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diff --git a/27318.txt b/27318.txt new file mode 100644 index 0000000..3b5a3fa --- /dev/null +++ b/27318.txt @@ -0,0 +1,2589 @@ +The Project Gutenberg eBook, Pung Chow, by Lew Lysle Harr + + +This eBook is for the use of anyone anywhere at no cost and with +almost no restrictions whatsoever. You may copy it, give it away or +re-use it under the terms of the Project Gutenberg License included +with this eBook or online at www.gutenberg.org + + + + + +Title: Pung Chow + The Game of a Hundred Intelligences. Also known as Mah-Diao, Mah-Jong, Mah-Cheuk, Mah-Juck and Pe-Ling + + +Author: Lew Lysle Harr + + + +Release Date: November 23, 2008 [eBook #27318] + +Language: English + +Character set encoding: ISO-646-US (US-ASCII) + + +***START OF THE PROJECT GUTENBERG EBOOK PUNG CHOW*** + + +E-text prepared by K. D. Thornton, Louise Pattison, and the Project +Gutenberg Online Distributed Proofreading Team (https://www.pgdp.net) + + + +Note: Project Gutenberg also has an HTML version of this + file which includes the original illustrations. + See 27318-h.htm or 27318-h.zip: + (https://www.gutenberg.org/dirs/2/7/3/1/27318/27318-h/27318-h.htm) + or + (https://www.gutenberg.org/dirs/2/7/3/1/27318/27318-h.zip) + + + + + +PUNG-CHOW + +THE GAME OF A HUNDRED INTELLIGENCES + +_Also known as_ + +MAH-DIAO + +MAH-JONG + +MAH-CHEUK + +MAH-JUCK + +_and_ + +PE-LING + +by + +L. L. HARR + + + + + + + +[Illustration] + + +Harper & Brothers, _Publishers_ +New York and London + +Copyright, 1922 +by L. L. Harr + +Printed in the U. S. A. + + + + +NOTE + + +Mr. L. L. Harr's skill in the game of Pung Chow has been acquired +through more than twenty years of intimate contact with the business and +official circles of cultured Chinese in Canton, Shanghai, Tientsin, +Pekin and other centers of China. Mr. Harr has enjoyed more opportunity +to mingle in polite Chinese society than any other European or American +resident I knew in China. + +Mr. Harr, in consequence, was perhaps one of the first foreigners who +learned the game from the best players in China. What is more, Mr. +Harr's unusually keen appreciation and enthusiasm were largely +instrumental in arousing the popularity of this extraordinarily +fascinating Chinese game in the Western Hemisphere. To use a familiar +American phrase, Mr. Harr was unquestionably one of the pioneers who put +"PUNG CHOW" on the map west of Suez. + +Mr. Harr has not only brought the game to America, but has written the +first authoritative book on "Pung Chow," based on the best modern +methods of Chinese play. + + J. D. BUSH, + Professor of English Literature, + Pekin National University, + Pekin, China. + + January, 1923. + + + + +PUNG-CHOW + + +Score Card + +For Hands Played Without a Limit + + +Winning Hand Bonus Scores + + For Mah-Jong 20 points + + For no sequences in hand or on table 10 points + + For no other score than Mah-Jong in hand or on table 10 points + + For winning on a draw from the loose tiles 10 points + + For drawing the winning piece 2 points + + For filling in the only place to win 2 points + + +Combination Scores + + On Table In Hand + (Exposed) (Concealed) + + For 3 of a kind of twos, threes, fours, + fives, sixes, sevens or eights 2 points 4 points + + For 3 of a kind of ones, nines, winds + or dragons 4 points 8 points + + For 4 of a kind of twos, threes, fours, + fives, sixes, sevens or eights 8 points 16 points + + For 4 of a kind of ones, nines, winds + or dragons 16 points 32 points + + For a pair of any dragon or the player's + own wind 2 points + + +Doubling Honors + + For three (or four) green dragons, double total score once. + + For three (or four) red dragons, double total score once. + + For three (or four) white dragons, double total score once. + + For three (or four) of own wind, double total score once. + + For having all one suit except honor pieces, + double total score once. + + For all one suit, double total score 3 times. + + For all honor pieces, double total score 3 times. + + For winning on original hand as drawn from the wall, + double total score 3 times. + +See page 65 for scoring values when hands are played with a limit. + + + + +INTRODUCTION + + +Out of China has come this stately game with the lure of Oriental +mysticism to whet jaded appetites and with possibilities for study that +challenge the keenest intelligence. + +There is a mysticism about the Oriental and his mode of life that +challenges the imagination and induces a curiosity hard to decipher. The +dress of the Chinese, their strange customs, their difficult language, +and their apparently impenetrable mask-like faces appeal to the fancy +and throw a veil of mystery around even the commonplace. + +The origin of this game is lost in the mist of centuries past. There is, +though, an oral tradition to the effect that it was originated in the +Court of the King of Wu, now known as Ning-Po, during the year of 472 +B.C. to entertain his consort and her court ladies and to help them +while away the time which lay heavily on their hands. This was about the +time of Confucius. It is, however, known to have been the Royal game, +restricted to the use of Emperors and their friends of the Mandarin +class for two thousand years. To them it was known as Pe-Ling +(pronounced Bah-Ling) taking its name from the "bird of a hundred +intelligences," the lark-like creature sacred in the Chinese faith which +now may be seen reproduced on most Chinese tapestries and embroideries. +The penalty paid by one of any other class for playing Pe-Ling at that +time, was the loss of his head. Later--no one knows just when--the +privilege of playing this wonder game was extended to the merchant or +middle classes--and when, some 70 years ago--a social uprising +threatened, one of the concessions granted to calm the unrest was the +universal privilege of playing this game. In this way was caused the +confusion of names for the game which exists even to-day in China; for, +with the abolishing of Pe-Ling, each province applied their own name and +pronunciation to the game, with the result that now we have from twelve +to eighteen different names, by which the game is known. A few of these +are Ma-Cheuk, Mah-Jong, Mah-Juck, Mah-Diao and Mah-Jongg. + +Pung Chow is made to withstand the climatic conditions which soon +destroy the article imported under the name of Mah-Jongg and the other +corruptions of Mah-Diao, and it is the true and original Chinese game +translated by the addition of numerals just enough to be readily +understood and not enough to spoil the artistry of the tiles. The +addition of numerals has been overdone in the marking of many of the +cheaper imported sets, and give the appearance of having had numerals +sprinkled on them regardless of where they may land and permitted to +stay. + +The fundamentals of this game are simple and require only practice to +master. The science of Pung Chow must in the greater part be studied out +by the individual player and one may spend the rest of his life in +attaining to past mastery in its thousand-fold intricacies. + + + + +SUMMARY OF THE GAME + + +Before going thoroughly into the details of the playing of the game, it +is better to give a general view of the play and its object. + +Pung Chow is played by thoroughly shuffling all of the tiles face down +in the middle of the table, and forming them in a double-tiered, hollow +square, called the wall. This wall is then broken at some point +determined by the dice and each player draws an original hand of 13 +tiles. This leaves about two-thirds of the wall intact, and the rest of +the play is devoted to drawing and discarding from this remainder of the +wall; each player improving and matching his own individual hand until +having arranged it into four sets and a pair, some player wins. A set is +three of a kind, four of a kind or three in a sequence. Every set has a +scoring value, and the players add their scores and settle after every +hand. A player may win with a score as low as 22 points or scores may +run to 380,928 points. These possibilities will unfold as the following +pages on the details of the play are read. + +[Illustration: Illustration No. 1. The thirty-four different tiles and +the counters] + + + + +DESCRIPTION OF TILES + + +The game is played with 136 tiles, which are divided into four distinct +and separate suits. These four suits are called the _Bamboo_, _Dot_, +_Character_ and _Honor Suits_. + +The first three of these suits score equally and are arranged in the +same manner, that is, there are 36 tiles in each, numbering from one to +nine, and there are four tiles of each numeral. + +The fourth suit, known as the honor suit, is divided into three parts: +the _Dragons_, the _Winds_ and the _Mandarins_. Of the _Dragons_, there +are four apiece of three different kinds, the Red, Green and White +Dragons. The _Winds_ are North, South, East and West with four tiles +alike for each. The _Mandarins_ (also called _Seasons_, and _Flowers_), +are 8 in number, and as they are only used in limit hands, will be +discussed later. + +From Illustration No. 2 a player will see that there are four of every +different tile in the set, and that there are 34 different tiles. + +[Illustration: Illustration No. 2--The complete set of tiles] + + + + +PROCEDURE OF PLAY + + +A. EAST WIND. + +Position of the players for the first game is determined by a throw of +the dice; all players throw once, the one throwing the highest number +becoming first _East Wind_. In the event of a