2018年9月27日木曜日

Hangzhou mahjong rules

This is one of the simplest and furthest variants of the game as far as I know (contenders include the Shenzhen version for simplicity and Sichuan "bloody battles" for inventiveness) that focuses on banker-non banker rivalry and use of wildcards.

(25 September 2018)Corrected where to pick a fortune indicator from.
(27 September 2018)Reverted the way fortune indicator is selected based on several photographed evidences.
(7 October 2018)Added liability rules for claimed win.
(8 October 2018)Added some variations.
(10 October 2018)Added more variations and moved optional liability rules to the variation section.
(14 October 2018)Based on comparison of rules of a competition and online gaming, made the three open set liability only applicable for wins by tiles drawn from the wall, and its application for wins by claiming a variation.

Equipments

  • 136 tiles of three suits (characters, circles, bamboos) and honors (four winds and three dragons). The eight flower tiles (four seasons and four flowers) are not used.
  • Two dice.
  • Poker chips or anything to keep score of each player.

Prior agreement

The players agree on when to finish, how much a point is worth, and maximum amount of loss. Since players do not take turns to become banker (dealer), when to finish playing has to be agreed upon in terms of time. If it is hours long, it is advisable to restart from the seating procedure every hour or so. Since there are no limits for scores of winning hands, it is vitally important to agree on maximum amount of loss, typically 40, 50 or 100, and each player has that amount of poker chips before starting. When a player loses all the chips, he/she does not have to pay anything, no debt is incurred, but he/she can still receive full amount when he/she wins.

Seating

It is taken seriously as a very influential element of players' luck and therefore done in a formal fashion. Its details may differ from one group to another.
One of the players, e.g. the youngest, picks four tiles of east, south, west and north, one tile for each direction, places them face down and shuffles them well.
Another player, e.g. the eldest, throws the two dice, counts himself/herself as one, the player to his/her right as two, and so on counter-clockwise, and who is sitting in the seat of the sum of the two dice draws a tile he/she likes, followed by each player counter-clockwise. Alternatively, the shuffled tile are placed face down in a row, flanked by an odd-numbered and an even numbered tile at each end to determine from which end the tiles are taken. Yet another way is to take a tile at will after the shuffling without throwing the dice. Who picks east remains seated, or moves to the seat chosen as east by any appropriate means. The south player moves to the right of the east, west opposite, and north left.

Building walls

All the tiles are turned face down and shuffled well by the four players. Each player builds a wall of 17 tile wide and two tile high with all tiles facing down. The four walls are placed around the center of the table to form a rectangle, or the right ends are pushed forward to make the shape slightly rotated counter-clockwise.

Banker (庄家)

The first banker is chosen by roll of two dice by the east player. The roll is counted just like when the seats are determined or any other occasions. Alternatively, each player throws two dice and who rolls the highest becomes the first banker. A winner of a hand becomes the banker of the next hand. The banker stays when he/she wins or when a hand ends in a draw.

Breaking a wall

The banker throws two dice and the player in the position of the sum counts the same (the sum) number of stacked pairs from the right end of his/her wall to left and breaks open a gap between the last counted pair and next one. The wall is used clockwise from the gap unlike everything else in the game, that is counter-clockwise. The top tile of the head pair is used before the bottom one, followed by the next pair. Tiles drawn after kong are taken from the tail of the wall, and in the Hangzhou variant, they are used in the real reverse order, i.e., the bottom tile of the tail pair is taken first before the top one.

Deal

Starting from the banker and counter-clockwise, each player takes four tiles at once from the head of the wall in turn, repeated three times to have twelve tiles in hand. The tiles are arranged in a row and placed face down. Then the banker takes first and fifth tile, i.e. top tiles of the first and third pairs from the head of the wall, and each of the remaining three players takes one tile in turn.

After the banker grabs fourteen tiles and the others thirteen, the players turns his/her tiles up for him/her to see and no one else.

Fortune tiles (财神)

A fortune tile is a wildcard and can be substituted for any tile in a winning hand. After the deal, right neighbour of who broke the wall counts as many pairs backward from the tail of his/her wall as the number rolled to break the wall, and flips the top tile of the last counted pair. The face up tile and the one beneath it will not be used in the hand; they are skipped. The face up tile is the "fortune" indicator, the other three identical ones "fortune" tiles, and white dragons face value of the fortune indicator. For example, if the face up tile is 4 Bams, the other three tiles of 4 Bams are "fortune" and white dragons 4 Bams.

Play of tiles

Starting from the banker and counter-clockwise, the players repeat the following in turn until one of the players wins or the hand ends in a draw.
  • Unless it is the first turn of the banker who already has one extra tile in his/her hand, the current player draws the first tile of the wall from its head.
  • If the player cannot win or does not want to do so, he/she discards a tile in front of him/her. In Hangzhou, unlike many other places in China, discarded tiles are not mixed together and kept separate for each player, arranged neatly in rows, with newer tiles placed after older ones.

Winning hand

A winning hand is either
  • an eye and four sets, or
  • seven pairs.
An eye or a pair is two identical tiles.
A set is a run, a pung or a kong.
A run is three tiles of a suit in numerical order.
A pung is three identical tiles.
A kong is four identical tiles melded with a kong call.
A player can substitute fortune tiles for any tiles in a winning hand so long as they are not part of open sets or kong.

Chow (吃)

If two tiles in player's hand and a tile just discarded by his/her left side neighbour would be a run when put together, he/she can make an open (or exposed, as opposed to closed or concealed) run from these tiles by saying 'chow', discarding a tile, laying down the two tiles face up to the left of his/her hand, and putting the claimed tile to their left end rotated 90 degrees for easy identification of the three set liability. A player cannot add or remove tiles to or from open runs. An open run cannot contain fortune tiles. An open run can contain a white dragon because it is not a wildcard but is always seen as a tile of the fortune indicator. After a chow, turn moves to the right side neighbour of who has done the chow.

