MahJong Rules

MahJong Rules

Copyright © 1996 Thomas Zuwei Feng

This document describes MahJong rules and their incarnation on the Internet MahJong Server (IMS).



IN CONSTRUCTION

This page is under construction for version 0.4.

MahJong Tiles

There are a total of 144 tiles in MahJong, they can be classified into the following categories:

The Character Suit

The Ball Suit

The Bamboo (or Stick) Suit

From left to right, the tiles have values 1 to 9. There are 4 tiles for each value.

The Winds and Dragons (collectively called Honors)

The first 4 are wind tiles that correspond to the 4 directions: East, South, West, and North. There are 4 for each of these tiles. This is also the order players' seats are named on the MahJong table: starting from the dealer being East, rotating counterclockwise up to North.

The last 3 are dragon tiles, again there are 4 of each.

The Flowers

All the flower tiles are distinct. They are not normal tiles and play relatively minor roles in MahJong, mostly to introduce the factor of "luck". Some versions don't even use them, but we do.

Sets of Tiles

Here are some terminologies for certain sets of MahJong tiles. Various people have various different names for them so beware. A [normal] winning pattern consists of 5 sets of normal tiles. One of the sets must be a pair, the other 4 sets can be sequences, triplets, or quadruplets. You can also have any number (including 0) of flower tiles. Here is an example:

Games and Rounds

There are 4 players on the table. A random player is chosen to be the dealer. Each player then gets assigned a seat wind, starting from the dealer being East, proceeding counterclockwise in the order of the wind tiles. There is also a round wind for each game, for the very first game it's always East.

If the dealer wins the game or if the game is a draw, then he remains the dealer for the next game. However, if someone other than the dealer wins the game, then the next player in turn (who used to be South) will be the dealer for the next game.

When the dealer has rotated a full round back to the very first one, the round wind rotates to the next one in the wind tiles.

A MahJong Game

In a MahJong game, each player conceals his private hand of tiles and reveals some of them as the game progresses. Once some tiles are revealed, the player can no longer touch them. There is also a big stockpile of concealed tiles to be drawn from.

To draw a tile, a player takes a tile from the stockpile on the table. If it is a flower, he reveals it and keeps drawing until he gets a normal tile. NB: in normal games, players draw tiles from the beginning or the end of the stockpile depending on the situation. We don't make that distinction in IMS.

Initially, each player draws 13 tiles. The dealer draws a 14th one, and the game starts, the dealer having the turn.

The player in turn has the following options:

If the player doesn't win, eventually he has to discard a tile. Then the other 3 players make bids for that tile and the next turn to play.

For the immediate successor (in counterclockwise order) of the player who just made the discard, he has the following choices:

For the other 2 players, they have the following choices: Note that only the immediate successor can make sequences.

Bids have the following order of precedence:
pass < draw & sequence < triplet & quadruplet < MahJong.

If the table allows multiple wins, then all players who claims MahJong win the game. Otherwise, only the closest successor (in counterclockwise order) of the player who just made the discard wins. The player who just made the discard is the feeder.

If nobody wins, the player who has the highest bid makes his play:

Then, this player gets the next turn.

After someone wins the game, or if the game is a draw, the dealer, round wind and seat winds are rearranged (see Games and Rounds) and a new game starts.

IMS Table Options

There are certain options that you can set in IMS. Some have to do with the Scoring System. Some are there for compatibility with MahJong Masters Millions tournament rules.

IMS Scoring System

This Scoring System is mostly compatible with the MahJong Masters Millions Official Rules, with minor changes to suit the IMS, all noted below.

Some terminologies first:

The fan of a MahJong hand is calculated by adding all the points that apply, from the following rules, up to a maximum of 12.

The aux value is the sum of all points from applying the following rules to the Set(s) and Pair(s) in the hand.

Then, we adjust the fan value by:

The Hand's Basic Score is give by the following table:

Adjusted Fan 0 0.5 1 1.5 2 2.5 3 3.5 4 4.5 5 5.5 6
Basic Score 4 4 8 12 16 24 32 40 52 64 76 84 92
Adjusted Fan 6.5 7 7.5 8 8.5 9 9.5 10 10.5 11 11.5 12
Basic Score 96 100 104 108 112 116 120 124 124 128 128 132

The hand's Total Score is a multiple of its basic score, the multiplier given by the following:
Non-dealer Dealer
Win on grab 1.0 1.5
Self-feed 1.5 1.5

Points are allotted from non-winning players to each of the Winners separately. Each Winner always receives his Total Score many points. In addition points will be deducted from non-winners and credited to winners according to the following rules, which are to be checked in the order given, i.e. the first applicable rule encountered is the one applied.


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