The Scoring in Japanese Mahjong
Rough draft
Version 0.3, 1/27/98
0. Introduction.
There is a lack of English description of Japanese mahjong
scoring. Here I attempt to describe it. Please forward
all comments and corrections to me at
whuang@ugcs.caltech.edu.
The most recent version of this file can also be found at http://www.ugcs.caltech.edu/~whuang/mahjong.txt.
1. Terminology
The names I will use are in capitals. Alternative names are listed
in parentheses.
1.1 Tile Classification
There are 136 tiles, composed of four copies of a 34 tile set.
The tiles can be subdivided into four groups:
DOTS (balls, circles, coins, buckets, units, pin-zu),
BAMS (bamboos, sticks, hundreds, sou-zu),
CRAKS (characters, wan, ten thousands, man-zu),
and CHARS (honors, characters, tsu-hai).
The Dots, Bams, and Craks are called the three SUITS, and
are numbered from 1 through 9.
The Chars are subdivided into four WINDS (kaze) and three ELEMENTS
(dragons).
The twos through eights of the suits are called SIMPLES.
The ones and nines of the suits are called TERMINALS.
The terminals and chars as a group are called ENDS.
Of the four winds, one is a ROUND WIND, determined by which
round the game is in; one is a POSITION WIND, determined by
the position the player is sitting in relative to the dealer.
If the round wind and the position wind is the same, it is
called a DOUBLE WIND (renhoupai, dabu-kaze). All other (two
or three) winds are called GUEST WINDs (ota-kaze).
1.2 Hand Composition
A Winning hand is, except for two exceptions, composed of four
MELDS and a PAIR.
A pair is two identical tiles.
There are three types of melds:
SEQ (sequence, syuntu): three numbers in a row in the same suit.
TRI (triple, kou): three identical tiles.
QUAD (quadruple, kan): four identical tiles.
Obviously, a winning hand must have 14+K tiles, where K is the number
of KANs in the hand.
The two exceptions, which will be covered later, are the SEVEN PAIRS
hands and the THIRTEEN ENDS hands.
1.3 Win Taxonomy
A hand can be won in two ways:
won on DISCARD, in which case the winning tile is some other
player's discard;
won on SELF-DRAW (tsumo), in which case the winning tile is drawn by
the winning player.
A meld is OPEN (exposed) if it was melded by the discards of another
player (including a win on discard). Otherwise it must be CLOSED
(hidden) if it was melded "naturally" in one's hand.
A hand is CLOSED (menzen) if all melds that do not contain the
winning
tile (there are at least three, and four if the winning tile completes
a pair) are closed. Otherwise the hand is OPEN.
A hand is STRONGLY CLOSED if it is closed and was won on self-draw.
A hand is WEAKLY CLOSED if it is closed and was won on discard.
1.4 Pre-win Taxonomy
Before a hand gets the winning tile, it must necessarily be in a
WAITING state, where the (usually 13-tile) hand needs one more
tile to win.
2. Scoring
2.1 General Overview
Only the winning hand is evaluated. First, an ABSCISSA is calculated
based on the composition of the hand and how the hand was won.
Then, an EXPONENTIAL is calculated based on certain properties of the
hand (which award MULTIPLIERS).
The ABSCISSA is multiplied by 2^EXPONENTIAL, and is then multiplied
by another number depending on whether the winner was dealer or not.
Finally, the number is rounded to the nearest LIMIT and/or hundred.
2.2 Calculating the Abscissa
The Abscissa is a sum of several numbers; a BASE score, a COMPOSITION
score, and a WAITING score -- with one exception. That exception is
the "seven pairs" hand. The abscissa for the "seven pairs" hand is
exactly 50 points.
2.2.1 Base Score (fuudei)
30 points -- weakly closed hand;
20 points -- strongly closed hand;
20 points -- open hand.
(Technically, the 30 is really a 20-point base plus a BONUS for
weakly closed hands.)
2.2.2 Composition Score
This score is based on the composition of the hand, regardless of
readiness or openness.