Pung (碰)

If a player has two identical tiles in his/her hand and the same tile is just discarded by any other player, he/she can make an open pung by saying 'pung', discarding a tile, laying down the two tiles face up to the left of his/her hand, and putting the claimed tile to their left or right end rotated 90 degrees if the tile is claimed from the left or right side neighbour, respectively, or the three tiles put together without any tiles rotated when the tile comes from the player sitting across the table.
A player cannot remove tiles from open pung. An open pung cannot contain fortune tiles. An open pung can contain white dragons.
If two players say pung and chow simultaneously, the pung wins over the chow. After a pung, turn moves to the right side neighbour of who has done the pung.
Some play that a player cannot pung an identical tile as he/she missed before his/her turn comes if he/she missed a tile he/she could have pung'ed. A turn is regarded to have come if it is passed by a pung or a kong.

Kong (杠)

A kong requires a 'kong' declaration, melding and drawing a supplementary tile. A set of four identical tiles is not a kong without these actions. There are three different ways to do a kong.
a) closed kong. If a player has four identical tiles in his/her hand and it is his/her turn, he/she can make a kong by saying 'kong' and laying down the four tiles face down to the left of his/her hand.
b) filling (open) kong. If a player has a tile identical to those of his/her open pung and it is his/her turn, he/she can make a kong by saying 'kong' and adding the tile to the pung.
c) direct (open) kong. If a player has three identical tiles in his/her hand and the same tile is just discarded by any other player, he/she can make a kong by saying 'kong', laying down the three tiles face up and adding the discarded tile to them just like an open pung.
After laying down the tiles, the player who is doing a kong draws a supplementary tile from the tail of the wall and discards a tile. Note that, in Hangzhou, the bottom tile is drawn before the top one when one takes a kong supplement tile. A player cannot add or remove tiles to or from a kong, open or closed. A kong cannot contain fortune tiles. One can make a kong of white dragon. If two players say kong and chow simultaneously, the kong wins over the chow. After a kong, turn moves to the right side neighbour of who has done the kong.

Win (胡牌)

If tiles in a hand of a player and those laid down for chow, pung or kong form a winning hand together with another tile, the player can declare win by saying 'hu' (胡), or whatever all the players can understand as such, and revealing his/her hand. A hand ends when a player wins. It is a custom that not only the winner but all the other players reveal their hands.

There are three ways to win:
  • an own tile (自摸): a tile to complete the hand is drawn from the wall either from its head or tail, which is not brought into his/her hand but placed beside face up on the table;
  • claiming a discarded tile (放冲,点炮): a tile to complete the hand has just been discarded by other player; or
  • robbing a kong (拉杠): a tile to complete the hand is about to be added to an open pung  in a (failed) attempt at a kong.

A player can always win by his/her own tile.
Win by claiming or robbing a kong is only possible when the banker is staying for three or more hands, and only between the banker and a non-banker. A non-banker can never win by claiming discarded tile or robbing a kong of another non-banker.

There can only be one winner in a hand; when more than one non-bankers declare win by claiming a tile discarded by banker, the one whose turn is closest to the banker is the winner.
A discarded fortune tile can never be claimed for winning.
A player can win by completing a run or a pung containing a fortune tile with a discarded tile or a robbed kong.
A win takes precedence over kong, pung or chow calls.
Some play that a player cannot win by claiming an identical tile as he/she missed before his/her turn comes if he/she missed a winning tile. A turn is regarded to have come if it is passed by a pung or a kong.

Draw

The 10 pairs or 20 tiles will always be left unused in any cases, including the two tiles of the fortune indicator pair. If no one wins when the wall becomes 10 pair/20 tiles long, the hand is a draw and no payments are made for that hand.

Scoring

The winner is paid according to this payout scheme:
  • Each non-winner pays a unit to the winner in case of a win by own tile.
  • Who discarded the winning tile pays a unit to the winner in case of a win by claiming.
  • Payment to or from the banker is doubled when he/she is not staying (平庄,1牢),
    multiplied by four when he/she is staying for two hands (2牢), and
    multiplied by eight when he/she is staying for three or more hands (3牢).

The score is doubled for any of these conditions. These doubles apply to payments between non-bankers as well as those between banker and non-banker.
  • wild eye (暴头) (x2): when the winning hand is an eye calling hand with a fortune tile. Although one can win by any tile, this type of hands can only be won by an own tile and never by claiming or robbing a kong, even when the banker is staying for three or more hands.
  • fortune float (财飘) (x2, i.e. x4 including wild eye):  when a player has two fortune tiles and four completed sets (or six pairs), declines to win immediately, discards a fortune tile instead, and wins by wild eye in his/her next turn. The other players cannot chow, pung, do open kong, or win by claiming, but they can do closed kong or win by an own tile in their turns right after a forture tile is discarded. The rules is back to the normal when, for whatever reasons, the floating player does not win in his/her next turn. Some plays that the 'floating' player has to wait his/her next turn to win, while some plays that he/she can kong, pung or chow before his/her turn comes provided that he/she can win by kong-bloom or can do another round of fortune float by acquiring a substituted tile by that pung/chow.
  • double float (双飘) (x4, i.e. x8 including wild eye): when a floating player obtains a substituted tile or a fortune tile itself from the wall, either by his/her turn or kong supplement, discards it to do another round of fortune float and wins by wild eye. One can mix kong bloom or kong streak before, during or after double float. If floating player is allowed to chow, pung or do an open kong, he/she can keep double float going by discarding another fortune right after that.
  • kong bloom (杠开) (x2 for each kong in streak): when a hand is won by a kong supplement tile. This is always deemed as an own tile win. A kong streak is a series of kong without interrupted by other players' turns, i.e. kong by kong supplement. The only exception is fortune float. A kong streak is not broken by fortune float.
  • robbing a kong (拉杠) (x2): some allows it when the banker is staying for *two* or more hands instead of the standard of three. It is scored as an own tile win but the player whose kong was robbed is liable for all the payments.
  • seven pairs (七对) (x2, x4 without fortune): when the winning hand has seven pairs. Some (many?) play that the extra double for seven pairs without fortune is not awarded in case of win by claiming or robbing.
  • deluxe (豪华) (x2 for each): when there are four identical tiles as two pairs in seven pairs. Fortune cannot be used in the four tiles. Kong is not allowed.
Theoretically maximal win is a streak of four kong (x16) and double float (x8) when the banker stays for three hands or more (x8) (三牢四杠双飘), that is 1024 times a unit.

