With my MCR (Mahjong Competition Rules) group failing miserably to play regularly (or rather, it is really half-dead), my thoughts turn to whether online play would be a more sustainable way of playing MCR mahjong in a place like Singapore where it is really difficult to find interested players (whether for casual fun or for competition).
There are several online mahjong servers, but few offer MCR, most notably Mahjong Time. Mahjong Time has teamed up with the European Mahjong Association (EMA) to offer online tournaments, such as the Open European Mahjong Championship–Online (OEMC-Online) and several national online championships such as the recent Online Hungarian Mahjong Championship (OHMC). Incidentally, Mahjong Time is also teaming up with World Mahjong Limited to bring the US$1,000,000 World Series of Mahjong (WSoM) online, offering the Zung Jung ruleset to online players and organising some online qualifying events for the finals in Macau in September this year.
Online mahjong may not have the atmosphere and authentic feel that some mahjong players like, but it does offer the convenience of playing whenever one feels like playing, without having to find three other players for a game. Moreover, it offers the intrepid mahjong player a chance to play variants not usually played with friends. It is thus the case with MCR mahjong. In Singapore, it is not a common variant, with most Singaporeans playing Singapore Style, or less commonly, Hong Kong Old Style, Taiwanese mahjong, or Malaysian mahjong. Since MCR mahjong has so many patterns to learn, it is also daunting for beginners. It would come as no surprise that the take-up rate is probably quite low. Online mahjong may perhaps then offer interested players a chance to learn, play, and advance in skill, variants not common in their home regions.
As I looked at the recent reports on OHMC [1], I was surprised to find ranked third in the tournament, a Singaporean player! No doubt, there are Singaporean players interested in playing MCR mahjong. However, since it would be difficult to find like-minded players to play face-to-face/offline games, online mahjong is a solution. This is probably the same for fans of other mahjong variants, most notably riichi maajan. There are at least two well-known Japanese servers providing quality online riichi maajan: Ron2 and Tenhou.
Singaporeans are not the only ones not able to find opponents and friends to play in face-to-face environments. The winner of OHMC, JulJul (her online moniker), also could not find friends to play 'real' games with her, and she had to turn to the Internet, since MCR mahjong is not commonly played in the United States. One participant of OHMC is from India, a country where mahjong is probably not very common either, much less the MCR variant!
Considering this, I am most tempted to give Mahjong Time a try, especially with regard to the online tournaments! If I am not able to compete in real offline tournaments, at least I could try competing in online ones. The pioneering success of my Singaporean compatriot is certainly inspiring!
Notes:
1. Mahjong News had a brief report on the results of the online tournament, as well as an interview with the OHMC champion. The Online Ranking System (MORSE) on the same website revealed the nationalities of the participants of the online tournaments organised so far.
Sunday, March 09, 2008
Sunday, March 02, 2008
Singapore Style Mahjong: Pinghu
I had earlier discussed some features of Singapore Style mahjong in the previous post Mahjong, Singapore Style, namely, the use of animal tiles and immediate payouts in some situations. A third feature I consider to be important in Singapore Style mahjong is the pinghu hand (平和 Mandarin: pínghú, Cantonese: pengwoo, Japanese: pinfu). This pinghu hand is somewhat different from pinghu hands in other variants, such as Japanese riichi maajan and Cantonese/Hong Kong Old Style mahjong (HKOS), and this feature of Singapore Style mahjong will be discussed in some detail in this post, with reference to the other variants, and with some speculation on the development of this hand.
This hand is a difficult hand to learn for beginners to Singapore Style mahjong, despite its usefulness in the Singaporean game. The English name of All Sequences, or All Chows, suggests all that is needed to complete this hand is complete of four three-tile sequences and a matching pair. However, this is not the case, and the English name is just a convenient term to describe the general application of this hand. There are certain conditions required before the hand can counted as a pinghu hand in Singapore Style mahjong.
Making a pinghu hand in Singapore Style mahjong
Basically, the hand is composed of four three-tile sets of sequences or runs (顺子 Mandarin: shùnzĭ). Such sequences can be exposed or concealed; there is no requirement to have all sequences concealed like in Japanese riichi maajan. In order to declare a win with the pinghu hand, there are two main conditions: the hand has to have a multiple wait, and the eyes have to be tiles that are not a potential double.