The pair is worth:
4 points -- double (round and position) wind;
2 points -- round wind but not position wind;
2 points -- position wind but not round wind;
2 points -- element;
no points -- guest wind;
no points -- suit.
Each seq is worth:
no points.
Each tri is worth:
8 points -- closed end;
4 points -- open end;
4 points -- closed simple;
2 points -- open simple.
Each quad is worth:
32 points -- closed end;
16 points -- open end;
16 points -- closed simple;
8 points -- open simple.
2.2.3 Ready Score
This score is dependent on how exactly the winning tile came into
the hand. There are five essential ways:
a. TWO-SIDED -- the tile completed a seq meld that could have
been completed by another number three away from it. For
example, holding a 34 and readying for a 2 or 5.
b. CENTRAL (kanchan) -- the tile completed a seq that was between
two numbers. For example, holding a 68 and readying for a 7.
c. EDGE -- the tile completed a seq that was at the end, and not
two-sided or central. For example, holding a 12 and readying
for a 3.
d. HANGING (danki) -- the tile completed the pair.
e. DOUBLE-PON (shan-pon-ten) -- the hand had two pairs, and the tile
made one of them a tri. (AKA "None of the above.")
Note that a hand may be readying to win in more than one way. For
instance, a hand may have three melds and the tiles 5557 in one
suit. Then it is a central win if the winning tile is a 6,
but a hanging win if the winning tile is a 7.
The readying score is:
0 points -- two-sided;
2 points -- central;
2 points -- edge;
2 points -- hanging;
0 points -- double-tri. (Some books may give this points -- however,
it is because they are including composition points.)
add 2 points if the win was self-drawn.
Alternatively, one may think of this as 2 points for a "unique" ready tile ... although this is misleading.
2.3 Calculating the Exponential
As this is complicated, it will be detailed after section 2.4.
2.4 Final Score, Limit Checking
2.4.1 General
Take the abscissa, round it up to the nearest multiple of 10,
and multiply it by 2^exponential. Multiply it by
a "base exponential" of 4 = 2^2. Give an extra multiplier per
"dora", i.e., bonus tiles. This is the HAND VALUE.
Note that only closed hands may score the "dora", and that
riichi hands have extra "dora" (ura-dora) to score.
Multiply the hand value by 6 if the player was the dealer, or by
4 if the player was not the dealer. This is the PAYOFF, and
should represent approximately what the winner should get.
If the hand was won by discard, then the discarder pays the winner
the entire payoff, rounded to the nearest hundred. (If the discarder
is dealer, he does NOT pay double.)
Otherwise, the hand was won by self-draw. Then each player pays
the winner the hand value, rounded to the nearest hundred. (The
hand value is doubled if either the winner or the payer is dealer.)
Note that the winner should receive a total amount close to that of
the payoff.
2.4.2 Limits
If the hand value is greater than 2000, then instead of using the
"actual" hand value, the hand value is assumed to be a LIMIT
of 2000 points. (This is reached at about 3 exponentials for
abscissas greater than 70, about 4 exponentials for abscissas
greater than 40, and 5 exponentials for smaller
abscissas.) (Some books will refer to the limit as 8000 or 12000
points. They're talking about the PAYOFF limit.)
The only way to get more than the limit as a hand value is to have
a lot of exponentials. The higher values are:
LIMIT-AND-A-HALF: 3000 points. 6 or 7 exponentials.
DOUBLE LIMIT: 4000 points. 8, 9, or 10 exponentials.
TRIPLE LIMIT: 6000 points. 11 or 12 exponentials.
QUADRUPLE LIMIT: 8000 points. Special hands, or 13 exponentials or more.
SEXTUPLE LIMIT: 12000 points. Really special hands.
2.4.3 Charts
Dealer wins by self-draw, each player pays:
| Exponentials + Dora
Abscissa | 1 2 3 4 5 6-7 8-10 11+ Spec.