Exceptions to the payout scheme

Three set liability and counter-liability (3摊承包、反承包). When player A does chow/pung/open kong three times from player B, B is liable for all the payments made to A (a three set liability), and A is doubly liable for all the payments to B (a three set counter-liability) if A or B has won by a tile drawn from the wall. Since open sets show who gave discarded tiles, when a player has three open sets of the same shape, it is clear for everyone that the player and another pointed by these sets have liability and counter-liability relationships. When A wins, B pays for himself as well as the other two players. When B wins, A pays his/her due as well as the other two players, everything doubled. When a winner has more than one liability or counter-liability relationships, he/she can receive full amount from each of such relationships. In particular, when A and B do chow/pung/open kong three times each other and one of them wins, the other party is liable and counter-liable, so has to pay three times the total amount.

Robbing a kong (拉杠). If a player wins by robbing a kong, the winning hand is scored as if it were a win by a tile drawn from the wall, but the player whose kong was robbed pays for the other two losers as well as him/herself.

Irregularities

False win. A player declaring a false win has to pay amount he/she intended to receive.

Long/short hand. A player who has too many or too few tiles in his/her hand,  e.g. 11, 12, 15 etc, has to keep playing but he/she cannot win.

Variations

Restriction on the three open set liability. Some play that the three open set liability should only occur between banker and a non-banker, and prohibit chow/pung/kong between non-bankers that would result in a liability relationship. Some only prohibit three chows between non-bankers and allow liability to be estabilished if there is at least one pung/kong in three open sets. Some apply one of these restrictions only when banker stays three or more hands. Some do so whenever banker stays. Some disallow more than two chow/pung/kong from same player all the time to avoid complications resulting from different liability practices among different player groups.

Liability for win by a discarded tile. Some apply the three open set liability to win by a discarded tile as well as win by a tile from the wall, so that a player who gave (or received) three open sets to (or from) the winner has to pay the full (or twice the full) amount in addition to the payment by discarding player, who has to pay double or triple if he/she happens to be liable or counter-liable too.

Second half liability of float (财飘后半场承包). If a floating player is allowed to do chow, pung or open kong in a fortune float round, some play that a player who discards chow, pung or open kong tile to keep the float/kong streak going is solely liable for any doubles made after the discarding, while three players have to pay for score made before that.

Permanent fortune (白板财神). Some, on automatic dealing table, do not flip an indicator but make White dragons permanent fortune tiles. This is done to increase number of fortune tiles that are main source of higher scoring hands in the game.

Wall-only. Some, mostly in combination with the permanent fortune option, play that the only eligible form of winning is by drawing a tile from the wall, either from its head or tail, even when the banker is staying for three or more hands.

Ten honours (十风). Some play that continuously discarding 10 or more honour tiles from the start of a hand is a winning condition. Some score 10 tiles as win by an own tile, 11 wild eye, and so on, while some score 10 tiles as wild eye. This appears to be used only in online gaming as some say they have never seen it in real games. There are no consensus on what happens if a discarded tile is punged or if a player attempting it does fortune float.

Immediate third time banker. Some play that, mostly in online games, the banker staying count is immediately brought up to three when a roll of dice to break the walls meets certain conditions, like a double or high number.

杭州の麻雀

大会にも使われる杭州一帯の正式ルールです.“財神”と包がらみの細かい規定を除けば,ギャンブルゲームのように簡素です.第一印象はほとんど役がない淡々としたゲームに見えますが,ワイルドカードを使った役と,そのために手を組み替えることに慣れると,ツキに乗った親の破壊力に驚かされると思います.
主な情報源は浙江大学の杭州麻雀大会の規則と,辺鋒という杭州のゲーム会社によるルールです.
なお,浙江省は符点計算だけでなくサイド計算も残す,場風や平和1飜も認めない(これらは古い麻雀にはなかったらしい)など超保守的ルールの宝庫なのに,省都杭州のルールは,逆方向に突き抜けているのが興味深いです.

