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Like many other traditional games, there are a wide variety of forms of Mah Jong which makes things somewhat difficult for anyone trying to find the definitive set of rules. The first rules given here are based on the original Chinese game which is the simplest and probably the most skillful form. Also given are additional rules for the British game. This version differs slightly to the typical Chinese game because only one chow is allowed per hand and the Chinese game has fewer "special hands".

Some will find the British game more interesting than the Chinese game but the Chinese game is more elegant and traditional. Both games differ significantly from the typical style of play performed in the USA,where a large and complicated set of "special hands" have been invented beyond the initial Chinese set and where a player cannot go Mah Jong with more than one suit in hand.

It is also more strategic than the Japanese style of play which is essentially a race to be the first to go out because the only person who gets paid is the one who goes Mah Jong.

We also give a version of Mah Jong for 3 players playing in a triangle. See also our quality Mah Jong sets.

A set of Mah Jong tiles consists of tiles typically around 30 x 20 x 15mm. Traditionally, they are made from bone or ivory but modern sets are usually plastic. Circles, Characters and Bamboos are known as "suits". The suit tiles numbered 2 - 8 are known as the "minor" tiles.

The remaining suit tiles, 1 and 9 are known as the "major" tiles. The Wind and Dragon tiles are known as "honour" tiles.

In addition to the tiles, two dice are required. The 1 and 4 are red on traditional Chinese dice; the remaining numerals are black. In fact, the tiles and dice are all that is required to play the game and these rules have been written as if no other equipment is available. However, other equipment does usually form part of a set.

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The following can be used at the discretion of the players if available:. There are many varieties of scoring sticks. It doesn't really matter what values are assigned to each stick as long as it's agreed up front and each player starts off with the same number of each type of stick. For the Japanese or American style games, higher values will need to be assigned but for the Chinese and British versions below, here are typical values to assign for two common stick combinations:.

One of each of the the four wind tiles are placed face-down, shuffled and each player takes one. The players seat themselves according to this draw in the clockwise order N - W - S - E. Notice that these are NOT the standard compass positions. East the prevailing wind and the key position since this player starts, scores double and pays double for the round.

For the each subsequent round, the positions change in one of two ways: If East wind went out in the previous round, then the positions stay the same and the player who was East wind remains the same for another round If one of the other winds went out in the previous round, the wind positions rotate in an anti-clockwise fashion so that the player who was South wind in the previous round becomes East wind.

In a complete session of Mah Jong, which might take a number of hours to complete, once each player has been East wind, South becomes the prevailing wind.

Once South is finished, the prevailing wind becomes West and finally North. The session ends when each player has played as Dreams casino no deposit codes 2018 prevailing North wind.

Obviously, it isn't necessary to complete a session - playing a set number of rounds or to a target score is just as good. The Flowers and Seasons are not normally used in the Chinese game and these rules assume that they are not used. All the tiles are shuffled Casino tile setting instructions face down by South and North in a ritual that is called "The twittering of the sparrows".

Once done, each player takes 34 tiles and positions them in a wall, 2 tiles high and 17 tiles long. The tiles should have the long sides and be face down. Each wall should lie in front of each player running from left to right.

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The four walls are then pushed together to form a square symbolising the Great Wall of China. It is important to ensure that the walls have no gaps and that they touch at the corners so that any lurking dragons or evil spirits are prevented from entering.

Next, East throws the dice to decide who breaks the wall. East counts the players, starting with East, and working anti-clockwise according to the number thrown. The player who sits where the count ends, throws the dice again and adds the total of both throws and then uses this total to count along his wall from right to left. Where the count ends, is where the player breaks the wall, which is done by removing the pair of tiles at that point and placing the top tile on top of the previous tile and the lower tile in a position two positions further anti-clockwise.

These two tiles are called "loose tiles". So, by example, if East throws an 11, West will be the chosen player. If West throws the dice again and gets 8, the total thrown will be 19 in which case West will count along all 17 of the tile pairs in the West wall and then finish on the second pair of tiles in the South wall. West would then remove these two tiles and place the top one on the first right-most pair of tiles in the South wall. The lower Casino tile setting instructions would be placed on the 16th tile in West wall.

Starting after the break i. Next, and continuing in the same direction around the wall, the first and third tiles on the top row are dealt to East, the first on the bottom row to South, the next tile on the top row to West and the next lower tile to North. That completes the deal. East finishes with fourteen tiles while the other players have thirteen tiles each. A player generally tries to collect sets of tiles.

The 3 basic sets are as follows: A Chow - a run of 3 tiles in the same suit. A Chow does not score and so is only helpful because it can contribute to a hand that allows a player to call Mah Jong. The primary aim of the game is to collect such tiles that allow a player to call "Mah Jong" and go out. In order to do this, a player must achieve one of the following: A pair, and 4 Pungs, Kongs or Chows A special hand However, the overall aim of the game is to amass a greater score than one's opponents and it should be remembered that it is possible to do this over a series of rounds without ever calling Mah Jong.