tie, players tieing throw +again. The player sitting opposite _East Wind_ will be known as _West +Wind_, to the right of _East Wind_ as _South Wind_, and the left of +_East Wind_, as _North Wind_. The dice need only be thrown to determine +_East Wind_ for the first game of an evening's play, for if the player +representing _East Wind_ wins, or if the game is a draw, he remains +_East Wind_. If he loses, the player to his right becomes _East Wind_, +he in turn becoming _North Wind_. + +_East Wind_ is sometimes called _Banker_, for he must pay double stakes +when he loses, and wins double stakes when he wins. + + West + +-----------+ + | | + | | + North | | South + | | + | | + +-----------+ + East + +[Illustration: Illustration No. 3. Positions of Winds about Table.] + + +B. BUILDING AND BREAKING THE WALL. + +Before building the wall the tiles must all be turned face down on the +table and thoroughly shuffled. Then each player proceeds to build one +side of the wall by taking 34 of the tiles at random, and arranging them +side by side in a row 17 tiles long and 2 tiers high. + +[Illustration: Illustration No. 4.] + +Each player then moves his side of the wall forward, the four sides +forming a hollow square. This represents a Chinese wall or fort common +in the protection of cities. + +[Illustration: Illustration No. 5.] + +To find the point at which the wall is to be broken, _East Wind_ always +throws the dice. The number thrown will indicate the player who is to +break the wall. The player is found by _East Wind_ counting around the +table to the right, starting with himself as "one," until he reaches the +number thrown which will designate the player to break the wall. + + W + 3-7-11 + +-----------+ + | | + N | | S + 4-8-12 | | 2-6-10 + | | + +-----------+ + E + 5-9 + +[Illustration: Illustration No. 6.] + +In this illustration, if _East Wind_ threw a "7," starting with himself +as one, _South_ would be 2, _West_ 3, _North_ 4, _East_ 5, _South_ 6, +and _West_ 7, designating _West_ as the player to break the wall. + +The player who has been designated to break the wall then throws the +dice to determine the exact tile at which he shall break the wall, +adding this throw to _East Wind_. This sum will indicate the tile at +which the wall is to be broken, the player to break the wall counting +the sum off from the right end of his own side, i.e., if 14 is the sum +of the two throws, the wall will be broken by lifting out the 14th tile +from the right with the one under it and placing both on the top of the +wall to the right of where it was broken. These two are called loose +tiles and they mark the end of the wall. + +[Illustration: Illustration No. 7. _East Wind_ threw "7" indicating +_West Wind_ as the wall-breaker. _West Wind_ then threw "7" designating +the 14th tile from the right end of his side of the wall, as the exact +spot where the wall was to be broken. The loose tiles are shown in +correct position.] + + +C. DRAWING THE ORIGINAL HAND: + +Each player then draws the 13 tiles which go to make up his original +hand. _East Wind_ starts the drawing by taking the first four tiles (2 +blocks of 2 each) at the beginning of the wall, the player on his right +the next four and so on around the table three times which will give +each player 12 tiles. Then one tile apiece is drawn in regular order +giving every player 13 tiles, except _East Wind_ who draws an extra tile +as he must make the first discard. + + +D. PLAYING THE HAND: + +[Illustration: Illustration No. 8. The wall--after the original hands +have been drawn. Wall showing draw.] + +Each player then takes his original hand and arranges it to suit his own +convenience. It is advised, however, that he arrange it in suits in +order to see at a glance, the value of any one tile to his hand in the +drawing and discarding of which the rest of the game consists. + +When the hands have been arranged, _East Wind_ starts the play by +discarding any tile in his hand, face up in the center of the table. It +is because of this first discard that he drew an extra tile. The play +then goes to the right, it becoming the turn of _South Wind_ to draw the +next tile in the wall and discard any one he may choose. _West Wind_ +then draws and discards and so on around the table, constantly in a +counter-clockwise direction. + +The players during this drawing and discarding are gradually improving +their hands, and matching them into four sets and an extra tile, a set +being _three of a kind_, _four of a kind_, or _three in a sequence_. + +[Illustration: Illustration No. 9. + + Examples of + Three of a kind Four of a kind Three in sequence ] + +When a player accomplishes this, he must only match the extra tile +forming a _pair_ and thus, completing his hand, having four complete +sets and a pair. He announces "_Mah-Jongg_" wins, the game is over, the +scores are settled and the wall built up for the next game. + +[Illustration: Illustration No. 10. Several completed hands] + +As completing a hand entirely by draw from the wall would be a +difficult task, the players are permitted to make use of any discard, +_as it is discarded_, provided they have the required tiles already in +their hand as explained below in "_Chow_" and "_Pung_." + + +E. TO CHOW: + +A player having two tiles in his hand which, together with the tile just +discarded by the player before him (to his left), would form a sequence +or run of three, may by announcing "_Chow_" pick up the discard, add it +to the two in his hand, and place the three in sequence face up on the +table to the right of his hand. This appropriating the discard serves as +the player's draw and he must then discard and the play goes on in the +usual manner. + +For example: If one has a 5-6 of _character_ and the player preceding +him discards either a 4 or a 7 of _character_, he may "_Chow_" the tile, +and discard; or ignore it and draw from the wall and discard, in hopes +of building a better hand, as often will be found advisable. + +The main point to be remembered in "_Chowing_" is that a player may +"_Chow_" _only in his regular turn_, i.e., he may "_Chow_" only tiles +discarded by the player to his left and then _only when he has the other +two tiles in his hand_ to form the sequence. Sequences can only be built +up in sets of three. + +[Illustration: Illustration No. 11. In this illustration the player +having a 4 and 6 of character in his hand has "_chowed_" the 5 character +which the player to his left discarded and after setting out his +sequence, discards himself, leaving the usual 13 tiles in his hand.] + + +F. TO PUNG: + +A player may also appropriate another player's discard to fill a set of +three of a kind or four of a kind by announcing "_Pung_." In order to do +this, the player must have _a pair_, or _three of a kind in his hand_ to +match with the discard, thus completing three or four of a kind, which +he places, as in the case of a "_Chow_," to the right of his hand, face +up on the table. For example: A player having a pair or three fives of +the character suit, may _pung_ when another player discards a five +character, expose his set and discard, the play going on in the regular +direction from him. + +It is not necessary for it to be the player's turn to draw in order to +"_Pung_" as it is in the case of a "_Chow_." A player having a pair +similar to a tile discarded, may announce "_Pung_" and appropriate the +tile, _regardless of who discarded it and of whose turn it is to draw_. +Also after a player "_Pungs_" and discards, the play goes on from him to +the right. It can be seen that due to _punging_ one or even two players +are liable to lose their turn. + +[Illustration: Illustration No. 12. In this illustration, _East_ played +in regular turn and _South_ drew the 9 _character_, which, having no use +for, he discarded. _East_ having a pair of nines _character_ in his hand +"_Punged_," completing the set and causing _West_ and _North Winds_ to +lose their turns. _East_ then exposed his set of nines next to the +sequence of three he had previously _chowed_ and exposed, discarded and +play went on in the usual routine, _North_ drawing and discarding.] + +There are a few rules applying to the "_Chow_" and "_Pung_." They are as +follows: + +1. All tiles must be "_punged_" or "_chowed_" _as they are discarded_; +for a tile discarded by a player and allowed to remain in discard until +the next player discards, becomes "dead" and _cannot be_ touched during +the rest of the game. + +2. It has been stated that one cannot "_pung_" unless it makes up three +or four of a kind. This is true with one exception. In the case: when a +tile will complete a player's hand allowing him to "_Mah-Jongg_," the +tile may be punged. Example: A player with four sets and an odd tile may +_pung_ a tile which matches his odd one. The rule is that "_a player may +at any time 'Pung' a discard which will complete his hand and allow him +to Mah-Jongg_." + +3. The denomination and suit of each tile must be announced as it is +discarded, a player discarding a 3 of _character_, announcing _3 +character_, to prevent confusion of a player who may be studying his +hand. This is more of a courtesy of the game, than a rule. + +4. A "_Pung_" has precedence over a "_Chow_" and if one player can pung +the same discard that another player can chow, the former has the right +to appropriate the tile. + +5. If a player can pung a discard which will complete his _hand_ and +another player can pung the same discard to complete a _set_, the former +has the