(2015.10.29)一般的な麻雀のルールを省略しないで通して記述するように書き直しました.
(2015.12.3)上がりのあと,全員が手を公開することと,点数の有限責任について書き加えました.
(2018.9.24)七対と他の役との複合関係を修正しました(財神なしで必ず2倍.爆頭系とは複合しない?)
(2018.9.25)財神表示の山の位置を訂正しました.七対と爆頭などの複合を認める記事や動画が多いので,七対の複合関係に関する制限を削除しました(なので財神ありの七対をツモったら財神とペアを組む牌を捨てて次の周に爆頭も付けて上がらないと損です)
(2018.9.27)画像資料を再確認し,財神表示の決め方を元に戻しました.
(2018.9.28)槓爆などを独立した役でなく槓開と他の役の組み合わせの略称と分かるようにしました.財神なしの七対の一般的な役名清七対を追記しました.
(2018.10.7)振り込み上がりの場合の包の規則を加筆しました.
(2018.10.8)主要なバリエーションを追加しました.
(2018.10.10)バリエーションを追加し,包のさまざまなオプションをバリエーションに移動しました.
(2018.10.14)対人戦とゲームサイトの規則を比較し,3組泣いたときの包はもともと自摸上がり用で,バリエーションとして振り込みにも適用する人がいると整理しました.
(2018.10.20)点数の動きがおとなしいと誤解されかねない前書きを書き換えました.

道具

麻雀牌136枚,サイコロ2つ.

取り決め

はじめにゲームの時間とレートを決めます.数時間遊ぶ場合,1時間程度を目安に,席ぎめし直します.また,各プレイヤーが持つ紙幣に見立てたトランプのカードやチップの枚数を決めます.よく使われるのは40点,50点,100点などです.この点数が負けの最大値です.手の点に満貫の規定がないので,この取り決めを絶対に忘れないでください.持ち点がゼロになった人は,何も払わなくてよく,上がれば,何のペナルティもなく点をもらえます.払えなかった点は,上がった人の損となり,他の人が肩代わりする必要も後で返す必要もありません.

席決め

これが正しいという方法はなく,人により少しずつ違います.4人が好きな席に座ります.東南西北を各1枚取り出し,伏せてよく混ぜます.サイコロを振った人を1として,反時計回りに,2つの目の合計だけ数えます.サイコロで人や位置を決める数え方は,他の場合も,これと同じです.サイコロの目の位置の人から順に,反時計回りに,混ぜた4つの牌を1つずつとります.4枚を横一列に並べ,両脇に偶数と奇数の牌を置いて,取り始める位置を決めることもあります.サイコロを使わずに4人が思い思いに取ることもあります.東を手にした人は,そのまま座り続けるか,適切な方法で東に決めた席に座ります.あとは,反時計回りに,東南西北の順になるように,座りなおします.

手の開始

全員で協力して,すべての牌を伏せてよく混ぜ,1人あたり,17枚2段の伏せられた牌の山を作ります.テーブルの上に布を置いて遊ぶことが多いので,手元で作った牌の山を押し出さないで,はじめから山を作る位置に下の段の牌を並べ,その上に上の段の牌を少しずつ載せてかまいません.

最初の親は,東の席の人がサイコロ2つを振って決めるか,全員でサイコロを振って,一番大きな目を出した人にします.あとは,前の手で上がった人が親です.前の手が流局だったときは,親を変えません.親を続けて務めること,普通の麻雀用語の連荘(レンチャン)を,杭州では“牢荘”(ラオツヮン)といいます.“老荘”と書くこともあります.他の人から変わったばかり,あるいはゲームの最初の親は“1牢”,2手続けての親は“2牢”,3手続けての親は“3牢”といいます.

配牌

親は,サイコロ2つを牌の山に囲まれた中で振ります.2つの目の合計の席の人は,自分の目の前の山を,右端を1として,右から左に,2つの目の合計まで数え,その列と次の列の間を少し空けます.牌の山は,他のゲームの進行とは逆に,この切れ目から時計回りに使います.切れ目の時計回り側が山の先頭,反時計回り側が末尾です.先頭から1枚ずつ牌を取るときは,上,下,次の列の上の順番で取ります.末尾から牌を取るときは,杭州では,他所と異なり,下,(下が先に取られて下になった)上,次の列の下の順番に取ります.親から順番に,反時計回りに,牌の山を,先頭から2列4枚ずつ取ります.これを3周行って,1人12枚を牌を手にしたら,親は,牌の山の先頭の上の段の1列目と3列目の2枚を取り,手の枚数を14枚にします.親の右隣の人は,1列目の下の段,親の向かいは2列目の上の段,親の左隣は,2列目の下の段を取ります.これで,子3人は,それぞれ13枚の牌を手にします.

財神

財神(ざいじん,ざいしん,ツァイシェン,杭州話だとゼーゼン)は,上がりの手の中に限り,何の牌にも化けられる万能牌です.配牌を終えたら,配牌で山を分けた人の右隣りの人の山の末尾を1として,先頭に向かって,配牌のとき親が出した2つの目の合計まで数え,その列の上段の牌を表に返します.この牌は,財神表示で,その下段にある牌ともどもゲームには使いません.財神表示と同じ牌3枚が財神になります.白は,白ではなく,財神表示と同じ牌として扱います.例えば,財神表示が3索なら,残りの3枚の3索が財神で,白は3索になります.

手の進行

全員が牌を取り終えたら,横一列に並べた牌を,自分だけが見えるように起こします.
誰かが上がるか流局するまで,親から始めて,反時計回りに,順番に,上がりを目指して,以下を繰り返します.
牌を1枚余分に手にしている親の最初の番を除いて,牌の山の先頭から牌を1枚手に入れます.上がっていなければ,あるいは,上がりたくなければ,手の牌から,不要な牌を1枚捨てます.捨て牌は,自分の前,牌の山の内側に,捨てた順に並べて置きます.参考までに,中国各地には,香港映画で見かけるように,中央に乱雑に置くルールが多く,杭州のようにきれいに並べるのは,少数派だと思います.

