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Mahjong


Game Objective

The objective of the game is to be the first player on the table to complete a valid winning combination through the process of drawing new tiles and discarding unwanted tiles. Based on the combination a player achieves, different scores (or Fans) will be awarded to players.
The standard mahjong winning combination consists of 4 melds and 1 pair. A meld is achieved when a player forms a set of three tiles that:

  • are identical, or
  • are in running order and of the same suit (e.g. 3, 4, and 5 Dots)

 

 


A meld can also be achieved when a player forms 4 tiles. In the case of a 4-tile meld, all tiles must be identical (e.g. 4 White Dragons). Note that Melds can be formed when:

  • a player completes the meld within his row of hidden tiles
  • a player executes a Chow with an opponent's (limited to the opponent who are sitting to the player’s left) discard using 2 of his/her own tiles
  • a player executes a Pung with an opponent's discard using 2 of his/her own tiles
  • a players executes a Kong with an opponent's discard using 3 of his/her own tiles

Game Control

  1. Tile discard
    • Single left click on the tile in the discard position
    • Double left click on the tile in hand tile position
  2. Action button panel
    When actions are available to players, system will prompt the action button panel. Mouse over the action buttons will highlight the set that will be used to make the chow/pung/kong. Player may also choose not to make the action by clicking the pass button
  3. Seat wind and Prevailing wind display
    Prevailing wind, or PW, is displayed on the table wind plaque located on the middle left corner of the screen
    Seat wind, or SW, is displayed on the table wind plaque and player’s seat plaque.
  4. Flower tile display
    • Flower tiles collected during the game are displayed on the player seat plaque in the following convention
    • No Flower: The player has not received any flower tiles, and this 1 Fan will be rewarded to this player for the flower tiles if he/she wins the hand at this state.
    • Flower X 0: The player has received only non-seat/prevailing wind flower tiles, and thus no additional Fan will be rewarded to this player for the flower tiles if he/she wins the hand at this state.
    • Flower X 1: The player has received flower tiles and one of them is matching with the seat wind or the prevailing wind, and thus 1 Fan will be awarded if the player wins the hand at this state.
    • Flower X 2: The player has received flower tiles that include both the seat wind and prevailing wind flower tiles, or the player has collected one suit of flower tiles. If the player wins the hand at this state, he/she will be rewarded with 2 Fan for the flower tiles
    • Flower X 4: The player has received two suits (red and black group) of flower tiles, and thus 4 Fan will be awarded if the player wins the hand.

Game Play

  1. For the first hand, the first player sitting at the table will be the dealer, or the East seat wind. The rest of the seat winds (South, West, and North) will be determined randomly. Dealer will be rotated counter clock wise after each hand.
  2. After the seat wind is determined, tiles will be dealt to each player at the table, with East seat wind player receiving 14 tiles and other players receiving 13 tiles each
  3. The game will begin with each player replace the flower tiles (if applicable) starting with the East seat wind player (Dealer). If a flower tiles is drawn from the wall again, then it will be immediately declared and replaced.
  4. After all flowers tiles being replaced for all players, Dealer will start the game by discarding a tile.
  5. Then, unless the tile is claimed by other players for Chow/Pung/Kong/Win, each player in turn will be dealt a new tile and then asked to make a discard. This process will continue counter clock wise from seat wind East, then South, West and North.
  6. If during the play, a discarded tile is claimed by another player for Chow/Pung/Kong, then the play continue from that players (thus skipping players who has not yet made actions for this round).

Game Actions

When a tile is discarded, any player can use this tile to make a meld in his/her hand. One exception is when the action to be made is a chow, in which case, only the tile discarded by the opponent sitting to the player’s left can be used. Please refer to section below for the actions available:

  • Kong
    A kong is a set of 4 identical tiles of the same suit Concealed Kong
    A kong that is made up of all self drawn tiles.
    Unclaimed
    A kong that is made up of all self drawn tiles and not yet been claimed for the Kong bonus. Players will be prompted with the kong option every time they draws a new tile from the wall.
    Claimed
    When a new tile is picked by a player, and there are 3 of the same tiles already in players hand tiles, they will be prompted the option for a Kong. After the option is executed, a replacement tile from the opposite end of the remaining tiles will be given to the player, and continue with the regular game play process
    Exposed Kong
    A kong that is including a tile from opponent’s discard. There are two ways in which player can claim a exposed kong
    Type 1
    When a tile is discarded, and a player has 3 of the same tiles in his hand tiles, he/she will be prompted the option for a Kong. After the option is executed, a replacement tile from the opposite end of the remaining tiles will be given to the player, and continue with the regular game play process
    Type 2
    When a new tile is picked by a player, and there are 3 of the same tiles already in his exposed tiles (exposed pung), he/she will be prompted the option for a Kong. After the option is executed, a replacement tile from the opposite end of the remaining tiles will be given to the player, and continue with the regular game play process
  • Pung
    A pung is a set of three identical tiles of the same suit
    Unclaimed pung
    An unclaimed pung is the pung that is made up of all self drawn tiles
     
    Claimed pung
    A claimed pung is the pung that is including a tile from opponent’s discard. When an exposed pung is made, the meld must be revealed to other players by displaying face up on the left side of the hand tiles
  • Chow
    A chow is a sequence of 3 tiles in the same suit.
    Unclaimed chow
    An unclaimed chow is the meld that is made up of all self drawn tiles.
    Claimed chow
    A claimed chow is the meld that is including a tile from an opponent’s discard. Unlike other melds, the claimed chow can only be formed by discard of the opponent to the player’s left.