20 | XXX 700 1300 2600 4000 6000 8000 12000 16000
22-30 | 500 1000 2000 3900 4000 6000 8000 12000 16000
32-40 | 700 1300 2600 4000 4000 6000 8000 12000 16000
42-50 | 800 1600 3200 4000 4000 6000 8000 12000 16000
52-60 | 1000 2000 3900 4000 4000 6000 8000 12000 16000
62-70 | 1200 2300 4000 4000 4000 6000 8000 12000 16000
72-80 | 1300 2600 4000 4000 4000 6000 8000 12000 16000
Dealer wins by discard, the discarding player pays:
| Exponentials + Dora
Abscissa | 1 2 3 4 5 6-7 8-10 11+ Spec.
20 | XXX 2000 3900 7700 12000 18000 24000 36000 48000
22-30 | 1500 2900 5800 11600 12000 18000 24000 36000 48000
32-40 | 2000 3900 7700 12000 12000 18000 24000 36000 48000
42-50 | 2400 4800 9600 12000 12000 18000 24000 36000 48000
52-60 | 2900 5800 11600 12000 12000 18000 24000 36000 48000
62-70 | 3400 6800 12000 12000 12000 18000 24000 36000 48000
72-80 | 3900 7700 12000 12000 12000 18000 24000 36000 48000
82-90 | 4400 8700 12000 12000 12000 18000 24000 36000 48000
Non-dealer wins by self-draw, the other players pays (and
dealer pays double):
| Exponentials + Dora
Abscissa | 1 2 3 4 5 6-7 8-10 11+ Spec.
20 | XXX 400 700 1300 2000 3000 4000 6000 8000
22-30 | 300 500 1000 2000 2000 3000 4000 6000 8000
32-40 | 400 700 1300 2000 2000 3000 4000 6000 8000
42-50 | 400 800 1600 2000 2000 3000 4000 6000 8000
52-60 | 500 1000 2000 2000 2000 3000 4000 6000 8000
62-70 | 600 1200 2000 2000 2000 3000 4000 6000 8000
72-80 | 700 1300 2000 2000 2000 3000 4000 6000 8000
Non-dealer wins by discard, the discarding player pays:
| Exponentials + Dora
Abscissa | 1 2 3 4 5 6-7 8-10 11+ Spec.
20 | XXX 1300 2600 5200 8000 12000 16000 24000 32000
22-30 | 1000 2000 3900 7700 8000 12000 16000 24000 32000
32-40 | 1300 2600 5200 8000 8000 12000 16000 24000 32000
42-50 | 1600 3200 6400 8000 8000 12000 16000 24000 32000
52-60 | 2000 3900 7700 8000 8000 12000 16000 24000 32000
62-70 | 2300 4500 8000 8000 8000 12000 16000 24000 32000
72-80 | 2600 5200 8000 8000 8000 12000 16000 24000 32000
82-90 | 2900 5800 8000 8000 8000 12000 16000 24000 32000
2.3 Calculating the Exponential
Essentially, certain properties of the hand give exponentials. For each one, the number of exponential it gives is given in parenthesis. (S) denotes a special hand (i.e., gives quadruple limit). Some books may add 2 to the exponential, but then the hand score is not multiplied by four. Most exponentials can be combined with other exponentials; some supersede weaker ones; some require that the hand be closed (but not necessarily strongly closed) -- those are marked with an asterisk (); some are superseded.
2.3.1 (1) STRONGLY CLOSED HAND
A strongly closed hand (i.e., closed and won on self-draw) gives
an exponential.
2.3.2 (1*) ALL SEQUENCE (pinfu)
A hand with no tri or quad melds. This hand must be closed.
2.3.3 (1) END-LESS (tanyao)
A hand with no end cards. This hand should be closed, although
most rulesets relax the restriction.
2.3.4 (1/2*) (DIRTY) END-FULL (chan-tao)
Every meld must have at least one end card, and the pair must be
of an end card. Closure is not necessary, but if closed it
gives an extra exponent.
2.3.5 (1*) ONE SUIT DOUBLE SEQUENCE (sister sequence, ii-peikou)
Two completely identical seqs in the same suit. This hand
must be closed.
