almost always have the pictograms in red, and numbered in blue or black.

    The flowers and seasons are directly related to the winds, and are used in scoring as bonus tokens in relation to each wind:

    1. La flower 1 and the station 1, are related to the wind This.
    2. 2 Flower and the station 2, with the wind Public chat.
    3. When we talk about the flower flower 3 and the station 3, with the wind West.
    4. La flower 4 and the station 4, with the wind North.

    Objective of the game

    The objective of the game is get as many points as possible to be earned for "Making Mahjong".

    To do Mahjong in RCM you need to have 8 points at least (not including flower / season points), so you have to know the moves very well.

    A complete game of Mahjong consists of 16 hands or games, divided by rounds: 4 rounds of 4 games each.

    Although a full game is 16 hands or games, in most tournaments it is played by time. Usually, the games are either 90 minutes or 2 hours.

    Each round is associated with a wind, which is used to establish the scores at the end of each game, and which is called prevailing wind:

    • 1st round: East Wind
    • 2nd round: South wind
    • 3st round: West Wind
    • 4st round: North Wind

    The winds of each round do not affect the game directly, only the scores. At the end of each round, a change of seats.

    Before playing

    Distribution of winds

    The distribution of winds is done only once, and randomly, at the beginning of the game.

    Each wind is assigned a fixed position. The East should have the South on its right, the North on its left and the West in front.

    Note that it does not agree with the cardinal signs!

    Depending on the wind that touched him, each player must sit according to that position. The distribution of winds can be done in many ways, but the simplest are:

    • Tossing a dice each player and assigning numbers with winds (1 = East, 2 = South, 3 = West, 4 = North and 5,6 = Roll again).
    • Putting one piece of each wind face down, and each player choosing a piece.

    Before each game

    The wall

    The wall consists of 18 blocks de 2 chips high, forming a square, and must be built at the start of each hand in the game.

    Each player must make their part of the wall by putting together a row 18 tiles long and 2 tiles high, all face down.

    Once each player has built their side of the wall the result should be a square of 18 blocks x 18 blocks.

    Wall break

    Before distributing the tokens, it is necessary to see which side of the wall we are going to start the distribution.

    To do this, the player This will launch two dice, which will indicate the side of the wall on which the distribution of chips will begin.

    To find out the part of the wall where the distribution begins, it is counted starting from the East and following in the order of the game (counter-clockwise). Therefore, you will start on the eastern wall if you roll 5 or 9 with the dice, on the southern side if you roll 2, 6 or 10, and so on.

    In our example, the East player has rolled a 6 and a 5, which indicate that the wall will open on the West player's side (6 + 5 = 11).

    Chip deal

    The player located before the piece of wall through which the break is going to be made is in charge of shooting others 2 dice which will indicate the block of tiles through which the wall will open (that is, the block from which the tiles will be taken). In our example it is the West player.

    The distribution of chips is done by each player taking his block of chips.

    The starting block will be the next to the sum number of the four dice thrown (the 2 dice to know the side of the wall where the distribution begins and the other 2 dice to know the block).

    It starts count from right to left on the side of the wall indicated by the first two dice (from the point of view of the player who is on the part of the wall through which it opens. In our case, the West player). He takes the next block Add the 4 dice to the block.

    Please note: Note that it may be the case that the sum of the 4 dice is greater than 18 (which is the width of one side of the wall). In that case, the first block on the next side of the wall continues to be counted until the sum of the dice is reached.

    In our example, the West has rolled another 2 dice and a 4 and a 5. Therefore, the distribution of chips would be made from the block following block 20 (6 + 5 + 4 + 5 = 20). That is, you would begin to take tiles from the wall from the block next to number 20, counting from right to left (from the West player's point of view) from the first block on the West player's side.

    The tile before the beginning of the distribution tile will be the last tile on the wall.

    In our example, the last tile on the wall is the top tile of block 20 (in blue), and the block from which the tiles are taken is the red block.

    In the RCM there is no dead wall.

    The East player would take the first two blocks of tokens (in total 4 tokens).

    The block with the last token is usually turned (but not required) to clearly indicate that that side of the wall is the end. This block can be turned by any player (usually the player in front of this block or the East player himself).

    Then the South player would take the next two blocks.

    Then the West player would take the next two.

    Then the North player the next two blocks.

    Later, the East player would be given another two blocks.