The multiple wait refers to the number of different tiles that the hand is waiting for. This multiple wait has to be for tiles from the same suit, and can only be for two or three different tiles due to the nature of this hand. If the hand is only waiting for a unique tile (that is, only one tile can complete the hand, whether this is a closed wait, an edge wait, or a single wait), and the player wins on a discard, the hand would not be counted as pinghu. The exception to this is if the winning tile is self-drawn. However, this is not applicable to a situation where the player has a hand where he had melded four sequences leaving a concealed single tile, since this clearly does not allow a multiple wait. The reason why a player can win a self-drawn pinghu when waiting for a single tile, and not when he has only one tile left in the concealed portion of his hand, is that there are no specific rules about checking the winning tile, to see if it completes a unique wait or a multiple wait.
The eyes are the remaining pair in the hand, and have to be tiles that are not potential doubles. If these tiles can be melded as a pung, this pung should not give the player a double; this typically means that among the Honour tiles, only tiles of winds that are not the seat wind or the round wind can be used as the eyes in the pinghu hand.
Given that the pinghu hand has to be completed in a particular way, players of Singapore Style mahjong have to learn the rules correctly, although many beginners do not learn the pinghu hand correctly. These players are then most like to commit fouls when playing, a supposed one-double pinghu hand turning out to be a no-double chicken hand (the Singaporean game is usually played with a one-double minimum for winning), often an expensive mistake since the errant player has to pay the other players as a penalty.
Origin of the Singapore Style pinghu (with some speculation)
The pinghu hand is not simply a hand that has four sequences and any pair. There are certain conditions required while making the hand for it to be considered as pinghu and not any chicken hand. The Chinese term for this hand, 平和 (Mandarin: pínghé but usually pronounced as pínghú; literally a "flat or even" win), seems to indicate that this hand is very ordinary and has no value. This may seem strange to Singaporean players since the pinghu hand is worth at least one double in Singapore Style mahjong! However, we have to look at the history of mahjong development.
The style of play which predominated at the turn of the 20th century is known as Chinese Classical, and the point-scoring is more complicated than in most modern variants. Essentially, points were awarded pungs, kongs and bonus tiles (flowers etc.) as well as to pairs of certain tiles, as well as for declaring a win, or winning with a unique wait, and this counts as the basic score. Doubles are used to progressively multiply the basic score to obtain the final score. Riichi maajan retains this scoring of basic points (fu in riichi maajan) to some extent whereas variants such as HKOS and Singapore Style removed the need for such point-scoring, keeping only the doubling.
Thus, in Chinese Classical mahjong, a 'No-Score' hand can score one double for pinghu. This hand does not have any pungs or kongs, or pairs that can score basic points. This can be viewed as some form of consolation, since there are hardly any basic points to double (except for points scored for winning, and for points for bonus tiles, and a few other situations), unlike hands with pungs and kongs. The pinghu hand in Singapore Style mahjong can be analysed as a development of this Chinese Classical pinghu hand. This is the reason why the eyes cannot have tiles that are a potential double, since in Chinese Classical, such pairs (of tiles such as Dragons, Round Wind, and/or Seat Wind) score basic points.
Why the hand has to have a multiple wait is more of a mystery. According to Millington's description [1], his pinghu hand allows single waits ("filling the only place"). Of course, this may not be a standardised way to play a pinghu hand. Perhaps some players have a different view of what 'no-score' means, and this could mean points for 'filling the only place' should have been excluded as well and players therefore did not allow single waits for pinghu. In riichi maajan, this is taken even further: the winning tile cannot be for completing a pair, even if there is a multiple wait. Thus, in a sequence of 1d-2d-3d-4d, 1d and 4d can be valid waits for Singapore Style pinghu, but not for riichi maajan, as this counted as a single wait (nobetan "stretched single"). Completing the pair ("fishing the eyes") does earn some basic points according to Millington, and is considered a different situation from 'filling the only place'. The Singapore Style pinghu hand is likely to be a development from Chinese Classical, but in a way that is not exactly faithful to Millington's version.