2.3.6 (1/2*) THREE SUIT SAME SEQUENCE (san-shoku-doujun)
The same numerical seq in three suits. This is worth one
multiplier if the hand if closed, but two if the hand is open.
2.3.7 (1/2*) ONE BREATH (DRAGON, ikkitsuukan, itsuu)
Three melds are composed of the tiles from 1 through 9 of the
same suit. This is worth one multiplier if the hand is closed,
but two if the hand is open.
2.3.8 (1) SPECIAL CHARS (fanpai, yakuhai)
A tri or a quad in the following give one multiplier each:
a. Any element;
b. the round wind;
c. the position wind.
A double wind gives two multipliers, accordingly.
2.3.9 (2*/1*) RIICHI (reach)
During the course of play, if a player's hand is closed and is a
ready hand, he may declare riichi on his turn. He exclaims
"riichi", positions a 1000-unit counter near his discards, discards
a tile and positions it horizontally on his discard line, and covers
his remaining (usually 13) tiles. If the discard is immediately
melded, then the player must wait until his next
turn to try again. After a successful call, he may no longer trade
any tiles in his hand during play. He may extend a tri to a quad, but
only if the set of readying tiles remains constant. A win by a player
who has declared
riichi gets a multiplier. He gets two multipliers if he has
successfully called riichi on his very first discard. (Note that
if his first discard is immediately melded, then he can never get
these two multipliers.) Finally, the riichi opponent may use the
extra dora below the normal dora.
(Incidentally, the element dora sequence is red->white->green).
2.3.10 (1*) ONE-OUT
If a player who has called riichi wins before he makes his next discard
(this includes winning on self-draw on his next turn), then he gets
an extra multiplier.
2.3.11 (1) FLOWER ON QUAD (rin-jan-kai-hou)
One multiplier when the winning tile is a result of drawing the
extra tile after completing a quad. Note that the win counts as a
self-draw win if the quad was completed in hand or by adding to a
melded tri, but counts as a discard win if the quad was melded
from another player's discard.
2.3.12 (1) QUAD STEAL ("Rob a kong", chan-kan)
This is when the winning tile is one that another player has drawn
and has attempted to add to an already-melded tri with it. As
winning takes precedence over making a quad, this is legal.
2.3.13 (1) SCOOPING THE MOON FROM THE SEA (hai-dei-rao-ie)
Winning on the last legal tile in the wall. (This changes during
quads, of course.)
2.3.14 (1) SCOOPING THE FISH FROM THE RIVERS (hou-dei-rao-yui)
Winning on the last legal discard in the game (by another player,
of course).
2.3.15 (2) DOUBLE-DOUBLE (toi-toi-hou)
No seq melds.
2.3.16 (2/3*) DIRTY ONE-SUITER (hon-itsu)
All tiles are in the same suit or a char. (I.e., two suits are
completely absent.) Two multipliers on an open hand, three
multipliers on a closed hand.
2.3.17 (2/3*) PURE END-FULL
All melds and pairs contain an end, and there are no chars.
(I.e., every meld contains at least one terminal tile.)
2.3.18 (2) THREE CLOSED TRIPLES (san-ankou)
Three melds are tris or quads and are closed. (The other meld
and
the pair need not be closed.)
2.3.19 (2) THREE QUADS (san-kantsu)
Three melds are quads, and at least one is open.
2.3.20 (3*) ONE SUIT TRIPLE SEQUENCE (ryan-peikou)
Three completely identical seqs in the same suit. This hand
must be closed. Note that the three sequences may
also be interpreted as closed tris (2.3.18) sometimes.
Some people play this as worth only 2 multipliers.
2.3.20 (2*) SEVEN PAIRS (chii-toitsu)
No melds, just seven pairs. This hand is necessarily closed, and
can be combined with exponents that are not meld-specific, such as
(2.3.16).
2.3.21 (2) THREE SUIT SAME TRIPLE (san-shoku-dou-pon)
The same numerical triple in all three suits. Some play this as
worth 3 exponentials.
