Rule presets
Classification of rules
The Chinese Classical represents Mah Jong as it was played in China
in the beginning of the 20th century (the
default rule preset of Four Winds, European Classical, represents a
slightly simpler version from the same or perhaps a slightly earlier
period).
The rules of Mah Jong have never been standardized, and the game has always
been rich of variations, but during the last seven or eight decades Mah Jong
has experienced very radical changes, partly as a result of becoming popular all
over the world and taking influence of similar games played in other cultures,
but also because the game was officially banned in its home country for decades,
and accordingly lost its roots for a long time.
Today the classical game is virtually unknown in Asian countries and the
modern competing variations often differ greatly from each other, partially
explained by the fact that the rules have been shaped in the hands of gamblers.
On the other hand, in Western countries (especially in Europe) the game is still
clearly based on classical rules, though several additions foreign to the
original game have also been introduced. Until recently there has not been much
dialogue between the competing forms of Mah Jong, and the game has continued to
develop in several different directions, resulting in endless local variations.
However, it is possible to classify the different versions by comparing
certain key elements. Based on these factors the major three categories
(deriving from the Chinese Classical as the root category) are Chinese Modern,
Japanese and Western rules. The following sections describe the
new features and major deviations (regarding its parent) of each rule version.
Root: Chinese Classical
- Focus on collecting coherent hands with Chows and Pungs, typical goals
being Chow hand, Pung hand and Mixed hand (One suit and
Honors).
- Rewards player for going out on a fully concealed hand (including the
winning tile)
- Use of simple point-double based scoring plan; payments for basic sets
(Pungs and Kongs)
- East receives and pays double payoff scheme
- Payments between losers
- Changes between Chinese Classical and European Classical: in
the latter, no Flowers and Seasons are used, the replenishing Dead Wall of
16 tiles is replaced by an exhaustible Dead Wall of 14 tiles, only concealed
Kongs are interpreted as concealed triplets, Kong can be declared after a
claimed tile, no bonus for going out on a Terminal or Honor pair, going out
on a one-chance Chow is rewarded (rather than going out on a one-chance
hand), several Limit hands have been omitted, and winning pays 20 instead of
10 points.
A. Chinese Modern
1. Chinese Old Style
- Rewards going out self-drawn, rather than collecting a concealed hand
- The point unit is abandoned (no payments for basic sets)
- Payments between losers abandoned (only the winner is paid)
- Faan values of patterns increased (One suit and Honors is worth 3 faan)
- Use of Faan-Laak complex limit system
- Introduction of "Chung plan" in payments: if the winner
goes out self-drawn, all pay double, otherwise the discarder pays double and
others normally.
- In Four Winds: Hong Kong
1.1 Chinese New Style
- Introduction of numerous new patterns
- Extension of old-style payoff schemes to 6-9-12 or higher payoff schemes
1.2 Taiwanese
- The most common version is a 16-tile Mah Jong (the completed winning hand
consists of 17 tiles instead of 14), where a player needs to collect four
sets of Chows/Pungs/Kongs and a pair.
- Introduction of new payoff scheme, where all pay directly the winner's
final score in case of self-drawn win, otherwise the discarder alone pays
winner's final scores (just for himself). Thus the self-draw is again
emphasized; this is probably a result of mixing the Hong Kong and Japanese
schemes.
- A version of 12-tiles Mah Jong is also played in Taiwan. This version is
supported in Four Winds by the use of pre-dealt jokers. Wilmington Advanced
12-Tile rules are based on this version of Mah Jong.
2. Chinese Official
- Based primarily on Chinese New Style
- Replaced the exponential (doubling) faan-laak system with additive point
system
- Payoff scheme based on Taiwanese
B. Japanese
1. Japanese Classical
- Payments between losers abandoned (only the winner is paid)
- Introduction of "discarder pays for all"
payoff scheme (extended
from "pao" penalty typically applied in Chinese Classical and
Modern),
accentuating the meaning of defensive playing strategies
- New patterns: Terminal or Honor in each set, All Simples, 3 Chows of 1
suit step 3 (three consecutive Chows from 1 to 9 of one suit), Three
Concealed Triplets (this is actually a classical pattern), Four Triplets 3 Concealed, etc.
- Focus on going out early on easy or mediocre hands on and not losing
- Rule of missed discard: you are not allowed to
go out by claiming a tile that you missed first time it appeared during any
single turn
- Rule of sacred discard (applied to last
discard only)
- Deal is passed after a draw (in modern rules
the rule is often modified, e.g. by not passing the deal if dealer has a
ready hand)
1.1 Japanese Transitional
- Several new patterns (e.g., "Same Chow from all suits",
"Two/three identical Chows", "Three triplets of the same
number", "Three Kongs", "Three triplets of the same
number"), often with higher scoring if composed of concealed sets (note
the difference to the Japanese Modern, where the emphasis is on the
concealedness of the hand, rather than that of the patterns
themselves).
