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Scoring in Mahjong, a game for four players that originated in China, involves the players obtaining points for their hand of tiles, then paying each other based on the differences in their score and who obtained mahjong (won the hand). The points are given a monetary value agreed by the players. Although in many variations scoreless hands (推倒胡 tui dao hu in Mandarin, 雞糊 gai wu in Cantonese) are possible, many require that hands be of some point value in order to win the round.
While the basic gameplay is more or less the same throughout mahjong, the most significant divergence between variations lies in the scoring systems. Like the gameplay, there is a generalized system of scoring, based on the method of winning and the winning hand, from which Chinese and Japanese (among notable systems) base their roots. American mahjong generally has wildly divergent scoring rules (as well
Because of the large differences between the various scoring systems (especially for Chinese variants), groups of players will often need to agree on particular scoring rules before a game to eliminate possible disputes during the game. As with the gameplay, many attempts have been made to create an international scoring standard, but most are not widely accepted.
Points are obtained for a hand by matching it against various criteria, with different criteria scoring different values. Criteria can include particular melds or other tiles held, how the (winning) hand was completed, possession of various special combinations, etc. Some of these criteria may be subsets of other criteria (for example, having a meld of one dragon versus having a meld of all of them), and in these cases, only the criteria with the tighter requirements is scored. The points obtained may be translated into scores for each player using some (typically exponential) function. When gambling with mahjong, these scores are typically directly translated into sums of money paid between players.
The terminology of point differs from variation to variation. A common English term is double, as the point-to-score translation is typically exponential with a base of 2. (This is not to be confused with the doubling applied to the basic point score in some variations.) Chinese variants will use the term 翻 (pinyin: fan, literal meaning: double). Taiwanese mahjong, however, uses the term 台 (pinyin: tái) along with a linear scoring system.
Points and score relate to two distinct concepts - based on the points obtained in a round, and other factors, players pay each other money. Chips or similar tokens can be used instead, or a score can simply be calculated.
Each player begins the game with the same score. When settling up, in many cases only the winner is paid with the winner's gain being deducted from the three losers' scores (that is, the losers pay the winner). However, payment between players can be arranged in other ways. A common set of modifiers (for which this article will call the standard payment variations) include:
If playing with chips, there is no universal rule for the situation when a player runs out. In some circles, the match is immediately aborted, with the player furthest ahead in score declared the winner, while in others, a player out of chips continues to play without risk of further losses. Alternatively, the loser may pay cash to buy back chips from the winners and the game continues.
The rules mentioned below are by no means exhaustive or common to every variation, but are common to many 13-tile and 16-tile variations.
In the traditional Hong Kong scoring system or the Cantonese scoring system, scoring tends to be low due to the few criteria used.
The general scoring modifiers apply (see above), with the point translation function being a piecewise function: a constant amount is given for scoreless hands, and the score is doubled for each point (that is, an exponential function). Because zero-point hands are common, players often play with the additional restriction that a winning hand must be of some point value, often anywhere between one and five points, with three being the most common.
Scoring in the Chinese Classical system, [1] from which the Babcock system is derived, proceeds as follows. When one player has won the hand by obtaining mahjong
The winner collects their total points from each of the three losers. The losers pay each other the difference in their points. East pays or receives double amounts in their transactions.
Various "Special Limit" hands exist which, if obtained (which is unlikely), give the holder the maximum permitted amount (the limit) of points for their hand.
Unlike Hong Kong scoring, Taiwanese scoring employs a linear relationship between tai (台) (points in the Taiwanese system) and chips. When a win occurs in Taiwanese Mahjong, the number of tai of the winning hand is multiplied by a factor and then added to a base score. For example, if the base and factor are 3 and 2, respectively, then the loser to a 5-tai hand pays the winner 13 (3+2×5).
The Taiwanese system follows a different payment procedure from the standard procedure mentioned earlier:
When the dealer is involved in either the winning or losing side of a hand, extra tai (one plus twice the number of times the dealer has consecutively retained the dealership) are added to the dealer's winnings or losses.
In contrast, the scoring system used in the Shanghai variant is high due to the diverse number of scoring criteria and inflated values for rarer hands such as the thirteen terminals. Because of the inflated point values, there is generally a minimum point value in the Shanghai variant.
