The English Version of Mahjong Competition Rules
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"Sichuan Mahjong? It's That Simple!"
Vitaly Novikov "Sichuan Mahjong? It's that simple!" Contents Introduction Chapter 1. Sichuan mahjong game mechanics Lesson 1. How to play mahjong? Lesson 2. Starting the deal Lesson 3. Hand and its components Lesson 4. Game mechanics Chapter 2. Scoring Lesson 5. General rules Lesson 6. Scoring examples Chapter 3. Hand building strategy Lesson 7. General considerations Lesson 8. Hand building Chapter 4. Supplementary materials Answers to problems and tests Appendix Introduction To big and red pandas From Wikipedia The Giant Panda, with its typical black and white coloration, lives in a few mountain ranges in central China, mainly in the Sichuan province, located in south-central China. The main attraction of the province in terms of eco-tourism is the Chengdu Research Base of Giant Panda Breeding near Chengdu, the capital of Sichuan. Acknowledgements I am grateful to all those who contributed to the process of writing this book ● to Eugeniya Hludentsova — for decorating book, creating tile images and illustrations ● to Petr Manyakhin — for reviewing the book, contribution for Chapter 3 ● to Denis Lugannikov — for reviewing the book Feedback Please, send your feedback on the book to the author: Vitaly Novikov Phone / WhatsApp / Viber: +7(925)771-45-92 E mail: v [email protected] Page in Facebook: h ttps://www.facebook.com/Novikov.Mahjong Welcome to Mahjong World Dear reader! We invite you to plunge into the wonderful world of mahjong: intellectual board games that millions of fans around the world enjoy playing. Mahjong develops logic, memory, observation, ability to react and make decisions. In the world mahjong is played by dozens of variations of rules including countless purely local ones. -
Barticle's Japanese Mahjong Guide Page 1 Jump To: Contents 2
1. Introduction 9. Yakuman 15. Optional Hands 2. Equipment ○ Single Yakuman ○ Optional Yaku ○ Tiles ○ Double Yakuman ○ Optional Yakuman 3. Format and Winds ○ Related Terms 16. Optional Rules ○ Preliminaries and Seating 10. Dora 17. Miscellaneous ○ Game Format 11. Ready and Waiting 18. Reference 4. Process of Play ○ Basic Waits ○ Yaku Summary 5. Sets and Calling ○ Complex Waits ○ Yakuman Summary ○ Sets ○ Furiten and Defence ○ Scoring Tables ○ Calling 12. Win, Lose or Draw ○ Limits ○ Open and Closed ○ Wins ○ Numbers 6. Yaku (Part 1) ○ Exhaustive Draws ○ Final Scores ○ Common Yaku ○ Abortive Draws ○ Gaming ○ Related Terms 13. Scoring 19. Japanese 7. Reaching ○ Calculation ○ Scripts ○ Limits ○ Pronunciation 8. Yaku (Part 2) ○ Related Terms ○ Uncommon Yaku 20. Credits and Legal 14. Penalties ○ Thanks Endorsed and hosted by the United States Professional Mahjong League 1. Introduction This is a guide to the modern Japanese version of the traditional four-player Chinese tabletop game of mahjong, this variant also being known as Riichi Mahjong or Reach Mahjong. I've previously written several guides to specific mahjong video-games (these can all be accessed from my GameFAQs contributor page) but I decided to produce a new, general, resource which will be useful to people playing on any mahjong video-game or website, reading mahjong manga, watching mahjong anime or perhaps even playing the game with real tiles! Since I've already included lists of mahjong terms in some of my previous guides and I want to place an emphasis on explaining the terminology used in the game, I've decided to produce this in the form of a non-alphabetical glossary, with detailed definitions for each entry, terms given in Japanese text, categorised sections and hyperlinks between them. -
LC Paper No. CB(2)1719/13-14(04) for Information on 13 June 2014
LC Paper No. CB(2)1719/13-14(04) For information on 13 June 2014 Legislative Council Panel on Home Affairs Promulgation of the First Intangible Cultural Heritage Inventory of Hong Kong Purpose This paper informs Members of the details of the first intangible cultural heritage (“ICH”) inventory of Hong Kong, which has been finalised after the public consultation on the draft ICH inventory and the consultation with the Intangible Cultural Heritage Advisory Committee (ICHAC). Background 2. According to the Convention for the Safeguarding of the Intangible Cultural Heritage (the Convention) adopted by the United Nations Educational, Scientific and Cultural Organization (UNESCO), each State Party has to identify and define the various elements of ICH present in its territory, with the participation of communities, groups and relevant non-governmental organisations to draw up ICH inventories as the basis for the safeguarding of ICH. After the Convention came into effect in 2006, the