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BONUS SCORES
1. For Mah-Jongg or completing a hand a bonus is given and this is generally 10 points unless specially agreed upon to be so.
2. For winning hand of absolutely no scoring value than Mah-Jongg, 10 points is given as a bonus.
3. For winning tile drawn by the player himself from the last tile which may be drawn in the wall doubles the total score once (i.e., the 15th tile from the end of the wall).
4. Winning on a draw from a loose tile doubles total score once.
5. To win on first card played a bonus of half the limit hand is given.
Was.h.i.+ng cards have preference over this wind.
6. For completing the hand with the fourth card of an exposed set of three of a kind--for example, if a player has an exposed set of 3 of a kind and he draws or pungs the fourth tile, and if this very tile is the winning tile, he may double the total score once.
LIMIT HANDS
A player holding a winning hand of any one of the following combinations receives from each of the players the full amount agreed upon.
1. A winning hand of single heads one only of each with a pair of heads different from the rest representing the final pair.
[Ill.u.s.tration: Ill.u.s.tration No. 2]
2. A winning hand containing _sets_ of heads _only_ with a pair of _heads_ as the final pair.
[Ill.u.s.tration: Ill.u.s.tration No. 3]
3. A winning hand of four different sets of winds and any kind of a final pair. In China this hand is called the four happinesses and superst.i.tion has it that one holding this hand has much good fortune coming to him having the four happinesses at his door.
[Ill.u.s.tration: Ill.u.s.tration No. 4]
4. The winning hand of 3 different sets of winds with a pair of the other winds as the final pair.
[Ill.u.s.tration: Ill.u.s.tration No. 5]
5. A winning hand made up entirely of sets of four of a kind with any pair as the final pair.
[Ill.u.s.tration: Ill.u.s.tration No. 6]
6. East Wind winning on original draw from the wall. This wind has preference over was.h.i.+ng cards. The Chinese consider this hand as a forecast of misfortunes to come.
7. A winning hand containing the 3 sets of dragons; red, green and white. In China these are known as the 3 Doctors of Literature. The inference of course being that many tiles must be turned away before these three sets can be made up just as many students in China are turned away by compet.i.tive examinations before the three best scholars are chosen to pursue their studies at the Royal Court with the t.i.tle of Doctors of Literature.
SCORING VALUES
[A]WINNING HAND.
Mah-Jongg 10 Points No other score in hand or on table than Mah-Jong 10 Points
On Table In Hand Of three of a kind of 2 to 8 2 6 Of three of a kind of heads 4 10 Of four of a kind 2 to 8 8 16 Of four of a kind of heads 16 32 Pair of 2 to 8 punged to complete hand 0 2 Pair of 2 to 8 drawn to complete hand 0 4 Pair of heads punged to complete hand 0 4 Pair of heads drawn to complete hand 0 6 Pair of the player's own wind punged by him in his own wind round to complete hand 0 6 Pair of the player's own wind drawn by him in his own wind round to complete hand 0 8 Filling a sequence in the middle on the only open end to complete hand By Chow 2 Filling a sequence with both ends open by draw to complete hand By draw 4
[Footnote A: Count for winning hand only.]
Other Hands On Table In Hand Three of a kind of 2 to 8 2 4 Three of a kind of heads 4 8 Four of a kind 2 to 8 8 16 Four of a kind heads 16 32 One pair of a kind any dragon .. 2 One pair of own wind .. 2 One pair of wind of the round .. 2 One pair of players own wind in the wind of his own wind round .. 4
EXPLANATION OF ITEMS IN THE TABLE OF SCORING VALUES
1. Pair of 2-8 punged to complete hand. A player must have four sets and a pair to win. The above scoring value is given if the pair is from 2 to 8 and if he pungs one of them to win.
2. Pair of 2-8 drawn to complete hand. This score is given as above when the player's extra pair is from 2-8, but he must match the pair by draw.
3. Pair of heads punged to complete hand. This four points is given when player pungs to match his final pair.
4. Pair of heads drawn to complete hand. This six points is given when player draws and matches his final pair.
5. Pair of player's own wind punged by him in his own wind round to complete his hand. This six points is given to a player who "pungs" to match this final pair when his final pair is his own wind and it is his own wind round.
6. Pair of the player's own wind in his own wind round drawn by him to complete his hand. This is similar to the one above except that the player draws the tile instead of punging it, thereby getting 8 points instead of 6 points.
7. Filling a sequence in the middle or on the only open end to complete hand. An example would be chowing a 6 character, have a 5 character and a 7 character, or have the 2 and chowing the 3 (only open end).
Filling a sequence with both ends open, by draw to complete hand. An example would be, having a 7 and 8 of character and drawing a 6 or a 9.
In both this and the above case when the sequence is filled by draw, it must immediately be set out face up on the table to the right of player, with the draw tile drawn on top of the other two according to the ill.u.s.tration.
DOUBLING HONOR SCORES
1. A set of a player's own wind doubles his total score once.
2. A set of a player's own wind in his own wind round doubles his total score twice.