The first turn, is made by East who discards one tile by placing it face-up on the table inside the remainder of the walls. Each subsequent turn is made by a player taking a tile, optionally playing a tile combination and then Casino tile setting instructions a tile. However, which player takes the turn and De bedste casino siderophore carrying antibiotic eye where the tile is taken, varies.

After each discard, any player who has 2 or 3 tiles that match the discarded tile may take the next turn by calling Mah Jong, Pung or Kong. Such a player, takes the discard and plays the resulting Pung or Kong on the table in front of him or, in the case of Mah Jong, takes the discard and declares all tiles in hand, thus finishing the game. If no player calls Mah Jong, Pung or Kong, then the player to the right of the player who just discarded takes the next turn.

This player may, if he has 2 tiles that can be matched with the discarded tile to form a Chow, call a Chow the player must then take the discard and play the resulting Chow. Otherwise, this player simply takes a tile from the open end of the wall. If possible and desired, he can then declare a make a Pung, Kong or Chow by laying the combination face down in front of him.

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The player always finishes a turn by discarding one tile, placing it face-up on the table inside the remainder of the walls. Whenever a Kong is declared, the player must lay all the tiles forming the Kong on the table and immediately take a tile from the wall.

A declared Pung can can be converted into a Kong but only using a tile taken from the wall. A Kong can only be made using a discarded tile, if the other three tiles are in hand concealed.

Tiles that have been discarded, unless they are picked up in the following turn, are dead tiles and take no further part in the game. If all the tiles from the wall are drawn then the game is declared a draw and no scores are made. The tiles are shuffled again and game is restarted with the same player as East wind.

Once a player has reached the point where a player needs one more tile go out, that player declares "one for Mah Jong". This alerts the other players to be more careful with their discards and the player in question is said to be "calling" or "fishing".

A player who takes a tile from the wall that makes a completed Mah Jong hand, declares Mah Jong and lays down all tiles. Any player who can form a finished Mah Jong hand with the tile just discarded can call Mah Jong, take the discarded tile and go out.

It can happen that one player can call Mah Jong with the discarded tile and another can call Pung or Kong with the discarded tile. In this case the player with Mah Jong takes precedence. It can also happen that more than one player can make Mah Jong with the discarded tile. In this case, the player nearest the right of the player who discarded, wins the dispute, takes the tile and goes Mah Jong.

A player cannot declare a Kong and make Mah Jong because a replacement tile must always be taken when declaring a Kong. A player cannot declare Mah Jong and then discard a tile. In the case where a player takes a tile from the wall and plays it on an already exposed Pung to form a Kong, if another player can use that tile to go out, this player can "Rob the Kong" in order to go Mah Jong.

The player simply Casino tile setting instructions the tile just played and uses it to play a set of his own tiles to go out. Robbing the Kong is only allowed on exposed Kongs with one exception - a player can Rob a hidden Kong in order to complete the "Thirteen Unique Wonders" special hand. Special hands are alternative target sets of tiles that a player can go Mah Jong with. The original Chinese game allowed only a few special hands but some Western derivatives controversially include many more.

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Since a score can become ridiculously large, a limit is usually applied. In England, the limit is usually points although tournament limits tend to be points. Scoring can be complicated. If a player went Mah Jong with a special hand or a player was Calling on a special hand at Mah Jong, the scores in the Special Hand table apply.

Otherwise, the value of each hand is calculated, bonus points are added and, if appropriate, any doubling then takes place. The values of each hand is calculated as per the following two tables:. Once the basic scores have been evaluated, each player's score is doubled for each item in the following table:.

  • There are no scatters present in this round so its not possible to trigger any more spins (the Big Bet option differs a bit as described below).
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  • Once you understand what's going on, you don't even have to fear making mistakes, since you can always have the dealer set the tiles using the “house way,” making sure that you However, if you enjoy the very similar game of pai gow poker, there are many online casinos that do spread this more accessible variation.

Finally, there are some additional doubles that apply to the hand that went Mah Jong only.

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  1. Rules. Following are the primary rules when it comes to pai gow. Each casino may have some its own fine points when it comes to player banking and prepaying the 5% commission. Pai gow is played with a set of 32 dominoes displayed below. Each player and dealer will be given four tiles. The player will separate his tiles.:
    Read Marazzi USA's tile installation and maintenance recommendations for ceramic, porcelain, glass, ceramic, metal and accent tile. Pai gow is a Chinese gambling game, played with a set of 32 Chinese dominoes. It is played in major casinos in China (including Macau); the United States ( including Las Vegas, Nevada; Reno, Nevada; Connecticut; Atlantic City, New Jersey; Pennsylvania; and cardrooms in California); Canada (including Edmonton. Printable Tile Instruction Manual. For best print results, right click on the image below and select the "Save Image As " option to save the image to your computer. Then open the saved image file and print the document. To easily gift, cut out the instructions, accordion fold along the line, hole punch the corner of the booklet.
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    Classic tile collecting game Mah Jongg - comprehensive instructions for friendly play from Masters Traditional Games. Both games differ significantly from the typical style of play performed in the USA,where a large and complicated set of " special hands" have been invented beyond the initial Chinese set and where a. These beautiful, woven, cut pile Axminster tiles from Calderdale (United Kingdom ) are the solution for any hospitality or commercial application, as they are specifically created to meet the demands of high-traffic areas. Calderdale's Ax- Tile product is made with extreme precision so that even the most complex pattern can be. 11 Oct Mahjong is often played as a gambling game. Therefore, mahjong was Once players can identify and understand each tile and have learned the sets, the mahjong game can be set up. To get up the game, first Click here for step-by- step photo directions for building the mahjong walls. Taking turns, each.