More than one player claim a discard

If there is more than one player try to act on the same discard, the priority will be:

  1. Used to complete a winning hand
  2. Used to make a kong or pung
  3. Used to make a chow

If two players try to declare the same tile to win, then the first player to the right of the discarding player wins.

Winning Combination

Please note all graphics are illustration of the winning combination or bonuses. They do not represent the only option for each type of hand. In addition, only the pattern listed in the bonus table may be added to the winning combination for additional Fan reward.

 

Type
Fan
Clarification
Big four winds
Max
This is a hand consists of pungs or kongs of all four winds. The extra pair can be consisted of any one suit. No additional bonus for pung/kong of wind tiles.
Big three dragon
Max
This is a hand consists of pungs or kongs of all three dragon tiles. The extra meld and the pair can be made of any suits. No additional bonus for the pung/kong of dragon tiles.
All green
Max
This is a winning hand consists of entirely green tiles (i.e. 2,3,4,6,8 of bamboo suit and/or green dragons).
All honor tiles
Max
This is a hand consist of entirely honor tiles. There will be no additional bonus for pung/kong of honor tiles, four concealed pungs or all pung hand.
Nine gates
Max
This is a hand consists of 1-1-1-2-3-4-5-6-7-8-9-9-9 of one suit, which makes the player can win any one of the tile in the same suits. Player must not have exposed chow/pung/kong.
Four kongs
Max
This is a hand consists of any four kongs, concealed or exposed, plus a pair.

Thirteen orphans

Max
This is a hand consists of 1 and 9 of the bamboo, dot and character suits, singles of the all honor tiles and a pair of the any above tiles. This hand is an exception to the general mahjong winning combination as it does not follow the “4 melds + 1 pair” rule.
All terminals
Max
This is a hand consists of entirely 1 and 9 of bamboo, dot and/or character suits. No additional bonus will be applied for all pung hand and four concealed pung
Four concealed pungs
Max
This is a hand consists of entirely concealed pungs or kongs and a pair.This hand must be won by self drawn.
Full flush
7
This is a hand consists of entirely a single suit of bamboo, dots or character.

Greater honors and knitted tiles

5
This is a hand consist of all 7 single honor tiles, plus the combination of 1-4-7, 2-5-8, 3-6-9 of different suits (e.g. 1-4-7 bamboos, 2-5-8 characters and 3-6-9 dots). This hand is an exception of the general mahjong winning combination as it does not follow the “4 melds + 1 pair” rule.
Little four winds
5
This is a hand consists of three pungs of winds and a pair of the fourth wind plus an extra valid meld of any pattern and any suit. No additional bonus for the pung/kong of winds
Seven pairs
4
This is a hand consist of seven pairs of any suits. This hand is an exception of the general mahjong winning combination as it does not follow the “4 melds + 1 pair” rule. No additional bonus for the concealed kong of honor tiles
Little three dragon
3
This is a hand consists of 2 dragon pungs and a pair of the third dragon. No additional bonus for the pung/kong of the dragon tiles
All pung hand
3
A hand that is made up entirely of pungs or kongs of any pattern and any pair, and must have at least one exposed pung/kong or the hand is won by discard.
One suit and honors
3
A hand that is made up entirely of only one suit plus honor tiles. The “4 melds + 1 pair” rule must still be met to qualify for the winning hand.
Mixed terminal and honors
3
A hand that is consists of 1 and 9 of bamboo, dot or character suits, and honor tiles. The “4 melds + 1 pair” rule must still be met to qualify for the winning hand.
Pure straight
3
A hand that is consists of 1-9 straight of any one specific suit. The “4 melds + 1 pair” rule must still be met to qualify for the winning hand.
Chow Hand
2
A hand that is consist only the chow of any suit, plus a pair, (this can be concealed or exposed).
Mahjong
1
This is the most basic winning combination in mahjong. A pair of tiles and four melds that contain at least one Pung and one Chow, and no Pung/Kong of Honor tiles for additional scoring.
 

Bonus

Type
Fan
Clarification
Heavenly Hand
Max
If the dealer declares a win immediately following the dealing of the hand, (supplement tiles can be played), the player will be awarded max fan during the scoring component.