Government planned to conduct a territory-wide survey on ICH in Hong Kong to collect research data for drawing up the first inventory of Hong Kong’s ICH. 3. According to the Convention, ICH refers to the practices, representations, expressions, knowledge, skills – as well as the instruments, objects, artefacts and cultural spaces associated therewith – that communities, groups (or individuals) of the territory recognise as part of their cultural heritage. To qualify as ICH, the item must be transmitted from generation to generation and is constantly recreated by communities and groups in response to their environment, their interaction with nature and their history, and provides them with a sense of identity and continuity, thus promoting respect for cultural diversity and human creativity. -
World-Class Mahjong with World Champion Mai Hatsune
World-Class Mahjong with World Champion Mai Hatsune Authors: Mai Hatsune, Takunori Kajimoto Translation: Ryan Morris Source: http://museum.takeshobo.co.jp/kokusai/index.html 8-4-2012 Contents 1. Introduction .................................................................................................................................................... 4 2. The Origin of International Tournament Rules ............................................................................................... 5 3. The Basic Combinations .................................................................................................................................. 6 3.1. First, look for Mixed Triple Chow ............................................................................................................. 6 3.2 Three Chows, Three Colors ....................................................................................................................... 7 3.3. More on Mixed Shifted Chows ................................................................................................................. 9 3.4. Meld a Prime Chow to build Mixed Straight .......................................................................................... 10 3.5. Make an early decision on All Types ...................................................................................................... 11 3.6. Why does Pure Straight score more points than Mixed Triple Chow? .................................................. 13 3.7. Pure Straight...or perhaps -
ISO/IEC JTC1/SC2/WG2 N3171 Circles
ISO/IEC JTC1/SC2/WG2 N3171 2006-09-27 Universal Multiple-Octet Coded Character Set International Organization for Standardization Organisation internationale de normalisation Международная организация по стандартизации Doc Type: Working Group Document Title: Revised proposal to encode Mahjong, Domino, and Draughts symbols in the UCS Source: Chen Zhuang, Michael Everson (Yè Mìháo), Lu Qin, Masuhiro Sekiguchi, Tseng Shih-Shyeng (Bear), Wei Lin-Mei, Andrew West (Wèi A¯ n) Status: Individual Contribution Action: For consideration by JTC1/SC2/WG2 and UTC Replaces: N2760, N2975, N3147, N3162 Date: 2006-09-27 The UCS contains a number of symbols used in games. Chess pieces, card suits, and Japanese shogi pieces have been encoded to enable their use in discussions of these games. The tiles used in the game Mahjong have not been encoded; they are proposed here, as are Domino tiles and the men and kings used in Draughts or Checkers. 1. Mahjong’s origin is unknown, and myths about it are common. Those attributing its origin to Confucius (Koˇng Fu¯zıˇ, 551–479 BCE) are unlikely; somewhat more likely is the suggestion that it is related to a Chinese card game called Mádiào which was popular in the early Ming dynasty (1368–1644 CE). Some sources suggest that Mahjong (Pinyin Májiàng) was devised on the basis of the earlier game of Mádiào circa 1850 in the city of Níngbo¯ by two unnamed brothers, who engraved the card designs onto small tiles made with ivory and bamboo. Others suggest that Chinese army officers serving during the Tàipíng Rebellion (1851–1864) created the game to pass the time. -
MAHJONG COMPETITION RULES Contents Preface Chapter One – General Rules 1