    And so on until each player took their three blocks of 4 tiles (that is, at that point each player should have 12 tiles in total).

    Finally, the East player will take 2 tiles (the top tiles of the blocks marked in red).

    And then the South, West and North players would take 1 token each.

    At the end of the deal, each player will have 13 chips, except the East, which will have 14. The player who is the East will put the dice to his right to indicate that he is the East.

    Classic Chinese Rules Dead Wall Token Deal

    El block from where to start taking the chips is the block located in the position that indicates the sum of the three dice rolled before.

    Se count from right to left from the point of view of the person on that side of the wall.

    In our example, the starting block is block 12 on the North side of the player's wall. In other words, you would start taking tiles from the wall from block 12, which is the red block in the figure.

    Once you know where you are going to start taking the tiles from, there is a group of tiles that cannot be used to steal normal tiles throughout the game. These tokens are called dead wall, and they are 14 chips (that is, 7 blocks) that only serve to take extra chips.

    Always display must stay 14 dead wall tokens. Therefore, the dead wall will move as extra replacement tiles are taken from it. If the dead wall is reached without finishing the game, the game will be considered over without anyone having won (this situation is called null hand).

    In our example, it's the 14 tiles (7 blocks) to the right from the home tile. They are the blue blocks.

    Once the starting block is established, the chip deal begins. Each player takes their blocks of tokens as explained above *.

    Combinations

    Before starting, we must remember that there are 3 basic combinations or moves in Mahjong, but to be able to form them, some rules must be followed:

    Chi / Chao / Chow

    • Is a 3-tile straight consecutive of same suit (Eye, 3 chips exactly, no stairs of 2 or 4 chips).
    • It can only be formed:
      • with the discard of the player on the left
      • or with tokens taken from the wall.
    • Exception: If you only need to do a Chi to get Mahjong, you can do it with a tile discarded by any player (it does not need to be the one on the left).

    Pung / Pung / Pung

    • It is a combination of 3 matching tiles.
    • It can be formed with the discard of any player.

    Kong / Kang

    • It is a combination of 4 matching tiles.
    • It can be formed with the discard of any player.
    • If you have exposed a Purse and you draw from the wall a token equal to those of the Pung, you can expand the Pung and form a Kong. (Eye, you cannot form Kong this way with another player's discard. Once a Pung is exposed, it can only be expanded to Kong with a token that you get)
    • If you have 4 matching tiles in your hand, in order for them to count as Kong you must show it. You must put the 4 pieces face down (being hidden, without knowing what it is) and declare it as Kong. This Kong, where the 4 tokens were held in hand and the tokens are sung but not shown, is called Hidden Kong.

    Sense of the game

    The game takes place in turns, and always takes place in the same direction: counterclockwise. Follow the sequence: East-South-West-North-East -..., and so on.

    This sense of the game is always followed, except when a player who would not have his turn wants a piece discarded by another player to make a Pung, Kong or Mahjong.

    In that case, the order is broken and the game would continue for that player, but then it would continue again in the sense that we have indicated from that player.

    For example, the East player throws a token that the West player wants. In that case, the sense is broken (since it should be the South player's turn), and the game would be followed by the West player, who after taking the discarded tile, would throw one of his tiles, and the game would continue for the North player. .

    After the distribution of the chips

    Once the tokens have been distributed, the flower and station tokens that each player has, and the possible Kong, must be shown (following an order).

    The flowers and seasons are shown first, then the Kong.

    Flowers and Seasons Tokens

    Starting with the East player and moving in the direction of play (East-South-West-North), the players declare the Flower and Season Tokens they have, placing them face up in front of them and to the right.

    For each Flower and Seasons Token shown, each player takes a new token from the wall.

    The extra tokens that are taken from the wall for flowers / seasons or Kong are called replacement or supplemental chips. Replacement chips are taken from the side end of the wall. In our example, because of the blue color block.

    If any of the new tiles were another Flowers and Seasons tile, it would be shown and another tile would be taken from the end of the wall, and so on.

    There is no obligation to immediately show neither the flower / season tiles nor the Kong. They can be displayed at any time during the game as long as the game is not over.

    Start of the game

    The game begins with the discard of a tile by the East player (remember that the East starts with 14 tiles, while the rest of the players start with 13).

    The game is developed always following the explained sense, and is only broken when a player who does not have the turn wants a discarded tile to make a Pung, Kong or Mahjong. Then it would continue again for that player, following the same sense of the game.

