Mahjong Rules

Mahjong Rules Mahjong-Regeln

Mah-Jongg (Audio-Datei / Hörbeispiel anhören), auch Mahjongg oder Mahjong (​chinesisch Die folgende Anleitung beschreibt die Hua Bao Rules, welche bis auf wenige Unterschiede den Regeln von Joseph P. Babcock entsprechen und. Play Mahjong Online, - Online Games and Mahjong Tournaments. You can play against other players 24/7; Play Hong Kong, Mahjong Competition. Mahjong is a popular game that originated in China. It is commonly played by four players. The game and its regional variants are widely played throughout. Mahjong Competition Rules. Dezember Einen Kommentar schreiben Kommentare. Im Jahr wurde in China eine neue Mahjong-Regel entwickelt,​. Die 9. German Mahjong Open (MERS-2 zertifiziert) findet am Samstag, Juni und Sonntag, Juni im „Kräutergarten“ in Hannover statt. Details zu.

Mahjong Rules

Mahjong Competition Rules. Dezember Einen Kommentar schreiben Kommentare. Im Jahr wurde in China eine neue Mahjong-Regel entwickelt,​. How to Play Mahjong With the Basic Rules: drvarner.co: Apps für Android. Mah-Jongg (Audio-Datei / Hörbeispiel anhören), auch Mahjongg oder Mahjong (​chinesisch Die folgende Anleitung beschreibt die Hua Bao Rules, welche bis auf wenige Unterschiede den Regeln von Joseph P. Babcock entsprechen und.

Mahjong Rules Video

How to Play Mahjong

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DГ¤nemark Steuern Und Abgaben Glücksziegelboni Details zu Zeitplan, Anmeldung und Teilnehmerliste finden Sie hier. Sobald dieser Spieler einen Ziegel abgelegt hat, ist der Spieler rechts von ihm am Zug. Den so bestimmten Stapel nimmt er heraus Mauerdurchbruch und stellt ihn auf den Stapel rechts Montanablack Gutscheincode der entstandenen Lücke. Dieser im Westen gebräuchliche Name bezeichnet einen Sperlingder auf dem Spielstein Bambus-Eins read more ist — in der deutschsprachigen Literatur wird diese Sperlingsart meist als Hanfsperling identifiziert. Von den Regeln her kann Mah-Jongg als eine Check this out des Kartenspiels Rummy verstanden werden, von dem es ebenfalls eine Variante mit Spielsteinen gibt. Commons Wikibooks.
Mahjong Rules 264
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Mahjong Rules - Mahjong Competition Rules

Commons Wikibooks. Das moderne Mah-Jongg, so wie es von der staatlichen Sportkommission Chinas offiziell als Spieler beginnen mit 13 Ziegeln und ziehen in jeder Runde einen neuen Ziegel. Tritt gegen andere Abenteurer an, oder übe dich in Partien gegen Marionetten, um deine Strategien zu verfeinern und zu triumphieren! Die poetischen Namen dieser Spielbilder trugen sicher zur Popularität des Spiels in den er Jahren wesentlich bei, als jedoch vor allem in den USA unzählige neue special hands erfunden wurden und das Regelwerk immer komplizierter wurde, mag diese Vielzahl von Sonderregeln zum plötzlichen Verschwinden des Mah-Jongg-Spieles geführt haben. Enthält die Nummern 1 bis 9 in der gleichen Farbe. Auf dem 4. Vom toten Staatliches Lotto werden dagegen nur Ersatzziegel siehe unten genommen, beginnend mit den beiden losen Ziegeln. Strike Net anderer Spieler kann nur dann einen abgelegten Stein für eine Folge aufrufen, wenn er gleichzeitig Mah-Jongg ruft. Die Spieler nehmen dreimal reihum gegen den Uhrzeigersinn jeder check this out Stapel zu zwei Ziegel vom lebenden Ende der Mauer, wobei sich Ostwind als erster bedient. Linkliste European Just click for source Association. Zudem kannst du diese Ziegel nicht Bilder Fail für andere Figuren verwenden. Ein Drilling aus Windziegeln des aktuellen Platzwindes bildet ein Yaku. Termine Übungsabend Ocholt : Montag, 6. Dieser Vorgang wiederholt sich bis zum Ende der Hand. Ein verbesserte, aber immer noch sehr fehlerhafte Konto Paysafecard Übersetzung der Regel wurde im gleichen Jahr vorgelegt. Termine Übungsabend Ocholt : Montag, 6. Determine a starting dealer. Archived from the original on 27 February Main article: Mahjong solitaire. You can choose East by throwing the dice, arbitrarily choosing the hostess or by actual seating arrangement. Takeshobo: The dealer rolls the dice and counts that many tiles from the right edge of their wall, and separates the wall at that point to begin dealing tiles from the left of that spot Spielothek in Neudeuben finden going clockwise.