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If East wind went out in the previous round, then the positions stay the same and the player who was East wind remains the same for another round If one of the other winds went out in the previous round, the wind positions rotate in an anti-clockwise fashion so that the player who was South wind in the previous round becomes East wind.

In a complete session of Mah Jong, which might take a number of hours to complete, once each player has been East wind, South becomes the prevailing wind. Once South is finished, the prevailing wind becomes West and finally North. The session ends when each player has played as the prevailing North wind. Obviously, it isn't necessary to complete a session - playing a set number of rounds or to a target score is just as good. The Flowers and Seasons are not normally used in the Chinese game and these rules assume that they are not used.

All the tiles are shuffled thoroughly face down by South and North in a ritual that is called "The twittering of the sparrows". Once done, each player takes 34 tiles and positions them in a wall, 2 tiles high and 17 tiles long. The tiles should have the long sides and be face down. Each wall should lie in front of each player running from left to right.

The four walls are then pushed together to form a square symbolising the Great Wall of China. It is important to ensure that the walls have no gaps and that they touch at the corners so that any lurking dragons or evil spirits are prevented from entering. Next, East throws the dice to decide who breaks the wall. East counts the players, starting with East, and working anti-clockwise according to the number thrown.

The player who sits where the count ends, throws the dice again and adds the total of both throws and then uses this total to count along his wall from right to left. Where the count ends, is where the player breaks the wall, which is done by removing the pair of tiles at that point and placing the top tile on top of the previous tile and the lower tile in a position two positions further anti-clockwise.

These two tiles are called "loose tiles". So, by example, if East throws an 11, West will be the chosen player. If West throws the dice again and gets 8, the total thrown will be 19 in which case West will count along all 17 of the tile pairs in the West wall and then finish on the second pair of tiles in the South wall.

West would then remove these two tiles and place the top one on the first right-most pair of tiles in the South wall. The lower tile would be placed on the 16th tile in West wall. Starting after the break i. Next, and continuing in the same direction around the wall, the first and third tiles on the top row are dealt to East, the first on the bottom row to South, the next tile on the top row to West and the next lower tile to North. That completes the deal. East finishes with fourteen tiles while the other players have thirteen tiles each.

A player generally tries to collect sets of tiles. The 3 basic sets are as follows: A Chow - a run of 3 tiles in the same suit. A Chow does not score and so is only helpful because it can contribute to a hand that allows a player to call Mah Jong. The primary aim of the game is to collect such tiles that allow a player to call "Mah Jong" and go out. In order to do this, a player must achieve one of the following: A pair, and 4 Pungs, Kongs or Chows A special hand However, the overall aim of the game is to amass a greater score than one's opponents and it should be remembered that it is possible to do this over a series of rounds without ever calling Mah Jong.

The first turn, is made by East who discards one tile by placing it face-up on the table inside the remainder of the walls. Each subsequent turn is made by a player taking a tile, optionally playing a tile combination and then discarding a tile. However, which player takes the turn and from where the tile is taken, varies. After each discard, any player who has 2 or 3 tiles that match the discarded tile may take the next turn by calling Mah Jong, Pung or Kong.

Such a player, takes the discard and plays the resulting Pung or Kong on the table in front of him or, in the case of Mah Jong, takes the discard and declares all tiles in hand, thus finishing the game.

If no player calls Mah Jong, Pung or Kong, then the player to the right of the player who just discarded takes the next turn. This player may, if he has 2 tiles that can be matched with the discarded tile to form a Chow, call a Chow the player must then take the discard and play the resulting Chow.

Otherwise, this player simply takes a tile from the open end of the wall. If possible and desired, he can then declare a make a Pung, Kong or Chow by laying the combination face down in front of him. The player always finishes a turn by discarding one tile, placing it face-up on the table inside the remainder of the walls.

Whenever a Kong is declared, the player must lay all the tiles forming the Kong on the table and immediately take a tile from the wall. A declared Pung can can be converted into a Kong but only using a tile taken from the wall. A Kong can only be made using a discarded tile, if the other three tiles are in hand concealed.

Tiles that have been discarded, unless they are picked up in the following turn, are dead tiles and take no further part in the game. If all the tiles from the wall are drawn then the game is declared a draw and no scores are made.

The tiles are shuffled again and game is restarted with the same player as East wind. Once a player has reached the point where a player needs one more tile go out, that player declares "one for Mah Jong".