    The game ends when a player makes Mahjong or the wall tiles run out.

    Discard a token

    Each time a player discards a tile, they must place it face up in front of their position (and that is how it will remain for the rest of the game), in ordered rows of 6 tiles (the first row in the central part of the table and the following more and more nearby).

    No token is called out. Only the combinations that are formed with pieces discarded by other players, the flowers / stations or Making Mahjong (clearly indicating Chi, Pung, Kong, Flower or Mahjong / Hu) are said aloud.

    If a player wishes to take a token (and can take it) he must say so as soon as it is discarded, even if it is not his turn.

    A discarded tile can be taken just to form a combination, which must also be shown face up to the rest of the players.

    Attention! You cannot take a discarded tile simply to accumulate, without forming a play.

    Once a discarded tile is not taken by anyone, it cannot be used for the rest of the game (that is, if later we are interested in a discarded tile hands before, we will not be able to take it).

    After each discard

    After discarding a token, 3 things can happen:

    A player wants the discarded tile to complete a Pung or Kong or to do Mahjong.

    • You must say it as soon as you are discarded, even if it is not your turn.
    • You must expose the play in such a way that it can be seen by the rest of the players during the rest of the game.
    • Now the order of play would continue for this player, who must throw a token.
    • ¡Eye, the player who draws a discarded tile cannot take a tile from the wall! (With the exception of Kong doing)
    • If he does Mahjong, he will leave the stolen tile with which he closes lying down forming the combination with which he wins:

    The player to the right of the discarder wants the token to form a Chi.

    • It should say so as soon as it is discarded.
    • You must expose the play in such a way that it can be seen by the rest of the players during the rest of the game.
    • Finally, the player must throw a tile (Remember, a player who draws a discarded tile does not take from the wall, except if it forms a Kong).

    Neither player wants the token.

    • The discarded tile cannot be used for the rest of the game.
    • The next player in the order of play would take a tile from the wall and must discard another tile.

    Fight for a discarded tile

    If more than one player claims the same token, the order of preference for taking the token will be as follows:

    1. Player who wants the token to do Mahjong (o Hu).
    2. For the player who needs the token for a Purse or  Kong.
    3. For the player who wants the token to form a Chi.

    Please note: If two or more players want the same tile to do Mahjong, the player whose turn it is first wins in the normal sense of the game. Only one player can win.

    Theft of a discarded tile

    When a player draws a piece discarded by another, he must knock down the stolen piece, placing it in such a way as to indicate who gave it to him.

    For example, if a player draws a token discarded by the player on his left (a 3 of Bamboo or a 9 of Discs), you must leave the combination in view with the drawn token turned and placed on the left:

    If a player draws the token discarded by the player in front (a 9 of Discs), you must expose the combination with the stolen tile turned and placed in the center.

    If a player draws the token discarded by the player on the right (a 9 of Discs), you must leave the combination in view with the stolen tile turned and placed to the right.

    After forming a drawn combination with a token discarded by another player, that combination must be left on display for the rest of the game in the game. Right part of the player who formed it.

    That is, both the flowers / stations and the Kong, as well as the combinations with discarded tiles, are left to the right of each player.

    At the end of the game

    Count the points

    If the tiles on the wall run out and nobody wins the game is over. These types of games are called null hand.

    On the other hand, if a player makes Mahjong, he must count all his points out loud (even the points for flowers), taking his discarded tiles for each combination or tile that scores (for each point a discarded tile or for every 10 points a tile discarded face down).

    First, the points per play are added to make it clear that the minimum 8 points are reached. Then the points for flowers are added.

    This is done to clarify the calculations on the table without having to use pencil and paper for the accounts.

    For example, if a player has scored 12 points (counting the flower points), he should take 12 tokens from his discards:

    He could also have taken 3 tiles (1 face down = 10 points, 2 face up = 1 point each)

    Please note: Once one player says Mahjong, the other players should not show their tiles or mess up the discarded tiles until all the points have been counted.

    Wind rotation

    After each game is finished (whether someone wins or if there is a void hand), the winds associated with each player are rotated (the winds, not the players, except if the round ends).

    The player who was East becomes North, the one who was South becomes East, West becomes South and North to West.

     

    At the end of each round

    Change of seats

    At the end of each round, in addition to rotating the winds, there is an exchange in the positions of the players. The intention with these seat changes is to ensure that each player has left and right to each of the other players throughout the game.