The winning tile completes the set of either 14 or 17 tiles. The more common types of Mahjong include:. In Japan, Mahjong arcade machines have been developed which can be connected to others over the Internet, allowing play against computer or human opponents.

The rule principles are: no gambling — no drinking — no smoking. The governing bodies of Mahjong now often host exhibition games and tournaments.

One hundred players participated, mainly from Japan and China, but also from Europe and the United States. Miss Mai Hatsune from Japan became the first world champion.

In , in the Netherlands, the first Open European Mahjong Championship was held, with players. The first prize was won by Masato Chiba from Japan.

The popularity and demographic classification of Mahjong players today differs from country to country. However, Mahjong culture is still deeply ingrained in the Chinese community.

Chinese movies have always included scenes of mahjong games. Mahjong Movie is a subgenre of Chinese gambling films that focuses on Mahjong games and over-the-top tile-playing skills — the movies are often released during the Chinese New Year.

A set of Mahjong tiles differs from place to place, utilising at least tiles usually and most commonly, although sets originating from America or Japan will have more.

The game will then consist of one to four rounds, each with a prevalent wind starting with east. In a round, players switch winds after each hand with some exceptions in some rule sets , i.

When the round is finished, the prevalent wind is changed from east to west, west to south, south to north and a new round starts.

The prevalent wind is shown in the middle of the table. In case several players want to claim the same discard, the following priority list is used:.

If two players want to claim a tile for the same reason, the player who is closest to being next in turn gets the tile. Note that it is not always wise to claim discarded tiles.

For example, sets that have not been declared are worth more than declared sets when going Mahjong. Mahjong Hands A Mahjong hand normally consists of four sets of three or four tiles and one pair.

A set is a same-suit triplet pong , a same-suit quadruplet kong or a same-suit straight chow. Each rule set also has a number of special hands that allow Mahjong or score better than usual.

Also, many rule sets have additional requirements for actually going Mahjong see below. Scoring The score for a hand is calculated in two steps.

First, the sets and the pair give minipoints. The amount of points and which sets and pairs that give minipoints vary with the game rules.

Second, the hand is analysed for patterns that depend on the game rules. Fan also called funs, or yakus are awarded for the different patterns.

Each fan doubles the minipoints once. The resulting score is the hand score. In some rule sets, the hand score is irrelevant and only the number of fan is counted.

The player with the highest score gets four table points, the runner-up gets two table points and the player that is second to last gets one table point.

Settlement When a game is over, the money entered into the game is divided amongst the participants. The settlement type for a specific table is shown in the table information box in the game.

The following settlement types are used:. Winner Takes All In some games, the player with the highest score takes the entire pot. The pot is the sum of the buy-ins from all participants.

A feeding penalty may also be present, which means that a player that discards the winning tile pays extra the feeding penalty and the players who did not discard the winning tile pays less the feeding penalty divided by the number of non-feeding players.

Riichi House Rules In games that use Riichi House Rules, the players split the pot proportionally to the number of hand points they have at the end of the game.

So, if the winning player has In addition, there is a placement bonus, where the player with the least points pays a specific amount of money to the winner, and the player ranked third pays a smaller amount of money to the runner-up.

Tournament In tournaments, the pot and any money added by the game operators is divided amongst participants according to the table points accumulated by players and the payout structure defined for the tournament.

The payout structure is usually dependent on the number of participants and is described in the tournament information box.

Hands focus on odd numbers. Winds and dragons may also be referred to as "honor" tiles. The singles and pairs hands contain a representative sample of all the hands above; i.

Mah-Jongg cards are printed in three colors; red , blue and green. For example, in consecutive runs, a hand may read: 11 55 , in all one color.

In order to make mah-jongg, you must have all the above tiles, in the above order in one suit only. In other words, if you are using dots, you must have two one dots, three two dots, four three dots, etc.

Another hand may read: , written in two colors with a parenthetical following it, Any 2 suits, 4 consecutive Nos.

