Rule presets

European Classical

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.

Note: These rules differ slightly from the European Contemporary rules included in Four Winds 1.x, so if you load a version 1.x game in Four Winds 2, the rules will be displayed as "customized" rules.
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