- Rule of Riichi introduced
- Extra payments for dealer's extra hands (i.e., deals played without
passing the deal at the start of the hand)
- Fixed payments for ready hands (ready declaration not required) after a
draw
1.2 Japanese Modern
- Two major variations: Ari-Ari ("official") and Nashi-Nashi
(stricter, not as popular). Four Winds Japanese
Modern and EMA Riichi rules are a version of Ari-Ari rules, but you can apply rules
specific to Nashi-Nashi by customizing the rues.
- Mangan complex limit scoring system (instead of simple point-double based
scoring)
- Multiplier values of patterns increased; point-counting for basic sets (Pungs
and Kongs) retained but has less significance
- Several new patterns (e.g., "Same Chow from all suits",
"Two identical Chows", "Three triplets of the same
number", "Terminal in each set") which tend to emphasize semi-concealed
(= concealed hand, discarded winning tile allowed) hands: either a
different scoring is specified for patterns appearing in a melded or
concealed hand, or a given pattern is recognized only in a concealed hand (e.g.
in Ari-Ari rules
melded All Simples is acknowledged [Kuitan]; in Nashi-Nashi rules All
Simples is acknowledged only in a concealed hand)
- Minimum of 1 han (sometimes increased to 2 on the 5th continued deal):
typical easy winning hands are All Simples, No-points-hand, Terminal or
Honor in each set, or any Riichi hand (as Riichi declaration automatically
gives 1 han). In Nashi-Nashi rules the minimum point requirement is checked
for ready hands, as well (to qualify for special
payments after a draw or for a legal hand for a
ready declaration), the more permissive Ari-Ari rules do not require
this (Keishiki Tenpai). Some versions of Nashi-Nashi rules may also
require that a hand to be declared ready must already meet the minimum point
requirement (not counting the winning tile), but this is not supported in
Four Winds.
- Played in half-games of 2 rounds (East and
South rounds) instead of full games of 4 rounds
- Introduction of top prize (equalized end points to determine the total
score after the game is finished)
- Multiple winners are often allowed
- Use of Dora tiles (Ari-Ari: No Kong Dora, No Ura Dora; Nashi-Nashi: Ura
Dora, sometimes Kong Dora and Kong Ura Dora, as well, and sometimes scoring
for Dora in concealed hand only)
- Rule of Riichi (Ari-Ari: Sacred hand allowed if player goes out
self-drawn; Nashi-Nashi: Sacred hand not allowed); sometimes extra han for
ip-patsu (going out on the first turn after the declaration with no claims
between the turns)
- Rule of Sacred Discard (often extended to entire deal or applied in
absolute mode, forbidding a player with a sacred hand to go out on any
discard)
- Extra payments for dealer's extra hands (i.e., deals played without
passing the deal at the start of the hand)
- Fixed payments for ready hands (ready declaration not required) after a
draw
- Varying rules for passing the deal after a draw (often the deal is passed
unless the dealer has a ready hand)
- Dead hand rules are typically applied
C. Other Asian Rules
These rules typically combine features of Chinese and Japanese Mah Jong.
1. Internet Mahjong Server (IMS) and Mahjong Masters
Million (MMM)
- Some new patterns
- Kinds of hybrids between modern Chinese and Japanese Mah Jong (developed
in Singapore)
- Payments between losers abandoned (only the winner is paid)
- Use of arbitrary settling table for payments (concept of faans as
multipliers and laaks as limits abandoned); introduction of auxiliary points
(reminiscent of combination of fu and han in Japanese rules)
- Payoff scheme rewards East (final score multiplied by 1.5 instead of 6 as
in Modern Japanese rules) without penalizing East loser (in classical rules
East also pays double, though not for all but just for himself), and also
any player going out self-drawn (IMS only, multiplied by 1.5, instead of 6,
as in Chinese rules); in addition, penalizes the discarder, who pays alone
but just for himself (as in Taiwanese rules) and not for all players
(as in Japanese rules).
- In MMM rules the typically Japanese rules of sacred
discard and missed discard are also used.
2. World Mahjong Player Association (WMPA) Rules
- Several new patterns, mostly taken from the modern Japanese Mah Jong. On
the other hand, no scoring for Fully concealed hand, but instead for Concealed
hand and Self-drawn winning tile (as in the Chinese Mah Jong).
- Rule of sacred discard (absolute mode) and missed discard.
- A modified version of Rule of Riichi.
- Payments between losers abandoned (only the winner is paid);
introduction of a kind of a combination of the modern Chinese and Japanese
payoff scheme: the winner's final score is first squared (a unique
feature), and if the winning tile is self-drawn, each loser pays the squared
sum to the winner, otherwise the discarder pays for all losers (adaptation
of the Japanese system). East receives and pays the same as other players
(which is an adaptation of the Chinese system).
- Minimum of 3 faan:
a typical winning hand consists of One suit with Honors (worth 3 faan),
or a Pung hand with a value triplet. Concealed hands based on
four Chows are also common, as it can easily be combined with e.g. All
Simples or Chow hand (no Honors allowed).
3. Korean
- Differs from all other
versions by omitting the Bamboo suit.