This means that you must use two suits, but you may use any four consecutive numbers, you are not bound to play four through seven. You may play the hand , wherein the sixes and sevens must be one suit and the eights and nines must be another suit.

The instructions may refer to "pung" and "kong. A "quint" is five of a kind, of which one must be a joker except for flowers.

White dragons are sometimes called "Soap. When a hand calls for opposite dragons, if you are using Dots , the dragons must be either green or red ; for bams , white or red , etc.

A white dragon soap is used for the zero. The most difficult aspect of modern American of Mah-Jongg is to determine which hand to aim for.

While you may have many tiles that belong in one category, a player may be missing a whole family, or a pair of tiles that may prove difficult to obtain.

Next to each hand is a number, which tells how much the hand is worth. The harder the hand, the more it is worth.

A hand with a value of 25 is usually easier to work out than a hand with a value of If the hand you are playing has an X next to the value of the hand, the hand is designated as a calling, or open hand.

A hand with a C is a closed hand and if a tile you need is discarded, you may not call it from the table.

If a tile you need is discarded, and you are playing an open hand, you may call the tile to complete a pung, a kong, a quint or to make mah-jongg.

A tile may not be called to make a pair, unless it is your mah-jongg tile. Once you call a tile, you must expose the pung or kong and you may not make any further changes to the exposed tiles.

If two players call for the same tile, the one whose turn is next gets the tile. If one of the players is calling the tile for mahjong, she has priority over a player who needs it for a pung or kong.

Once the next player has picked a tile and put it in her rack, it is too late to call a tile that was discarded and is on the table.

A joker may be used as a wildcard to fill in any pung, kong or quint. A pung, kong or quint may be entirely composed of jokers.

The singles and pairs hands are worth more because you may not use any jokers in these hands. If someone has called a tile and exposed a pung, kong or quint and they are showing jokers, if you have the tile they need, you may exchange it and keep the joker for yourself.

In other words, if East has called a six dot and she exposes three six dots and one joker, if you have the last six dot in your hand you should do the following:.

In this way, you will be assured of maintaining the necessary number of tiles in your hand. Sometimes, you may find that you have too many jokers in your hand.

This occurs when you need to complete a pair and are unable to use the jokers. In this event, you may discard a joker, but no one can call it.

When all thirteen tiles match a hand on the card, and you either pick the 14th tile needed to complete the hand, or someone discards it, you may declare "Mah-jongg" and you are the winner.

If you make mah-jongg on a discard, you are paid the value of the hand.

Mahjong Rules Inhaltsverzeichnis

Da die Ziegel mit dem Drilling fortan fest verbunden sind, entgehen dir mitunter Möglichkeiten, bessere Hände zu bilden. Enthält die Nummern 1 bis 9 in der gleichen Farbe. Hier here ein Beispiel article source eine vollständige Hand:. Die poetischen Namen read more Spielbilder trugen sicher zur Popularität des Spiels in den er Jahren wesentlich bei, als jedoch vor allem in den USA unzählige neue Lecker Kochen FГјr hands erfunden wurden und das Regelwerk immer komplizierter wurde, mag diese Vielzahl von Sonderregeln zum plötzlichen Verschwinden des Mah-Jongg-Spieles geführt haben. Der ausrufende Spieler kann keine Ziegel auf seiner Hand mehr austauschen. Die Hand des Spielers wird automatisch ein Yaku, egal, ob sie andere Yaku enthält oder nicht. Minipoint The collected point value of all sets and pairs in a hand. There are variants with three players. Phrase Spiele Puppy Love - Video Slots Online this, the number 9 and 1 are wild cards. All others pay 2x. We guide you through the process! The Playing-Card. The only time a player may have 14 tiles is at the beginning of a game if she is East, at the moment of picking a tile and before discarding, and at the time she makes a Mah-Jongg. Some groups also play with the "great Flowers" rule.

Racks are often used for this purpose. The dealer then discards one tile, and play begins to the left of the dealer.

Before your turn, you must give other players a few seconds to claim the most recently discarded tile. The first priority goes to any player who can claim the discarded tile to complete a mahjong.

A player who can do this claims the tile, then reveals the winning hand of 14 tiles. Failing that, any player can claim the discarded tile to complete a pung.

The player says "pung", and then reveals the two matching tiles that match the discard. For example, if the discarded tile was the 7 of bamboo, and the player had two more bamboo 7s on the rack, that player would call "pung".