    At the end of the round of the East wind and before starting the round of the South wind, the player who would now be East again and the one who would be South are exchanged their seats. The West and North players also swap their seats.

    At the end of the round of the South wind and before starting the round of the west wind, the player who would now be East would go to the seat of the West player, the one that would be South to that of the North player, the West player to the South and the North to the East.

    At the end of the round of the west wind and before starting the round of the North wind, the player who would now be East and the one who would be South are exchanged their seats. Likewise, the West and North players would swap their seats.

    It may seem quite confusing (and it is), but in this way all players change their opponents from left and right, thus preventing the draw of the winds at the beginning of the game from marking our neighbors for the entire game.

    Please note: One way to know if the seat changes have been done correctly is that the player who got South when dodging the winds should be the East player at the beginning of the South round. The one who got West should be East when starting the West round, and whoever got North would be when starting the North round.

    Show the initial flowers

    Each player, in turn, must indicate whether he has flowers (by calling out "Flower" or "Flower") or not having any flowers ("I don't have", "I don't have flowers" or "No flowers"). After taking the flower tokens at the end of the wall, each player must call out that they have no more flowers ("No more flowers" or "No more flowers").

    The player This He has a Flowers and Seasons Token, so he would show it by leaving it to his right and take another token from the end of the wall (he gets a 5 of Discs). Once the supplementary token has been taken, the East player should say out loud that he has no more flowers.

    When it was the player's turn Public chat I should say out loud that it has no flowers.

    As in the East, the player West, it has flower and station tokens (it has 2 flower tokens), and when taking the extra tiles from the wall, two identical tiles of the 2 of Characters would come out. After drawing the replacement tiles, the West would say that it has no more flowers.

    Then it would be the player's turn North. It also has no flowers, so it would say out loud that it has no flowers.

     

    The game begins

    The East player is the first to discard a tile. The East player rolls the bamboo token 3, placing it in front of him:

    Since the 3 bamboo token is wanted by the South player and no one else requests it, he takes it and forms a Chi (2-3-4 of Bamboo), leaving it to his right in sight and with the 3 of Bamboo turned (leaving the token on the left indicating that it was the player on his left, the East, who has thrown it).

    Since the South has taken a discard, it cannot steal from the wall. Now he must discard a token, and roll the 9 of Circles.

    However, the 9 of Circles token is interested in the North player to form a Kong. Therefore, the West player's turn would be skipped, and the North player would show his move (he must show this Kong, since it is not hidden), turning one of the Bamboo 9's in the center of the combination (since he has thrown it the player opposite him, the South) and would take an extra token from the end of the wall (since after forming a Kong an extra token must be drawn from the end of the wall). He gets a 7 of Characters.

    Although now it would be the North player's turn to throw a token, he decides to reveal a hidden Kong (so he turns the 4 tokens face down) and would take another extra token.

    After taking his token from the wall (he gets 1 of Circles), the North player must discard a token, after which, if it were not of interest to anyone, the East player would play, who would take a token from the wall, and so on. The game is over when a player makes Mahjong or all the tiles have been used up (no hand).

    Plays and their Scores

    In the RCM there are 81 plays, worth from 1 point to 88 points. They are needed 8 points to be able to do Mahjong.

    If a player closes with a chip discarded by another, he receives from that player the score of his hand, in addition to 8 extra points from all the players (including the one who threw the chip that allowed to close).

    If he closes with a tile drawn from the wall, he adds 8 points to his hand score and receives that amount from each of the 3 opponents.

    discard From the wall
    Discarder Winner Points + 8 -
    Rest 8 -
    All - Winner Points + 8

    General principles in the combination of plays

    Scoring of plays that include others

    When a move cannot be made without including another, the move already included will not be scored.

    Principle of exclusion or prohibition of repeated use of a play

    If two or three combinations are used to make a move, a maximum of one of those combinations can be used to use with other combinations and form a new move.

    They can be added: 1 point for Two Pure Bamboo End Chis, 1 point for Two Pure Character End Chis and only 1 point for Mixed Double Chow (1-2-3 of Bamboo and 1-2-3 of Characters). It would not be possible to use 7-8-9 of Bamboo and 7-8-9 of Characters again for another point by Mixed Double Chow, since we have already used one of the combinations of the plays Two Pure Terminals (the 1-2 -3, both for Bamboos and Characters).

