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THE 16-TILE MAH JONG

In Mah Jong, each player plays with thirteen tiles. A minimum of fourteen files is required to complete the game, i.e., four sets of three tiles each plus one pair. In Taiwan, sixteen tiles Mah Jong has gained popularity. Each player plays with sixteen tiles, instead of thirteen, with a minimum of seventeen tiles to complete the game. The seventeen tiles consist of five sets of three tiles each and a pair of two tiles. The rules of playing the sixteen tiles are in general similar to those of the thirteen tiles. There are, however, major differences. First, many variations to the general rules in the 13-tile Mah Jong are eliminated. Rules of playing the i-tile Mah Jong are simplified. Second, only the player whose discard enables another to complete the game is responsible for paying the winner. Other
differences are stated below.

A. Wall Building

Instead of 136 tiles, 144 tiles are required. Four seasons and four plants are added to make 144 tiles. See Chapter VII for extra tiles. All tiles are arranged in a row of eighteen piles of two tiles each facing down and assembled in the shape of a wall as shown in Chapter IV.

B. Tile Drawing and Discarding

Refer to Chapter IV, How to Start. Each player takes two piles of tiles (four total) at a time from East to North until every player has sixteen tiles. Each player from East to North has to expose any ·season and/or plant tiles, called "flower tiles," and take the equal number of tiles for the exposed tile(s) from the end of the wall (North wall). After every player has completed the replacement, each player from East to North takes one tile from the wall and discards an unwanted one. The procedure is-repeated by ah players until someone completes the game.

C. General Rules

Refer to Chapter V for details. The following are also applicable to l6-bile Mah Jong: 
    (1) Pong, kong, or pong and kong sets
    (2) Sequence sets
    (3) Sequence and pong and/or kong sets
    (4) Flush hands

D. Variations to General Rules

Refer to Chapter VI for related examples.
(1) A hand of eight "flower" tiles (four seasons and four plants). A game is completed, as soon as the player has eight "flower" tiles. If the player has seven flowers, he may rob any "newer" tile exposed by another player to make eight flowers and complete the game. 
(2) A hand of all wind sets
(3) A hand of all dragon sets
(4) A hand of three wind sets and a pair of winds
(5) A hand of two dragon sets and a pair of dragons
(6) A hand of five concealed triplets
(7) A hand of four concealed triplets
(8) A hand of three concealed triplets
(9) A hand of eight pairs - a concealed kong is considered two pairs.

E. To Complete a Game

Below are special rules for the 16-tile Mah Jong:
1. If a player forgets to replace a "flower" tile, he cannot complete the game, i.e., he will not have -enough tiles to complete the game.
2. If a player does not use a tile discarded by another to " complete the game, he cannot complete his game by using the same kind of tile, whether discarded by another player or by self-drawing, until the next round.

F. How to Score

In the 16-tile Mah Jong, general rulers and variations for completing a game is figured by points. Players may attach a monetary value (e.g. $1.00) to each point. Players may by mutual agreement determine the number of points and its monetary equivalent. Below are some guidelines for scoring:

1 point

(1) Each "flower" tile
(2) Without chi, pong, and kong (excluding concealed pong or kong)
(3) A seat wind set
(4) A round wind set
(5) A triplet or quartet of any dragon
(6) A kong set
(7) Completing he game by drawing the last tile of the entire wall.
(8) One chance (only one type of tile) to complete the game.
(9) Completing the game by drawing the tile from the far end of the wall.
(10) Robbing the Kong.
(11) Self-drawing
(12) Each time the player of East wind continuously completing the game.

3 points

(1) All sequence sets with a pair of cracks, bamboos, or circles.
(2) A hand without "aowers", winds·and dragons
(3) All.sets, including the pair, by.urs~gl·di9cards.
(4) All sets, including the pair, by self-drawing
(5) A hand of~hree concealed triplets
(g) A hand of"two concealed quartets

5 points

(1) A hand ofpong, kong, or pong and/or kong sets
(2) A flush hand with winds and/or dragons
(3) A hand of four concealed triplets
(4) A hand of three concealed quartets
(5) A combination of two wind sets and a dragon set or two dragon sets and a wind set

6 points

(1) A hand of three wind sets and a pair of winds
(2) A hand of two dragon sets and a pair of dragons

7 points

A hand of eight pairs (a concealed kong is considered two
pairs) plus one

8 points

(1) A hand of all wind sets
(2) A hand of all dragon sets
(3) A hand of five concealed triplets
(4) A hand of'eight pairs - a concealed kong is considered two pairs.
(5) A hand of eight "flower" tiles. If a; player has seven "flower" tiles, he may rob any exposed "flower" tile to make eight "flower" tiles and complete the game.
(6) A flush hand with no wind or dragon
(7) A "heavenly" hand. Any player, from East to North completes the game by taking the first seventeenth tile.

G. Payment

Only player who discard the tile that enables the otherplayer to complete the game is responsible for payment. In self-drawing, each of the other three players is responsible for payment.

Cover | Contents | Preface | Chapter 1 | Chapter 2 | Chapter 3 | Chapter 4 | Chapter 5 | Chapter 6 | Chapter 7 | Chapter 8 | Chapter 9 | Chapter 10 | Chapter 11 | Chapter 12 | Answer to Exercises | Index