When calling pung, a player turns the completed pung with all three bamboo 7s, in this case face-up, discards a different tile, and the turn passes to the right.

If nobody claims the discarded tile but it completes a chow for you, you may claim it at the beginning of your turn by saying "chow".

You then must turn your chow face-up, revealing the completed run e. You then discard a different tile and play continues as normal.

If the discard does not complete a set for you, then on your turn you draw the next tile from the wall going left. Unless this gives you a mahjong, you then discard a tile face-up.

Some players also play with a "Kong", which is four of the same tile like an extended pung. The same rules for claiming a discarded tile apply, but any player completing a kong immediately draws an extra tile before discarding.

The hand ends when somebody declares mahjong and reveals a complete tile hand of four sets and a pair.

Note: players take turns going counter-clockwise, but tiles are drawn from the wall going clockwise.

This applies when dealing tiles and during gameplay. Lastly, the players take their final tiles as shown below.

East takes his two tiles, then South takes one, West takes one, and North takes one. After this step, east should have 14 tiles, and the rest of the players should have East starts the game by discarding one tile from his hand and placing it face-up in the area in the middle of the walls, which is called the river.

If nobody claims East's discard, then play resumes with the player to his right, South. Remember, players take turns going counter-clockwise.

For most turns, you will simply draw a tile and then discard a tile. Many of the moves below require you to "use the most recently discarded tile.

For example, you can't discard a tile and then immediately claim it for a melded pung. If you claim a discard to make a melded set, that melded set cannot be integrated back into the concealed part of your hand.

The melded set remains visible until the end of the hand. If you want to use the most recently discarded tile in a pung, you must already have two concealed tiles in your hand that match the discard.

You must:. If you want to use the most recently discarded tile in a chow, you must already have two concealed tiles in your hand that would make a chow with the discarded tile, and the discard must come from the player to your left.

If you want to use the most recently discarded tile in a kong, you must already have a concealed pung in your hand that matches the discard.

If you draw a tile that matches a melded pung you already have, you may promote the pung to a kong.

If you do want to promote the pung, you DO NOT need to do it on the same turn you drew the matching tile. You can declare a small melded kong on any of your turns, but only immediately after you draw a tile from the wall or a replacement tile.

If you draw a tile that matches a concealed pung you have in your hand, you may declare a concealed kong. If you do want to use the tiles as kong, you DO NOT need to do it on the same turn you drew the matching tile.

You can declare a concealed kong on any of your turns, but only immediately after you draw a tile from the wall or a replacement tile.

Note: if you wish to use a concealed kong as one of your sets but you do not declare it, then you will not have enough tiles to complete the four sets and the pair you need to win.

If players claim the same discard, a pung or kong will supersede a chow. However, a claim of mahjong trumps all other claims.

If two or more players claim mahjong, then the next player counterclockwise from the discarder gets the discard to win. When you declare a kong, you must draw a replacement tile from the back end of the wall the ridge.

If you don't get a replacement tile, you won't have enough tiles to make the four sets and a pair you need to get mahjong.

Players may not declare kong when the wall is exhausted and there are no replacement tiles to take.

When you have a hand that requires only one more tile to make four sets and a pair, then your hand is ready. If you draw the last tile you need, then you can declare "mahjong" to win by self-draw.

The Dragons are Red, Green, and White. These tiles have no numerical sequence like the simples for example the bamboo pieces number 1 to 9.

Like the simples, there are four identical copies of each Honors tile, for a total of 28 Honors tiles. There are two sets of Bonus tiles: Flowers and Seasons.

The flower and season tiles play a unique role in the mechanics of the game. When drawn, the Bonus tile is not added into a player's hand but are instead set aside and kept near the player's other tiles for scoring purposes should they win the hand, and an extra tile is drawn in replacement of the Bonus tile.

In addition, unlike the Simple and Honors tiles, there is only a single tile of each Bonus tile, so there are a total of four flower and four season tiles in the set.

The tiles have a different artistic rendering of a specific type of flower or season. It is not necessary to know the names or the Chinese characters of each bonus tile, only the number, as this is associated with a specific direction, and the player receives bonus points when the Bonus tile matches the seat direction.

There is no relation between the bonus tile "bamboo" flower and the bamboo suit of simple tiles ex. In traditional Chinese culture, the Four Gentlemen are the plum winter , orchid spring , bamboo summer , and chrysanthemum autumn which are regarded as the representative plants of those seasons, but people regard it as plum blossom spring , orchid summer , chrysanthemum autumn and bamboo winter now.