right to take the discard. + +6. If two players pung the same tile to complete their hands, the +precedence is given to the player claiming the tile nearest to the +discarder in a counter-clockwise direction around the table. + + + + +FOUR OF A KIND: + + +Before speaking of "_four of a kind_," it is better to give the reason +for exposing a set made up of a pair and a punged discard, and make +clear at the same time, what is to be done when three of a kind are +completed by draw. + +A set made up of a pair and a punged discard must be "exposed" by +setting it out face up, on the table to the right of the players' tiles, +first, to show to the other players that he had the required pair, which +gave him the right to appropriate the discard, and secondly, to separate +the set from those completed entirely by draw from the wall. Sets +completed by help of an appropriated (punged) discard, have only +one-half the scoring value of exactly the same sets, completed by draw +from the wall and kept in the hand. + +Thus there are many advantages in drawing the third tile to complete a +set of three of a kind when compared to "punging" the same, for in the +former case, the set has twice as much scoring value, they are kept +concealed in the hand and the opponents can only guess as to how nearly +complete a concealed hand may be. A concealed set is counted as one of +the four sets required to win, just as an exposed set would be, and a +player having a set of three of a kind concealed has very good chances +of filling it and thus forming four of a kind which counts a great deal +higher. + +A player may complete a set of four of a kind either by draw from the +wall or "punging" an opponent's discard, if he has three of a kind +_already in his hand_. In _either_ case he must place the completed set +on the table to the right of his tiles; all four face up if he "punged" +the fourth, the two end tiles face down if he has "drawn" the fourth. + +The player must immediately draw a "_loose tile_" (one of the two tiles +on top of, and marking the end of the wall). Usually the one farthest +from the end is taken, the one on the end moved up, and replaced by a +tile from the end of the wall itself. + +The "_loose tile_" was drawn because every time a player completes a +set of four of a kind, he causes the rest of his hand to be one tile +short. This must be made up every time four of a kind is filled by an +extra tile drawn from the "_loose_" tiles. + +[Illustration: Illustration No. 13. In this illustration the player had +three one dots in his hand when one of the opponents discarded the +fourth one dot. This player "_punged_" it, matched the four of a kind, +exposed them, drew a "loose tile" and discarded.] + +[Illustration: Illustration No. 14. In this illustration the player had +three one dots in his hand and _drew_ the fourth in his regular turn to +draw. This set counts in scoring as much as it would in his hand but +must be exposed in order to draw the "loose tile." Therefore the end +tiles are turned down to show that in counting the score that the set is +counted as if it were held in the hand.] + +[Illustration: Illustration No. 15. In this illustration the player has +one set of 3 one dots punged and completed, and is now trying to match +up the rest of his hand. If another player discards a one dot he cannot +touch it and must let it go by. However, if he draws the fourth one dot +himself, he may add it on to his set of 3, draw a loose tile and discard +as usual. As can be seen from the last three illustrations, the rule in +the case of four of a kind is as follows:] + +_In any set which a player may have exposed on the table there must not +be more than_ (1) _punged tile_. + +A player having three of a kind in his hand may _pung_ the fourth when +it is discarded or having three of a kind on the table and drawing the +fourth may add it to his 3 exposed tiles. The rule, however, bars him +from appropriating some one else's discard to make a fourth for an +exposed set of three of a kind because in order to appropriate this +discard he would have to pung it. This he has not the privilege of +doing, because he already must have one "_punged_" tile in his exposed +set or it wouldn't be exposed. + + + + +MAH-JONGG OR MAH-DIAO + + +As has been mentioned before when a player has matched his hand into +four (4) sets and by a draw or a pung has mated the final pair he wins +and announces "_Mah-Jongg_" or "_Mah-Diao_" (Dee-O), either being +correct and in common usage, the latter being the most logical because +of its English translation "mating the pair." A player must at all times +during the game have thirteen (13) tiles, his draw every round +momentarily giving him fourteen (14), his discard leaving him the +thirteen (13). Then for every four of a kind that he fills he should +have an extra tile in his hand on account of the extra loose tile draw. + +Thus one is able at any time during the game to check his hand and +ascertain whether or not he has the correct number of tiles in it. If he +has not sets of four of a kind he should have thirteen tiles in his +hand. If he _has_ one set of four of a kind he should have fourteen +tiles in his hand, two sets of four of kind 15 tiles, and so on. + +If, at any time during the game, a player has an incorrect number of +tiles in his hand, it becomes "dead." He must continue drawing and +discarding, but when the scores are settled his score does not count and +therefore he must pay all players. His only chance lies in endeavoring +to prevent the other players from completing their hands, by holding the +tiles which he believes they need and thus causing a draw game. + + + + +SETTLING THE SCORES + + +When the first player to complete his hand calls "_Mah-Jongg_" the game +is ended, and all players expose their hands and count up their scores. +The winner of the game collects full value of his score from each of the +other players and throwing his hand into the discard is thru for that +game. + +The remaining three players then settle among themselves the +_difference_ of their scores, the high hand of the three collecting the +difference between his score and each of the remaining two players. Then +throwing his hand into the discard, leaves the remaining two to settle +their scores, the highest hand of which collects the difference. + +It must be remembered here that East Wind (or banker) pays or collects +double, if he loses or wins. + +Scores are most conveniently settled by the use of the counters which +are furnished with the sets. These are spotted to denote different +denominations and at the end of every hand the actual scores or +differences in scores are settled between players by the exchange of +these counters. There are several styles of counter sets. The one in +most common usage contains counters valued as follows: + + Points + + 1 Gold dot 1,000 + + 5 Black dots 500 + + 1 Black dot 100 + + 10 Red dots 10 + + 2 Red dots 2 + + + + +SUGGESTIONS FOR CAREFUL PLAYING OF HANDS + + +In a game of this nature where every hand is different from the +preceding one and so much depends on the draw, it is very hard to lay +down any specific rules of how it should be played. There are, however, +a few points which would help if kept in mind during the play. A player +should study his original hand and after the first few draws and +discards form a general plan of what he is going to try and fill in his +hand and decide on how high a score he will have a good chance of +making. This will be decided by: + +1. The condition of his own hand. + +2. The discards of the other three players. + +If he has an exceptionally strong hand in any one suit he will play for +that suit regardless of the other players. If he has a well-divided +hand, by watching the other players' discards, he will be able to form a +fairly good opinion of what they are doing with their hand. + +After judging his hand, visualizing the sort of hand that he is to try +to fill, he should use his own judgment in drawing and discarding, +constantly watching his own hand for opportunities and his opponents' +discards for disclosures, and upon the slightest suspicion that one of +these opponents is nearing the completion of his hand, should +immediately forego any thoughts of a higher hand himself and seek to +complete his own hand as quickly as possible. + +Summing this up; a player should plan and play to win at all times with +as high a hand as possible, then as the wall grows shorter and the +probability of one of the opponents completing his hand grows larger, +the player should reconsider, and + +1. If he has at that stage an exceptionally good hand which will win +back for him from the other two players that which he loses to the +winner, should go on improving his hand and take the chance of another +player winning. + +2. If he has just an ordinarily good hand he should stop playing to +improve his hand and start to complete it as quickly as possible, i.e., +form sequences and mix suits, in order to win before the other players +and save himself. + +3. If his hand has not improved at all or very little since the +beginning of the game and he has small chance of completing his hand in +any way before some other player does, his only plan is to hold the +tiles which he thinks would help the other players and discard only +those which he is sure they will not pung. These tiles can be +ascertained by carefully searching the discards in the center of the +table and the sets already exposed by the other players. By