Scoring variations
Penalties
There are several penalties that different Mah Jong versions apply for offenses and
mistakes players can make during the game. Some deal with blunders like faulty
declarations or having too many tiles in hand. Others deal with punishments for bad
playing, e.g. giving away a valuable winning tile gratuitously.
To specify the penalties, choose Penalties under the Scoring section
in the category tree of the Preferences dialog box. The basic penalties
for faulty declaration of Out and false claims are specified on the main option
page while the more uncommon “Pao penalties’ and “Yakitori
penalty” are specified on a separate dialog box accessed by clicking the Other
button.
Basic penalties
In version 2 of Four Winds, the following two basic penalties can be applied:
- Faulty declaration of Out: Lets you specify the amount of penalty points the offender must pay and whether the penalty
is paid to the winner or simply reduced from the total points of the
offender, and whether East pays/receives double. In addition, you can specify how the deal continues after a faulty declaration
of Out. You can choose to continue deal normally, force the deal to be
abandoned, or
specify an alternative according to which the deal continues but the offender is not allowed
to go out. Yet another alternative specifies that offender's hand is dead during the rest
of the deal, and after the deal is over, the offender pays and receives, if
applicable,
points normally (unless the Offender's score is zeroed option is
checked). If the deal is abandoned, you can also specify whether the deal
should be passed (traditionally the deal is passed if the offender is East).
- Faulty claims: A specified amount of points (often 100 or 1,000 points) is
reduced from the offenders total points for each erroneous claim. If
the Allow canceling box is not checked, a canceled claim is
considered as a faulty claim, as well. The
penalties are added to the winners total points. If the offender wins the hand or
deal ends in a draw, his personal penalties are withdrawn.
Insurance penalties
In addition to the penalties mentioned above, the following insurance penalties against an
irresponsible discard (resulting in "pao" – discarder paying for all
losers) are supported:
- Classical hands. This penalty insures that other losers are not
unfairly penalized if one player's irresponsible discard results in winner
going out on Big Three Dragons (or Three Great Scholars), Little
Three Dragons, Big Four Winds, Little Four Winds, All Honors,
All Terminals or All Green. The rule is applied as follows:
a) Big Three Dragons (or Three Great Scholars): Player A has melded two Pungs or Kongs
of Dragons, and player B discards a Dragon tile which is claimed by A, who
composes a third Pung (not Kong) of Dragons. If player A subsequently goes out
(whether self-drawn or on any discard), player B must pay all losses.
b) Little Three Dragons. Player A has melded two Pungs or
Kongs of Dragons, and player B discards a Dragon tile which is claimed by A,
who goes out by completing a Dragon pair. Player B must pay all losses.
c) Big Four Winds: Player A has melded three Pungs or Kongs of
Winds, and player B discards a Wind tile which is claimed by A, who composes
a fourth Pung (not Kong) of Winds. If player A subsequently goes out (whether
self-drawn or on any discard), player B must pay all losses.
d) Little Four Winds: Player A has melded three Pungs or Kongs of
Winds, and player B discards a Wind tile which is claimed by A, who goes out
by completing a Wind pair. Player B must pay all losses.
e) All Honors: Player A has melded three Pungs or Kongs of
Honors, and player B discards an Honor tile which is claimed by A, who
composes a fourth Pung (not Kong) of Honors. If player A subsequently goes out
self-drawn and has All Honors hand, player B must pay all losses. (If
another player later discards yet another Honor, which A claims, this player
pays all losses, instead.)
f) All Terminals: Player A has melded three Pungs or Kongs of
terminals, and player B discards a terminal tile which is claimed by A, who
composes a fourth Pung (not Kong) of terminals. If player A subsequently goes out
self-drawn and has All Terminals hand, player B must pay all losses.
(If another player later discards yet another terminal, which A claims and
goes out, this player pays all losses, instead.)
g) All Green: Player A has melded three sets consisting of
green bamboos (2, 3, 4, 6 or 8) or Green Dragons, and player B discards a
green bamboo or green Dragon, which is claimed by A, who
composes a fourth set (Chow or Pung, not Kong) of green tiles. If player A subsequently goes out
self-drawn and has All Green hand, player B must pay all losses.
(If another player later discards yet another green tile, which A claims and
goes out, this player pays all losses, instead.)
- Nine tiles error. This penalty is applied, if one of the players (e.g., player A)
has melded three (or four) Chows/Pungs/ Kongs of the same suit, and another player (B)
discards a tile of the same suit. If the discarded tile is claimed by player A, and he
goes out and the winning hand is One Suit Only, the discarder (B) must pay to winner
on behalf of other players. Notice that the penalty is applied even if player
A claims the
tile and composes a fourth set (either a Chow or a Pung, not a Kong) of the same suit (instead of going out), provided that he subsequently goes out on
a self-drawn tile, and the winning hand is One Suit Only. However, if a third player (C)
later discards a tile of the same suit, and player A claims the tile and goes
Out, player C is penalized, instead.
- Last five tiles error. If there are five or less tiles left in the
Wall, and a player discards a tile that has not been played already (i.e.,
that is not visible on the board or amongst the discarded tiles), and
another player claims the tile and goes out, the discarder must pay to
winner for all losers. Note that this penalty is meaningless (and cannot be
chosen), if you have applied a rule according to which the discarder always
pays for all losers.
In addition, the following option can be used when any of the insurance
penalties is enabled:
- Allow 'No Choice'. If checked, accepts an exception to the pao
rules according to which a player who has no other choice than making a
dangerous discard is not penalized for pao. This situation can arise only
after a player has drawn a tile from the Wall or Dead Wall (but not after he
has claimed a tile for a Chow or a Pung). E.g., if player A has only tiles
of the Bamboo suit in hand, and player B has three or four melded sets of
the Bamboo suit, player A is not penalized for making a dangerous discard,
if B claims A's discard and subsequently goes out on a One Suit Only hand.
Traditionally a player who pleads 'No Choice' has to (temporarily) expose
his hand, but in Four Winds the 'No Choice' situation is announced and
validated automatically by the program so the hands are not exposed.
Note: "No choice" means that a player has only dangerous
tiles in hand, it does not cover situations where a player is forced to make a
certain discard only because his hand is locked as a consequence of a ready
declaration.
When insurance penalties are applied, there is no settlement for
losers' scores (the pao discarder just pays the winner and no other payments are
done).
Note: If any of the insurance penalties are applied, Four Winds
automatically plays a sound effect whenever a risk for a dangerous discard arises (e.g.,
after one of the players has melded his third triplet of Winds). You can turn
off the sound effect for Pao warnings by using the Sounds control on the Themes
option page.
Yakitori
Four Winds also supports a penalty for not winning a single deal during the
entire game (or match, when a tournament is played). This penalty is sometimes
applied in Japanese Mah Jong and known as "yakitori" (roast chicken).
The penalty is applied at the end of the game (or match).
Four Winds indicates the players with no wins in the Players window by
marking their wins and losses with a highlight color (yellow in the default Four
Winds theme).
Related topics:
Initial and Limit points
Logic of scoring system
Inclusion and scoring of hands and patterns
Rounding
Settling tables
Paying method
Procedures:
Creating and managing custom rule presets