| How To Play Majiang Players: 4 Age range: > 8-10 Setup time: 2-5 minutes Playing time: 0-3 hours Rules complexity: High Strategy depth: High Random chance: Yes Skills required: Tactics, observation
View from a player going to discard a tile in an ongoing
gameplay. Players may read the name of the discarded tile out loud. The flower tile on the left should be replaced by a tile from
the dead wall promptly.Each player is dealt either 13 tiles for
13-tile variations or 16 tiles for 16-tile variations. A turn involves a player's drawing of a tile from the wall (or
draw pile) and then placing it in his hand. The player then
discards a tile onto the table. This signals the end of his
turn, prompting the player to the right to make his move. As a
form of courtesy, each player is encouraged to announce loudly
the name of the tile being discarded. Many variations require
that discarded tiles be placed in an orderly fashion in front of
the player, while some require that these be placed face down. Flower Tiles Flower tiles, when dealt or drawn, must be immediately replaced
by a tile from the dead wall, or if no dead wall exists, the
back end of the wall. They are immediately exposed (placed in
view on the table on front of the player's tiles). At the start
of each round, where two or more players may have flower tiles,
flower tiles are replaced starting with the dealer and moving to
the right. Flower tiles may or may not have point value; and in
some variations, possession of all the flower tiles wins the
round regardless of the actual contents of the hand. In American Majiang, however, Flower tiles are not instantly
exposed and replaced, as they may be melded with other Flower
tiles in the same group (in essence, they are treated as if they
were another set of honor tiles) or be used as a requirement of
a winning hand. Early versions of American Majiang used Flower
tiles as Joker tiles. Joker Tiles A feature of several variations, most notably American
variations of Majiang, is the notion of wild card or Joker
tiles. They may be used as a substitute for any tile in a hand
(or, in some variations, only tiles in melds). Depending on the
variation, a player may replace a Joker tile that is part of an
exposed meld belonging to any player with the tile it
represents. Rules governing discarding Joker tiles also exist: some
variations permit the Joker tile to take on the identity of any
tile, and others only permit the Joker tile to take on the
identity of the previously discarded tile (or the absence of a
tile, if it is the first discard). Joker tiles may or may not have an impact on scoring, depending
on the variation. Some special hands may require the use of
Joker tiles (for example, to represent a "fifth tile" of a
certain suited or honor tile). In American Majiang, it is illegal to pass jokers during the
Charleston. Melds When a player discards a tile, any other player may "call" or
"bid" for it in order to complete a meld (a certain set of
tiles) in his or her own hand. The disadvantage of doing this is
that the player must now expose the completed meld to the other
players, giving them an idea of what type of hand he or she is
creating. This also creates an element of strategy, as in many
variations, discarding a tile that allows another player to win
the game causes the discarding player to lose points (or pay the
winner more in a game for money). Most variants (again, with the notable exception of American
Majiang) allow three types of melds. When a meld is declared
through a discard, the player must state the type of the meld to
be declared and place the meld face-up. The player must then
discard a tile, and play continues to the right. Because of
this, turns may be skipped in the process. Pong Pong or Pung (碰 pinyin peng, Japanese pon) - A pong or pung is a
set of three identical tiles. In American Majiang, where it is
possible to meld Flower tiles, a pong may also refer to a meld
of three of the four flower tiles in a single group. American
Majiang may also have hands requiring a knitted triplet - three
tiles of identical rank but of three different suits. For
examples:; ; ; . Kong Kong (杠/杠 pinyin gang, Japanese kan) - A kong is a set of
four identical tiles. Because all other melds contain three
tiles, a Kong must be immediately exposed when explicitly
declared. If the fourth tile is formed from a discard, it is
said to be an exposed Kong (明杠/明杠, pinyin ming gang). If all
four tiles were formed in the hand, it is said to be a concealed
Kong (暗杠/暗杠, pinyin an gang). It is also possible to form a Kong
if the player has an exposed Pung and draws the fourth tile. In
any case, a player must draw an extra tile from the back end of
the wall (or from the dead wall, if it exists) and discard as
normal. Play then continues to the right. Once a Kong is formed,
it cannot be split up (say, if you wanted to instead use one
tile as part of a Chow), and thus, it may be advantageous not to
immediately declare a Kong. For examples: ; The woman sitting on the left may make a chow with a tile
discared by the player on the right.Chow (吃 chi, in some
versions 上 shang) - A chow is a meld of three suited tiles in
sequence. Unlike other melds, an exposed Chow may only be
declared off the discard of the player on the left. American
Majiang does not have a formal chow (that is, you cannot declare
chows), but some hands may require that similar sequences be