Earthly Hand


Max
Only non-dealer players can qualify for an Earthly hand. They can do so by meeting one of the following conditions:
  1. Won on the first discard made by the dealer, or
  2. Won on the first self drawn tile from the wall (supplement tiles can be played)
Black group flower tiles
2
When a player collects all four black group flower tiles and wins the hand, they are awarded 2 fan during scoring.
Red group flower tiles
2
When a player collects all four red group flower tiles and wins the hand, they are awarded 2 fan during scoring.
Three kongs
2
 If a player has three kongs (concealed or exposed) of any number and any suit in the winning hand, then this player is awarded with 2 fan
Triple pungs
2
If a player has three pungs/kongs of different suits but the same number, then the player is awarded with 2 fans
Three conceal pungs
2
If a player has three concealed pungs in the winning hand, then the player is awarded with 2 fans
Pure double chow
1
Two chow of the same suit and in the same numerical sequence
Mixed triple chow
Mixed Triple Chow
1
Three chows of different suit but in the same numerical sequence
Win by Robbing a Kong
1
Winning the hand by using the tile another player used to add to an already played pung (thus make a kong).
Win by a supplement tile
1
If a player wins using a tile that is drawn from the wall to replace a flower tiles, the player receives one fan during the scoring component.
Win by a kong replacement tile
1
If a player wins using a tile that is drawn from the wall after claiming a kong, the player receives one fan during the scoring component.
Win on the Last Tile of the Wall
1
If a player wins the hand on the final tile out of the wall (self drawn), they are entitled to 1 Fan during the scoring component.
Win on the Last Discard
1
If a player wins the hand by using the final tile that was discarded by the opponent, the player is entitled to 1 Fan during the scoring component.
Self Drawn
1
If a player wins the hand by self-drawing the tile from the wall, the player gets 1 Fan.
Dependency
1
All melds are made through the chow, pung, kong and win on opponents’ discard.
Pung of dragon tiles
1
One pung of dragon tiles, can be melded or concealed
Pung of seat wind
1
A pung of the player’s seat wind
Pung of prevailing wind
1
A pung of prevailing wind corresponding to the round of play in progress
Full concealed hand
1
A winning hand completed without making any chow, pung and/or kong on opponent’s discard

 

No Terminals

 

1

The winning hand does not have pung of:
  • 1 of any suits, and
  • 9 of any suits, and
  • Honor tiles
No flower tiles
1
A winning hand that does not have any flower tiles
Flower of own wind
1
One fan will be awarded per each player’s seat wind flower he/she has drawn from the wall.
 

Game Scoring

For each winning combination and bonus, Fan will be awarded to players according to the table above. To calculate the amount of winning, Fan will be converted to points and then times the base value set at each table. Refer to the following table for fan to point conversion:

 


Fan

Point
Winner receives in points (win by discard)
Winner receives in points (win by self-drawn)
0
1
0.5+0.5+2
N/A
1
2
1+1+4
2+2+2
2
4
2+2+8
4+4+4
3
8
4+4+16
8+8+8
4
16
8+8+32
16+16+16
5
32
16+16+64
32+32+32
6
64
32+32+128
64+64+64
7
128
64+64+256
128+128+128
8
256
14128+128+512
256+256+256
 

Note the amount shown above is subject to rake deduction. Any hand that scores 8 or more Fan in a hand will follow the same calculation. However, if a table is configured to have a max payout of 6 Fan per hand, then winning hand that scores more than 6 Fan will receive the amount as in 6 Fan.

Self Drawn VS By Discard

There are two types of payments to players when a player has declared a successful win, Win by a discard or Win by self drawn. This section explains the differences between them.

When a player wins the hand by claiming the discard from his/her opponents, this is called winning by discard. When this happens, the two non-winning players who have not contributed the last discard only need to make 50% of the required payment. The player who made the final discard will need to pay 100% of the required payment plus the additional remaining payment for other non-winning players (if applicable). Here is an example:

Player A discarded a tile caused Player B to win a 2 fan hand; Player C and Player D were also playing at the table

  • 2 fan = 4 points
  • C and D each needs to pay 2 points (4*50%)
  • A needs to pay 8 points (4+4*50%+4*50%)
  • B will collect 12 points (less any rake)

When a player receives a tile that the player uses to win the hand, this is called winning by self drawn. The player will receive 1 additional Fan (as stated in the bonus scoring). All non-winning players will make equal payments according to the Fan achieved for the hand.

Time Limit and Disconnection Policy

Time limit is the time allocate to players to complete an action. This will include decision on discarding one of the hand tiles and/or choosing a set for chow/pung/kong/win. The usual time limit is set in the range of 10-15 seconds.

In the event of a disconnection, players will still have the regular decision making time to reconnect. Should they not reconnect within that period, player will automatically draw one tile, and discard that tile. This continues until the player reconnects, or until his opponent wins the hand.

Legal Disclaimer

The rule described above is meant for a broad guideline of the mahjong game play at LiveGambler. Please contact customer support if you need further help in learning mahjong basics for all of our mahjong games.

Blue Cactus Enterprises Inc. reserves the final interpretation right to this game rule, and the right to change this game rule at any time without advance notification.

Mahjong Terms

 

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