Interestingly, the Singapore Style pinghu hand differs from other pinghu hands. In Chinese Classical mahjong, the pinghu hand is awarded one double. The pinghu hand is also awarded one double in riichi maajan and in HKOS. The Singapore Style pinghu scores one double only if the player has bonus tiles, and four if there are no bonus tiles (both flowers and animals). Given that the usual limit in Singapore Style mahjong is five doubles, a four-double pinghu hand is thus quite high-scoring. However, it is usually not easy to win a pinghu hand without drawing a bonus tile, and since there are twelve such bonus tiles in Singapore Style mahjong, the chances of drawing a bonus tile are higher.
As the structure of the pinghu hand in modern play has some precedents in Chinese Classical mahjong, the scoring for pinghu in Singapore Style mahjong could perhaps be attributed to the 'no-score' principle as well. The 'no-score' of the pinghu hand in Chinese Classical only encompasses points for pungs, kongs, and pairs of certain tiles; points for self-draw, "filling the only place", "fishing the eyes", "drawing the final tile", and bonus tiles, are allowed. The pinghu in Singapore Style mahjong seems to have gone one extra step: disallowing bonus tiles, thus reducing the basic points (that would have been counted in Chinese Classical), and in turn allow this hand to score more doubles.
Four-double pinghu and its consequence on play
The pinghu hand is generally easy to make, and a pinghu-based strategy is rather viable in Singapore Style mahjong. Players usually assess their hands at the start, to see if their hands has a good chance for a four-double pinghu, provided they do not already have drawn bonus tiles. If they did not draw any bonus tiles, and quite a few have already been exposed by the other players, they have a good chance at completing the pinghu without any bonus tiles. Once such a decision is made, players may break up pairs of Honour tiles with potential for doubles (such as Dragon tiles) and give up the chance to obtain doubles through making pungs of such tiles, since there is a more valuable hand if they pursue the four-double pinghu.
Even if they did draw a bonus tile, there is a good chance that the bonus tile carries some double (one-third of bonus tiles are animal tiles, which are worth one double for any player). This is why pinghu hands are quite common in the Singaporean game.
Players pursuing four-double pinghu are considered dangerous, and players sitting above them may play defensively, by discarding carefully to prevent chows (there is no restriction of exposed chows in Singapore Style, unlike in Japanese riichi maajan), that is, until the four-double pinghu player draws a bonus tile which reduces the danger immediately (a four-double hand to a one- or two-double hand).
The pinghu hand can be seen as a basic hand, yet it is one of the more difficult hands to learn for beginners. In the typical Singaporean game, where there is a one-double minimum for winning, the pinghu hand is commonly used to obtain the minimum, especially for players who dislike to depend on luck to obtain doubles through drawing bonus tiles. Moreover, the high score of pinghu when a player has no bonus tiles is an incentive to attempt this hand, despite the possibility of drawing a bonus tile later in the game that will reduce the score.
I hope that I have thrown some light on the pinghu hand in the context of Singapore Style mahjong through this discussion. Does this pique your interest in Singapore Style mahjong?
Notes:
1. A.D. Millington, 1993, The Complete Book of Mah-Jongg, Weidenfeld & Nicolson.
This hand is a difficult hand to learn for beginners to Singapore Style mahjong, despite its usefulness in the Singaporean game. The English name of All Sequences, or All Chows, suggests all that is needed to complete this hand is complete of four three-tile sequences and a matching pair. However, this is not the case, and the English name is just a convenient term to describe the general application of this hand. There are certain conditions required before the hand can counted as a pinghu hand in Singapore Style mahjong.
Making a pinghu hand in Singapore Style mahjong
Basically, the hand is composed of four three-tile sets of sequences or runs (顺子 Mandarin: shùnzĭ). Such sequences can be exposed or concealed; there is no requirement to have all sequences concealed like in Japanese riichi maajan. In order to declare a win with the pinghu hand, there are two main conditions: the hand has to have a multiple wait, and the eyes have to be tiles that are not a potential double.