playing this +way he may be able to cause the game to be a draw. + +There are a few other points which are taken up in the last four layouts +in Part I. + + + + +USE OF THE MANDARINS + +(Flowers and Seasons) + + +The _Mandarins_, also called _Flowers_ and _Seasons_, are eight in +number, two for each of the four winds. They may be eliminated from the +set and are not usually used in the play, as they add a large element of +chance into the game. + +If they are used, each side of the wall is increased by two tiles, +making each side a double tiered row of 18 tiles side by side. + +Then, if a player draws one of his own _wind mandarins_, he exposes it +on the table and draws a "loose tile," the _mandarin_ of his own wind +permitting him to double his score once. If then he draws the other +_mandarin_ of his own wind he repeats the above process and may double +his total score again. Where "_Seasons_ and _Flowers_" are used instead +of _mandarins_ the numbers on them, 1, 2, 3 and 4, represent _East, +South, West and North winds_ respectively. The red numbers are the +"_Seasons_" and the green numbers are the "_Flowers_." They are used +exactly as are the _mandarins_, i.e., One's own "_Season_" will double +the value of his hand, as _will_ his own "_Flower_." Both of them will +double the value twice. + + + + +SCORE CARD + + +It will be seen at a glance that the scoring values are divided into +three parts. First, the bonus scores which only the winner can use; +secondly, the combination scores which all four players can use; finally +the doubling honors which all four players may use, so it is that in +settling the scores the winner starts at the top with twenty (20) points +for "_Mah-Jongg_" or for winning and goes down the list scoring ten +points, if he has no sequence in his hand and so on thru the bonus +scores, adding to these whatever scores he obtains from combinations in +his hand or on the table and doubling the sum as many times as he has +doubling honors. + +In the bonus scores for the winning hand only there are six items: + +1. "_Mah-Jongg_" which gives 20 points for winning the hand. + +2. _No sequence in hand or on table._ This is a bonus of 10 points given +to a player if he wins without use of sequences. + +3. _Drawing the winning piece._ This is a bonus of 2 points given to the +winning player if he _draws_ the tile which completes his hand from the +wall. Of course _punging_ the winning tile will forfeit this bonus. + +4. _Filling the only place to win._ This is a bonus of 2 points given +to a player who fills the only possible place to win, i.e., winning by +matching the pair or drawing the middle tile of a sequence. + +5. _Winning on a draw from a loose tile._ This of course is a bonus of +ten points given to the winning player if any of his loose tile draws +have been fortunate enough to complete his hand. + +6. _No other score than "Mah-Jongg" in hand or on table._ This is a +bonus of ten points given to the winning player having only 20 points +for "_Mah-Jongg_" as his score, and is a hand made up of four sequences +and a pair in which there is no score, a sequence having no scoring +value whatsoever. Of course even drawing the winning piece will forfeit +this bonus as can easily be seen. + +In the combination scores exposed sets are those on the table; face up +to the right of the player, concealed sets are those which are in his +hand at the time of winning. As will be seen by the score card, +concealed sets having been made up by the player without the assistance +of a pung or chow score twice as much as the same set would if it were +on the table. This together with the fact that sets of ones, nines, +winds or dragons score twice as much as sets of twos, threes, fours, +fives, sixes, sevens and eights should be helpful in memorizing the +score which is essential to the careful playing of each hand. + +As for the doubling honors, each set or combination doubles the total +score once, and if there are five _doubling honors_ in a hand, the total +score should be doubled five times--for example: a player goes +_Mah-Jongg_ or _Mah-Diao_ having 32 points in bonus scores, 18 in +combination scores, making his total score 50. Then if he has five +_doubling honors_ his final score is 1,600 points, i.e., +50-100-200-400-800-1,600. + + + + +EXAMPLE OF HANDS AND HOW THEY ARE SCORED + + +[Illustration: Example No. 1.] + + For Mah-Jongg 20 + For Three 2 Dots 2 + ---- + 22 Total Score + No double honors: 22 Final Score + +In this hand the player punged the 2 dot which completed his hand, 20 +for _Mah-Jongg_ as the only bonus score he has because: 1. He has +sequences. 2. He did not draw the winning piece. 3. He did not fill the +only place to win. 4. He has other score than _Mah-Jongg_. 5. He did not +win on a loose tile draw. In combination value, he has only two points +for the set of three 2 dots, the sets of sequences helping complete the +hand, but scoring nothing. There are no doubling honors in the hand so +the final score is 22. This is the lowest winning hand that can be +scored. + + +[Illustration: Example No. 2] + + Winner chowed the 1 character to complete hand. Score is + + Mah-Jongg 20 + ---- + No other scores on hand or on table 10 + ---- + 30 Total Score + No combination scores or doubling + honors 30 Final Score + + +[Illustration: Example No. 3] + + Mah-Jongg--20 20 + No sequences--10 10 + Filling only place to win--2 2 + Drawing wins p.--2 2 + ---- + 34 + 3 ones concealed 8 + 3 threes concealed 4 + 3 fives exposed 2 + 3 fours exposed 2 + ---- + 50 Total Score + No doubling honors: 50 Final Score + + +[Illustration: Example No. 4] + + Mah-Jongg 20 + No sequence 10 + Drawing winning piece 2 + ---- + 32 + 3 sixes (concealed) 4 + 3 twos (exposed) 2 + 3 dragons (exposed) 4 + 3 threes (exposed) 2 + ---- + 44 Total Score + Double once for red dragons 88 Final Score + + +[Illustration: Example No. 5] + + Mah-Jongg 20 + No sequence 10 + Drawing winning piece 2 + Filling only place to win 2 + ---- + 34 + 3 twos (exposed) 2 + 3 nines (exposed) 4 + 3 ones (exposed) 4 + 3 dragons (exposed) 4 + ---- + 48 Total Score + Double once for green dragons 96 + Double once for all one suit except + winds or dragons 192 Final Score + + +[Illustration: Example No. 6] + + Mah-Jongg 20 + No sequence 10 + Drawing winning piece 2 + Filling only place to win 2 + ---- + 34 + 4 nines (concealed) 32 + 3 sevens (exposed) 2 + 3 fours (concealed) 4 + 3 ones (concealed) 8 + ---- + 80 Total Score + Double three times for 160 + All one suit 320 + 640 Total Score + + +[Illustration: Example No. 7] + + Mah-Jongg 20 + No sequence 10 + ---- + 30 + 4 dragons (concealed) 32 + 4 winds (exposed) 16 + 3 dragons (exposed) 4 + 3 dragons (concealed) 8 + ---- + 90 Total Score + Double three times for all 180 + One suit (honor) 360 + 720 + Double once for red dragons 1440 + Double once for white dragons 2880 + Double once for green dragons 5760 Total Score + +If this hand is held by the East Wind he may double again for having a +set of his own wind, making his score 11,520, and being East Wind, he +collects double from each player when he wins, making his total 23,040 +from each of the other three players or 69,120 in all. + + +[Illustration: Example No. 8] + + Mah-Jongg 20 + No sequence 10 + ---- + 30 + 3 dragons (exposed) 4 + 3 fours (exposed) 2 + 3 eights (exposed) 2 + 3 dragons (concealed) 8 + ---- + 46 Total Score + Double once for white dragons 92 + Double once for green dragons 184 Final Score + +If player is East Wind, he collects double, or 368 from each player. If +any other wind, he collects 368 from East Wind and 184 from the other +two players. + + +[Illustration: Example No. 9] + + Mah-Jongg 20 + No other score in hand or on table 10 + ---- + 30 Total Score + Double three times for all 60 + One suit 120 + 240 Final Score + +Note: In this hand the player did not even fill the only place to win +as a 6 character would have won also. + +If player is East Wind, he collects 480 from each of the other three +players. If any other wind, he collects 480 from East Wind and 240 from +the other two players. + + +[Illustration: Example No. 10] + + Mah-Jongg 20 + No sequence 10 + Winning on loose tile draw 10 + Drawing winning piece 2 + Filling only place to win 2 + ---- + 44 + 4 nines (exposed) 16 + 4 ones (concealed) 32 + 4 dragons (exposed) 16 + 4 dragons (exposed) 16 + ---- + 124 Total Score + Double once for red dragons 248 + Double once for green dragons 496 Final Score + + +[Illustration: Example No. 11] + + Mah-Jongg 20 + No sequence 10 + Drawing winning piece 2 + ---- + 32 + 3 winds (concealed) 8 + 3 dragons (concealed) 8 + 3 twos (concealed) 4 + 3 nines (concealed) 8 + ---- + 60 Total Score + Double once for all one suit + except winds or dragons 120 + Double once for red dragons 240 + + Double once for own wind 480 Final Score + +This illustration assumes player to be North Wind. This player collects +double, or 960, from East Wind and 480 each from South and West Winds. + + +[Illustration: Example No. 12] + + Mah-Jongg 20 + ---- + 20 + 3 fives (exposed) 2 + 3 winds (exposed) 4 + 2 dragons 2 + ---- + 28 Total Score + Double once for all one suit except + winds or dragons 56 Final Score + +Note: Two points for pair of red dragons. Dragons and own wind are only +pairs that score, and they are limited to two points. + + +[Illustration: Example No. 13] + +PLAYER IS EAST WIND + + Mah-Jongg 20 + No sequence 10 + ---- + 30 + 3 winds (exposed) 4 + 3 ones (exposed) 4 + 3 fours (exposed) 2 + 3 dragons (exposed) 8 + ---- + 48 