Rule presets

Korean Style

Korean Style represents the way Mah Jong is often played in South Korea. The rules differ from other versions included in Four Winds mainly by exclusion of the Bamboo suit and restriction for claimed Chows (Chows can be claimed only on going out). The Korean rules also use four Flowers instead of eight (Seasons are not used), so the total number of tiles used in the game is 104. Since the Bamboo suit is not used, the game is much faster than the traditional game with three suits. For the same reason, hands like One suit with Honors and One suit only appear much more frequently, and because of the restriction for claiming Chows, Pung hands are also common.

The Korean rules require the winning hand to be worth at least 2 points. The rules also use a slightly modified version of Japanese Riichi, and also support making an exposed ready declaration (all tiles are turned face-up). The typically Japanese rules of Sacred Discard (in an extended mode) and Missed discard are used, as well. The patterns are fairly classical but there is one unique pattern, Bonus winning tile, not found in other rules: this gives the winner 1 extra point for each denomination of the winning tile he has in the hand (at least 1).

Scoring system is based on a simple point-adding scheme (original rules use the term "faan", but in Four Winds the term "faan" is reserved to Chinese faan-laak systems that use a settling table). If the winner goes out self-drawn, each loser pays the amount of winner's final score. If the winner goes out on a discard, only the discarder pays the winner's final score, but doubled (other losers pay nothing). Going out on a concealed self-drawn hand is heavily encouraged, since the bonus for winning (5 faan) is doubled for a fully concealed hand.
Tiles 104 (Bamboo suit omitted; 4 Flowers)
Initial points 0
Limit points 80 (practically no limit)
Restrictions for the winning hand Minimum of 2 points required. In addition to the scores for the Flowers, the bonus for the following patterns is initially ignored when calculating the minimum points for the hand: Winning, Out on the last tile of the Wall, Out on the last discard, Out on a supplement tile, Out by robbing a Kong, Declaration of Ready, Exposed Declaration of Ready, Bonus winning tile, Moon from the Bottom of the Sea and Plum Blossom on the Roof.
Claiming rules for going out Player first in turn wins
Passing of the deal A Goulash deal is played up to three times, each player placing a 1-point marker in the pool at the start of the deal (Note: In Four Winds these are handled as pending payments).
Rule of Ready Rule of Riichi: voluntary declaration, concealed hand required (concealed Kongs allowed before the declaration), locked hand but non-altering concealed Kongs allowed, the hand must meet the minimum point requirement with all possible winning tiles, even as discards; missing a winning tile makes the hand sacred; bonus of 2 points (3 points if declared as an exposed hand) if succeeded, no declaration cost.
Dead hand rules Allow declaring of dead hand, if 9 or more different Terminals and Honors in the dealt hand; Abandon deal if four identical wind tiles discarded on the first turn; Abandon deal if four Kongs declared during the deal; Abandon deal if 4 players have declared Ready. For more information, see Dead hand rules.
Payment To winner only; Korean payment scheme
Discards Per player with extended discard information 
Specialties Bamboo suit omitted, claimed Chows allowed only on going out; simple point scoring without doubles or settling tables; no Dead Wall; Sacred Discard (extended mode); Missed Discard
Scoring Point-based
Basic tile points None
Scores for basic sets Pung/Kong of Dragons (1 pt), Pung/Kong of Own Wind (1 pt), Pung/Kong of Wind of the Round (1 pt)
Scores for Flowers and Seasons Flower 1 pt, All Flowers 4 pts (i.e., total of 8 pts)
Scores for patterns based on Chows 3 Chows of 1 suit, step 3 (2 pts)
Scores for patterns based on Pungs and Kongs Three concealed triplets (4 pts), Four concealed triplets (11 pts), Little Three Dragons (4 pts)
Scores for patterns based on the whole hand Concealed hand (1 pt), Fully concealed hand (2 pts), No-points hand (1 pt, traditional interpretation), Pung hand (2 pts), All Simples (1 pt), All Terminals and Honors (8 pts, Pung hand not implied), One Suit and Honors (2 pts), One Suit only (6 pts)
Scores for miscellaneous patterns None
Scores for winning Winning (5 pts, doubled if a fully concealed hand), Out on the last tile of the Wall (5 pts), Out on the last discard (5 pts), Out on a supplement tile (5 pts, for Kongs only), Out by robbing a Kong (5 pts), Out on 1st turn with a self-drawn tile (100% of Limit), Out on 1st turn with a discarded tile (100% of Limit), Declaration of Ready (1 pt), Declaration of Exposed Ready (2 pts), Ready on first turn (5 pts), Bonus winning tile (1 pt for each)
Rounding None
Penalties Faulty out: Deal ends and the offender pays 10 pts to each of the other players (deal never passes); Faulty claims: 1 pt for each faulty claim, paid to the winner; Insurance penalties: None
Limit hands Classical: Three Great Scholars (8 pts + components), Little Four Winds (8 pts + components), Big Four Winds (12 pts + components), All Honors (18 pts + components), Nine Gates (100% of Limit); Serpents: None; Pairs: 7 pairs (4 pts + components); Special ways of going out: Moon from the Bottom of the Sea (8 pts + components), Plum Blossom on the Roof (8 pts + components); 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
European Classical
French
German
Hong Kong Mah Jong
Internet Mahjong Server
Italian Official
Japanese Classical
Japanese Modern
Japanese Transitional
Mahjong Masters Million
Taiwanese 16-Tile Mah Jong
Wilmington Advanced 12-Tile rules
WMPA Rules

Comparison table