- Claimed Chows allowed only on going out.
- Rule of sacred discard (extended to entire deal).
- A modified version of Rule of Riichi.
- Payments between losers abandoned (only the winner is paid)
- Minimum of 2 points: as Bamboo suit is omitted,
a typical winning hand often consists of One suit with Honors (worth
2 pts). Though claimed Chows are allowed only on going out, hands based on
four Chows are also common, as it automatically receives 1 point for Concealed
hand and easily earns an extra point for All Simples or Chow
hand (which must go out on a multiple-chance Chow and cannot
contain traditional value pairs).
- Introduction of a new payoff scheme, where all pay directly the winner's
final score in case of self-drawn win, otherwise the discarder alone double
the
winner's final score (just for himself). Thus the self-draw is mildly
emphasized; on the other hand, going out on a fully concealed hand is
heavily encouraged by giving it a bonus of 7 points.
D. Western
In Western Mah Jong the classical point-double scoring plan is still used,
and as in the classical Chinese game, East always pays and receives double and
losers settle scoring according to the difference of their final scores.
1. American Classical
- Fairly close to Chinese Classical rules, but scoring slightly simplified
(e.g., special ways of going out allowed for No-Points hand, no
scoring for Three concealed triplets, Concealed hand or
Fully concealed hand, etc.). Pung hand get scores only if at least
one of the triplets is concealed.
- Introduces 7 pairs hands.
- Often modified by applying a minimum point requirement (1 double game) or
by requiring that the winning hand may not contain mixed suit tiles (Cleared
hand game).
1.1 American Modern
- Focus on collection of special hands (and introduction of dozens of new
such hands, many of which irregular)
- Introduction of Charleston and jokers in order to make collection of
special hands easier (though jokers are occasionally used in Asian rules, as
well).
- Occasional use of additional rules (e.g., Kitty or pool collected by the
winner with a Pung hand, double payment deals, special tiles like Cat/ Rat,
Cock/Worm and Old man/Bag of gold, etc.).
- Prohibition of mixed suits (cleared-hand game): the winning hand must not
contain more than one suits (excepting some limit hands)
- The winning hand can contain maximum of 1 Chow (excepting some limit
hands)
- Losers are paid the same as the winner for incomplete hands (excepting
irregular hands).
- No Dead Wall (all tiles of the Wall are played).
- Several national variations (e.g., Wright-Patterson and American-Jewish rules), some of which
can no longer be considered as the game of Mah Jong (e.g., NMJL rules, where
Chows are no longer recognized, Kongs and Flowers are kept in hand, a set of
five similar tiles is introduced, etc., and where you no longer can go out
on four regular sets and a pair)
1.2. Australian
- Focus on collection of high-scoring hands (and introduction of several new
special hands, some of which are irregular).
- Prohibition of mixed suits and and maximum of 1 Chow
(as in American
rules), but a fully concealed hand can contain more than 1 Chow (this is a
new feature not found in American rules).
- Introduction of Goulash deal after a draw (as deals often end in a draw as
a result of restrictions). Goulash rules use Charleston and jokers and are
practically the same as the modern American rules (but no Chows are allowed
in the Goulash deal).
- Rewards losers with a ready hand with nearly the same scores as the winner
(including uncompleted irregular hands) – note the difference to American
rules, which do not require that loser's hand is ready in order to be scored,
and which do not specify special scoring for uncompleted special hands.
2. European national variations
- British: Maximum of 1 Chow, use of Goulash deal after a draw, obligatory
ready declaration; special scoring for losers with
uncompleted, ready special hands.
- Dutch: Two-double game (the winning hand must be worth at least 2
doubles); use of exhaustible Dead Wall instead of
a replenishing one; some non-classical bonus scores ("Chow hand"
without any restrictions, "All simples", "Bird eats
cake"); losers are normally paid
the same as the winner for certain uncompleted hands (without needing to
have a ready hand).
- French: Adaptation of Riichi (but hand does not need to be
concealed); discards are concealed; use of an exhaustible Dead Wall instead of
a replenishing
one; use of Dominant Wind instead of Wind of the Round; payments after a draw (to all
players); several irregular hands, which can also be partially melded.
- German: Classical rules but with a strong emphasize on collecting
Honor triplets and Kongs, as each of these earn easy extra doubles.
Concealed hands pay also well.
- Italian: Adaptation of Riichi (but with many differences to
Japanese Riichi game); use of an exhaustible Dead Wall instead of
a replenishing
one; several non-classical patterns.
Related topics:
Overview
Alan's Zung Jung
American Classical
American Modern
Australian
British Official
Chinese Classical
Chinese New Style
Chinese Official
Chinese Transitional
Dutch League rules
EMA Riichi Rules
European Classical
French
German
Hong Kong Mah Jong
Internet Mahjong Server
Italian Official
Japanese Classical
Japanese Transitional
Japanese Modern
Korean Style
Mahjong Masters Million
Taiwanese 16-Tile Mah Jong
Wilmington Advanced 12-Tile rules
WMPA Rules
Comparison table