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Eleanor Noss Whitney - Mah Jong Handbook: How to Play, Score, and Win

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Eleanor Noss Whitney Mah Jong Handbook: How to Play, Score, and Win
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Master the game of Mahjong with this must-have game strategy guide for Mahjong beginners and enthusiasts.
Originally played with cards, and then piece carved from ivory or bamboo, the Chinese game of Mahjong or Mah Jongg is well over a thousand years old. Said to have originated in the court of the Emperor of Wu, for centuries Mahjong remained a diversion exclusively for the royal class of China. Mahjong has been called the game of a hundred intelligences. When played by experts it can be fast and subtleeven difficult to follow.
A Mah Jong Handbook is the all-comprehensive Mahjong guide, offering a clear and concise introduction to the classic Chinese, Western, and Japanese rules of the game and outlining its many variants. A great way to learn Mahjongit presents the complex rules in a clear format, introducing those unfamiliar with the game to its rules and techniques. It will also allow more experienced players to expand their understanding of winning strategy quickly.
Part One covers the rules of the game. Part Two provides alternatives, variations, and additions to the game. Part Three explores the fundamentals of successful strategy. With illustrations of sample hands, scoring charts, and a glossary of terms, A Mah Jong Handbook is an invaluable resourcea complete guidebook to the ancient but always fascinating game of Mahjong.
This Mahjong guidebook includes:
  • 176 page, full-color book
  • Play basics like scoring, wall-building and rules
  • Essential tools to improve and enhance game-play skills
  • Winning strategies to be on the offensive and play defense
  • Tips to master the game through actual examples and scenarios
  • A Mah Jong Handbook is the book that readers will need to become a knowledgeable, confident and winning Mahjong player.

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    CHAPTER ONE The Mah Jong Set TILES Individual sets vary although the - photo 1

    CHAPTER ONE

    The Mah Jong Set

    TILES

    Individual sets vary, although the illustrations below will approximate any set the reader has. Some sets, made specially for export, have arabic numerals and letters (indicating the four winds) included on the tiles for the convenience of non-Oriental players. Learning the designations from the symbols and the Chinese characters is simple, however, and allows one more latitude in the purchase of his Mah Jong set.

    The complete modern set consists of 136 tiles. These are divided into two groups, the suits and the honors, each group being further subdivided as indicated below. In addition to the 136 tiles, every set contains four extra blanks in case a tile should be damaged or lost, and some sets, especially those for export, contain other special tiles (flowers and seasons) which are no longer used in Japanese Mah Jong. See Part Two, Chapter One.

    Suit Tiles

    There are three suits, each consisting of thirty-six tiles: four 1's, four 2's, four 3's and so on up to 9. The names of these three suits are bamboos, characters and dots. There are four of each of the tiles depicted below.

    Note that the 1 bamboo above depicts a bird In some sets it depicts a bamboo - photo 2

    Note that the 1 bamboo above depicts a bird In some sets it depicts a bamboo - photo 3

    Note that the 1 bamboo, above, depicts a bird. In some sets it depicts a bamboo shoot.

    In scoring, the 1's and 9's in the above groups are of higher value than the tiles 2 through 8. They should be thought of in a separate category, as the terminals. The tiles 2 through 8 are known as the simples.

    Honor Tiles There are two types of honor tiles the four winds East South - photo 4

    Honor Tiles

    There are two types of honor tiles: the four winds (East, South, West, and North (and the three dragons (green, white, and red). There are four of each of these; thus, twenty-eight honors in all. One each of the honor tiles are depicted below.

    ACCESSORIES Bones In addition to the tiles the complete Mah Jong set - photo 5

    ACCESSORIES

    Bones

    In addition to the tiles, the complete Mah Jong set also contains a set of bones used, like the chips in poker, for scoring. In some American sets these have been replaced by chips with holes in the middle, which can be stacked on poles, but they will be called bones throughout this book. Each player receives the same number of bones at the beginning of the game. At the end of each hand the winner receives bones equal in value to his score from the loser(s). At the end of the game, the player with the highest count in bones is the winner.

    There are usually four kinds of bones; the markings vary, but the most numerous ones should always be assigned the lowest value.

    The Japan Mah Jong Association rules state that the bones should be valued at - photo 6

    The Japan Mah Jong Association rules state that the bones should be valued at 500, 100 and 10. The one shown on the left should not be used. Each player receives two 500-point bones, nine 100-point bones, and ten 10-point bones at the beginning of the game, making a total of 2000 points.

    Arbitrary values, however, may be assigned to them as the players choose. Many Japanese value them much higher, as described on page .

    Dice

    A pair of dice accompanies each set. These are used to determine the first dealer, and the starting point in the wall of each deal. They usually have rounded corners and the one-spot is often an uncolored hollow in the face of the die. A throw is considered valid only if both dice lie flat on top of the table within the wall. The dice are placed in front of the dealer during play, identifying which player is the dealer.

    Discs

    Discs are sometimes also found in the set, but are not necessary to the game. See page for a description of their use.

    CHAPTER TWO

    Preliminaries

    The distinction should be made clear between a game and a hand of Mah Jong. The complete game ordinarily consists of sixteen hands of play. Each hand begins with the building of the wall, breaking the wall, and dealing. Before the game, the players are seated in a random arrangement, and the dealer for the first hand is selected.

    The American method of deciding the seating arrangement and dealer is recommended for those who wish to dispense with all but the essentials of the game. It is given on page . It involves only one throw of the dice and insures a random distribution of the players. The Japanese method (optional) involves four throws of the dice, and is officially sanctioned by the Mah Jong Association. It is given below.

    BEFORE THE GAME

    Seating Arrangement

    Naming of Seats: First, the four players seat themselves arbitrarily. Then any player throws the dice, and beginning with himself as one, the player on his right as two, etc., he counts counter clockwise to the number shown by the dice. The seat thus indicated is "temporary East," and the other three seats, in counterclockwise order, are temporary South, West and North. Contrary to expectations, the four winds do not seat the players according to the compass, but rather in the order that the four directions are customarily listed in Chinese.

    EXAMPLE

    1 Any player throws the dice Here A throws a 6 2 He counts up to six - photo 7

    1. Any player throws the dice. Here A throws a 6.

    2 He counts up to six counterclockwise starting with himself to determine - photo 8

    2. He counts up to six, counterclockwise, starting with himself, to determine "temporary East."

    3 The other seats are named accordingly Placing the Players Now four wind - photo 9

    3. The other seats are named accordingly.

    Placing the Players: Now four wind tiles, one of each wind, are mixed face-down on the table and arranged in a row. If the set has discs, they may be used instead. At one end of the row an even-numbered suit tile is placed face up; at the other end, an odd-numbered suit tile.

    The player in the temporary East seat throws the dice and counts - photo 10

    The player in the "temporary East" seat throws the dice and counts counterclockwise, beginning with himself, as before. The player indicated by the dice then picks up the wind tile at the odd end of the row if the number thrown was odd, or at the even end of the row, if the number was even. Each of the other players in order, counter-clockwise, picks up a tile from the same end. The players then assume the seats indicated by the tiles they have drawn.

    EXAMPLE

    1 Any player A in this case arranges four wind tiles in a row between an - photo 11

    1. Any player (A in this case) arranges four wind tiles in a row, between an odd- and an even-numbered suit tile.

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