2.3.22 (4) LITTLE THREE ELEMENTS (shou-sangen)
Two melds and a pair of the three elements. Technically, this is
only two exponentials -- the other two come from (2.3.8), which is
already factored in.
2.3.23 (5) DIRTY TERMINALS (hon-routou)
All tiles are ends. Technically, this is only two exponentials --
of the other three, two come from (2.3.15), one from (2.3.4) (although
there is no bonus for an weakly closed hand).
2.3.24 (5/6*) ONE-SUITER (chin-itsu)
All tiles are of one-suit. Cannot add extra suit exponentials like
(2.3.16) -- that's already counted. An extra exponential if closed.
== SPECIAL HANDS (X = sextuple limits) ==
2.3.25 (S) BIG THREE ELEMENTS (dai-sangen)
Three melds of the elements.
2.3.26 (S) LITTLE FOUR WONDERS (shou-suushi)
Three melds and a pair of the winds.
2.3.27 (X) BIG FOUR WONDERS (dai-suushi)
Four melds of the winds.
2.3.28 (S) PURE CHARS (tsu-iisou)
All chars.
2.3.29 (S) PURE TERMINALS (pure 1s and 9s, chinroutou)
All terminals.
2.3.30 (S) PURE GREEN (imperial jade, ryuu-iisou)
All tiles are "green only"; i.e., the only allowed tiles are
2 bam, 3 bam, 4 bam, 6 bam, 8 bam, and green element.
2.3.31 (SX) FOUR CLOSED TRIPLES (suu-ankou)
Four melds of tris or quads, all closed. Sextuple limit if the
winning tile is part of the pair.
2.3.32 (S) FOUR QUADRUPLES
Four melds of quads. Note that this is very difficult as the matching
tile must be drawn immediately after the fourth quad.
2.3.33 (S) THE CHARIOT
22334455667788 in one suit. (Note that this is a "seven pair"
hand AND a "double sequence" hand.)
2.3.34 (S) THE NINE LANTERNS (nine gates, chuuren-poutou)
1112345678999 in one suit, and any other tile in that suit. (Note
that any tile in the suit is meldable.)
Must be closed, according to some players.
Sextuple limit if the actual ready hand is 1112345678999
2.3.35 (SX*) PEERLESS KINGDOM (THIRTEEN ENDS, kokushi-musou)
One of each of the 13 ends, and any other end. Note that the extra
end need not be the winning tile -- but if it is, it's a sextuple limit.
2.3.36 (S*) HEAVEN (going out of the gods, tenhou)
Dealer winning without discarding on the first turn.
2.3.37 (S*) EARTH (chiihou)
Winning on dealer's first discard.
2.3.38 (S*) MAN (renhou)
Winning in the first round of discards. (Note that if turns are skipped,
then the first round is over.)
2.3.39 (?) END DISCARDS
If the game is drawn and a player has discarded NO simples, then they
win a simple limit game.
2.3.40 (S) ONE SUIT FOUR SEQUENCES
The same sequence FOUR times.
2.3.41 (S) THIRTEEN BROKEN
Thirteen tiles such that there are NO meldable tiles. Can only
be claimed in the opening deal.
2.3.42 (S) DEALER EIGHT TIMES
Winning as the dealer for eight consecutive games.
2.5 Drawn Games
When the last tile is drawn and discarded with no wins, each player shows their hand and announces whether they are ready (tenpai, one tile away from winning). The ready players must be paid a collective amount of 3000 by the non-ready players:
a. If three people are ready, then the fourth pays 1000 to each one;
b. If two people are ready, then they are paid 1500 each -- and each
of the other two pays out 1500;
c. If one person is ready, he receives 1000 from each of the others.
Obviously, if all four are in the same status, then no money is exchanged.
If the game is drawn in some other fashion besides running out, then this does not apply.
