This is the default rule preset of Four Winds 2 (and corresponds to the European Contemporary rule preset that was the default rule preset of version 1). These rules are based on classical Chinese Mah Jong, which is no longer played in Asia, but is very popular in the European countries, especially in the Nordic countries.
Compared to Chinese Classical rules, the scoring is slightly simplified, and some of the classical Limit hands have been omitted. Flowers and Seasons are not used, either. As these rules represent a kind of a common denominator amongst the dozens of different ways Mah Jong is played today, they are particularly well suited for getting familiar with the game. After learning the basics it is also easier to get acquainted with modern Chinese and non-Chinese national versions and see how they differ from the classical Mah Jong.
Tiles | 136 (no extra tiles) |
Initial points | 2,000 |
Limit points | 500 |
Restrictions for the winning | None |
Claiming rules for going out | Player first in turn wins |
Passing of the deal | When non-dealer wins |
Rule of Ready | None |
Dead hand rules | None |
Payment | Between all players; Chinese Classical scheme |
Discards | In random order, no extended discard information |
Specialties | None |
Scoring | Standard |
Basic tile points | Standard. The losers are paid the same as the winner. |
Scores for basic sets | Standard. The losers are paid the same as the winner. |
Scores for Flowers and Seasons | Not used |
Scores for patterns based on Chows | None |
Scores for patterns based on Pungs and Kongs | Little Three Dragons (3 dbl). The losers are paid the same as the winner. |
Scores for patterns based on the whole hand | Standard, i.e., Fully concealed hand (1 dbl), Chow hand (No value pairs, 1 dbl), Pung hand (1 dbl), All Terminals and Honors (3 dbl, Pung hand implied); One suit with Honors (1 dbl), One suit only (3 dbl). Note: No scoring for losers. |
Scores for miscellaneous patterns | None |
Scores for winning | Standard, i.e., Winning (20 pts), Self-drawn last tile (2 pts), Out on a one-chance Chow (2 pts), Out on a pair (2 pts), Out on the last tile of the Wall (1dbl), Out on the last discard (1 dbl), Out on a supplement tile (1 dbl), Out by robbing a Kong (1 dbl). |
Rounding | Rounding off to nearest ten after doubles |
Penalties | Faulty out: Deal ends and the offender pays 50% of the Limit, East pays/receives double (deal passes if the offender is East); Faulty claims: 100 pts for each faulty claim, paid to the winner; Insurance penalties: None |
Limit hands | Classical: Hidden Treasure (100%, concealed Kongs allowed), Three Great Scholars (100%), Big Four Winds (100%), All Honors (100%), All Terminals (100%), Nine Gates (100%), Thirteen Orphans (100%); Serpents: None; Pairs: None; Special ways of going out: Heavenly hand (100%), Earthly hand (100%);American hands: None; Miscellaneous: None. |
Related topics:
Overview
Classification of rules
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
French
German
Hong Kong Mah Jong
Internet Mahjong Server
Italian Official
Japanese Classical
Japanese Modern
Japanese Transitional
Korean Style
Mahjong Masters Million
Taiwanese 16-Tile Mah Jong
Wilmington Advanced 12-Tile rules
WMPA Rules
Comparison table