The multiple wait refers to the number of different tiles that the hand is waiting for. This multiple wait has to be for tiles from the same suit, and can only be for two or three different tiles due to the nature of this hand. If the hand is only waiting for a unique tile (that is, only one tile can complete the hand, whether this is a closed wait, an edge wait, or a single wait), and the player wins on a discard, the hand would not be counted as pinghu. The exception to this is if the winning tile is self-drawn. However, this is not applicable to a situation where the player has a hand where he had melded four sequences leaving a concealed single tile, since this clearly does not allow a multiple wait. The reason why a player can win a self-drawn pinghu when waiting for a single tile, and not when he has only one tile left in the concealed portion of his hand, is that there are no specific rules about checking the winning tile, to see if it completes a unique wait or a multiple wait.
The eyes are the remaining pair in the hand, and have to be tiles that are not potential doubles. If these tiles can be melded as a pung, this pung should not give the player a double; this typically means that among the Honour tiles, only tiles of winds that are not the seat wind or the round wind can be used as the eyes in the pinghu hand.
Given that the pinghu hand has to be completed in a particular way, players of Singapore Style mahjong have to learn the rules correctly, although many beginners do not learn the pinghu hand correctly. These players are then most like to commit fouls when playing, a supposed one-double pinghu hand turning out to be a no-double chicken hand (the Singaporean game is usually played with a one-double minimum for winning), often an expensive mistake since the errant player has to pay the other players as a penalty.
Origin of the Singapore Style pinghu (with some speculation)
The pinghu hand is not simply a hand that has four sequences and any pair. There are certain conditions required while making the hand for it to be considered as pinghu and not any chicken hand. The Chinese term for this hand, 平和 (Mandarin: pínghé but usually pronounced as pínghú; literally a "flat or even" win), seems to indicate that this hand is very ordinary and has no value. This may seem strange to Singaporean players since the pinghu hand is worth at least one double in Singapore Style mahjong! However, we have to look at the history of mahjong development.
The style of play which predominated at the turn of the 20th century is known as Chinese Classical, and the point-scoring is more complicated than in most modern variants. Essentially, points were awarded pungs, kongs and bonus tiles (flowers etc.) as well as to pairs of certain tiles, as well as for declaring a win, or winning with a unique wait, and this counts as the basic score. Doubles are used to progressively multiply the basic score to obtain the final score. Riichi maajan retains this scoring of basic points (fu in riichi maajan) to some extent whereas variants such as HKOS and Singapore Style removed the need for such point-scoring, keeping only the doubling.
Thus, in Chinese Classical mahjong, a 'No-Score' hand can score one double for pinghu. This hand does not have any pungs or kongs, or pairs that can score basic points. This can be viewed as some form of consolation, since there are hardly any basic points to double (except for points scored for winning, and for points for bonus tiles, and a few other situations), unlike hands with pungs and kongs. The pinghu hand in Singapore Style mahjong can be analysed as a development of this Chinese Classical pinghu hand. This is the reason why the eyes cannot have tiles that are a potential double, since in Chinese Classical, such pairs (of tiles such as Dragons, Round Wind, and/or Seat Wind) score basic points.
Why the hand has to have a multiple wait is more of a mystery. According to Millington's description [1], his pinghu hand allows single waits ("filling the only place"). Of course, this may not be a standardised way to play a pinghu hand. Perhaps some players have a different view of what 'no-score' means, and this could mean points for 'filling the only place' should have been excluded as well and players therefore did not allow single waits for pinghu. In riichi maajan, this is taken even further: the winning tile cannot be for completing a pair, even if there is a multiple wait. Thus, in a sequence of 1d-2d-3d-4d, 1d and 4d can be valid waits for Singapore Style pinghu, but not for riichi maajan, as this counted as a single wait (nobetan "stretched single"). Completing the pair ("fishing the eyes") does earn some basic points according to Millington, and is considered a different situation from 'filling the only place'. The Singapore Style pinghu hand is likely to be a development from Chinese Classical, but in a way that is not exactly faithful to Millington's version.
Interestingly, the Singapore Style pinghu hand differs from other pinghu hands. In Chinese Classical mahjong, the pinghu hand is awarded one double. The pinghu hand is also awarded one double in riichi maajan and in HKOS. The Singapore Style pinghu scores one double only if the player has bonus tiles, and four if there are no bonus tiles (both flowers and animals). Given that the usual limit in Singapore Style mahjong is five doubles, a four-double pinghu hand is thus quite high-scoring. However, it is usually not easy to win a pinghu hand without drawing a bonus tile, and since there are twelve such bonus tiles in Singapore Style mahjong, the chances of drawing a bonus tile are higher.