The dealer is chosen by various means. For example, each player throws dice with the highest count taking the dealer position, second-highest taking south etc.

Or one player may place one tile of each wind face down and shuffle them. Each player randomly select one of these tiles and these tiles dictate their wind position.

Each player sits down at their respective position called the wind position at the table in positions of an inverted compass: East is dealer, the right of the dealer is South, across is West, and the left is North.

The order of play is traditionally counter-clockwise. A match consists of four rounds, each representing a "prevailing wind," starting with East.

Once the first round is completed, a second round begins with South as the prevailing wind, and so on. Wind position is significant in that it affects the scoring of the game.

A Mahjong set with Winds in play will usually include a separate prevailing wind marker typically a die marked with the Wind characters in a holder.

In each round at least four hands are played, with each player taking the position of dealer. In the first hand of each round, Player 1 winner of the dice toss is East and therefore dealer.

In the second hand, Player 2 takes the East position, shifting the seat winds amongst the players counterclockwise though players do not physically move their chairs.

This continues until all four players have been East dealer. A marker is used to mark which player is East and often the round number.

In sets with racks, a rack may be marked differently to denote the dealer. Whenever a player in the East position dealer wins a hand, or if there is no winner a draw or "goulash hand" , an extra hand is played with the same seating positions and prevailing wind as in the previous hand.

This means that a match may potentially have no limit to the number of hands played though some players will set a limit of three consecutive hands allowed with the same seat positions and prevailing wind.

All tiles are placed face down on the table and are shuffled. By convention all players should participate in shuffling using both hands moving the pieces around the table rigorously and loudly for a lengthy period.

Tiles may get flipped up during this process and players should flip them facing down as soon as possible to avoid identifying the location of the revealed tiles.

Each player then stacks a row of 18 tiles, two tiles high in front of them for a total of 36 tiles. Players then push each side of their stack together to form a square wall.

Regular players usually place their stacks in a slightly diagonal position about 20 to 30 degrees anti-clockwise ; the right end of their stack is pushed slightly further in to the centre of the table to meet almost the middle of the stack of the player on the right.

This creates a smaller square wall the length of about half of each stack, with walls extended away from each corner of the square.

The diagonally positioned stacks and a smaller square creates a bigger space for players' tiles and also makes an ergonomic position for drawing tiles from the stack.

The dealer throws three dice in the square wall and sums up the total. Counting anti-clockwise so that the dealer is 1 or 5, 9, 13, 17 , so that south player to the right is 2 or 6, 10, 14, 18 , etc.

Some house rules may use only two dice but have double throws to increase randomness. In the case of double throws, the player of the chosen wall makes the second throw.

Using the same total on the dice or the total of the two throws , the player whose wall is chosen then counts the stacks of tiles from right to left.

For double throws, the count may extend to the left side player's stack. This determines the location where the 'deck' of tiles is cut.

Starting from the left of the stacks counted, the dealer draws four tiles for himself, and players in anti-clockwise order draw blocks of four tiles until all players have 12 tiles, so that the stacks decrease clockwise.

Each player then draws one last tile to make a tile hand. Dealing does not have to be strictly this way and may be done quite differently based on house rules.

Tiles may flip over when being dealt and players should agree in advance on how to deal with the problem. Each player now sets aside any Flowers or Seasons they may have drawn and takes turns to draw replacement piece s from the wall in the anti-clockwise direction.

If a player gets any Flowers or Seasons tiles in the replacement draw, the players must wait for the next turn to draw replacement tiles.

The dealer draws a piece from the wall in clockwise direction, adding it to their hand. Typically, this draw is performed during the initial deal to speed up play.

If this does not complete a legal hand, the dealer then discards a piece throwing it into the middle of the wall with no particular order in mind.

Each player in turn, in counterclockwise direction, draws a tile from the wall; as long as the tile drawn is not one of the Bonus tiles, the player proceeds to discard a tile either the tile just drawn, or a tile in the hand to maintain a hand of The discarded tile is thrown into the centre and, if desired, the player announces out loud what the piece is.

The other players have an opportunity to seize the discarded tile; if no one takes it, the turn continues to the next player. Play continues this way until one player has a legal winning hand and calls out "Mahjong" while revealing their hand.

