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Mahjong 1-on-1

 

Mahjong 1-on-1 is a popular Mahjong variant that originates from Asia. The game uses 64 tiles, with only the Dot and Honor tiles in play. The game derives from Mahjong, a 4-handed game born out of China in the middle of the 19th century. Mahjong is an immensely popular game worldwide, with especially large followings in Asia, Europe and North America. The natural evolution of the game has created multiple variations of the original, with all variations using the same basic tiles, scoring structures, and terminology. The differences in each variation are chiefly related to scoring patterns, scoring combinations, and the points (fans) afforded to these combinations.

 

 

 

Mahjong is simple, easy to learn, and is an endless source of fun and excitement. Read up on the explanations below to familiarize yourself with some of the terms used, or for a brief refresher on game play!

Game Play

  1. The first player (Player A) sitting at the table will start the game by discarding a tile.
  2. Player B decides whether to pick up the discard tile to make a Pung, Chow, Kong or Win. If yes, the player will then discard a tile. If no, Player B would receive a "fresh" tile from the wall, and then discard an unwanted tile. Note that if a Kong was made, player will receive a tile from the wall first and then asked to discard a tile.
  3. The turn continues until a player makes a winning hand.
  4. A scoring summary will be displayed indicting the winning/losing of each player. Basic Glossary

Basic Glossary

The Dot suit

                                        

From left to right: One to Nine

 

Honor Tiles - Dragon Tiles

          

From left to right: Red Dragon, Green Dragon, White Dragon

Honor Tiles - Wind Tiles

               

From left to right: East, South, West, North

Chow

Three tiles of the same suit in sequence. When the opponent discards a tile that a player can use to make a meld of three consecutive tiles, he/she can pick up this tile and lay down what is known as a Chow. A successful Chow is made up of one of the following: 1, 2, 3 or 2, 3, 4 or 3, 4, 5 or 4, 5, 6 or 5, 6, 7 or 6, 7, 8 or 7, 8, 9 of the Dot suit.

Pung

Three tiles of the same suit and rank. When the opponent discards a tile and the player has two of the exact same tiles in his/her hand, he/she can perform a Pung. A successful Pung is made up of any two identical tiles from the player's hand, in combination with a tile discarded by an opponent.

Kong

A successful Kong is made up of three identical tiles from the player's hand in combination with an identical tile, discarded by the opponent.

Exposed Kong Type 1

When a tile is discarded, and a player has 3 of the same tiles in his concealed tiles, he may declare a KONG move by clicking the KONG button. Meanwhile, the 3 concealed tiles and the discarded tile are moved to the players exposed tiles. The player then picks a replacement tile from the opposite end of the remaining tiles.

Exposed Kong Type 2

When a new tile is picked by a player, and there are 3 of the same tiles in his exposed tiles, he may declare a KONG move by clicking the KONG button. When this happens, the newly picked tile is transferred to the exposed tiles and the player will draw a replacement tile. Note, when a player performs an exposed Kong Type 2, the tile that is put in the exposed tiles is treated as a discard for that moment. Any other player can use that tile to win the game if they are able. This is called Robbing the Kong.

Concealed Kong

When a new tile is picked by a player, and there are now 4 of the same tiles in his concealed tiles, he may declare a KONG move by clicking the KONG button. The newly drawn tile and the 3 other tiles in the concealed tiles are transferred to the exposed tiles and the player will draw a new tile.

Meld

In the game, a meld is achieved when a player assembles a set of three tiles that:

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

A meld is also achieved when a player assembles 4 tiles. In the case of a 4-card meld, all cards must be identical (e.g. 4 White Dragons).

Note that Melds can be formed when:

  1. a player assembles the meld within his row of hidden tiles
  2. a player executes a Chow with an opponent's discard using 2 of his own tiles
  3. a player executes a Pung with an opponent's discard using 2 of his own tiles
  4. a players executes a Kong with an opponent's discard using 3 of his own tiles

Winning

The first player who completes a hand of four melds and a pair from 14 tiles wins the game.

Self-Drawn Win

Winning a game by completing a hand after drawing a tile from the wall

Win by Discard

Winning a game by completing a hand with a tile discarded by another player

Fan(s) and Points

Fan(s), also known as ‘doubles', are used to compute the allocation of points for each winning hand. This is because in Mahjong, every additional fan you earn doubles the amount of points you receive. For example, if you earn 3 fans, you receive 8 points. If you earn 4 fans, you receive 16 points. Earning 5 fans therefore wins you 32 points. On Kong Gaming, 6 fans is set as the limit, which means that any hand you win with 6 fans and above will be worth 64 points. See the table here for a complete breakdown:

 

Fans
Points
3
8
4
16
5
32
6 and above
64
 

Points and Payout Structures

Points are used to compute chip payouts for winning hands. Upon completion of a hand, our software will automatically multiply the winning player's points by the table's stakes for the payout figure. For example, assuming you win a hand for 3 fans (8 points) at the $1 tables, you would earn $8 worth of chips from your opponent. Similarly, if you won a hand for 5 fans (32 points) at the $5 tables, you would earn $160 worth of chips from your opponent.

Valid Winning Patterns and Value

Name
Description
Fans
Mahjong
A pair of tiles and four melds that contain at least one Pung and one Chow, and no Pung/Kong of Honor tiles
2
All Pung Hand
A hand that is made up entirely of Pungs or Kongs of any pattern and any pair
+2
All Honor Hand
A hand in which all of the player's tiles are of the Honor suit
Max
All Dot Hand
A hand in which all of the player's tiles are of the Dot suit
+2
All Chow Hand
A pair of tiles and four sets of melds in sequences
2
All Dots & All Chow & Self drawn
A combination of the All Dot Hand and the All Chow Hand, with a self-drawn winning tile
+4
All Dots & All Chow & Multiple tiles to win
A combination of the All Dot Hand and the All Chow Hand, with a winning tile discarded by another player
+4
Mixed Terminal Hand
An All Pung Hand comprising only Honor tiles, with either 1 or 9 of the dot suit, or both
+2
 

Extra Fans and Points for Winning Hands

Name
Description
Fans
Pung/Kong of Honor tiles
Each Pung or Kong or an Honor tile awards 1 Fan
+1
Little Three Dragons
2 Pungs/Kongs of Dragon tiles and a Pair of Dragon tiles
Max
Three Scholars
A winning hand with Pungs/Kongs of all Dragon tiles
Max
Little Four Winds
A winning hand with 3 Pungs/Kongs of Wind tiles and a Pair of Wind tiles
Max
Big Four Winds
A winning hand with Pungs/Kongs of all Wind tiles
Max
Win on last tile
Wins the game by picking up the last tile available to the player from the wall
+1
Win on last discard
Wins the game by picking up the last available tile discarded by the opponent
+1
Win on Kong replacement
Where the player wins with a replacement tile drawn immediately after a Kong
+1
Win by Robbing a Kong
Winning the game by using the tile an opponent uses to execute Exposed Kong Type 2. Note that only the tile used for exposed Kong type 2 can be "robbed" to win
+1
Heavenly Hand
A hand that a player can immediately declare as a win once he has been dealt all his tiles, prior to any cards being discarded. Only the first player to act in the game is eligible for this scoring pattern
Max
Earthly Hand
A winning hand that is formed from using the first discarded tile of the game. Only the player(s) not first to act is eligible for this scoring pattern
Max
 

Extra Points for Kong

Players completing a Kong of any Suit and Rank - in addition to the above rules - will receive 1 point instantly if the Kong is executed from an opponent's discard; and 2 points if it is self-drawn.

Disconnection Policy

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

 

Mahjong Terms

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