2.5.1 Ways to draw a game
a. When the tiles run out.
b. When a player is dealt nine DIFFERENT ends, he may declare a
drawn game at his FIRST turn AFTER drawing a tile. (The tile
may count as one of the nine ends.)
c. When all players discards the SAME WIND tile in the first
round, it is a draw.
d. When four players declare riichi, it is a draw.
2.6 Dealer Ante
(The books are somewhat unclear on this.) First off, a dealer may continue to be dealer as long as he wins. (If a situation such as (2.5) occurs, being ready is enough to let the dealer continue.)
For every "extra" dealer round (i.e., for every round the same person remains dealer except the initial), the dealer takes out a single 100 unit stick and places it on his right. There may be many such sticks if the dealer has played for a long time.
Once another player has won, the dealer takes these sticks back.
However, if it is a drawn game and dealership changes, then the sticks are "passed" on to the next player, who adds a stick of his own.
How exactly the
sticks function is unclear; I'll have to do some more research on this.
It seems that the points are bonus points added to the winning hand.
3. Variants
3.1 RED TILES (aka-pai)
Sometimes special "red" versions of the fives in each suit are used.
These behave exactly like dora tiles.
3.2 YAKITORI ("roast bird")
There are apparently special "yakitori" markers placed on each
players right. I don't know how these work.
3.3 UMA
???
4.0 Japanese glossary:
AGARU -- declare a win
AKA-PAI -- "red tiles" (3.1)
AN-KOU -- a closed triple
AN-KAN -- a closed quadruple
ANZENPAI -- "safe" tile (i.e., no one will win by discarding it)
BA-KAZE -- round wind (1.1)
CHAN-KAN -- quad steal (2.3.12)
CHAN-TA -- dirty end-full (2.3.4)
"CHII" -- what to call when melding a sequence
CHII -- an open sequence
CHIIHOU -- earth (2.3.37)
CHII-TOITSU -- seven pairs (2.3.20)
CHIN-ITSU -- one-suiter (2.3.24)
CHINROUTOU -- pure terminals (2.3.29)
CHON-PO -- erroneous win
CHUN -- the red element (1.1)
CHUNCHANPAI -- simples
CHUUREN-POUTOU -- nine lanterns (2.3.34)
DABU-KAZE -- double wind
DABU-RON -- see RYAN-CHANHOU
DABURU-RIICHI -- "double" riichi (2.3.9)
DAI-SANGEN -- big three elements (2.3.25)
DAI-SUUSHI -- big four wonders (2.3.27)
DAI-YAKUMAN -- special hand worth "SEXTUPLE LIMIT"
DANKI -- central (2.2.3.d)
DORA -- bonus tiles (2.4.1)
FANPAI -- special chars (2.3.8)
FUUDEI -- base score (2.2.1)
FUURO -- melding
HAI -- alternative form of "PAI"
HAI -- "the sea", i.e., the undrawn tiles
HAI-DEI-RAO-IE -- scooping the moon from the sea (2.3.13)
HAIMAN -- multiple limit
HAIPAI -- dealt hand, initial hand
HAKOTEN -- a "winning" hand with insufficient points
HAKU -- the white element (1.1)
HAN -- exponential (2.1)
HANCHAN -- "half a deal", i.e., a full game of 8 dealerships.
HANEMAN -- limit-and-a-half (2.4.2)
HATSU -- the green element (1.1)
HON-ITSU -- dirty one-suiter (2.3.16)
HON-ROUTOU -- dirty terminals (2.3.23)
HOU -- "the river", i.e., discarded tiles.
HOU-DEI-RAO-YUI -- scooping the fish from the rivers (2.3.14)
HOUJUU -- to discard a winning tile, hereby letting an opponent win
II-PEIKOU -- one suit double sequence (2.3.5)
II-SHANTEN -- ready
IKKITSUUKAN (ITTSU for short) -- one breath (2.3.7)
JANTOU -- pair
JIPAI -- char
KAMICHA -- the "previous" (left-hand) player.