Singaporean scoring is similar to that of the Chinese Classical system but accounts for the different set of tiles used therein. Again, standard payment variations apply, although variants exist where the dealer must also pay and receive double.
The Japanese scoring system is the system that is found in many Mahjong video games. In this variation, each player begin with a start score. Usually, this number is either 25,000 or 30,000. However, it can be any agreed start value. In real tile settings, this is typically represented by a series of bars resembling elongated Chinese dominoes, in four denominations: 10,000, 5,000, 1,000, and 100. Otherwise, online the representation is simply the displayed point scores.
A side effect of the Babcock scoring system in the 1920s was that many players frequently sought after limit hands rather than hands of smaller value. Because of this, the common hands were eventually abandoned, and the only way one could win was to match a hand from a list of hands.
Today, in the American variations, players use a card that defines a small set of hands that are the only valid winning hands, with a point value given for each hand. This system is used by the two major governing bodies of Mahjong in the United States, the National Mah Jongg League and the American Mah-Jongg Association, with new cards that define the valid winning hands released annually.
Typically, each card contains scoring criteria that make references to the year the scoring cards are released. For example, the 1985 scoring hand will have hands containing "melds" of a one, nine, eight, and five of a certain suit.
Some variations may impose a scoring limit - a maximum to the number of points for a given hand. In many cases where limits exist, there may be either multiple limits, or ways to obtain multiples of a limit. In many cases where limits exist, the typical point translation function is exponential, where a constant score is assigned to points up to the first limit, and afterwards increases (often doubles) as further limits are reached. The Taiwanese system does not employ scoring limits.
A scoring limit may be more of a gambling incentive: for example, if six and nine points were scoring limits, a seven- or eight-point hand would be worth the same as a six-point hand, which may be an incentive for players to go for nine-point hands.
Many variations may also impose penalties for discards that are considered to be "high-risk" when the size of the wall is winding down. If a player wins from a high-risk discard, or goes out self-drawn after claiming a high-risk discard, the player(s) who made the high-risk discard(s) have to pay for the winner's points, and the other players are off the hook. A discard is considered risky if there were enough open melds to reveal the fact that said discard is very likely to enable completing a limit hand before it was claimed. Note that some rulesets always make the discarder pay anyway. In this case, going out self-drawn after claiming a risky discard will trigger the penalty. The intent of these rules is to punish the player who foolishly enabled the completion of the limit hand.
Mahjong is a tile-based game that was developed in the 19th century in China and has spread throughout the world since the early 20th century. It is played by four players. The game and its regional variants are widely played throughout East and Southeast Asia and have also become popular in Western countries. The game has also been adapted into a widespread online entertainment. Similar to the Western card game rummy, mahjong is a game of skill, strategy, and luck. To distinguish it from mahjong solitaire, it is sometimes referred to as mahjong rummy.
Pinochle, also called pinocle or penuchle, is a trick-taking ace–ten card game, typically for two to four players and played with a 48-card deck. It is derived from the card game bezique; players score points by trick-taking and also by forming combinations of characters into melds. It is thus considered part of a "trick-and-meld" category which also includes the game belote. Each hand is played in three phases: bidding, melds, and tricks. The standard game today is called "partnership auction pinochle".
Gin rummy, or simply gin, is a two-player card game variant of rummy. It has enjoyed widespread popularity as both a social and a gambling game, especially during the mid twentieth century, and remains today one of the most widely played two-player card games.
500 rum, also called pinochle rummy, Michigan rummy, Persian rummy, rummy 500 or 500 rummy, is a popular variant of rummy. The game of canasta and several other games are believed to have developed from this popular form of rummy. The distinctive feature of 500 rum is that each player scores the value of the sets or cards they meld. It may be played by 2 to 8 players, but it is best for 3 to 5.
Japanese Mahjong scoring rules are used for Japanese Mahjong, a game for four players common in Japan. The rules were organized in the Taishō to Shōwa period as the game became popular.
Rummy is a group of games related by the feature of matching cards of the same rank or sequence and same suit. The basic goal in any form of rummy is to build melds which can be either sets or runs and either be first to go out or to amass more points than the opposition.