This alerts the other players to be more careful with their discards and the player in question is said to be "calling" or "fishing". A player who takes a tile from the wall that makes a completed Mah Jong hand, declares Mah Jong and lays down all tiles.

Any player who can form a finished Mah Jong hand with the tile just discarded can call Mah Jong, take the discarded tile and go out. It can happen that one player can call Mah Jong with the discarded tile and another can call Pung or Kong with the discarded tile. In this case the player with Mah Jong takes precedence. It can also happen that more than one player can make Mah Jong with the discarded tile. In this case, the player nearest the right of the player who discarded, wins the dispute, takes the tile and goes Mah Jong.

A player cannot declare a Kong and make Mah Jong because a replacement tile must always be taken when declaring a Kong. A player cannot declare Mah Jong and then discard a tile. In the case where a player takes a tile from the wall and plays it on an already exposed Pung to form a Kong, if another player can use that tile to go out, this player can "Rob the Kong" in order to go Mah Jong. The player simply takes the tile just played and uses it to play a set of his own tiles to go out.

Robbing the Kong is only allowed on exposed Kongs with one exception - a player can Rob a hidden Kong in order to complete the "Thirteen Unique Wonders" special hand. Special hands are alternative target sets of tiles that a player can go Mah Jong with. The original Chinese game allowed only a few special hands but some Western derivatives controversially include many more. Since a score can become ridiculously large, a limit is usually applied.

In England, the limit is usually points although tournament limits tend to be points. Scoring can be complicated. If a player went Mah Jong with a special hand or a player was Calling on a special hand at Mah Jong, the scores in the Special Hand table apply.

Otherwise, the value of each hand is calculated, bonus points are added and, if appropriate, any doubling then takes place. The values of each hand is calculated as per the following two tables:. Once the basic scores have been evaluated, each player's score is doubled for each item in the following table:. Finally, there are some additional doubles that apply to the hand that went Mah Jong only. The player who went Mah Jong is then paid by the other players the amount scored by his hand.

This means that the player who gets Mah Jong always wins the round, even if other players have scored greater amounts. If East wins, the others pay double.

If not, East pays double. The following is based on the game rules published by the British Mah-Jong Association. Use of the Flower and Season tiles is optional. Flowers and Seasons are rarely used by the Chinese or expert players because they increase the element of luck and decrease the element of skill.

During the preparation stage, an additional step occurs after the The last preparatory action is to create the "Kong Box", sometimes known as the "Dead Wall". Starting from the break in the wall, and this time counting anti-clockwise, the first six piles of tiles, making a total of fourteen tiles including the loose tiles, are separated slightly from the remainder of the wall.

These tiles are the Kong Box and are used exclusively to provide replacements for Flower, Season and Kong declarations. If a Flower or a Season tile is dealt to a player, then that player immediately declares this and replaces it from the Kong Box. This is good practice for beginners although not quite such a good game as the more typical version with 4 players. One player plays East, the other West. The preliminaries are conducted in the same way as for the 4 player game, 4 walls are built and the game starts with East's discard.

The game continues as with the standard game but with the following differences:. No chows are allowed and therefore before either player can go Mah Jong, the player must gather four doubles or be entitled to the limit or half-limit score.

When scoring, East Wind neither pays nor receives double. When scoring, the player going Mah Jong has a lower score than the player's opponent, the player with the Mah Jong receives the normal total score plus the difference between the scores.

There are two main ways to play three-player Mah Jong. One common way to play is with four walls but to have the North wind position as a 'dummy'. The alternative is to play with 3 walls in a triangle. The 'dummy' method results in a satisfactory game but there are a number of special rules that are required and Masters Traditional Games believes that the triangular game for three players is simpler and more elegant and so that is our recommendation.

Triangular Mah Jong for 3 players eliminates the North position completely and the 4 North wind tiles are removed from the set before starting so that a set of tiles are used. The walls therefore consist of 22 stacks 44 tiles in a triangle shape and there are 3 hands in each round and 3 or 4 rounds as agreed.

Other than that, the game is played in the same way as for 4 player Mah Jong. If flowers and seasons are included, one season and one flower is removed, usually Winter and Bamboo tiles so that tiles are used and each wall consists of 23 stacks 46 tiles.

Mah Jong in Presentation Box. The object of pai gow is to make two hands out of four dominos that can beat each of two dealer hands again, similar to the goal in pai gow poker, with which many players are more familiar. Each player it dealt four dominos out of a set of 32; the dealer is also given four dominos. All dominos are given face down, but players may examine their own dominos.

Each player must then arrange their dominos into two hands of two dominos each. As in pai gow poker, the player must make a high hand and a low hand. However, the scoring of hands in pai gow is extremely complex, especially for new players. The following is a complete guide to scoring pai gow hands; it may be worth reading through this section more than once, until you are sure you completely understand how hands are ranked and scored. The basic scoring of pai gow hands is rather simple to understand.