Total Score + Double once for all one suit + except winds or dragons 96 + Double once for red dragons 192 + Double once for own wind 384 + Collect double from each player + being east wind and winning 768 Final Score + from each player + + +[Illustration: Example No. 14] + +PLAYER IS WEST WIND + + Mah-Jongg 20 + No sequence 10 + Draw winning piece 2 + ---- + 32 + 3 winds (concealed) 8 + 3 winds (concealed) 8 + 4 winds (concealed) 32 + 3 winds (exposed) 4 + ---- + 84 + Double 3 times for all one 168 + Suit (honor) 336 + 672 + Double once for own wind 1344 + +Collects 2688 from East Wind and 1344 apiece from North and South Winds. + + +[Illustration: Example No. 15] + +PLAYER IS EAST WIND + + Mah-Jongg 20 + No sequence 10 + Only place to win 2 + ---- + 32 + 4 ones (concealed) 32 + 4 nines (concealed) 32 + 4 fours (exposed) 8 + 4 sevens (exposed) 8 + ---- + 112 Total Score + Double 3 times for all 224 + One suit 448 + 896 + Double once because player is East + wind and won 1792 Final Score + from each player + + +[Illustration: Example No. 16] + +PLAYER IS EAST WIND + + Mah-Jongg 20 + ---- + 3 fours (concealed) 20 + 3 dragons (concealed) 4 + 8 + ---- + 32 Total Score + Double 3 times for winning on + Original hand 64 + 128 + 256 + Double once for red dragons 512 + Collects double because is East + wind and won 1024 Final Score + from each player + + +[Illustration: Example No. 17] + +PLAYER IS SOUTH WIND + + Mah-Jongg 20 + Drawing winning piece 2 + Filling only place to win 2 + ---- + 24 + 3 ones (concealed) 8 + 3 fours (concealed) 4 + 4 winds (concealed) 32 + 2 own wind 2 + ---- + 70 Total Score + Double once for all one suit except + winds or dragons 140 Final Score + +Collects double, or 280, from East wind; 140 from North and South +respectively. + + +[Illustration: Example No. 18] + +PLAYER IS NORTH WIND + + Mah-Jongg 20 + No sequence 10 + ---- + 30 + 4 ones (concealed) 32 + 4 nines (exposed) 16 + 4 nines (concealed) 32 + 3 dragons (concealed) 8 + ---- + 118 Total Score + Double once for green dragons 236 Final Score + +Collects double, or 472, from East wind: 236 from West and South winds +respectively. + + +[Illustration: Example No. 19] + +PLAYER IS WEST WIND + + Mah-Jongg 20 + ---- + 20 + 3 winds (concealed) 8 + 3 dragons (exposed) 4 + ---- + 32 + Double once for all one suit except + winds or dragons 64 + Double once for white dragons 128 + Double once for own wind 256 + +Collects 512 from East wind, 256 from North and South, respectively. + + +[Illustration: Example No. 20] + +PLAYER IS EAST WIND + + Mah-Jongg 20 + No sequence 10 + Winning on loose tile draw 10 + Drawing winning piece 2 + Filling only place to win 2 + ---- + 44 + 4 dragons (concealed) 32 + 4 dragons (concealed) 32 + 4 dragons (concealed) 32 + 4 winds (concealed) 32 + ---- + 172 Total Score + Double 3 times for all of one suit + (honor) 344 + 688 + 1376 + Double once for green dragons 2752 + Double once for white dragons 5504 + Double once for red dragons 11008 + Double once for own wind 22016 + Double once because everyone must + pay East wind double when he + wins 44032 Final Score + +East wind collects this amount from each of the other three players, +making a total of 132,096 points that East may win in one hand. This is +the highest hand which is probable. There is a hand composed of sets of +3 of a kind, similar to this, which, if drawn on the original draw, will +yield more points than this, but it is highly improbable that the hand +will ever actually be drawn by any given player. + + + + +ILLUSTRATIONS OF SCORE SETTLING + + +In the four layouts following, the illustrations represent all the hands +together as they are laid down after one of the players wins. They serve +to clear up "settling" of the scores and also bring out important points +in the playing of the hands. In each case the score of the four players +is given in total and practice in the calculating of scores can be +obtained by beginners by scoring these hands and comparing their results +with the given scores. + + West Wind + 400 + +-----------+ + | | + North Wind | | South Wind + 16 | | 64 + | | + +-----------+ + East Wind + 608 + +[Illustration: + +West Wind 400 + +South Wind 64 + +East Wind 608 + +North Wind 16] + +East Wind "Mah-Jongged" with a total score of 608 points. He collects +double this amount from each of the other three winds because he is East +Wind, and winning, collects double. This makes 1216 from each player or +a total of 3648. He then throws his hand into the discard and the other +three players settle, the high hand collecting the difference between +his hand and the remaining two. In the illustration, West Wind is the +high hand and he collects 336 from South Wind and 484 from North Wind, +the difference between his hand and those of South and North Winds, +respectively. He then discards his hand and leaves the South and North +Winds to settle. They do this by South Wind collecting 48 points from +North; both discard their tiles, and the scores are settled. It might be +best here to analyze the above layout to see how the play went. East +Wind's hand appeared harmless enough because he had most of it +concealed, only exposing two sets. On this account, none of the other +opponents would hesitate about discarding the eight of bamboo which +allowed him to Mah-Jongg. North and South Winds having poor hands +themselves might have held the eight of bamboo and not have taken a +chance on it "putting him out" if they had been warned how near he was +to winning, for West Wind had an exceptionally fine hand with the best +part of it concealed and he won back from North and South Winds more +than half of his payment to East, the winner. + +North and South Winds fell in a conflict of suits, one of the most +frequent occurrences of the game and one which spoils a great many +otherwise good hands. They were both attempting to complete "all dot" +hands and each has two conflicting pairs, namely, 5 and 6 of dots. +Either of them to win can only have one pair in their hand, and each was +holding the other from any chance of winning. + +When two players play for the same suit, it is best for both to give up +any idea of obtaining all of one suit, and fill in the hand with one or +two sets of winds or dragons. Very often one can get three doubles in +this way when it would be impossible to complete a hand of all one suit. + + +[Illustration: + +West Wind 2816 + +South Wind 8 + +East Wind 4 + +North Wind 22] + +NORTH WIND MAH-JONGGS + +North Wind Mah-Jonggs with 22 points as his total score. He collects 22 +points apiece from North Wind and South Wind. East, however, must pay +him double or 44, being banker and losing. This gives North Wind a total +of 88. The other three then settle West Wind with a total of 2816; +collects the difference between his hand and East Wind's which is 2814, +doubled because he won from East Wind and East Wind must pay double when +he loses. This gives West Wind 5628 from East Wind, and just the +difference in their hands from South Wind which is 2808. Then South Wind +in settling with East Wind collects the difference, 4, double or 8. This +layout demonstrates the point that it is not always necessary to +Mah-Jongg or win, in order to take in the highest number of points. +North Wind "Mah-Jongged" and collected only 88 points, whereas West Wind +collected a total of 8,436 points. What evidently took place in this +hand goes as follows: West Wind was exceptionally fortunate in the draw +and soon had three sets of winds and dragons exposed, or on the table. +The other three players seeing in this a dangerous hand, "ran for +cover," this consisting of gathering all the sequences possible +together, and mixing the suits. By doing this a player can very quickly +complete his hand and win, although his score will be low when he does +win. However, the one who does "Mah-Jongg," no matter how low his score +may be, collects that amount, and escapes any exceptionally high scoring +hands which the other players may hold. In this case it was North Wind +who won out and avoided paying many points to West Wind by doing so. + + +[Illustration: + +West Wind 64 + +South Wind 10 + +East Wind 56 + +North Wind 416] + +NORTH WIND MAH-JONGGS + +In the above layout, North Wind winning, scores 416; West Wind 64; +South Wind 10, and East Wind 56; North Wind then takes 832 from East +Wind, and 416 from West and South Winds. West Wind collects 54 from +South Wind and 16 from East Wind; East Wind then collects 46 doubled or +92 from South Wind. + +In this game both North and West Winds played for all dot hands; North +Wind foreseeing this early in the game filled in his hand with winds and +dragons, in this way winning out over West Wind; East Wind starting with +a pair of green dragons kept them until he had all characters except the +pair. Then came the time for him to decide on whether he would discard +the pair and try to fill an all character hand, or use the dragons. He +decided on the latter because looking at North Wind's exposed tiles he +saw that North Wind was dangerously near to winning. He filled his +dragons and attempted to win as quickly as possible, almost succeeding +and needing only one tile to complete his hand. + + +[Illustration: + +West Wind 64 + +South Wind 48 + +East Wind 80 + +North Wind 152] + +NORTH WIND MAH-JONGGS + +North Wind "Mah-Jongged," collects 304 from East and 152 from West and +South respectively. Then--East Wind collects 16 doubled or 32 from West +and 32 doubled or 64 from South. West Wind wins 16 from South