    Plays involving concealed hand

    In plays that are hidden by nature, points are not added for a Hidden Hand, although they can be combined with a completely hidden Hand.

    These plays are: Stitched Tiles with Low Honors, Stitched Tiles with Great Honors, 7 Pairs, 4 Hidden Pung, Nine Gates, 7 Consecutive Pure Pairs and 13 Orphans.

    Kong combinations

    • Two Exposed Kong is worth 4 points.
    • An Exposed Kong combined with a Hidden Kong is worth 6 points.
    • Two Hidden Kong is worth 8 points.

    1 Point Plays

    1. Identical Double Chi

    Two ladders of the same suit and the same number sequence.

    2. Double Mixed Chi

    Two ladders of two different suits, but the same number sequence.

    3. Short Stair

    Two Chis of the same suit, with a consecutive number sequence.

    4. Two Pure Terminal Chis

    Stairs of 1-2-3 and 7-8-9 of the same suit.

    5. Pung of Terminals or Winds

    Hand containing a Pung of Terminals (counters 1 and 9) or Winds, other than either the Own Wind or the Dominant Wind (the Wind of the round).

    6. Kong Exposed

    Kong obtained from a discarded token or from adding a token to an already displayed Pung. Note: A discard cannot be drawn to expand an exposed Pung.

    7. Absent Family

    A hand in which there are no chips for 1 of the 3 types of suits. That is to say, hand with only 2 suits. It can carry Honors.

    8. No Honors

    A hand made up of suit tokens only, with no Honors tokens. That is, there are no Winds or Dragons.

    9. Edge Wait

    Waiting for a 3 or a 7 to form a Chi with 1-2 or 8-9. This hand is not valid when combined with any other type of Wait (for example, waiting to close with 7-7-8-9 chips is considered to be a combination of Edge Wait and Simple Wait, since it can be considered that the 7 is to form 7-8-9 or the pair 7-7).

    Note: Hold points are only given when a single token is needed.

    For example, waiting to close with only a Bamboo 7 with:

     

    10. Wait Closed

    Close with a Closed Wait (for example, having 2-4 and waiting for 3). This hand is not valid when combined with any other type of Wait (for example, waiting to close with 2-2-2-4 chips is considered to be a combination of Closed Wait and Simple Wait, since they serve both a 3 and a 4). However, combining Waits on (for example, 6-7-7-8-9 and waiting for an 8 is considered a combination of Edge Wait and Closed Wait, but only the 8 token serves to close).

    Note: Hold points are only given when a single token is needed.

    For example, if it can only be closed with a 5 of Circles with:

    11. Simple Wait

    Close with the card that forms the pair. This move is invalid when combined with any other type of Wait (for example, waiting to close with 2-2-2-4 chips is considered to be a combination of Closed Wait and Simple Wait, as they serve both a 3 and a 4). It is also not acceptable if two options are expected to close with the pair (for example, 6-7-8-9 and expect a 6 or a 9).

    Note: Hold points are only given when a single token is needed.

    12. Close the Wall

    Close with a token caught from the wall.

    13. Flowers and Seasons Tokens

    Each Flower is worth 1 point. They are counted at the end of the sum of all the points. They do not serve the minimum score of 8 points. They can be displayed whenever you want. They are left on the right side (like the rest of the moves and exposed tiles) and a new tile is taken from the end of the wall. If the player closes with the new token, a point is added for Closing the Wall.

    2-point plays

    14. Pung of Dragons

    Pung (or Kong) of Dragons. It can be hidden or exposed.

    15. Dominant Wind Pung

    Pung (or Kong) of the dominant wind, which corresponds to the wind of the round. It can be hidden or shown.

    16. Own Wind Pung

    Pung (or Kong) of the own wind It can be hidden or shown.

    17. Hidden Hand

    Have all the combinations hidden and close with a discarded tile.

    18. All Chi

    A hand that consists only of Chis and has no Honors.

    4-point plays

    19. Hoarded Tab

    Use the 4 tiles of a given tile, without declaring it Kong (that is, making use of it to make other moves). A hidden or exposed Kong does not count as a Hoard Token.

    20. Mixed Double Pung

    The hand contains two Pung or Kong of the same number (but obviously different suits).

    21. Two Hidden Pung

    The hand contains two Pungs that have not been exposed (that is, not formed with discarded tiles). A hidden Kong is not worth a hidden Pung.