For most hands, you can simply add the total number of pips or dots on your two dominos. As in baccarat, only the number in the ones column of the total counts; if you have 21 pips between your two dominos, then you have a hand worth 1 point. The lowest possible hand is 0 points; the highest possible total for this type of hand is 9 points.

Some hands, however, are worth more than nine points. The first of these hands are known as Gongs. These hands are made up of a combination of any eight point domino with either a two or 12 point domino. These hands can be thought of as being worth 10 points. Scoring above the Gongs are hands known as Wongs. Wongs are made up of combinations of any nine point domino along with either the two or 12 point domino.

These hands can be thought of as being worth 11 points. The highest scoring hands — and the ones that inevitably cause the most confusion when scoring hands — are pairs. The 32 dominos can be split into 16 pairs, all of which score above any non-pair hand, including Gongs or Wongs. However, each pair is ranked separately, and the ranking of the pairs is not simple and follows no obvious pattern.

Instead, players must memorize the rankings of all 16 pairs in order to understand which hands are best. The following list ranks all 16 possible pairs from strongest to weakest, with descriptions of the tiles used in each pair:. This makes up the entire ranking order of hands then, from best to worst — the sixteen pairs in order , the Wongs, the Gongs, and hands worth 9 points down to 0 points.

If a player hand ties a dealer hand, the tie is broken by which player has the tile that belongs to the best pair on the following chart. However, there is one exception; the Gee Joon tiles are not used when determining who wins a tie, so they have no value when comparing two equal hands. In the rare case that the best tile in both the player and dealer hands belong to the same pair, the dealer wins the tie.

The dealer also wins all ties between hands that are scored as zero points.

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This alerts the other players to be more careful with their discards and the player in question is said to be "calling" or "fishing". A player who takes a tile from the wall that makes a completed Mah Jong hand, declares Mah Jong and lays down all tiles. Any player who can form a finished Mah Jong hand with the tile just discarded can call Mah Jong, take the discarded tile and go out.

It can happen that one player can call Mah Jong with the discarded tile and another can call Pung or Kong with the discarded tile. In this case the player with Mah Jong takes precedence. It can also happen that more than one player can make Mah Jong with the discarded tile.

In this case, the player nearest the right of the player who discarded, wins the dispute, takes the tile and goes Mah Jong. A player cannot declare a Kong and make Mah Jong because a replacement tile must always be taken when declaring a Kong. A player cannot declare Mah Jong and then discard a tile. In the case where a player takes a tile from the wall and plays it on an already exposed Pung to form a Kong, if another player can use that tile to go out, this player can "Rob the Kong" in order to go Mah Jong.

The player simply takes the tile just played and uses it to play a set of his own tiles to go out. Robbing the Kong is only allowed on exposed Kongs with one exception - a player can Rob a hidden Kong in order to complete the "Thirteen Unique Wonders" special hand. Special hands are alternative target sets of tiles that a player can go Mah Jong with. The original Chinese game allowed only a few special hands but some Western derivatives controversially include many more.

Since a score can become ridiculously large, a limit is usually applied. In England, the limit is usually points although tournament limits tend to be points.

Scoring can be complicated. If a player went Mah Jong with a special hand or a player was Calling on a special hand at Mah Jong, the scores in the Special Hand table apply. Otherwise, the value of each hand is calculated, bonus points are added and, if appropriate, any doubling then takes place.

The values of each hand is calculated as per the following two tables:. Once the basic scores have been evaluated, each player's score is doubled for each item in the following table:.

Finally, there are some additional doubles that apply to the hand that went Mah Jong only. The player who went Mah Jong is then paid by the other players the amount scored by his hand. This means that the player who gets Mah Jong always wins the round, even if other players have scored greater amounts. If East wins, the others pay double. If not, East pays double. The following is based on the game rules published by the British Mah-Jong Association.

Use of the Flower and Season tiles is optional. Flowers and Seasons are rarely used by the Chinese or expert players because they increase the element of luck and decrease the element of skill.

During the preparation stage, an additional step occurs after the The last preparatory action is to create the "Kong Box", sometimes known as the "Dead Wall". Starting from the break in the wall, and this time counting anti-clockwise, the first six piles of tiles, making a total of fourteen tiles including the loose tiles, are separated slightly from the remainder of the wall. These tiles are the Kong Box and are used exclusively to provide replacements for Flower, Season and Kong declarations.

If a Flower or a Season tile is dealt to a player, then that player immediately declares this and replaces it from the Kong Box. This is good practice for beginners although not quite such a good game as the more typical version with 4 players.

One player plays East, the other West. The preliminaries are conducted in the same way as for the 4 player game, 4 walls are built and the game starts with East's discard. The game continues as with the standard game but with the following differences:.

No chows are allowed and therefore before either player can go Mah Jong, the player must gather four doubles or be entitled to the limit or half-limit score. When scoring, East Wind neither pays nor receives double. When scoring, the player going Mah Jong has a lower score than the player's opponent, the player with the Mah Jong receives the normal total score plus the difference between the scores.