who is the +loser all around. East Wind's difficulty above was that he decided on +all bamboo hand at the start of the game without having a sufficient +number of pairs in that suit. The result was that by the time that he +_drew_ the pairs and was ready to pung discards the other players had +already discarded a number of tiles which he needed in his hand. They +were then dead. The result of all this can be seen in his hand above; he +has still two pairs and a sequence to fill and the particular tiles +needed to do this (the 4, 5 and 8 of bamboo) have probably all been +discarded early in the game by the other players. The point thus +illustrated being: It is not advisable to attempt the completing of a +suit which all the other players are discarding unless sufficient pairs +are held from the start to withstand their attacks. + + + + +PART TWO + +PLAYING WITH A LIMIT + + + + +PLAYING WITH A LIMIT + + +Pung-Chow, as it has been described in the foregoing pages, represents +the game as it is played with unlimited hands, that is where no limits +are set on the number of points permissible in the score of a hand. It +is impractical, however, to play with unlimited hands in a game where a +stake has been set due to the inconsistencies of the winning hand +scores; one _may_ win with a hand of 200,000 points, whereas the +ordinary or average winning hand numbers approximately only 500 to +1,000. + +On this account the Chinese use a lower scoring system and set limits on +the hands whenever placing stakes on the game, with a view of limiting +losses between all players. + +This setting of a limit changes the game considerably, for while the +procedure of the play is similar to that of the unlimited hand, the +scoring is almost totally different and the actual playing of the hand +is changed. + +A player in a limited hand gains nothing by completing a hand scoring +high in the thousands when held down to the limit which is comparatively +low. This changes entirely the playing of hands, making each player's +object no longer to score as high a hand as possible and win, but to +score as closely to the limit as possible and win, which in practice +amounts to completing the hand as quickly as possible, mixing sequences +and sets of all suits and taking all good scoring sets as they come, +planning for none. + +It can be seen that there is a larger element of fortune or "luck" in +this method of playing than there is in playing the unlimited hand, +though in either case the best player will win consistently. + + + + +THE PROCEDURE OF PLAY + + +[Illustration: + + Indicators Wind Box] + +In playing this sort of a game the wind indicators in their container, +the Cheung Huen or wind box, are always used, and their use changes the +method of commencing the game. + +To start the game when using the wind markers the seats are +preliminarily chosen and any one of the four players throws the two dice +once, the result of this throw deciding which player is to throw again +for playing position. Counting of players being done in a +counter-clockwise direction as previously explained. + +The players thus designated will shuffle the wind indicators thoroughly +face downward and places any one of them still face downward on top of +wind box. He then arranges the whole lot in a perpendicular straight +line in front of them all face downward, placing the box with the wind +indicator still on top of it in any order he pleases. (See Illustration +No. 1.) + +[Illustration: Illustration No. 1] + +In this illustration, C first threw the dice; the number was seven, +deciding A as the player who was to throw again for playing position or +seat. A has shuffled the markers and arranged them perpendicularly in +front of him, placing the wind box in second position. He had the +privilege of placing it in 1st, 3rd or 4th position if he had chosen. He +then throws with the dice, an 8; this designates D as the player to take +the first indicator; A the second (also the wind box), B the third, and +C the fourth. + +He then throws the two dice and the number thrown will decide which +player is to pick up the indicator farthest from him (or the first +indicator in the accompanying illustration) counting in the usual manner +one player at a time in counter-clockwise direction, starting with +himself as 1. The player indicated will pick up the first indicator, the +player on his right the second indicator, the player opposite the third +and the player to his left the east. + +The wind box goes to the player picking up the indicator on top of it +who then places it in front of him to mark the seat of East Wind. The +players then look at their indicators; the one drawing the East Wind +indicator becomes East Wind, and occupies the seat marked by the wind +box. The remaining three players seat themselves about the table +according to their draw or wind marker, i.e., draw of West Wind +indicator opposite to East, North Wind to the left and South Wind to the +right of him (East). + +East Wind now takes charge of the wind box and the four indicators which +are placed in the wind box face up with East Wind on top. The East Wind +player retains the box until he loses a hand. When this occurs the box +goes to the right to the player who was South, but now becomes East +Wind. The East Wind indicator, however, still remaining on top as this +designates that the East Wind round is being played. The East Wind round +is over as soon as the fourth player to be East Wind in turn loses. He +is the one to take charge of the East Wind indicator and placing the +South Wind indicator on top to indicate the South Wind round, hands the +box to the original East Wind who now becomes the first East Wind of the +South Wind round. It will now be seen that four games make up a round +and four rounds make up a set. In every case the new wind-round must +commence from the original East Wind player and the box is for the +purpose of indicating which round of the wind is being played and who is +the East Wind in that particular hand. + +It should be decided before starting how many sets are to be played. +Chinese players generally play from 4 to 8 sets in an evening. + +The seats having been chosen and winds positioned, the procedure of play +continues exactly as has been described before. The wall is broken and +the tiles drawn in the same manner, "Chowing," "Punging" and filling +four of a kind are processes gone about in the same manner as they are +in the other type of game. + +Mah-Jongg also is attained in the same way, i.e., completing four sets +and a pair. + +Almost the entire difference in the two ways of playing the game is +found in the scoring. + +In the scoring many new combinations have been added, scoring values +have been changed, and special bonuses, limit hands and new doubling +honors have been introduced which must now be taken, one at a time, and +explained in detail. The most important change is that _the last 14 +tiles in the wall are never drawn and the game_ ends and is a draw if it +reaches this point without conclusion. + +Loose tiles may be drawn of course during the play, but even a loose +tile cannot be drawn if there are only 14 tiles left in the wall +including the loose tiles. These last 14 tiles are usually separated a +little from the rest of the wall to indicate the end. + + +THE LIMIT HAND. + +To keep the hands down to a reasonable amount when players are playing +for stakes, the system of setting a limit as to the number of points +that can be scored in a hand. This is usually 300 points; in games +giving a bonus of 10 points for Mah-Jongg, and 400 in games giving a +bonus of 20 points for Mah-Jongg. East Wind of course is liable for +double the limit and at the same time may win as high as double the +limit from each player. To non-winners settling their scores, settle the +difference in the score up to the limit if neither is East Wind, and up +to double the limit if either is East Wind. + +The limit is of course entirely optional, and may be set by the players +at the beginning of the play. A limit of 600 points between players +seems the most popular at present in America. + + +WASHING THE TILES. + +It is necessary before going into "Washing the Tiles" to explain the +meaning of "Heads." A Head is a one, nine, wind or a dragon, and a hand +containing 9 or more different "Heads" on the original hand drawn from +the wall entitles the player to "Wash Tiles." He calls out "no play" and +exposes his hand, collecting according to the following table: + + From each player + + 9 Heads 50 points + 10 Heads 70 points + 11 Heads 100 points + 12 Heads 150 points + 13 Heads 200 points + +When washing the tiles takes place, the tiles must be reshuffled and the +wall built over. East Wind retains the "Cheung" (wind box) and not +collecting double when he "washes tiles" does not have to pay any of the +other players double when they "wash tiles." It must be remembered that +in order to wash the tiles the heads must be different, that the hand +must be the original 13 tiles (14 in case of East Wind) and no drawing +is permitted. + + + + +BONUS SCORES + + +1. For Mah-Jongg or completing a hand a bonus is given and this is +generally 10 points unless specially agreed upon to be so. + +2. For winning hand of absolutely no scoring value than Mah-Jongg, 10 +points is given as a bonus. + +3. For winning tile drawn by the player himself from the last tile which +may be drawn in the wall doubles the total score once (i.e., the 15th +tile from the end of the