上がり型

上がるには,手の牌とさらした牌に山から引いた牌か捨て牌1枚を合わせて,対子1つ(頭という)と4つの面子,あるいは7組の対子を作ります.
対子は同じ牌2枚です.面子は,順子か刻子か槓子です.順子は,3萬4萬5萬のように,同じ種類で数が続いた牌3枚です.1と9はつながらないので,8索9索1索は順子になりません.刻子は,7筒7筒7筒,中中中のような同じ牌3枚です.槓子はカンしてさらした同じ牌4枚です.同じ牌が4枚あっても,カンしなければ槓子になりません.

チー・ポン・カン

チー.手の中の牌2枚と,上家(左隣の人)が捨てた牌が順子になるとき,“チー”(杭州話では“チョッ”)と発声すると,山から牌を引く代わりに,捨て牌と2枚の手牌で順子を作れます.チーした人は,不要な牌を1枚捨て,手の中の2枚の牌を手牌から少し離れた左側に表向きにさらし,捨て牌を横向きにして2枚の左側に置きます.牌を横向きにおくのは,最後に説明する包(パオ)の規則のためです.次の順番は,チーした人の下家(右隣の人)になります.手から財神を出してチーはできません.捨てられた財神はチーできません.なお,白は財神表示の代わりで,特別な万能牌ではないので,白を財神表示の代わりにしてのチーはできます.
ポン.手の中の牌2枚と,他の3人の誰かが捨てた牌が刻子になるとき,“ポン”(杭州話も同じ)と発声すると,間の順番の人を飛ばして,山から牌を引く代わりに,捨て牌と2枚の手牌で刻子を作れます.ポンした人は,不要な牌を1枚捨て,手の中の2枚の牌をチーと同じようにさらし,右隣か左隣からポンしたときは捨て牌を横向きにし,2枚のそれぞれ右端,左端に置きます.対面(向かい)からポンしたときは1枚も横にしないで3枚を並べてさらします.次の順番は,ポンした人の下家(右隣の人)になります.チーとポンが同時に言われたときは,ポンが優先で,チーはできません.手から財神を出してポンはできません.捨てられた財神はポンできません.なお,白はポンできます.
カン.3通りの方法があります.(1)暗槓.自分の番に手の中に同じ牌が4枚あるとき,“カン”(杭州話も同じ)と発声し,4枚を伏せてさらし(手が終わったら見せる),山の末尾から牌を1枚補充し,不要牌を1枚捨てます.(2)補槓.自分の番に,自分がポンしている牌を山から引いたとき,あるいは,すでに手の内にあるとき,“カン”と発声し,この1枚をポンしている牌に付け加えてさらし,山の末尾から牌を1枚補充し,不要牌を1枚捨てます.(3)直槓.手の中に同じ牌が3枚あり,他の3人の誰かがもう1枚を捨てたとき,“カン”と発声すると,間の人の順番を飛ばして,捨て牌と3枚の手牌で槓子を作れます.4枚をポン同様に捨て牌をもらった人がわかるようにさらし,山の末尾から牌を1枚補充し,不要牌を1枚捨てます.チーとカンが同時に言われたときは,カンが優先で,チーはできません.財神が入ったカンはできません.どのカンでも,次の順番は,カンした人の下家(右隣の人)です.また,杭州ルールでは,カンの補充牌を取るとき,山の末尾の上ではなく下の牌を先にとります.
ポンできる牌を見逃したら,自分の順番が来るまで,見逃した牌はポンできないとする人がいます.ポンやカンで順番が飛ばされた場合,順番が来たものとみなします.

上がり

順番で,あるいはカンの補充で山から引いた牌で上がれる場合,この牌を手に入れないで卓上に置き,上がりを意味する発声(杭州話では“hu”)とともに手を公開して上がれます.これをツモ(自摸)上がりといいます.3牢(3連荘)以上の場合に限り,親なら子,子なら親の捨て牌か拉槓(ラーカン)でも上がれます.捨て牌での上がりを振込み上がりといい,振り込むことを放銃(中国語だと放冲,点炮)といいます.拉槓は,チャンカンのことで,捨てられたら上がれる牌を,他の人が,ポンした牌に付け加えるカンしたときです.
まとめると,1牢と2牢では,ツモでしか上がれません.3牢以上ならツモの他に,振込みと拉槓でも上がれますが,振込みと拉槓は,親子間でしか認められず,子どうしの振込みと拉槓はできません.
上がりのとき,上がった人だけでなく,全員が手を公開します.
捨てられた財神では上がれません.振込み上がりは,チー,ポン,カンより優先されます.親の捨て牌で2人以上の子が上がりを宣言したら,親に順番の近い子が優先され,他の子の上がりは認められません.
上がれる牌を見逃したら,自分の順番が来るまで,見逃した牌では上がれないとする人がいます.ポンやカンで順番が飛ばされた場合,順番が来たものとみなします.
財飄でないのに財神を捨てたら上がり放棄とする人がいます.これを認める場合も,白は,財神表示と同じ牌扱いなので,捨てても上がり牌の見逃し以外の制限を受けません.
上がったら,その手は終わりです.上がり方に応じた点数を受け渡し,次の手をはじめます.

流局

牌の山は,必ず財神表示とその下の牌を含めた10列20枚を使わないで残します.それまでに誰も上がらなければ流局です.流局したら,点数の受け渡しはなしに,次の手をはじめます.

点数

ツモ上がりは,他の3人が1点ずつを,振込み上がりは,振り込んだ人が1点を上がった人に払います.受け取りか支払いが親の場合,1牢なら2倍,2牢なら4倍,3牢以上なら8倍にします.したがって,
  • 1牢.親のツモなら,子3人が2点ずつ.子のツモなら,親は2点,子2人は1点ずつ.
  • 2牢.親のツモなら,子3人が4点ずつ.子のツモなら,親は4点,子2人は1点ずつ.
  • 3牢以上.親のツモなら,子3人が8点ずつ.子のツモなら,親は8点,子2人は1点ずつ.親から子,子から親への振込みでは,振り込んだ人が上がった人に8点.