There are two main ways to play three-player Mah Jong. One common way to play is with four walls but to have the North wind position as a 'dummy'. The alternative is to play with 3 walls in a triangle.

The 'dummy' method results in a satisfactory game but there are a number of special rules that are required and Masters Traditional Games believes that the triangular game for three players is simpler and more elegant and so that is our recommendation. Triangular Mah Jong for 3 players eliminates the North position completely and the 4 North wind tiles are removed from the set before starting so that a set of tiles are used.

The walls therefore consist of 22 stacks 44 tiles in a triangle shape and there are 3 hands in each round and 3 or 4 rounds as agreed. Other than that, the game is played in the same way as for 4 player Mah Jong. If flowers and seasons are included, one season and one flower is removed, usually Winter and Bamboo tiles so that tiles are used and each wall consists of 23 stacks 46 tiles.

Mah Jong in Presentation Box. Mah Jong Tile Racks. Wooden Mah Jong set with wooden tiles no English numbering. Mah Jong set in walnut presentation case.

Mah jong set with bone and bamboo tiles. Dal Negro Grand Mah Jong. Mah Jong - wooden case with racks. These rules are provided by Masters Traditional Games, an Internet shop selling quality traditional games, pub games and unusual games. For information on copying and copyright, see our disclaimer. Our rules are comprehensive instructions for friendly play. If in doubt, always abide by locally-played or house rules. Equipment Basic Equipment A set of Mah Jong tiles consists of tiles typically around 30 x 20 x 15mm.

The picture on each shows the appropriate number of circles. The pictures show the Chinese symbol for the number represented. The picture on each shows the appropriate number of bamboos except for the One of Bamboos which often is denoted by a sparrow or rice-bird and doesn't feature a bamboo at all. The other bamboo tiles are represented by green bamboos only.

However, some sets denote the white dragon with a capital 'P' which stands for 'Pai', meaning white or pure. Depiction of the flowers varies hugely between sets but the most common traditionally are Plum blossom, Orchid, Chrysanthemum and Bamboo.

Depiction of the seasons varies hugely between sets and they are often not recognisable as a season by people who can't read Chinese. Optional Equipment In fact, the tiles and dice are all that is required to play the game and these rules have been written as if no other equipment is available. The following can be used at the discretion of the players if available: Sets often have some spare blank tiles to be used to replace lost tiles.

Some Joker tiles are also commonly included. They are denoted by a Chinese horse and are used for the play of another game called Ghoulash. More expensive sets include four special counters denoting the four winds.

These are used, instead of the standard four winds tiles to decide who sits where and are then placed in a special box called a Tong-box with the uppermost tile showing the prevailing wind for each round.

Finally most sets come with some tally sticks which are used for scoring. The score can be kept using any medium, of course. Two other popular options are money, for those of a gambling bent, or paper and pencil.

For the Japanese or American style games, higher values will need to be assigned but for the Chinese and British versions below, here are typical values to assign for two common stick combinations: Building the Wall The Flowers and Seasons are not normally used in the Chinese game and these rules assume that they are not used.

Breaking the Wall Next, East throws the dice to decide who breaks the wall. The Deal Starting after the break i. The Game Objective A player generally tries to collect sets of tiles. The Play The first turn, is made by East who discards one tile by placing it face-up on the table inside the remainder of the walls.

Finishing If all the tiles from the wall are drawn then the game is declared a draw and no scores are made. Special Hands Special hands are alternative target sets of tiles that a player can go Mah Jong with. Any one of these tiles must be paired. Limit Heaven's Blessing Mah Jong immediately made by East with the original fourteen tiles dealt to that player.

This is made by a player who draws a loose tile the roof as a replacement for a Kong, a Flower or a Season and that tile is the Plum Blossom which allows the player to go Mah Jong. This is made by a player who upon drawing the last tile from the wall finds that it is the Moon which allows the player to go Mah Jong.

The values of each hand is calculated as per the following two tables: This is called an "Original Call". A Mah Jong made with those same 13 tiles plus a tile discarded or taken from the wall in subsequent turns. No Winds, Dragons or Chows. Double three times The player who went Mah Jong is then paid by the other players the amount scored by his hand. Game Play The game is played in the same way as the Chinese game with the following changes.

Flowers and Seasons are part of the rules see below although expert players may prefer to omit them. Each player may declare only one Chow per round. In addition to the 10 special hands shown for the Chinese game, the following special hands are also legitimate. Pairs are often thought of as being worth 12 points each. When the player and dealer both have a pair, the higher-ranked pair wins. Ranking is determined not by the sum of the tiles' pips, but rather by aesthetics; the order must be memorized.

The highest pairs are the Gee Joon tiles, the Teens, the Days, and the red eights. The lowest pairs are the mismatched nines, eights, sevens, and fives. When the player and dealer display hands with the same score, the one with the highest-valued tile based on the pair rankings described above is the winner. For example, a player's hand of and and a dealer's hand of and would each score one point.