constructed in the hand. Some American variations may also have
the knitted sequence, where the three tiles are of three
different suits. Sequences of higher length are usually not
permissible (unless it forms more than one meld). For examples:
; ; ; Two are the eyes of this completed set of tiles.Eye (将 jiang, in
some versions 眼 yan, also Pair) - The pair, while not a meld
(and thus, cannot be declared or formed with a discard), is the
final component to the standard hand. It consists of two
identical tiles. Two are the eyes in this case: It is to note that American Majiang hands may have tile
constructions that are not melds, such as "NEWS" (having one of
each wind). As they are not melds, they cannot be formed off
discards, and in some variations, cannot be constructed in part
or in whole by Joker tiles. When two or more players call for a discarded tile, a player
taking the tile to win the hand has precedence over all others,
followed by pong or kong declarations, and lastly chows. In
American Majiang, where it may be possible for two players
needing the same tile for melds, the meld of a higher number of
identical tiles takes precedence. If two or more players call
for a meld of the same precedence (or to win), the player
closest to the right wins out (but the game may be declared an
abortive draw if two or more players call a tile for the win,
again depending on the variation). In particular, if a call to
win overrides a call to form a kong, such a move is called
robbing the Kong, and may give a scoring bonus. There is generally an informal convention as to the amount of
time allowed to make a call for a discarded tile before the next
player takes its turn. In American Majiang, this "window of
opportunity" is explicitly stated in the rules, where in other
variants, it is generally viewed that when the next player's
turn starts (ie. the tile leaves the wall), the opportunity has
been lost. Ready Hands Ready hand: waiting for or When a hand is one tile short of
winning (for example: , the remaining tile: , or ), the hand is
said to be a ready hand. The player holding a ready hand is said
to be waiting for certain tiles. It is common to be waiting for
two or three tiles, and some variations award points for a hand
that is waiting for one tile. In 13-tile Majiang, the most
amount of tiles that you can wait for is 13 (the thirteen
terminals, a nonstandard special hand). Some variations of Majiang, most notably Japanese variations,
allow a player to declare riichi (立直 - sometimes known as reach
as it is phonetically similar). A declaration of riichi is a
promise that any tile drawn by the player is immediately
discarded unless it constitutes a win. A player who declares
riichi and wins usually receives a point bonus for their hand,
while a player who declares riichi and loses is usually
penalized in some fashion. When four players declare a riichi,
the game is a draw. Declaring a nonexistent riichi is penalized. Draws If only the dead wall remains and no one has won, the round is
drawn (流局 liu ju, Japanese Ryuukyoku) or "goulashed". A new
round begins, and depending on the variant, game wind may
change. Abortive Draws In Japanese Majiang, abortive draws (draws where the game is
declared drawn while tiles are available) are possible. They can
be declared under the following conditions: 九种幺九倒牌 (kyuu shu yao kyuu tou pai): If, on a player's first
turn, and with no melds declared, a player has nine different
terminal or honor tiles, the player may declare the round to be
drawn (for example: ; but could also go for the nonstandard
thirteen terminals hand as well). 三家和 (san ka agari): If three players claim the same discard in
order to win the round, the round is drawn. 四风子连打 (suu fontsu renda): If, on the first turn without any meld
declarations, all four players discard the same wind tile, the
hand is drawn. 四家立直 (suu ka riichi): If all four players declare riichi, the
round is drawn. 四杠流れ (suu kan nagare): The round is drawn when the fourth kong
is declared, unless all four kongs were declared by a single
player. In this case, the round is drawn when another player
declares a kong. Winning "Che hu!" The three great scholars: A player wins the round (胡, hu) by
creating a standard Majiang hand (in Western Classical variants,
this is known as creating a Majiang, and the process of winning
is called going Majiang) which consists of a certain number of
melds, four for 13-tile variations and five for 16-tile
variations, and a pair. Some variations may also require that
winning hands be of some point value. Variations may also have special nonstandard hands that a player
can make (in this sense, American Majiang is a variant where
only special hands exist). Turns and Rounds If the dealer wins the game, they will stay as the dealer.
Otherwise, the player to the right becomes dealer and the
player's wind becomes the Game Wind, in the sequence
East-South-West-North. After the wind returns to East (ie. each player has been the
dealer), a round is complete and the Prevailing Wind will
change, again in the sequence East-South-West-North. A full game
of Majiang ends after 4 rounds, ie. when the North Prevailing
Wind round is over. It is often regarded as an unlucky act to
stop the gameplay at the West round, as West has a similar
meaning to death in Chinese.
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