Rule presets

Italian Official

This rule preset represents modern Italian version of the game of Mah Jong, as presented by Federazione Italiana Mah-Jong. The rules combine classical European rules with some features from the modern Chinese and Japanese Mah Jong, e.g., the rule of voluntary ready (Riichi) is applied, though significantly differently than in Japanese Mah Jong, and several mid-difficult patterns have been added.

Because of use of Flowers and Seasons, extra Chow and Pung patterns, and the rule of Ready, the scores tend to be fairly high in these rules. Note that some Italian rules allow keeping Flowers and Seasons in hand (though they must be melded and replaced with regular tiles before a player can declare a winning hand). This is not supported in Four Winds but can be simulated by specifying that the Flowers and Seasons be melded face down (this way the opponents do not see the exact value of the extra tiles).
Tiles 144 (Flowers and Seasons)
Initial points 5,000
Limit points 1,000
Restrictions for the winning hand None
Claiming rules for going out Multiple winners
Passing of the deal When non-dealer wins
Rule of Ready Rule of Riichi: voluntary declaration; unlike in Japanese Mah Jong, the hand does not need to be concealed, but 8 tiles must be left in the Wall before the declaration and the declared hand must be a one-chance hand (one that can be completed with only one kind of a winning tile); the hand is locked after the declaration and if Flowers and Seasons are drawn from the Wall, they must be discarded; going out on the first possible discard is not required; payment: 1 dbl if succeeded, no consequences if failed.
Dead hand rules None
Payment Between all players; East pays/receives double
Discards In random order, no extended discard information
Specialties Exhaustible Dead Wall (consisting of 20 tiles, when Flowers and Seasons are used, otherwise 14 tiles)
Scoring Standard
Basic tile points Standard. Losers are paid the same as the winner.
Scores for basic sets Standard. Losers are paid the same as the winner.
Scores for Flowers and Seasons 4 points for each Flower/Season, 1 dbl for own Flower or Season, 2 dbl for All Flowers or All Seasons
Scores for patterns based on Chows Three Chows of the same numbers (1 dbl), Four Chows of the same numbers (2 dbl), Three identical Chows (2 dbl), Four identical Chows (4 dbl; 1 for Chow hand included), 3 Chows of 2 suits, step 3 (1 dbl), 3 Chows of 3 suits, step 3 (1 dbl), 3 Chows of 1 suit, step 3 (1 dbl), 4 Chows of mixed suits, step 2 (2 dbl; 1 for Chow hand included), 4 Chows of 1 suit, step 2 (3 dbl; 1 for Chow hand included)). Losers are paid the same as the winner.
Scores for patterns based on Pungs and Kongs Three triplets of Terminals and Honors (1 dbl), Four triplets of Terminals and Honors (3 dbl, 2 for Pung hand included), Three triplets of the same number (1 dbl), Three concealed triplets (1 dbl), Four concealed triplets (3 dbl; 2 for Pung hand included). Losers are paid the same as the winner.
Scores for patterns based on the whole hand Exposed hand (1 dbl), Fully concealed hand (1 dbl), Chow hand (1 dbl; no forced scoring), Pung hand (2 dbl; no forced scoring), All Simples (1 dbl), All Terminals and Honors (4 dbl, includes 3 dbl for Four triplets of Terminals and Honors, which includes 2 dbl for Pung hand), One suit with Honors (1 dbl), One suit only (3 dbl). No scoring for losers.
Scores for miscellaneous patterns None
Scores for winning Winning (20 pts), Last-chance hand (1 dbl; dead multiple-chance hands allowed), Out on last tile of the Wall (1 dbl), Out on the last discard (1 dbl), Out on a supplement tile (1 dbl), Out by robbing a Kong (1 dbl), (Before less than 16 tiles, including the melded tiles, have been played; 1 dbl), Declaration of Ready (1 dbl)
Rounding Rounding off to nearest ten after doubles (from 6 to 10, 5 to 0) at the time of payments
Penalties Faulty out: The deal continues normally, but the offender cannot go out, and 500 pts is reduced from his total points; Faulty claims: none; Faulty ready declaration: 1000 pts is reduced from offenders total points; Insurance penalties: None
Limit hands Classical: Four Kongs (3,000 pts), Three Great Scholars (2,000 pts), Big Four Winds (2,000 pts), Little Four Winds (2,000 pts), Nine Gates (3,000 pts), Thirteen Orphans (2,000 pts); Serpents: Little Snake (2,000 pts; melded sets allowed), Knitted Dragon Royal (2,000 pts); Pairs: Seven Pairs (2 dbl + components), All Honor Pairs (1,000 pts), All Terminal Pairs (1,000 pts), All Terminal and Honor Pairs (1,000 pts), All One Suit Pairs (1,000 pts) Note: Identical pairs allowed; Special ways of going out: Heavenly hand (3,000 pts), Plum Blossom on the Roof (1 dbl); American hands: None; Miscellaneous: Gertie's Garter (1,000 pts). Losers: No scoring for losers.

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
European Classical
French
German
Hong Kong Mah Jong
Internet Mahjong Server
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