However, since the dealer's outranks the other three tiles, he would win the hand. If the scores are tied, and if the player and dealer each have an identical highest-ranking tile, the hand is ruled a copy and the dealer wins. For example, if the player held and , and the dealer held and , the dealer would win since the scores 1 each and the higher tiles are the same. The lower-ranked tile in each hand is never used to break a tie.

There are two exceptions to the method described above. First, although the Gee Joon tiles form the highest-ranking pair, they are considered to have no value when evaluating ties. Second, any zero-zero tie is won by the dealer, regardless of the tiles in the two hands. The key element of pai gow strategy is to present the optimal front and rear hands based on the tiles dealt to the player.

There are three ways to arrange four tiles into two hands when no two of them form a pair. However, if there is at least one pair among the tiles, there are only two distinct ways to form two hands. In some cases, a player with weaker tiles may deliberately attempt to attain a push so as to avoid losing the bet outright. Many players rely on superstition or tradition to choose tile pairings. From Wikipedia, the free encyclopedia.

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eating, but free play

There are special ways in which a hand can score more than nine points. The double-one tiles and double-six tiles are known as the Day and Teen tiles, respectively.

The combination of a Day or Teen with an eight results in a Gong , worth 10 points, while putting either of them with a nine creates a Wong , worth However, when a Day or Teen is paired with any other tile, the standard scoring rules apply.

The and the tiles are called Gee Joon tiles and act as limited wild cards. When used as part of a hand, these tiles may be scored as either 3 or 6, whichever results in a higher hand value. For example, a hand of and scores as seven rather than four. The 32 tiles in a Chinese dominoes set can be arranged into 16 pairs, as shown in the picture at the top of this article. Eleven of these pairs have identical tiles, and five of these pairs are made up of two tiles that score the same, but look different.

The latter group includes the Gee Joon tiles, which can score the same, whether as three or six. If a hand is made up of a pair, it always scores higher than a non-pair, no matter what the value of the pips are.

Pairs are often thought of as being worth 12 points each. When the player and dealer both have a pair, the higher-ranked pair wins. Ranking is determined not by the sum of the tiles' pips, but rather by aesthetics; the order must be memorized.

The highest pairs are the Gee Joon tiles, the Teens, the Days, and the red eights. The lowest pairs are the mismatched nines, eights, sevens, and fives.

When the player and dealer display hands with the same score, the one with the highest-valued tile based on the pair rankings described above is the winner. For example, a player's hand of and and a dealer's hand of and would each score one point.

However, since the dealer's outranks the other three tiles, he would win the hand. If the scores are tied, and if the player and dealer each have an identical highest-ranking tile, the hand is ruled a copy and the dealer wins. For example, if the player held and , and the dealer held and , the dealer would win since the scores 1 each and the higher tiles are the same.

However, the original pai gow is much more difficult for players to learn, as it uses very unusual scoring and the importance of individual tiles and the relationship between various tile combinations takes some time to grasp. Many online pai gow games also give you this option, which definitely provides a security blanket for new players. Of course, if you want to utilize your own strategy, we can help you with that too! A full set of 32 Pai Gow Tiles that can be used to play a game.

However, if you enjoy the very similar game of pai gow poker, there are many online casinos that do spread this more accessible variation. Take a look at our online casino reviews to see which casinos offer the best overall value for your gambling dollar. The object of pai gow is to make two hands out of four dominos that can beat each of two dealer hands again, similar to the goal in pai gow poker, with which many players are more familiar. Each player it dealt four dominos out of a set of 32; the dealer is also given four dominos.

All dominos are given face down, but players may examine their own dominos. Each player must then arrange their dominos into two hands of two dominos each. As in pai gow poker, the player must make a high hand and a low hand. However, the scoring of hands in pai gow is extremely complex, especially for new players.

The following is a complete guide to scoring pai gow hands; it may be worth reading through this section more than once, until you are sure you completely understand how hands are ranked and scored. The basic scoring of pai gow hands is rather simple to understand.

For most hands, you can simply add the total number of pips or dots on your two dominos. As in baccarat, only the number in the ones column of the total counts; if you have 21 pips between your two dominos, then you have a hand worth 1 point.

The lowest possible hand is 0 points; the highest possible total for this type of hand is 9 points. Some hands, however, are worth more than nine points. The primary aim of the game is to collect such tiles that allow a player to call "Mah Jong" and go out. In order to do this, a player must achieve one of the following: A pair, and 4 Pungs, Kongs or Chows A special hand However, the overall aim of the game is to amass a greater score than one's opponents and it should be remembered that it is possible to do this over a series of rounds without ever calling Mah Jong.

The first turn, is made by East who discards one tile by placing it face-up on the table inside the remainder of the walls. Each subsequent turn is made by a player taking a tile, optionally playing a tile combination and then discarding a tile. However, which player takes the turn and from where the tile is taken, varies. After each discard, any player who has 2 or 3 tiles that match the discarded tile may take the next turn by calling Mah Jong, Pung or Kong.