MAHJONG COMPETITION RULES Contents Preface Chapter One – General Rules 1. Tenets 2. About the Rule System Chapter Two – Notice Regarding Behavior During Competitions 3. Notices Chapter Three – The General Rules for the Competition of Chinese Mahjong 4. Basic Glossary and General Rules 5. Procedures for Competitions 6. How to Play 7. How to Make a Complete Mahjong Hand 8. The Various Kinds of "Fan" and Their Relevant Points 9. How to Add Points During Competitions 10. Ranking Players after Competitions 11. Fouls and Penalties 12. Appealing Judge's Decisions 13. Procedures for Appeals Appendices˖ 1 The Various "Fan” and their Relevant Points, With Examples 2 The Player's Oath 3 Charts for Table Rotation 4 Procedures for Seat Rotation 5 Score Sheet for a Game Session 6 Records of Fouls 7 Sheets for Tabulating Final Results of Competitions 8 The various kinds of "FAN" and relevant points Postscript Preface Mahjong (in Chinese: MaJiang) comes from China, yet belongs to the whole world. Owing to its comprehensive cultural content as well as its merits of being interesting, competitive, and helpful to wisdom and friendship, it has been an enjoyable pastime for people all over the world for nearly a century. In October of 2005, with joint proposals from the Mahjong Organizations of China, Japan, America, Germany, France, Denmark, the Netherlands and Hungary, the World Mahjong Organization was established. In order to expand, develop the Olympic spirit, and advocate a healthy, scientific and friendly Mahjong culture, to improve the communication and development of the Competitive Mahjong Game, and with the participation of Mahjong Organizations of countries all over the world, we have edited and translated "Mahjong Competition Rules". -
The Game People Played: Mahjong in Modern Chinese Society and Culture
The Game People Played: Mahjong in Modern Chinese Society and Culture Maggie Greene, Montana State University Abstract This article considers the discourse surrounding the popular Chinese table game of mahjong in the nineteenth and twentieth centuries, using it as a barometer to trace social and cultural changes during the late Qing and Republican periods. After analyzing the connection between mahjong; its forerunner, madiao; and their antithesis, weiqi (go), it traces the changing position of mahjong in Chinese society from a game seemingly loathed by literati to a staple of bourgeois parlors. Drawing on a variety of journals, newspapers, and visual sources, the article further explores culture from class and gender perspectives in the late Qing and Republican periods, as mahjong moved from a visibly male activity to one largely associated with women. Finally, it considers the relationship between games and discourses of modernity, and the important changes taking place regarding leisure time in the twentieth century. The article argues that mahjong has been uniquely resistant to regulation and control. Enjoyment of the game spread across class and gender lines, despite the efforts of reformers, for reasons that reflect and embody key shifts from the late Qing dynasty through the end of the Republican period. Keywords: China, Republican, Qing, mahjong, madiao, weiqi, go, games, leisure In 1927, the eminent Chinese writer Hu Shi lamented the contrast between China’s national pastime and those of other countries. England had cricket; America had baseball; Japan had wrestling. “And China? China’s national game,” he wrote, “is mahjong” ([1927] 1998, 45). Hu Shi then suggested that the game was dangerous enough to the fledgling Republic of China that it should be classed along with footbinding and opium as a great social peril. -
The Game of Mah Jong Kindle
THE GAME OF MAH JONG PDF, EPUB, EBOOK Max Robertson | 96 pages | 13 Feb 2008 | Penguin Group (NZ) | 9780143006596 | English | Auckland, New Zealand The Game of Mah Jong PDF Book In addition, unlike the Simple and Honors tiles, there is only a single tile of each Bonus tile, so there are a total of four flower and four season tiles in the set. Classic Games Mahjongg Solitaire. The game has also been adapted into a widespread online entertainment. Hand consists of only a single suit and Honors tiles. Organizing Committee of Chinese MaJiang: Love mahjong? Some three-player versions remove the North Wind and one Chinese provincial version has no Honors. While there are a huge number of regional variations to it, the basic principles of many Mahjong games are the same and feature the following tiles:. Game Play The game is played in the same way as the Chinese game with the following changes: Flowers and Seasons are part of the rules see below although expert players may prefer to omit them. For example, each player throws dice with the highest count taking the dealer position, second-highest taking south etc. The wind marker may be used which indicates the current prevailing wind. This player may, if he has 2 tiles that can be matched with the discarded tile to form a Chow, call a Chow the player must then take the discard and play the resulting Chow. Carrom Boards. Seasonal Mahjong Games Mahjong. When drawn, the Bonus tile is not added into a player's hand but are instead set aside and kept near the player's other tiles for scoring purposes should they win the hand, and an extra tile is drawn in replacement of the Bonus tile. -
Let's Play Mahjong!