Rummikub is a tile-based game for 2 to 4 players, combining elements of the card game rummy and mahjong. There are 106 tiles in the game, including 104 numbered tiles and two jokers. Players have 14 tiles initially and take turns putting down tiles from their racks into sets of at least three, drawing a tile if they cannot play. Players have a two-minute time limit for their turn. In the Sabra version, the first player to use all their tiles scores a positive score based on the total of the other players' hands, while the losers get negative scores. Variations of the game contain four jokers. An important feature of the game is that players can move and reuse the tiles that have already been placed on the table. The game can also be played with 2 decks of playing cards with suit being different colors and number as follows : Ace = 1, Number 2-10 = their number, Jack = 11, Queen = 12, King = 13 and with Jokers.
Hong Kong mahjong scoring rules are the rules used for scoring in mahjong, specifically the rules common in Hong Kong and some areas in Guangdong.
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Okey is a tile-based game, popular in Turkey, of the rummy family. The aim of the game is to score points against the opposing players by collecting certain groups of tiles. It is usually played with four players, but can also be played with only two or three players.
Four color cards is a game of the rummy family of card games, with a relatively long history in southern China. In Vietnam the equivalent game is known as tứ sắc.
In Japanese mahjong, yaku is a condition that determines the value of the player's hand. It is essential to know the yaku for game strategy, since a player must have a minimum of one yaku in their hand in order to legally win a hand. Each yaku has a specific han value. Yaku conditions may be combined to produce hands of greater value. The game also features dora, that allow a hand to add han value, but they do not count as yaku. Altogether, a hand's points value increases exponentially with every han.
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Indian Cherokee Rummy is a card game in India with little variation from original rummy. It may be considered a cross between Rummy 500 and gin rummy. Indian Rummy is a variant of the rummy game popular in India that involves making valid sets out of 13 cards that are distributed among every player on the table. Each player is dealt 13 cards initially; if the number of players is 2, then a 52 cards deck is chosen for the game and if there are 6 players, two decks of 52 cards each is combined for the game. Each player has to draw and discard cards by turns till one player melds their cards with valid sets that meet the Rummy validation rules. It could be that Indian Rummy evolved from a version of Rummy in South Asia, Celebes Rummy, also called Rhuk.
Japanese mahjong, also known as riichi mahjong, is a variation of mahjong. While the basic rules to the game are retained, the variation features a unique set of rules such as riichi and the use of dora. The variant is one of a few styles where discarded tiles are ordered rather than placed in a disorganized pile. This is primarily due to the furiten rule, which takes player discards into account. The variant has grown in popularity due to anime, manga, and online platforms.
Schnapsen, Schnapser or Schnapsa is a trick-taking card game of the bézique (ace–ten) family that is very popular in Bavaria and in the territories of the former Austro-Hungarian Empire and has become the national card game of Austria and Hungary. Schnapsen is both of the point-trick and trick-and-draw subtypes.
Three-player mahjong is a variation of mahjong for three players rather than the more common four-player variations. It is not a mere adaption of four-player mahjong to suit only three players but has its own rules and idiosyncrasies that place it apart from the more standard variations. The equipment used and the basic mechanisms are much like four-player variations though some tiles are removed, certain plays are prohibited and the scoring system is simplified. The game is embraced in some Asian countries while ignored or snubbed in others.
American mahjong, also spelled mah jongg, is a variant of the Chinese game mahjong. American mahjong utilizes racks to hold each player's tiles, jokers, and "Hands and Rules" score cards. It has several distinct gameplay mechanics such as "The Charleston", which is a set of required passes, and optional passing of the tiles.
Binokel is a card game for two to eight players that originated in Switzerland as Binocle, but spread to the German state of Württemberg, where it is typically played with a Württemberg pattern pack. It is still popular in Württemberg, where it is usually played in groups of three or four as a family game rather than in the pubs. In three-hand games, each player competes for himself, while in four-hand games, known as Cross Binokel (Kreuzbinokel), two teams are formed with partners sitting opposite one another. The game was introduced to America by German immigrants in the first half of the 20th century, where it developed into the similar game of pinochle. Binocle was still played in Switzerland in 1994. In south Germany, the game is sometimes called by its Swabian name, Benoggl.
Digging Flowers, also known as Dachen Mahjong is a tile-based game similar to mahjong and rummy in which four players compete to form their own winning hand of 21 tiles using melds of two- and three-tile sets. Like mahjong, players build their hands by both drawing from a shuffled wall and acquiring discards from other players.