    22. Hidden Kong

    Hand consisting of 4 matching tiles, none of which is a discard, and which has been declared Kong. All the tiles are turned face down.

    23. All Simple

    Hand without Terminal tokens or Honor tokens. All the chips in the hand are Simple (chips 2-8).

    24. Renegated Hand of Terminals and Honors (All with Honors and / or Terminals)

    Hand that includes at least one Terminal tile or one Honor in each combination, including the pair.

    6-point plays

    25. Completely Hidden Hand

    A hand completed with all the tiles drawn from the Wall, including the pair.

    26. Two Kong Exposed

    The hand contains two Kong displayed.

    27. Last Tab

    Close with a discarded tile that is the last of that type left (for example, if they have already been

    discarded or used by other players in exposed combinations three pieces of the 4 of Bamboo, close with the last piece of 4 of Bamboo). Cannot be combined with Kong Robo.

    28. All Pung

    Hand formed by 4 Pung (or Kong) and the pair.

    29. Semipura Hand (Pure Hand with Honors)

    Hand containing tiles from only one of the three suits, in combination with Honors tiles.

    30. Three Staggered Mixed Jokes

    A hand that contains three Chis of the three suits, and whose starting chips are in an ascending interval of one step.

    8-point plays

    31. All Families and Honors

    Hand formed by combinations in which tokens of the 5 types that are in the game appear. The three suits: Characters, Disks, Bamboos, plus Winds and Dragons.

    32. Exposed Hand

    A hand in which each combination has been completed with chips discarded by other players, including the pair. Can be combined with Waiting points.

    33. Two Dragons

    The hand contains two Pung (or Kong) of Dragons.

    34. Two Hidden Kong

    A hand that includes two Kong that have not been exposed.

    35. Mixed Ladder

    A straight (tiles from 1 to 9) formed by Chis of the three suits. Can be combined with Todo Chi.

    36. The Mirror

    Hand composed of combinations formed with tiles that are vertically symmetrical (that is, by those tiles that look the same face up and face down: 1, 2, 3, 4, 5, 8, 9 of Discs, 2, 4, 5, 6 , 8, 9 of Bambúes and the White Dragon). The point for Absent Family is included.

    37. Triple Chi Mixed

    A hand with three equal Chis, but different suits.

    38. Three Staggered Mixed Pung

    The hand contains three Pung or Kong, each of a different suit and a number greater than the previous Pung.

    39. Empty Hand

    A hand that has no points. Points for Flowers do not count toward this score. The flowers are added after the 8 points to win.

    Closing, for example, with a discard of the 3 of Bamboo (not being the last piece of the 3), and not being neither a hidden hand nor an exposed hand. Thus it is fulfilled that it is neither All Chi, nor All Pung, there are no points for Wait, nor for Pung of Terminals or Honors, nor for Last Token, etc.

    40. Last Tab of the Wall

    Close with the last tile on the wall. Cannot be combined with Close the Wall.

    41. Discard the Last Token of the Wall

    Close with the discard of the last tile of the wall.

    42. Close with Extra Kong Token

    Close with the extra token taken after obtaining a Kong.

    43. Kong Robbery

    Close with the stolen token to a player with which he passed from exposed Pung to Kong. Cannot be combined with Completely Concealed Hand.

    12-point plays

    44. Tokens Sewn With Few Honors

    A hand made of the following tiles: 5 or 6 Honors (not paired) together with a subset of 8 or 9 stitched tiles. With the 7 Honors tokens, the play is called Sewn Tokens with Great Honors. The hand must be hidden, although it does not have to be completely hidden, that is, a discarded tile can be drawn to close. Cannot be combined with All Families or Hidden Hand.

     

    45. Sewn Tokens

    Special play consisting of chips 1-4-7 of one suit, 2-5-8 of another suit and 3-6-9 of a third suit. The hand does not have to be concealed (obviously, a discard can be drawn without it being to close for the fourth combination, not for the sewn tiles). Can be combined with Todo Chi.

     

    46. ​​The Superior 4

    A hand that only has chips 6 through 9. The No Honors Hand point is included.

     

    47. The Lower 4

    A hand that only has chips 1 through 4. The No Honors Hand point is included.

     

    48. Three Great Winds

    Hand includes 3 Wind Pung or Kong.

     

    16-point plays

    49. Pure Staircase

    Hand formed by a 1-9 straight of chips of the same suit, forming 3 consecutive Chis.