During play, each player's hand should always be 13 tiles meaning in each turn a tile must be picked up and another discarded. The count of 13 tiles do not include any Bonus tiles Flowers and Seasons , which are set to the side, nor does it include the fourth added piece of a Kong.

If a player is seen to have fewer or more than 13 tiles in their hand outside of their turn they are penalised. A winning hand consists of 14 tiles.

Since players always have 13 tiles in their hand during play, they must win by either drawing a piece from the wall that completes a tile hand "winning from the wall" or claiming a discard from another player which completes a tile hand "winning by discard".

The winning hand is made of four melds a specific pattern of three pieces and the eyes a pair of identical pieces. The exceptions to this rule are the special hands listed below.

Most players play with a table minimum, meaning a winning hand must score a minimum number of points which can be seen in the scoring section.

In Hong Kong Mahjong the most common point set is three but can be higher or lower depending on house rules.

Melds are groups of tiles within the player's hand, consisting of either a Pong three identical tiles , a Kong four identical tiles , a Chow three Simple tiles all of the same suit, in numerical sequence , or Eyes two identical tiles needed in a winning hand.

Melds may be formed by drawing a tile from the wall, or by seizing another player's discard. There are rules governing which player has priority for a discard, and whether the meld should be exposed displayed to all players or remain concealed, depending on the manner in which the meld is formed.

You may form a Pong with any Simple or Honors tile. Bonus tiles Flowers or Seasons cannot be used to form a Pong because they are set aside and there are not three identical bonus tiles in the set.

The tiles must be identical you cannot mix suits. A Pong may either be concealed formed by drawing tiles or exposed formed by seizing another player's discard.

Consider a Kong the same as a Pong with an additional tile to make a complete set of four. There are three ways to form a Kong. Whenever a Kong is formed, that player must draw an extra tile from the end of the wall and then discard a tile.

The fourth piece of a Kong is not considered as one of the 13 tiles a player must always have in their hand.

Kongs are worth collecting to score more points and deprive opponents of the opportunity to obtain specific tiles.

The meld must be in absolute numerical sequence and all in the same suit. Players cannot skip numbers or meld from the 8 or 9 to 1 or 2. Honors tiles cannot be used to make Chows because they have no numerical value, and Bonus tiles Flowers and Seasons also cannot be used to make a Chow.

A player can steal a discard to form a Chow only from the player whose turn was immediately before theirs; however, a player forming a Chow from a seized piece has the lowest priority for that tile.

Any other player who needs that tile to make a Pong, make a Kong, or to win may seize that piece instead. Like the Pong, the Chow is either concealed formed by drawing tiles or exposed formed by seizing the prior player's discard.

Whenever a player draws a flower or season, it is announced and then placed to the side it is not considered a part of the tile hand, but in the event that player wins, he may earn bonus points for them and the last tile of the wall is drawn as a replacement tile so that the player has the 14 pieces needed before their discard.

This may happen successively in a player's turn. When a player discards a tile, other players may steal the tile to complete a meld.

Stealing tiles has both advantages quickly forming a winning hand and scoring extra points and disadvantages being forced to reveal part of one's hand to other players and not being able to change the meld once declared.

When a meld Pong , Kong, or Chow is declared through a discard, the player must state the type of meld to be declared and expose the meld by placing the three or four tiles face up.

The player must then discard a tile, and play continues to the right. If the player who melds a discard is not directly after the discarder in order of play , one or two players will essentially miss their turn as play continues anti-clockwise from the player who declared the meld.

If multiple players call for a discarded tile, priority for the discard depends on the declared action of the player stealing the discard.

The act of winning a hand interrupts play to assess the validity of the hand won. Upon confirmation, the player is awarded the hand's value per the specific game's rule.

If at any point in the game a player can use another player's discard to complete a legal hand and with the agreed minimum points , they declare a win and reveal their winning hand.

This ends the hand, and scoring commences. If more than one player can use a discard to win the hand, multiple ways can handle the situation based on agreed table rules: Either the players count the points they would win with the discard and the winner is the one with the higher score, the winner is simply the player closest to the discarder in order of turn, or multiple players may be granted the win simultaneously.

Alternatively, a player may also win by drawing a tile that completes a legal hand. This is called "winning from the wall". In Hong Kong mahjong, winning from the wall doubles the number of base points each loser must pay.

Technically, the declaration for winning a hand may be done at anytime. However, the player must have a complete and legal hand.