次の上がり方では,この点に所定の倍がつきます.

  • 爆頭(パオトウ,杭州話だとバオドー,ドーの母音はOウムラウトの音).2倍.暴頭とも書く.敲響(チャオシャン)とも言う.財神の単騎待ち(1枚で頭・対子になるのを待つこと)です.何でも上がれる形ですが,この場合に限り,3牢以上でもツモ上がりしかできません.なお,この形に構えるときの捨て牌と財神で頭(か対子)が完成しているので,爆頭などを狙うには,必ず上がりを崩す必要があります.逆にいうと,財神ありの手でツモ上がる前に,爆頭などを狙えないか考える必要があります.
  • 財飄(ツァイピャオ,杭ゼーピャオ).1回に付き2倍,必ず爆頭の2倍も付くので,財飄で4倍と考えてもよい.財神を捨てて次のツモで爆頭で上がります.ツモ上がりの前にカンかもう1周の財飄をはさめます.財神が捨てられたら,他の3人は,1周の間,チー・ポン・明槓・振込み上がりはできません.暗槓とツモ上がりはできます.財飄中の人に,つぎのツモを待つだけでなく,チー・ポン・明槓を認める人がいます.チー・ポンが許されるのは,手の中で財神で代替していた牌をチー・ポンで浮かせられる場合だけで,浮いた財神を捨てて,もう1周財飄を続けます.
  • 双飄(シュアンピャオ,杭スヮンピャオ).財飄2回と爆頭で8倍.両飄ともいう.財飄中に,ツモかカンの補充で財神を浮かせるか得て,それを捨ててもう1周財飄を回して上がります.財飄と財飄の間にカンがあっても,双飄です.財飄中のチー・ポンを認めるなら,チー・ポンで浮かせた財神を捨てても双飄です.
  • 槓開(カンカイ,杭カンケー).1回につき2倍.カンの補充牌での上がりです.常にツモ上がりとして扱います.カンが連続したら,連続した回数2倍します.カンとカンの間に財飄があっても,カンが連続しているとみなします.何でも上がれる爆頭・財飄との組み合わせでできることが多いので,次のような略称があります.
    • 槓爆(カンパオ,杭カンバオ).槓開+爆頭
    • 槓飄(カンピャオ).槓開+財飄
    • 飄槓(ピャオカン).財飄+槓開
  • 七対(チートゥイ,杭チェットゥイ).2倍.対子7組での上がりです.財神がないときは清七対といい,さらに2倍して4倍になります.3牢の振り込み上がりでは清七対の追加の2倍を認めない人も多いです.
  • 豪華(ハオホァ,杭ガウワー).1組につき2倍.同じ牌4枚で対子2組を作った七対です.カンしてはなりません.4枚に財神を入れられません.
  • 拉槓(ラーカン).2倍.ポンした牌へのカンが待ち牌の場合です.振込み上がりの一種なので,3牢以上で,親子間でないとできません.2牢で認める人もいます.爆頭では拉槓できません.点数はツモ上がりと同じですが,拉槓された人が包のように1人で払います.

一番高い手は,三牢四槓両飄の1024点です.三連荘以上でカン4回と財飄2回を続けての上がりなので,理論的な可能性に過ぎません.

三攤(タン,杭テー)の包.同じ手の間に,AがBに3回以上チー・ポンされたら,AとBの間には,その手が終わるまで,包の関係ができます.さらし方で誰からチー・ポン・カンしたか分かるので,置き方が同じ組が3組あると,その人と3組の牌が指す席の人の間に包が成立するとひと目で分かります.Bがツモで上がったら,Bへのすべての支払いをAが肩代わりして払います(承包).Aがツモで上がったら,Aへのすべての支払いを2倍にしてBが肩代わりして払います(反承包).上がった人に複数の包の関係があるときは,すべての包の相手から,承包か反承包の点を丸ごともらえます.例えば,AとBが互いに3回以上チー・ポンしているときは,A,Bともに,相手から,承包と反承包の両方の点をもらえるので,手に入る点数が3倍になります.

罰則

大相公,小相公.捨て忘れやカンのミスで手牌が多すぎ(大相公),少なすぎ(小相公)の人は,その手が終わるまで上がり放棄です.
チョンボ.上がれない手で上がったら,上がろうとした虚偽の上がりの点数を全員に払います.その手が終わるまで上がり放棄にして,手を続ける人もいます.

バリエーション

三攤の包に関する食いの制限.三攤の包は親子間だけでしか成立してはならない,つまり子同士で包が成立するような食いをしてはならないという人がいます.チー3回はダメだがポンが混ざるならよく,その場合は子の間の包も成立するという人がいます.2牢まではよく,3牢のときだけどちらかの制限をかける人もいます.2牢以上で制限する人もいます.包の規則の混乱を防ぐため,いつでも親子を問わず誰も同じ人から3つ以上泣いてはいけないとする人もいます.

振り込みのときの包.3牢の振り込みのとき,ツモ上がりと同じように三攤の包を適用し,振り込んだ人だけでなく承包(反承包)の人も上がった人に支払うとする人がいます(同じプレイヤーなら支払いが2倍か3倍になる).

財飄後半場の包.財飄の周に財飄している人にチー・ポン・カンされた人は,チー・ポン・カン以後の分の点を1人で肩代わりして払うとする人がいます.この場合,チー・ポン・カンより前の分の点は,3人で払います.

白板財神.自動卓を使う場合に,財神表示をめくらないで白を固定財神にする人がいます.これは財神をわかりやすくするためではなく,高い手のもとである財神を4枚に増やす目的で行われます.

