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Saturday, May 13, 2006

Mahjong 101 Installment Two

...Titles are arranged in double decker fashion with 19 columns for the banker or the "dong" player and the player opposite the banker (the "xi" player). The remaining two takes 18 columns of two rows of titles. They are lined up in rose pattern (google it if you have to, i can't describe with mere words) and the dice is thrown.

The direction of the play is always directed in a counterclockwise fashion, meaning you always pass the dice to the player on your right. Sum the three numbers of the dice and count off (e.g. 5, 9, 13, 17 is back to the banker). The player which the number counts to will have his/her tiles divided. Counting from the right the number of columns according to that indicated by the dice, the players start to divide the tiles. The banker starts collecting the tiles from the dealing wall followed by the player on the right (counterclockwise direction, again), each time taking 2 columns (or 4 tiles). The cycle repeats three times before the banker "jumps" the tile by taking the first and third tile on the top row. The second takes from the first tile on the second row and the third and fourth player removes the second column. Each player should have 13 tiles now with the banker being the exception with 14.

Each player reviews the tiles and display the flower tiles and animal tiles infront of their own tiles. Any variations of display (e.g. placing in an obscure corner or behind certain tiles blocked from view by the hand) is punishable by the rest of the players since it's considered as cheating. Once the flower and animal tiles are displayed out, they should be replaced by similar number of tiles from the "dead" wall which starts from the remaining tiles of the player indicated by the dice total. The replacement order starts from the banker and goes counterclockwise.

The game starts with the banker discarding a tile first. Each turn starts with a drawing of tile from the dealing wall before discarding a tile. The game play continues in counterclockwise fashion until a certain player uses any of the following:

Chow: This move can only be executed when the player on your left throws the desired card. In chinese, it means "chi" or eat. The move involves claiming a card that makes the a sequence of consecutives with two of your own tiles and performed only on similar suit. E.g. the player has one and three bamboos and the player on the left discard a two bamboo. You "chow" the two bamboo and display all the three tiles infront of your hidden tiles. After chowing, you have to discard a tile as the "chowing" symbolises a drawing tile, however, the tile you discard cannot be one that would make your sequence complete. E.g. you have four and five characters and you chow a six character from the previous player. Then you discard a three character which would otherwise complete 3.4.5 characters, thus you are deemed play-disrupting and is liable to punishment (bao, explained later).

Pong: A move that enables the player to get any discarded tile when you have two similar ones. E.g. you have two 3 circles and the opposite player discards a 3 circles. Then you pong to get the 3 circles and discard a tile. This move has a higher priority than chow and hence overwrites the chow move should the player on the right of the discarder wants to tile. The turns of the inbetweens are skipped and the game continues.

Kong: A similar move to pong but you have to have 3 similar tiles first. E.g. you have three 3 circles and another player discards a 3 circle. You "kong" the 3 circles and display all four tiles infront of your hidden tiles and then promptly draw a tile from the dead wall. The "kong" move is liable for payment of chips/money which should be decided before the game.

Win: This, obviously, has the highest prority of all the four moves (don't you dare question me between kong and pong...). If, by any chance, two players declare the same winning tile, the counterclockwise direction determines the winner. A winning hand should consis of a pair of "eye" which is two identical tiles and 4 sets of three cards determined by chow, pong or kong.

Draws: The game ends, in the event of no winners, when the dead wall has seven and a half columns left (15 tiles) and is considered a draw round if no players "kong". The round is restarted with the same game and wind players. Should any players kong in such situation, the game and wind players change accordingly like that of a game with a winner. There are also several types of situations where the game may be aborted, such as three players declaring win on the same tile, four same tiles being thrown in the first round and so on. You may read it up at other sources because i don't practice that.

2 Comments:

Anonymous Anonymous said...

yah lah yah lah, INFRONT, infront.
butbutbut, what if the other players are mean and don't give the "victim: enough space to display his/her tiles INFRONT of their undisplayed tiles??

9:47 pm  
Blogger chiew said...

the wall in front of you will be positioned by yourself. so just make sure you dont victimise yourself (:

1:59 am  

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