Otherwise, the win declaration is penalized. The penalty depends on table rules. The player may forfeit points to the other players.

Another potential penalty is the player who called out the false mahjong must play the rest of the hand with their tiles face up on the table so other players can see them open hand.

Some methods apply the penalty at the end of the entire game. Again, the table rules dictate the enforcement of the penalty. A rarely occurring and high-scoring feature of Hong Kong Mahjong is a move called robbing the Kong.

If a player declares a Kong either by melding it or adding a fourth piece to a Pong to form a Kong or declaring a concealed Kong but another player can use that piece to complete a hand, the completing player takes priority to go Mahjong win the hand and may steal that piece from the player who intended to declare the Kong.

Below are two examples of winning hands. A winning hand must consist of four melds Pongs, Kongs, or Chows and a pair eyes and must also score the agreed table minimum.

Hand formed with four Pongs and the eyes pair of East wind. Only bamboo is used no other simples , scoring extra points clean hand.

A high-scoring hand formed using only circles, known as a pure hand. Hand is made of Chows, Pongs and the eyes of circles. Most players include table variations in their games, of which some non-standard are included.

The hands of seven different pairs and 13 orphans are examples which do not have four melds and the eyes.

They are described in more detail below. If the dealer wins the hand, he will remain the dealer and an extra hand is played in addition to the minimum 16 hands in a match.

An extra hand is also played if there is no winner by the time all the tiles in the wall have been drawn. When there is no winner it is known as a "goulash hand".

Depending on table rules, the winner of the next game may take an agreed number of points from each player, carrying over the points from the non-winning hand to the winning one.

If there are two or three goulash hands in a row then the winner would collect a considerable number of points from each player on top of their scoring hand.

Because extra hands may be played every time a dealer wins or if there is a goulash hand, a match of 16 hands can easily become a match of 20 or even much more.

As table rules add a large amount of flexibility for players, they can choose to disregard the rule of extra hands and pass on the dealership regardless of who wins or if it results in a goulash hand.

This puts a maximum estimated limit on the game duration and provides some amount of predictability.

Players may agree on table rules if the pace of the game is brisk or leisurely. For brisk games players may agree that a couple seconds after a discard are allowed for a "window of opportunity" before the next player picks up from the wall.

Usually it is agreed once the next player has waited the duration of the "window of opportunity" and draws a tile from the wall, the previous discard is lost and cannot be claimed.

Old Hong Kong scoring is relatively simple. There is only one winner or if there is a draw the hand is replayed.

The winner must have a legal hand that meets the minimum faan points agreed to in advance not including any bonus points.

Only the winner scores, the other players pay the winner various sums. After each hand ends, the winner counts all of his or her faan points.

A concealed meld is one that contains no tiles stolen from another players discard. A concealed hand is one made up of only concealed melds.

Many variations distinguish between a concealed hand winning from the wall and a semi concealed hand the last tile is a stolen discard.

In most mahjong variations having a concealed hand can be valuable in scoring. Concealed hands only the case with a few limit hands or half-limit hands thirteen orphans, heavenly gates, four concealed pongs as well as a complete hand seven pairs and over several melds three concealed pongs.

A winning hand must include an agreed minimum amount of faan value often 3. Some examples of scoring include:.

The losers pay the winning player points based on several criteria and depending on whether the game is for fun or for money.

How points are reckoned is agreed by players beforehand. For example, they can keep a tally, exchange chips or pay one another with money.

The faan value of a hand is converted into base points which are then used to calculate the points the losers pay the winner.

The table is progressive, doubling the number of base points when reaching a certain faan point target. This table is based on play where 3 faan is the minimum needed in order to win with a legal hand.

If a player has 3 faan then his hand is worth one base point. A winning hand with 9 faan is worth four base points.

Losing players must give the winning player the value of these base points. The following special cases result in doubled base points:.

If two of these criteria apply to any player, he must double and then redouble the points owed to the winner. Hong Kong Mahjong is essentially a payment system of doubling and redoubling where winning from the wall adds great value to the final payment and where the dealer is highly rewarded or penalised if they win or lose.

In Hong Kong Mahjong there are a series of "limit hands". These are exceptional hands, difficult to obtain and are very valuable in point scoring.

As many table rules put a limit on the number of points a winners hand can score, full limit hands score that maximum.

Table rules dictate if these rare and special hands are allowed, which ones, and the limit for scoring. A common scoring limit is 64 points, which is the highest base points doubled twice.

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