ツモのみ.主に財神を増やすのに併せて,3牢でもツモでしか上がれないとする人がいます.

十風.手の始めから10枚連続で字牌を捨てるとツモ,11枚なら爆頭相当の上がりにする人がいます.10枚で爆頭という人もいる,食われたらどうするか,財飄したらどうなるかは定説がありません.生のゲームで見たことがないという人がおり,オンラインゲーム専用のルールかもしれません.

いきなり3牢.サイコロの目がゾロ目や一定の数以上のとき,3牢にする人がいます.オンラインゲームのオプションです.

2018年9月20日木曜日

Xiamen (Amoy) mahjong rules

It features unique wall layout and rituals for that, as well as somewhat unusual scoring system based on multiples instead of doubles. Although points for sets and flowers may appear slightly complicated, they add varieties to outcome of the game that would be somewhat monotonous otherwise.

(9 November 2018)Added irregularities section and some more variations.
(10 October 2018)Added Quanzhou scoring and a couple of variations.

Equipments

144 tiles of three suits (characters, circles, bamboos), honors (four winds and three dragons) and the eight flower tiles (four seasons and four flowers).
Two dice.

Seating

One of the players, e.g. the youngest, picks four tiles of east, south, west and north, one tile for each direction, places them face down and shuffles them well.
Another player, e.g. the eldest, throws the two dice, counts himself/herself as one, the player to his/her right as two, and so on counter-clockwise, and who is sitting in the seat of the sum of the two dice draws a tile he/she likes, followed by each player counter-clockwise. Who picks east remains seated, or moves to the seat choosen as east by any appropriate means. The south player moves to the right of the east, west opposite, and north left.

Building walls

The four players turn all the tiles face down and shuffle them together. Each player arranges four horizontal rows of eight tiles in front of him/her, with all tiles facing down and neighbouring rows touching each other. Then he/she adds two tiles to each end of the third row from the center of the table to make it twelve tile wide, pushes it forward together with the first and second rows, and puts the second row on top of the first. Finally he/she breaks the last remaining row in two halves, holds each set of four tiles in each hand, and places them at each end of the twelve tile row with leftmost and rightmost ends slanted toward him/herself. There are no distinction between the wing parts and the middle parts of the outer walls. They are arranged in this way so that they can fit comfortably in a mahjong table.


Deal

The banker throws two dice to choose who takes the tiles first. Rolls of the dice are counted from who throws them as one, whose right side neighbour as two, and so on counterclockwise until the sum of the pips are reached. The player chosen by the roll takes first two stacked pairs of each wall, his/her right neighbour the third and fourth, his/her opposite the fifth and sixth, and his/her left neighbour the last two, counting clockwise unlike everything else in the game, which is counterclockwise.

Breaking (outer) wall

The player who took the first two stacks from the wall throws the dice to choose who breaks the outer wall. The player chosen by the roll count tiles of his/her outer wall from the right end (including the wing) as one and clockwise until the sum of the pips, and move the wall slightly so that there is a gap between the last counted tile and the next one. The gap marks the head and the tail of the wall. The banker takes the first tile from the head of the wall to have 17 tiles. Then each player turns his/her tiles up for him/her to see and no one else. Because a player starts with no less than 16 tiles, it is a common practice to arrange them in two rows, front and rear.

Melding flower tiles

The players lay all flower/season tiles in their hands down, in front of him/her or right hand side. Then each player draws same number of tiles from the tail of the wall, starting from the banker and counterclockwise. If a player draws a season or flower tile, he/she lays it down immediately and wait until his/her next turn to draw a supplement tile. This continues until no one has season and flower tiles in his/her hand.

Choosing Gold tile

After melding flowers and drawing supplement tiles, the player who broke the wall throws two dice, counts tiles from the current tail of the wall counter-clockwise, and turns the tile at the sum of the pips face up. This is the Gold indicator, the other three identical tiles are Gold tiles and White Dragons the face value of the Gold indicator. For example, if the indicator is 8 Circles, the other three 8 Circles are Gold and White Dragons 8 Circles. A Gold tile can be substituted for any tiles but seasons and flowers. If a season or flower is turned up as the indicator, it is turned back and the player who broke the wall rolls the dice again.

Winning hand

A winning hand is one pair and five sets. A pair is two identical tiles. A set is a run, a pung or a kong. A run is three tiles of a suit in numerical order, for example, 2 Bams, 3 Bams and 4 Bams. A pung is three identical tiles. A kong is four identical tiles declared and melded. A set of four identical tiles is not a kong without a kong call and melding.

Play of the hand

Starting from the banker and counter-clockwise, each player performs these actions in turn:
(drawing) Except in the first turn of the banker who has one extra tile in his/her hand, the current player draws a tile from the head of the wall; if he/she draws a flower tile, he/she melds it and draw a supplementary tile from the tail of the wall;
(discarding) Unless he/she has a winning hand and wants to win, he/she discards one tile that has not been melded from his hand.

Following discarded honors

If a player has a singleton honor and a tile identical to it has already been discarded in current hand, he/she must discard it before other honors and suit tiles. If there are more than one such honors, he/she can freely choose a tile to be discarded from them.

Chow

If two tiles in player's hand and a tile just discarded by his/her left side neighbour would be a run when put together, he/she can make a run from these tiles by saying 'chow', discarding a tile, laying down the two tiles face up to the left of his/her hand, and adding the discarded tile to them. A chow'ed run cannot contain a Gold tile. No tiles can be added or taken from a chow'ed run. After a chow, turn moves to the right side neighbour of the player who has done the chow.