"KAN" -- what to call when melding a quad
KANCHAN -- central (2.2.3.c)
KAZE -- wind (1.1)
KAZOE-YAKUMAN -- quadruple limit achieved by counting exponentials (2.4.2)
KIKENHAI -- "danger" tile (likely to lose the game)
KO -- non-dealer
KOKUSHI-MUSOU -- peerless kingdon (2.3.35)
KOU -- a triple (1.2)
KYOKU -- a dealership
MAN-KAN -- (single) limit (2.4.2)
MAN-ZU -- craks (1.1)
MENZEN -- closed hand (1.3)
MIN-KAN -- an open quadruple
MIN-KOU -- an open triple
NAN -- south wind
OTA-KAZE -- guest wind
OYA -- dealer
PAI -- tile
PEKI -- north wind
PINFU -- all sequence (2.3.2)
PIN-ZU -- dots (1.1)
"PON" -- what to call when melding a triple
PON -- an open triple
POO -- paying for everyone
REN-CHAN -- continuing dealership
RENHOU -- man (2.3.38)
RENFUU-PAI -- double wind
RIICHI -- what to call when locking one's hand on ready (2.3.9)
RIN-JAN-HAI -- the extra tile when making a quad
RIN-JAN-KAI-HOU -- flower on quad (2.3.11)
"RON" -- what to call when winning on discard
RONHOU -- winning on discard
ROUTOUHAI -- terminals
RYUU-IISOU -- pure green (2.3.30)
RYAN-CHANHOU -- two people win simultaneously
RYAN-PEIKOU -- one suit triple sequence (2.3.20)
SAIKORO -- die/dice
SAN-ANKOU -- three closed triples (2.3.18)
SANCHA -- non-dealer
SANCHAHO -- three simultaneous wins
SAN-KANTSU -- three quadruplets (2.3.19)
SANKENPAI -- element
SAN-SHOKU-DOUJUN -- three suit same sequence (2.3.6)
SAN-SHOKU-DOUPON -- three suit same triple (2.3.21)
SAN-SHOKU-DOUKO- -- three suit same triple (2.3.21)
SHA -- west wind
SHAITSU -- die/dice
SHAN-PON-TEN -- double pos (2.2.3.e)
SHIMOCHA -- the "next" (right-hand) player
SHIPAI -- shuffle/mix the tiles
SHOU-SANGEN -- little three elements (2.3.22)
SHOU-SUUSHI -- little four wonders (2.3.26)
SHUNTSU -- sequence (1.2)
SOU-ZU -- bams (1.2)
SUU-ANKOU -- four closed triples (2.3.31)
TAAPAI -- extra tiles
TAATSU -- two-sided (2.2.3.a)
TANYAO -- end-less (2.3.3)
TENBOU -- point counter
TENHOU -- heaven (2.3.36)
TOIMEN -- opposite player
TOI-TOI-HOU -- double-double (2.3.15)
TON -- east wind
TSU-HAI -- chars (1.1)
TSU-IISOU -- pure chars (2.3.28)
"TSUMO" -- what to call when winning on self-draw
TSUMORU -- winning on self-draw
URA-DORA -- extra bonus tiles for riichi hands (2.4.1)
WANPAI -- the 14 "unusable" tiles
YAKU -- winning hand
YAKUHAI -- other name for FANPAI
YAKUMAN -- quadruple limit (2.4.2)
YAOKYU -- ends
--
Wei-Hwa Huang, whuang@ugcs.caltech.edu, http://www.ugcs.caltech.edu/~whuang/
>From: whuang@ugcs.caltech.edu (Wei-Hwa Huang)
>The Scoring in Japanese Mahjong
>Rough draft
>Version 0.3, 1/27/98
Wei-Hwa,
This is awesome! Thank you thank you thank you!
I'm adding this to my growing collection of understandable info on Japanese MJ.
Thanks to you and to Alan Kwan!
Tom Sloper, Activision
Senior Producer, Shanghai
tsloper@activision.com
Actsearch@aol.com
Now available: SHANGHAI: DYNASTY -- check our website for a preview:
http://www.activision.com/games/strategy/dynasty/index.html