Let’s Play Mahjong! Sanjiang Lia, Xueqing Yanb aCentre for Quantum Software and Information, University of Technology Sydney, Sydney, Australia bSchool of Computer Science, Shaanxi Normal University, Xi’an, China Abstract Mahjong is a very popular tile-based game commonly played by four players. Each player begins with a hand of 13 tiles and, in turn, players draw and discard (i.e., change) tiles until they complete a legal hand using a 14th tile. In this paper, we initiate a mathematical and AI study of the Mahjong game and try to answer two fundamental questions: how bad is a hand of 14 tiles? and which tile should I discard? We define and characterise the notion of deficiency and present an optimal policy to discard a tile in order to increase the chance of completing a legal hand within k tile changes for each k ≥ 1. Keywords: Mahjong, 14-tile, complete, deficiency, decomposition, pseudo-decomposition 1. Introduction From the very beginning of AI research, from checker [5], chess [6], Go [7] to poker [2] and StarCraft II1, games have played as test-beds of many AI techniques and ideas. In the past decades, we have seen AI programs that can beat best human players in perfect information games including checker, chess and Go, where players know everything occurred in the game before making a decision. Imperfect information games are more challenging. Very recently, important progress has been made in solving the two-player heads-up limit Texas hold’em poker [2] and its no-limit version [3], which are the smallest variants of poker played compet- itively by humans. -
How to Play Mahjong
How to play mahjong A guide on playing Cantonese and Japanese mahjong Mahjong and Strategic Games Society University of Exeter Joshua Ma August 2020 Copyright ©2020 Joshua Ma. This guide can be copied, distributed, and/or modified under Creative Commons Attribution- NonCommercial-ShareAlike 4.0 International Licence. More information can be found on here. Cover photo ©tomohiro0326 on photoAC, downloaded from this link This guide was typed and compiled with XƎLATEX (on Overleaf) with aid from various online resources, which are listed towards the end in ‘reference and resources’. There is no intention to violate copyright or licensing, but please contact the author if there is any issue in copyright (or just error or suggestion in general). About this guide This guide is written as a tutorial material for society activities in University of Exeter Mahjong and Strategic Games Society. This guide shall be used with other material, in-person taught through and game play during society sessions and events. This guide can be download from the society website linked below. The original source code can be viewed on here. About the society Mahjong and Strategic Games Society is a University of Exeter Students’ Guild affiliated society. It was founded in May 2019 with activities started since 2019/20 academic year, aiming to promote cultural exchange in the form of mahjong and other strategic games. Website www.exeterguild.org/societies/38425/ Instagram www.instagram.com/exeteruni_mahjongsoc/ Facebook page www.facebook.com/exeterunimahjong/ Facebook group www.facebook.com/groups/663539370736221/ Email [email protected] About the author Joshua Ma, BSc Mathematics student 2018-2021. -
First Intangible Cultural Heritage Inventory of Hong Kong 1. Oral
First Intangible Cultural Heritage Inventory of Hong Kong 1. Oral Traditions and Expressions Titles of Major Items and Codes Descriptions Sub-items 1.1 Hakka Dialect Most of the Hakka communities in the New Territories migrated to Hong Kong after the abolition of the Evacuation Order promulgated in the early Qing Dynasty. Nowadays, some Hakka villagers still speak Hakka dialect, and some traditional rituals are conducted in the same dialect. 1.2 Wai Tau Dialect Wai Tau dialect is the major dialect used in the New Territories. Most members of villages and lineages with a long history speak Wai Tau dialect, and some traditional rituals are conducted in the same dialect. 1.3 Cantonese Cantonese is the major dialect used in South China. It is also the common dialect used by the Chinese population in Hong Kong nowadays. 1.3.1 ◆ Chinese (Cantonese) Chinese 4-character idiomatic expressions are not only 4-Character Idiomatic rich in content and steeped in history but also typical Expressions of its embodiment of the essence of Chinese Cultural Classics. Developed through a long history of usage, idioms in China consist of mostly 4 character sequences in relatively fixed and succinct expressions. The full repertoire comprises as many as 30 000 items which are well-crafted to reveal a rich vein of Chinese history and culture. The radiating influence of these expressions has also impacted on the neighbouring languages. Given that Cantonese is the mainstream language in Hong Kong, outstanding richness and colorfulness are added in these expressions in Hong Kong Cantonese, and they constitute a distinct genre in many aspects. -
Title an Account of Development of Performance Art in China from 1979
Title An Account of Development of Performance Art in China from 1979-2010 Type The sis URL https://ualresearchonline.arts.ac.uk/id/eprint/8753/ Dat e 2 0 1 2 Citation Tong, Pui Yin (2012) An Account of Development of Performance Art in China from 1979-2010. PhD thesis, University of the Arts London. Cr e a to rs Tong, Pui Yin Usage Guidelines Please refer to usage guidelines at http://ualresearchonline.arts.ac.uk/policies.html or alternatively contact [email protected] . License: Creative Commons Attribution Non-commercial No Derivatives Unless otherwise stated, copyright owned by the author An Account of Development of Performance Art in China from 1979-2010 Pui Yin Tong University of the Arts London PhD 2012 An Account of Development of Performance Art in China from 1979-2010 Abstract The research study aims to raise questions about and gain new insights into the development of performance art in China. The development of performance art in China is set out in a chronological account of the events and art works that illustrate the development of a permissive, open-ended medium with endless variables. The events and works included in this study are executed by Chinese artists impatient with the limitations of traditional or established forms and determined to take their performance art works directly to the public. Following the rapid socio-economic development that started in the late 1970's, soon after the end of the Cultural Revolution and the start of economic reform. The chronological account of the development of Chinese performance art explains how Chinese artists, in creating their work, draw freely on a number of disciplines and media including literature, poetry, theatre, music, dance, architecture and painting, as well as video, film, slides and narrative.