     

    50. Extreme Chis of 3 Families

    Hand consisting of Chows 1-2-3 and 7-8-9 of one suit, Chows 1-2-3 and 7-8-9 of another suit and pair of 5 of the remaining third suit. Points for Mixed Double Chi, Two Terminal Chis, No Honors and All Chi are already included.

     

    51. Three Pure Stepped Chis

    Hand made up of three Chis of the same suit, each with a starting piece that starts with a number or two greater than the starting piece of the previous Chi, but not a mixture of both (that is, or the three Chis are with starting pieces in an interval of one or all three Chis are in an interval of two).

     

    52. All with 5

    A hand in which every combination includes a 5 (including pair).

     

    53. Mixed Triple Pung

    A hand with three equal Pung (or Kong), but each of a different suit.

    54. Three Hidden Pung

    Hand that includes three undeclared Pungs (hidden Kong not counted).

    24-point plays

    55. Seven Pairs

    Hand made up of seven pairs of chips. It always ends with a Simple Wait. A discarded tile can be drawn to end the play. Cannot be combined with All (Pung of) Pairs, Hidden Hand, or Simple Hold hands. Can be combined with All Families, Completely Hidden Hand, Hoarded Token, No Honors, All Simple, 1 Family Missing, All Terminals, or All Honors.

     

    56. Tokens Stitched with Great Honors

    Hand formed by each of the seven Honors (without repetitions) and tiles from the three suits that make up a sequence of seven Stitched tiles (that is, having any seven tiles of the nine that make up a hand of stitched tiles: tiles 1- 4-7 of one suit, 2-5-8 of another suit and 3-6-9 of a third suit). The hand must be hidden. Cannot be combined with hands: All Families, Hidden Hand, or Simple Wait.

     

    57. All Peers (All Pung Peers)

    Hand formed by Pung of even tiles (including the pair). Points for All Pung, No Honors and All Simple are already included. It can be combined with Absent Family or Pure Hand.

     

    58. Pure Hand

    Hand consisting entirely of chips of the same suit and without Honors. Points from the No Honors hand are included.

     

    59. Triple Chi Identical

    Three equal Chis and of the same suit. Cannot be combined with the Pure Consecutive Pung hand.

     

    32-point plays

    60. Three Pung Consecutive Pure

    Hand with three Pung (or Kong) of the same suit, each with a number greater than one unit than the last. Cannot be combined with Triple Chi Identical.

     

    61. Top Tabs

    Hand formed by combinations of tiles 7, 8 and 9 (including the pair). Points for No Honors are included. It can be combined with All Pung, Absent Family or Pure Hand.

     

    62. Central Tabs

    Hand formed by combinations of tiles 4, 5 and 6 (including the pair). Points for No Honors are included. It can be combined with All Pung, Absent Family or Pure Hand.

     

    63. Lower Tabs

    Hand formed by combinations of tiles 1, 2 and 3 (including the pair). Points for No Honors are included. It can be combined with All Pung, Absent Family or Pure Hand.

    64. Four Pure Stepped Chis

    Hand of four Chis of the same suit, each one with starting pieces staggered one or two numbers with respect to the starting piece of the previous Chi.

     

    48-point plays

    65. Three Kong

    A hand that includes three Kong. They can be hidden or shown.

     

    66. All Honors and Terminals

    Hand consisting entirely of Terminals (counters 1 and 9) and Honors (Winds and Dragons). No additional points are allowed for basic plays of Winds and Terminals. Points for All Pung, Terminal Pung and Honors Pung are included. Can be combined with Half Pure Hand, Absent Family, Two Dragons, Three Little Dragons, Three Great Dragons, Three Winds, Four Little Winds, or Four Great Winds.

     

    67. Quadruple Chi Identical

    Hand formed by four equal Chis of the same suit. Points for Pure Staggered Pung, Hoard Token, and Pure Double Chi are included.

     

     

    68. Four Pure Consecutive Pungs

    A hand that includes four Pung or Kong of the same suit, staggered by one.

     

    70. Four Little Winds

    Hand that includes three Pung (or Kong) of Winds and a pair of the remaining Wind. It can be combined with Dominant Wind and Own Wind. Three Great Winds points are included.

     

    71. Three Little Dragons

    A hand that includes two Pung (or Kong) of Dragons, and a pair of the other Dragon. Points per Pung of individual Dragons are not counted.