wall). + +4. Winning on a draw from a loose tile doubles total score once. + +5. To win on first card played a bonus of half the limit hand is given. +Washing cards have preference over this wind. + +6. For completing the hand with the fourth card of an exposed set of +three of a kind--for example, if a player has an exposed set of 3 of a +kind and he draws or pungs the fourth tile, and if this very tile is the +winning tile, he may double the total score once. + + + + +LIMIT HANDS + + +A player holding a winning hand of any one of the following combinations +receives from each of the players the full amount agreed upon. + +1. A winning hand of single heads one only of each with a pair of heads +different from the rest representing the final pair. + +[Illustration: Illustration No. 2] + +2. A winning hand containing _sets_ of heads _only_ with a pair of +_heads_ as the final pair. + +[Illustration: Illustration No. 3] + +3. A winning hand of four different sets of winds and any kind of a +final pair. In China this hand is called the four happinesses and +superstition has it that one holding this hand has much good fortune +coming to him having the four happinesses at his door. + +[Illustration: Illustration No. 4] + +4. The winning hand of 3 different sets of winds with a pair of the +other winds as the final pair. + +[Illustration: Illustration No. 5] + +5. A winning hand made up entirely of sets of four of a kind with any +pair as the final pair. + +[Illustration: Illustration No. 6] + +6. East Wind winning on original draw from the wall. This wind has +preference over washing cards. The Chinese consider this hand as a +forecast of misfortunes to come. + +7. A winning hand containing the 3 sets of dragons; red, green and +white. In China these are known as the 3 Doctors of Literature. The +inference of course being that many tiles must be turned away before +these three sets can be made up just as many students in China are +turned away by competitive examinations before the three best scholars +are chosen to pursue their studies at the Royal Court with the title of +Doctors of Literature. + + + + +SCORING VALUES + + +[A]WINNING HAND. + + Mah-Jongg 10 Points + No other score in hand or on table than Mah-Jong 10 Points + + On Table In Hand + Of three of a kind of 2 to 8 2 6 + Of three of a kind of heads 4 10 + Of four of a kind 2 to 8 8 16 + Of four of a kind of heads 16 32 + Pair of 2 to 8 punged to complete hand 0 2 + Pair of 2 to 8 drawn to complete hand 0 4 + Pair of heads punged to complete hand 0 4 + Pair of heads drawn to complete hand 0 6 + Pair of the player's own wind punged by + him in his own wind round to complete + hand 0 6 + Pair of the player's own wind drawn by + him in his own wind round to complete + hand 0 8 + Filling a sequence in the middle on the + only open end to complete hand By Chow 2 + Filling a sequence with both ends open by + draw to complete hand By draw 4 + +[Footnote A: Count for winning hand only.] + + Other Hands On Table In Hand + Three of a kind of 2 to 8 2 4 + Three of a kind of heads 4 8 + Four of a kind 2 to 8 8 16 + Four of a kind heads 16 32 + One pair of a kind any dragon .. 2 + One pair of own wind .. 2 + One pair of wind of the round .. 2 + One pair of players own wind in the wind + of his own wind round .. 4 + + + + +EXPLANATION OF ITEMS IN THE TABLE OF SCORING VALUES + + +1. Pair of 2-8 punged to complete hand. A player must have four sets and +a pair to win. The above scoring value is given if the pair is from 2 to +8 and if he pungs one of them to win. + +2. Pair of 2-8 drawn to complete hand. This score is given as above when +the player's extra pair is from 2-8, but he must match the pair by draw. + +3. Pair of heads punged to complete hand. This four points is given when +player pungs to match his final pair. + +4. Pair of heads drawn to complete hand. This six points is given when +player draws and matches his final pair. + +5. Pair of player's own wind punged by him in his own wind round to +complete his hand. This six points is given to a player who "pungs" to +match this final pair when his final pair is his own wind and it is his +own wind round. + +6. Pair of the player's own wind in his own wind round drawn by him to +complete his hand. This is similar to the one above except that the +player draws the tile instead of punging it, thereby getting 8 points +instead of 6 points. + +7. Filling a sequence in the middle or on the only open end to complete +hand. An example would be chowing a 6 character, have a 5 character and +a 7 character, or have the 2 and chowing the 3 (only open end). + +Filling a sequence with both ends open, by draw to complete hand. An +example would be, having a 7 and 8 of character and drawing a 6 or a 9. +In both this and the above case when the sequence is filled by draw, it +must immediately be set out face up on the table to the right of player, +with the draw tile drawn on top of the other two according to the +illustration. + + + + +DOUBLING HONOR SCORES + + +1. A set of a player's own wind doubles his total score once. + +2. A set of a player's own wind in his own wind round doubles his total +score twice. + +3. A set of red dragons doubles his total score once. + +4. A set of green dragons doubles his total score once. + +5. A set of white dragons doubles his total score once. + +[B]6. A hand of all one suit except winds or dragons doubles his total +score once. + +[B]7. A winning hand having no sequences in it doubles the total score +once. This hand is known as "Tei Tei Woo" (mixed sets or no sequences) +among the Cantonese Chinese. + +[B]8. A winning hand entirely of one suit, doubles the total score three +times. + +[Footnote B: Count for winning hand only.] + + + + + +PENALTIES + + +1. In the event of a player announcing Mah-Jongg when his hand is not +complete, the player making the error must pay to each of the other 3 +players half of the limit. East Wind receiving full limit or paying full +limit as the case may be. + +2. The one discarding a tile that permits another player to win must +bear the entire losses of all other players; if the player winning had +any of the following four combinations of tiles exposed at the time of +discarding, _unless the discarder himself had two complete doubling +honors and was waiting for the winning tile_ or _was waiting for the +winning tile which would give him more than two doubling honors_. + +1. When nine tiles or more of the same suit are exposed and the +discarded tile gives a winning hand on entirely one suit. + +2. When nine heads or more are exposed and the discarded tile gives a +winning hand of entirely heads. + +3. When two sets of dragons are exposed and the discard of the other +kind of dragon gives the third set of dragon in a winning hand. + +4. When three different sets of winds are exposed and the discard of the +other wind gives a winning hand. + +[Illustration: Illustration No. 8a] + +Example 1. Any player discarding a one or a four of dot would complete +this hand and unless he had two complete doubling honors and was waiting +for the winning card or was waiting for the winning card to complete his +hand, with more than 2 doubling honors, he must pay the winner for all. + +[Illustration: Illustration No. 8b] + +Example 2. Any player discarding a red dragon will permit this player to +win and will be penalized for his recklessness by having to pay all +scores, unless his own hand fulfills the requirements set out in Example +No. 1. + +[Illustration: Illustration No. 8c] + +Example 3. A player discarding a white dragon is liable to the penalty +above mentioned, unless his own hand fulfills the requirements given +above in No. 1; anyone may discard a one of dot which, though permitting +the player with the above hand to win, would not bring a penalty down +upon the discarder. + +[Illustration: Illustration No. 8d] + +Example 4. A player discarding an East Wind would allow this player to +win and would be penalized unless excepted as in the other examples. +Here as in Ex. 3, a discard to the other pair, i.e., a three of bamboo, +would not be penalized. + +NOTE. (a) If a player has no choice in his discard; that is if he +discards the winning dot to an all dot hand when he has only dots to +discard, he is not penalized. + +(b) When a penalty is imposed, all scores except that of the winning +hand are canceled. + + + + +EXAMPLE OF WINNING HANDS + + +Note: Arrow indicates tile which completed the hand in the following +Examples. + +[Illustration: No. 1] + +Player is East Wind; South Wind round. + + Mah-Jongg 10 + Three 8 character (concealed) 6 + Three 3 bamboo (concealed) 6 + Three Heads (1 dot) (concealed) 10 + Three 5 character (exposed) 2 + Pair of Heads drawn (1 character) 6 + ---- + 40 Total Score + For no sequences double once 80 Total Score + East Wind collects double if + winning double once 160 From each player + +[Illustration: No. 2] + +Player is North Wind in North Wind round. + + Mah-Jongg 10 + Three of Heads (9 character) (concealed) 10 + Three of Heads (North Wind) (concealed) 10 + Three Bamboo (concealed) 6 + Three of Heads (Red Dragon) (exposed) 4 + ---- + 40 + For three red dragons double once 80 + 160 + For three of own wind in own wind round + double twice 320 + For no sequence double once 640 + +Player would collect 1280 from East Wind and 640 from other two winds. +If his score 640 were over the limit he would collect double the limit +from East and only the limit from South and West respectively. + +[Illustration: No. 3] + +North