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Jan 7 2014. To put together a hand that consists of 4 melds and a pair with a hand point minimum – (usually 3) Different kinds of melds Run : 3 consecutive.

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Presentation on theme: "Jan 7 2014. To put together a hand that consists of 4 melds and a pair with a hand point minimum – (usually 3) Different kinds of melds Run : 3 consecutive."— Presentation transcript:

1 Jan

2 To put together a hand that consists of 4 melds and a pair with a hand point minimum – (usually 3) Different kinds of melds Run : 3 consecutive tiles in the same suit Ex. 3, 4, 5 characters Triplet : three of a kind in the same suit Ex. 5, 5, 5 bamboo/stick Special Triplet - Kong : four of a kind in the same suit (will be explained in more detail later)

3 Determining True East True East is determined by rolling the dice twice (see demonstration) OR Seat orders are drawn with the Wind tiles, and then dice is rolled once to determined True East Opening draws Dice is rolled to determine where to begin draws, and begins with dealer drawing 4 tiles, continuing in a counter-clockwise direction until everyone has 13 tiles (Dealer begins with 14)

4 Play begins with the dealer (East) and continues in a counter-clockwise direction A player may perform one of four actions on their turn Draw – one tile is drawn from the wall Chi – last tile thrown (by preceding seat) is taken to complete a consecutive meld (run) Pong – last tile thrown (by any person) can be taken to complete a triplet meld [can be done on any discard] Kong – can complete a triplet if the fourth one is self drawn, or discarded by another player if the triplet in question is concealed, draw a tile from the end of the final wall, and discard a tile to continue play.

5 Pong has priority over Chi if two people are claiming the same tile to complete their melds Ron (win) has priority over all actions Furiten = when a player discards a tile you are waiting to Ron on, and you do not take it, you may not win off the same tile during the same round, until you draw again (includes double/triple sided wait) This prevents you from targeting specific players to win off of and ensures fairness

6 1 point If you have a corresponding flower to your seat, have all 4 flowers of the same color (2 points), or have no flower at all East = 1, South = 2, West = 3, North = 4 (changes as dealership changes) If you have a triplet, open or closed, of a dragon, or the corresponding wind to the round, of your seat (If seat = south, round = east, triplet of east and south are worth 1 point each.) (If seat = south, round = south, triplet of south is worth 2 points.)

7 1 point (pt. 2) If your entire hand is concealed (you did not chii or pong or kong any tile) Self drawing your winning tile PingHu – All 4 melds in your hand, open or closed, are RUNS, with an additional pair (e.g. 1,2,3 ball, 5,6,7; 7,8,9 man, 3,4,5 stick, pair Wests) Kong Flower – Drawing a flower from a Kong (When declaring a Kong: open/reveal the 4 tiles and draw the last tile from the last wall, and discard a tile to continue play)

8 1 point (pt. 3) Steal Kong – If a player Kongs their open triplet, and you are calling the same tile Hoi-Tei-Lao-Yu – Winning on the final discard Hai-Tei-Lao-Yue – Self-Draw win on the final tile Note: Counts as Self-Draw + Hai-Tei-Lao-Yue. (2 points) Kong Self Draw – Self-drawing on the tile drawn from a Kong

9 3 points Doi-Doi-Hu – All 4 melds in your hand, open or closed, are TRIPLETS, with an additional pair (e.g. 3,3,3 8,8,8 stick, 1,1,1 ball, 5,5,5 man, pair 9 man) Semi-Purity – All 4 melds in your hand, open or closed, are honors and another suit of your choice [your hand is void in two of: ball, stick, man] (e.g. triplet Wests, triplet Red Dragons, 1,1, 2,3,4, 7,7,7 ball) *note: This hand is worth 4 points in total: Triplet RedDragon + Semi-Purity, assuming West is not a scoring honor for the player.

10 5 points Small 3 scholars – your pair is a dragon, and have triplets of the other dragons + 2 more melds 7 points Purity – All melds, and your pair in your hand are of the same suit (one of: ball, stick, man)

11 10 points – the biggest hands (pt. 1) 13 Orphans/Terminals – 1,9 stick, 1,9 ball, 1,9 man, one of every honor, the 14 th tile is to be paired up with another terminal tile in your hand Big 4 Blessings – a Doi-Doi-Hu where your 4 triplets are the 4 direction honors, with an additional pair Small 4 Blessings – 3 of your 4 melds are triplets of 3 direction honors, + another meld and your pair the last direction honor 4 Concealed Triplets – a CONCEALED Doi-Doi-Hu that must be self-drawn if you are calling 2 different tiles. Can win off others if you are calling 1 tile for your pair

12 10 points – the biggest hands (pt. 2) All Green – your melds can only consist of Green tiles: 2,3,4,6,8 stick and Green Dragon (e.g. 2,3,4 2,3,4, 6,6,6 8,8 stick, triplet Green Dragon) Qing-Lao-Tou – a Doi-Doi-Hu in which every triplet is a 1 or 9 (e.g. 1,1,1, 9,9,9 stick, 1,1,1 9,9,9 man, 9,9 ball) 4 Kongs – a Doi-Doi-Hu where your triplets are quadruplets (Kongs), with an additional pair All Honors – a purity Doi-Doi-Hu of honors only

13 10 points (pt. 3) Nine Gates – a Purity hand of the shape: 1,1,1,2,3,4,5,6,7,8,9,9, th tile of the same suit Big 3 Scholars – 3 of your 4 melds are triplets of the 3 dragons, + another meld and a pair Humans Grace – If you can win off of an opponents first discard, if no one chiis or pongs prior to their discard Earths Grace – If you self-draw on your first draw, if no one chiis or pongs prior to your draw Heavens Grace – If the dealer self-draws on their first tile


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