     

    72. All Honors

    Hand made entirely of Honors (Winds and / or Dragons). It can be formed with Pung or Kong, hidden or shown. Can be combined with Dragon Pung. Todo Pung points are included.

     

    73. Four Hidden Pung (Hidden Treasure)

    Hand that includes four unexposed Pung (or Kong). Cannot be combined with Fully Concealed Hand or All Pung.

    74. Pure Extreme Chis

    Hand made up of two Lower Chis (1-2-3), two Upper Chis (7-8-9) and a pair of 5, all of the same suit. Points for Pure Hand, Seven Pairs, Terminating Chows and Pure Double Chow are included.

    88-point plays

    75. Four Great Winds

    Hand formed by Pung (or Kong) of the four Winds. It cannot be combined with All Pung or with Dominant Wind or Own Wind Pung.

    76. Three Great Dragons

    Hand formed by Pung (or Kong) of the 3 Dragons. Cannot be combined with Dragon Pung.

    77. All Green

    Hand composed of 2, 3, 4, 6, 8 Bamboo tiles and, optionally, Green Dragons. It can be combined with Pure Hand, Semi Pure Hand (if Green Dragons are used), 7 Pairs, Completely Hidden Hand, All Pung or All Simple.

    78. Nine Doors

    Hand formed by the chips 1-1-1-2-3-4-5-6-7-8-9-9-9 of the same suit, making a pair with any of them. The hand must be hidden. Cannot be combined with Hidden Hand, Pure Hand, or Terminals and Honors Pung. Can be combined with Completely Hidden Hand.

    79. Four Kong

    Any hand with 4 Kong. They can be hidden or exposed.

    80. Seven Pure Consecutive Pairs

    Hand formed by seven pairs of chips of the same suit whose number is staggered by one. Cannot be combined with Pure Hand, Completely Hidden Hand, or Simple Hold.

    81. Thirteen Orphans

    Hand composed of tiles 1 and 9 of Bamboos, 1 and 9 of Discs, 1 and 9 of Characters, and each of the seven Honors. The pair is made with any of the chips. A discarded tile can be drawn to end the play. It cannot be combined with Pure Hand, Completely Hidden Hand or Simple Wait.

    Fouls and penalties

    False Combination

    If a player makes a mistake when declaring a Chi, Pung, Kong or taking the replacement token, he loses the right to win the game (dead hand), although you can keep playing, stealing discards, etc.

    Change of opinion

    Players cannot request a discard and then change their mind. The first time you will be notified, the second time it will be penalized with 5 points (to be paid to each player), the third 10 points, the fourth 20 points, and so on.

    Touch Tab

    Touching the wall tile before the previous player has discarded is considered a foul. The first time you will be notified, the second time it will be penalized with 5 points (to be paid to each player), the third 10 points, the fourth 20 points, and so on.

    If the token was not seen, it will be left where it was. If the token was seen, the player will not be able to win that game (dead hand), although you can keep playing, stealing discards, etc.

    Ask for Pung with Delay

    Request a token for a Pung with more than 3 seconds late is considered a fault. The first time you will be notified, the second time it will be penalized with 5 points (to be paid to each player), the third 10 points, the fourth 20 points, and so on.

    False Mahjong (False Hu)

    If the player has less than 8 points must pay 10 points to each player and will have dead hand, although he can keep playing, stealing discards, etc.

    If the player does not meet the requirements to make Mahjong in a discard (you have more than 14 tiles or less than 14, make a mistake with the closing tile, etc.), you must pay 20 points to each player and will have dead hand, although he can keep playing, stealing discards, etc.

    Also, all the chips shown by declarer of false Mahjong must be discarded in the following player turns.

    Tabs Shown

    All tab shown by a player (it falls when he steals it from the wall, throws it between the chips in his hand, etc.) must be discarded on the player's next turn.

    In the event that a player show all your chips when another player declares Mahjong he is committing a foul. If finally the player who declared Mahjong gana, the player who showed his chips will be warned.¿ Doesn't the other player win? must throw the chips shown one by one.

    If a player reveals another's file, you must pay the injured player between 5-60 points decided by the referee (who will also decide whether to continue the game or not).

    Invalid Number of Tokens

    If a player has less than 13 chips or more than 13 between turns, he has dead hand, although he can keep playing, stealing discards, etc.

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