Wind--East Wind round. + + Mah-Jongg 10 + Three Heads (red dragon) (exposed) 4 + Three 7 character (exposed) 2 + ---- + 26 + For three red dragons double once 52 + + +Player collects 104 from East Wind; 52 from South and West. + +[Illustration: No. 4] + +Player is North Wind in East Wind Round. + + Mah-Jongg 10 + Three of Heads (red dragons) (exposed) 4 + Three of Heads (green dragons) (concealed) 10 + Three of Heads (nine bamboo) (concealed) 10 + Three of bamboo (concealed) 6 + Completing pair of player's own wind + in his own wind round by draw 8 + ---- + 48 Total Score + For no sequences double once 96 + For three red dragons double once 192 + For three green dragons double once 384 Final Score + +Players collect 768 from East; 384 from West and South. + +[Illustration: No. 5] + +Winning hand of "Single Heads." One of the "Limit" Hands, player +collecting double the limit from East and only the limit from the +others. + +[Illustration: No. 6] + +Winning hand containing sets of heads only; this is a "Limit Hand," +winner collecting double the limit from East and only the limit from the +other two players. + +[Illustration: No. 7] + +Winning hand containing all three sets of dragons and any other set and +pair. This is a "Limit Hand," winner collecting double from East and the +limit from the other two players. In all limit hand cases, East Wind, if +winner, collects double limit from All players. + +[Illustration: No. 8] + +Player is South Wind in South Wind Round. + + Mah-Jongg 10 + Three Heads (white dragons) (concealed) 10 + Three 4 dot (exposed) 2 + Three Heads (9 dot) (exposed) 4 + Filling sequence in middle by draw to win 4 + Pair of own wind in own wind round 4 + ---- + 34 Total Score + For three white dragons double once 68 + For all one suit except winds and + dragons double once 136 Final Score + +Players collect 272 from East, 136 from North and West. + +[Illustration: No. 9] + +Player is East Wind in South Wind round. + + Mah-Jongg 10 + Three 4 bamboo (exposed) 2 + Three 6 bamboo (exposed) 2 + Pair of Heads, completed by draw 6 + ---- + 20 Total Score + For all one suit double three times 40 + 80 + 160 Final Score + +Double because East Wind collects double when winning 320 from each +player. + +[Illustration: No. 10] + +Player's West Wind--East Wind round. + + Mah-Jongg 10 + Four Heads (red dragons) (exposed) 16 + Three 4 characters (exposed) 2 + Filling a sequence on the only open end 4 + ---- + 32 Total Score + For four red dragons double once 64 Final Score + +Player collects 128 from East and 64 from West and South. + + + + +TWO AND THREE-HANDED GAMES + + +Three or even two may play Pung Chow, though the game is essentially a +four-handed affair. It is played by two or three people in exactly the +same way that it is played by four, each player building up his own side +of the wall and then combining to build the fourth side. + +This fourth side is regarded as the dummy wall. In the building and +breaking down of the wall, East Wind acts for the dummy, throwing the +dice for it whenever indicated. The three players then draw their +original hand and ignore the dummy the rest of the game, playing in +regular routine and omitting the dummy's turn of play. + +When two play alone, each builds two sides of the wall and arrange the +usual wall. Then they throw the dice, East Wind throwing for either of +the two dummies, both draw their original hands and draw and discard +alternately until one wins. + +Of course when two or three play there is less opposition or conflict +and far greater possibilities in the draw than in the four-handed game. +On this account, higher scores are the rule rather than the exception, +making a more exciting and entertaining game but hardly one upon which +stakes could be safely set. + + + + +Table of Contents + + +PART I + +Playing Without a Limit + + Introduction 7 + + Summary of the Game 9 + + Description of Tiles 11 + + Procedure of Play 13 + + A--East Wind 13 + + B--Building and Breaking the Wall 13 + + C--Drawing Original Hand 16 + + D--Playing the Hand 16 + + E--To "Chow" 18 + + F--To "Pung" 19 + + Four of a Kind 22 + + Mah-Jongg or Mah-Diao 24 + + Settling the Scores 25 + + Suggestions for Careful Playing of Hands 26 + + Use of the Mandarins (Flowers and Seasons) 29 + + Score Card 29 + + Examples of Hands and how they are scored 32 + + Illustrations of Score Settling 46 + +PART II + + Playing with a Limit 56 + + Procedure of Play 57 + + A--The limit hand 60 + + B--Washing the tiles 61 + + Bonus Scores 62 + + Limit Hands 62 + + Scoring Values 65 + + Explanation of Scoring Values 66 + + Doubling Honor Scores 67 + + Penalties 67 + + Examples of Winning Hands 70 + + Two and Three-Handed Games 76 + + + + +Pung-Chow + +_The_ Game _of_ A Hundred Intelligences + + +The game which is rapidly replacing bridge and other card games, as well +as other forms of indoor pastimes. + +Pung Chow is an American product differing from the imported sets only +in the following points: + +It is more pleasing to the eye and the touch. + +The beautiful Oriental colors are fast and cannot rub off, even though +the pieces be scrubbed with soap and water. + +The pieces will not become sticky from the moisture of the hand. + +Pung Chow pieces are not affected by the climate and will never work +loose. + +Should one or more pieces be lost they may be easily and quickly +replaced. + +Pung Chow is an article of beauty and quality and is practically +indestructible. + + +Manufactured by + + PUNG CHOW CO., Inc. + 30 Church Street, New York City + + + + +ERRATA + + +Page 24. The concealed One of Circle in illustration 15 should be a One +of Bamboo. + +Page 34. Two points should be scored for a pair of Dragons in Example 3. + +Page 36. In Example 7 the three Dragons completed by a pung should be +exposed at right with the other three sets. + +Page 41. Two points should be scored for a pair of Dragons in Example +14. + +Page 42. At top of page, "Drew to complete hand" should read "Punged to +complete hand." + +Page 44. In Example 18 the three Dragons completed by a pung should be +exposed at right with the other three sets. + +In the same example "3 Dragons (concealed) ... 8" should read "3 Dragons +(exposed) ... 4." + +Page 46 and 47. East Wind scores 480 instead of 608; West Wind scores +272 instead of 400. + +Page 47. All Character tiles in hand of West Wind should be Bamboo +tiles. + +Page 48. Lines 19 and 21 "Eight of Bamboo" should read "Eight of +Character." + +Page 49. West Wind scores 2562 instead of 2816. + +Page 53. In North Wind hand the three Sevens of Circles should be +exposed instead of in hand. + +Page 54. Lines 1 and 2. Read "368" instead of "304," and "184" instead +of "152." + +Page 72. Example 3. "26" and "52" should read "16" and "32" +respectively. + +Example 4. Player is East Wind instead of North Wind. + + + + * * * * * + + + +Transcriber's Note + + +The Errata page above is transcribed from the original text. As it is +not possible to easily correct all the scoring errors noted, none of +these errors have been corrected in this e-text. + +Punctuation has been normalized, and the following obvious typographical +errors in the original text have been corrected: + +On Page 13 (A: East Wind): "South Wind, and the the left of" changed to +"South Wind, and the left of." + +On Page 14 (B: Building and Breaking the Wall): "if 14 in the sum" +changed to "if 14 is the sum." + +On Page 41 (Example 14): "Double 3 times for all Suit(honors)" changed +to "Double 3 times for all one Suit(honors)" + +On Page 70 (Note. A): "if he discard the winning" changed to "if he +discards the winning." + +On Page 72 (No. 4): "For bo sequences double once" changed to "For no +sequences double once." + +Additionally it is noted that: + +On Page 50 the phrase "22 points apiece from North" should likely read +"22 points apiece from West." + +On Page 62 the phrase "Washing cards have preference over this wind" +should read either "Washing cards ... this hand" or "Washing cards ... +this win." + +On Page 64 the phrase "this wind has preference" should read either +"this hand has preference," or "this win has preference." + +On Page 66 the phrase "the 2 and chowing the 3" should most likely read +"the 1 and 2 and chowing the 3." + +On Page 72 The phrase "Players collect 768 from" should likely read +"Player collects 768 from." + +On Page 74 The phrase "Players collect 272 from" should likely read +"Player collects 272 from." + +There are a number of inconsistencies between the Chapter Headings and +the Table of Contents. These have not been corrected. + +In Part II, the numbering of illustrations is non-continuous: there is +no Illustration No. 7 in the original. + + + +***END OF THE PROJECT GUTENBERG EBOOK PUNG CHOW*** + + +******* This file should be named 27318.txt or 27318.zip ******* + + +This and all associated files of various formats will be found in: +https://www.gutenberg.org/dirs/2/7/3/1/27318 + + + +Updated editions will replace the previous one--the old editions +will be renamed. + +Creating the works from public domain print editions means that no +one owns a United States copyright in these works, so the Foundation +(and you!) can copy and distribute it in the United States without +permission and without paying copyright royalties. Special rules, +set forth in the General Terms of Use part of this license, apply to +copying and distributing Project Gutenberg-tm electronic works to +protect the PROJECT GUTENBERG-tm concept and trademark. 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