Such a player, takes the discard and plays the resulting Pung or Kong on the table in front of him or, in the case of Mah Jong, takes the discard and declares all tiles in hand, thus finishing the game. If no player calls Mah Jong, Pung or Kong, then the player to the right of the player who just discarded takes the next turn. This player may, if he has 2 tiles that can be matched with the discarded tile to form a Chow, call a Chow the player must then take the discard and play the resulting Chow.

Otherwise, this player simply takes a tile from the open end of the wall. If possible and desired, he can then declare a make a Pung, Kong or Chow by laying the combination face down in front of him. The player always finishes a turn by discarding one tile, placing it face-up on the table inside the remainder of the walls.

Whenever a Kong is declared, the player must lay all the tiles forming the Kong on the table and immediately take a tile from the wall. A declared Pung can can be converted into a Kong but only using a tile taken from the wall. A Kong can only be made using a discarded tile, if the other three tiles are in hand concealed.

Tiles that have been discarded, unless they are picked up in the following turn, are dead tiles and take no further part in the game. If all the tiles from the wall are drawn then the game is declared a draw and no scores are made. The tiles are shuffled again and game is restarted with the same player as East wind.

Once a player has reached the point where a player needs one more tile go out, that player declares "one for Mah Jong". This alerts the other players to be more careful with their discards and the player in question is said to be "calling" or "fishing".

A player who takes a tile from the wall that makes a completed Mah Jong hand, declares Mah Jong and lays down all tiles. Any player who can form a finished Mah Jong hand with the tile just discarded can call Mah Jong, take the discarded tile and go out. It can happen that one player can call Mah Jong with the discarded tile and another can call Pung or Kong with the discarded tile.

In this case the player with Mah Jong takes precedence. It can also happen that more than one player can make Mah Jong with the discarded tile. In this case, the player nearest the right of the player who discarded, wins the dispute, takes the tile and goes Mah Jong.

A player cannot declare a Kong and make Mah Jong because a replacement tile must always be taken when declaring a Kong. A player cannot declare Mah Jong and then discard a tile. In the case where a player takes a tile from the wall and plays it on an already exposed Pung to form a Kong, if another player can use that tile to go out, this player can "Rob the Kong" in order to go Mah Jong. The player simply takes the tile just played and uses it to play a set of his own tiles to go out.

Robbing the Kong is only allowed on exposed Kongs with one exception - a player can Rob a hidden Kong in order to complete the "Thirteen Unique Wonders" special hand. Special hands are alternative target sets of tiles that a player can go Mah Jong with. The original Chinese game allowed only a few special hands but some Western derivatives controversially include many more. Since a score can become ridiculously large, a limit is usually applied.

In England, the limit is usually points although tournament limits tend to be points. Scoring can be complicated. If a player went Mah Jong with a special hand or a player was Calling on a special hand at Mah Jong, the scores in the Special Hand table apply. Otherwise, the value of each hand is calculated, bonus points are added and, if appropriate, any doubling then takes place. The values of each hand is calculated as per the following two tables:. Once the basic scores have been evaluated, each player's score is doubled for each item in the following table:.

Finally, there are some additional doubles that apply to the hand that went Mah Jong only. The player who went Mah Jong is then paid by the other players the amount scored by his hand. This means that the player who gets Mah Jong always wins the round, even if other players have scored greater amounts. If East wins, the others pay double. If not, East pays double. The following is based on the game rules published by the British Mah-Jong Association. Use of the Flower and Season tiles is optional.

Flowers and Seasons are rarely used by the Chinese or expert players because they increase the element of luck and decrease the element of skill. During the preparation stage, an additional step occurs after the The last preparatory action is to create the "Kong Box", sometimes known as the "Dead Wall".

Starting from the break in the wall, and this time counting anti-clockwise, the first six piles of tiles, making a total of fourteen tiles including the loose tiles, are separated slightly from the remainder of the wall.

These tiles are the Kong Box and are used exclusively to provide replacements for Flower, Season and Kong declarations. If a Flower or a Season tile is dealt to a player, then that player immediately declares this and replaces it from the Kong Box. This is good practice for beginners although not quite such a good game as the more typical version with 4 players.

One player plays East, the other West. The preliminaries are conducted in the same way as for the 4 player game, 4 walls are built and the game starts with East's discard. The game continues as with the standard game but with the following differences:. No chows are allowed and therefore before either player can go Mah Jong, the player must gather four doubles or be entitled to the limit or half-limit score.

When scoring, East Wind neither pays nor receives double. When scoring, the player going Mah Jong has a lower score than the player's opponent, the player with the Mah Jong receives the normal total score plus the difference between the scores. There are two main ways to play three-player Mah Jong. One common way to play is with four walls but to have the North wind position as a 'dummy'.

The alternative is to play with 3 walls in a triangle. The 'dummy' method results in a satisfactory game but there are a number of special rules that are required and Masters Traditional Games believes that the triangular game for three players is simpler and more elegant and so that is our recommendation. Triangular Mah Jong for 3 players eliminates the North position completely and the 4 North wind tiles are removed from the set before starting so that a set of tiles are used.