Pung

If a player has two identical tiles in his/her hand and the same tile is just discarded by any other player, he/she can make a pung by saying 'pung', discarding a tile, laying down the two tiles face up to the left of his/her hand, and adding the discarded tile to them. A pung'ed set cannot contain Gold tiles. No tiles can be taken away from a pung'ed set. After a pung, turn moves to the right side neighbour of the player who has done the pung.

Kong

If a player has four identical tiles in his/her hand and it is his/her turn, he/she can make a kong by saying 'kong' and laying down the four tiles to the left of his/her hand. If a player has a tile identical to those of his/her layed down pung and it is his/her turn, he/she can make a kong by saying 'kong' and adding the tile to the pung. If a player has three identical tiles in his/her hand and the same tile is just discarded by any other player, he/she can make a kong by saying 'kong', laying down the three tiles face up and adding the discarded tile to them. In all of its three variations, the player who does kong draws a supplementary tile from the tail of the wall and discards a tile. After a kong, turn moves to the right side neighbour of the player who has done the kong.

Win

If tiles in a hand of a player and laid down for chow, pung or kong form a winning hand together with another tile, the player can declare win. A hand ends when a player wins. The winning tile is a tile drawn from the wall, either from its head or tail, just discarded by other player, or a tile to be added to a pung in an (failed) attempt at a kong. The last way is called robbing a kong. One cannot win by a discarded Gold tile. There is only one winner in a hand. If more than one players declare win by a same discarded tile, one whose turn is closest to the player discarding the winning tile wins. Some play that a player who has a gold tile in his/her hand can only win by a wall tile.

Dead wall and draw

16 tiles in the wall are always left unused. If nobody wins when there are only 16 tiles are left in the wall, the hand ends in a draw.

Scoring

The winner receives score of his/her hand from each of the other players. Score of a winning hand is (base + flowers) x multiplier. The base is 2 in case of payment between the banker and a non-banker, and 1 between non-bankers. The banker's base is doubled each hand he/she stays and reset to 2 when the banker changes.

Flowers (it's "water" in Xiamen but water is uncountable in English...) are number of flower and gold tiles (discarded gold tiles do not count) as well as these scores for each set in winner's hand:
  • honor: open pung 1, closed pung 2, open kong 3, closed kong 4
  • suits: open pung 0, closed pung 1, open kong 2, closed kong 3
"Open" here means a set containing discarded tile, and "close" those made solely of tiles drawn from the wall.
A set of four seasons or flowers is worth 8 flowers instead of 4.

Multipliers are:
  • Common Win: x1. A win where none of the below apply. A win by a discarded tile.
  • Win by a wall tile or robbing a kong: x2.
  • Three gold knocker: x3. This is an exception to the winning hand rules, in that it only requires three gold tiles and the rest does not have to form sets or a pair, but it is only allowed just after a deal or last turn before a draw. If a player have them after deal and melding of flowers, it becomes x4 instead of x3.
  • Gold float: x4. When a player has five sets completed and waiting for an eye with a Gold tile. He/she can win with any tiles this way, but, in this particular case, he/she can only do so with a tile from the wall.
  • Robbing a gold: x4. The other exception to the winning hand rules. It is when a player can win by claiming the gold indicator right after a deal and melding of flowers, and in case of the banker, first discarding. When more than one player can rob a gold, non-banker wins the banker.
  • Heavenly and earthly win: x4. Heavenly win is when the banker has a winning hand right after deal and melding of flower tiles. Earthly win is when a non-banker wins by the banker's first discard in a deal. 
  • Double float: x8. When a player discards a gold tile and win by Gold float in his/her next turn. During a float round, the floating player cannot win by claiming a discarded tile and the other players cannot claim discarded tiles for chow, pung, or kong. Some allow non-floating player to win by a discarded tile during a float round, while others forbid that.
  • Triple float: x12. When a player attempts double float, draws a tile he/she substitutes a gold tile for or a gold tile itself, and discards the float tile again to do another round of float to win by gold float.

Irregularities

Long or short hand. A player who has too many or too few tiles in his/her hand,  e.g. 11, 12, 15 etc, cannot win in that hand.

Wrong chow, pung, kong or drawing. A player who did a wrong chow, pung, kong or drawing cannot win in that hand.

False win. A player who declares a false win has to pay each player the amount he/she could have received from him/her if it were a valid win.

Variations

Quanzhou (泉州) scoring. They use slightly different scoring in Quanzhou:
  • The base of banker is increased by one when he/stays. Some increase it by one times multiplier of banker’s win instead.
  • An open kong made from an open pung has the same number of flowers as a closed pung.
  • Some count the same number of flowers in an open pung as a closed pung.
  • There are no bonus flowers for set of four flower/season tiles.
  • The multipliers are 1x for Common win, 2x for Win by a wall tile or Robbing a kong, 3x for Gold float, 6x for Double float, 9x for Triple float, 3x for Three gold knocker. Robbing a gold and Heavenly win are not recognised. When a player collects all the eight flower and season tiles, he/she wins immediately regardless of his/her hand with 3x multiplier.

Restriction on common win. Many play that a player who has gold tile in hand cannot win by claiming a discarded tile.

Missed win or pung. Some play that a player who missed a win or a pung (including an open kong) has to wait until his/her turn to come or pass before winning by claiming or doing a pung on the same tile.

Required float. Some play that a player who has three gold tiles has to win by three gold knocker, gold float or better.

False float. Some play that discarding a gold tile and not floating is an offense and who does so forfeits his/her right to win in that hand.

Inflated bases. Some multiply the bases by 5 (10 for banker, 5 for non-bankers), 8 (16 for banker, 8 for non-bankers) and so on, to reduce influence of flower counts over payouts.