As the structure of the pinghu hand in modern play has some precedents in Chinese Classical mahjong, the scoring for pinghu in Singapore Style mahjong could perhaps be attributed to the 'no-score' principle as well. The 'no-score' of the pinghu hand in Chinese Classical only encompasses points for pungs, kongs, and pairs of certain tiles; points for self-draw, "filling the only place", "fishing the eyes", "drawing the final tile", and bonus tiles, are allowed. The pinghu in Singapore Style mahjong seems to have gone one extra step: disallowing bonus tiles, thus reducing the basic points (that would have been counted in Chinese Classical), and in turn allow this hand to score more doubles.
Four-double pinghu and its consequence on play
The pinghu hand is generally easy to make, and a pinghu-based strategy is rather viable in Singapore Style mahjong. Players usually assess their hands at the start, to see if their hands has a good chance for a four-double pinghu, provided they do not already have drawn bonus tiles. If they did not draw any bonus tiles, and quite a few have already been exposed by the other players, they have a good chance at completing the pinghu without any bonus tiles. Once such a decision is made, players may break up pairs of Honour tiles with potential for doubles (such as Dragon tiles) and give up the chance to obtain doubles through making pungs of such tiles, since there is a more valuable hand if they pursue the four-double pinghu.
Even if they did draw a bonus tile, there is a good chance that the bonus tile carries some double (one-third of bonus tiles are animal tiles, which are worth one double for any player). This is why pinghu hands are quite common in the Singaporean game.
Players pursuing four-double pinghu are considered dangerous, and players sitting above them may play defensively, by discarding carefully to prevent chows (there is no restriction of exposed chows in Singapore Style, unlike in Japanese riichi maajan), that is, until the four-double pinghu player draws a bonus tile which reduces the danger immediately (a four-double hand to a one- or two-double hand).
The pinghu hand can be seen as a basic hand, yet it is one of the more difficult hands to learn for beginners. In the typical Singaporean game, where there is a one-double minimum for winning, the pinghu hand is commonly used to obtain the minimum, especially for players who dislike to depend on luck to obtain doubles through drawing bonus tiles. Moreover, the high score of pinghu when a player has no bonus tiles is an incentive to attempt this hand, despite the possibility of drawing a bonus tile later in the game that will reduce the score.
I hope that I have thrown some light on the pinghu hand in the context of Singapore Style mahjong through this discussion. Does this pique your interest in Singapore Style mahjong?
Notes:
1. A.D. Millington, 1993, The Complete Book of Mah-Jongg, Weidenfeld & Nicolson.
Sunday, February 24, 2008
Mahjong, Singapore Style
For the past few months, I have not been able to organise MCR mahjong sessions due to the lack of available players. Yes, the player pool is small. Still, I managed to play some mahjong during the Chinese New Year, albeit in the Singapore Style. So, this presents me an opportunity to write a little about the Singapore variant of mahjong.
There are many varieties of mahjong in Asia, each with their own local flavours and developments. Singapore, despite being a small city-state, has its own variety. There are enough techno-savvy mahjong enthusiasts of Singapore-styled mahjong to have a Wikipedia article on its scoring, Singaporean Mahjong scoring rules! Despite being quite similar to Hong Kong Old Style (HKOS) mahjong (also known as Cantonese mahjong), Singapore Style mahjong has some salient differences: the use of four animal tiles; immediate payouts for kongs, flower/animals tile pairings and some special limit hands; and a high-scoring All Chows (All Sequences) hand. There are some other differences, but these are minor details. However, since there is no central authority governing the rules of Singapore Style mahjong, some of these features discussed here may not actually be played by some groups who profess to play Singapore Style mahjong, and these groups may include rules more consistent with HKOS mahjong.
Animal Tiles
People observing a game of Singapore Style mahjong would be immediately struck by the presence of the animal tiles. These animal tiles are the cat (猫 māo), rat (老鼠 láoshŭ), cockerel (公鸡 gōngjī), and centipede (蜈蚣 wúgōng). Animal tiles are used in the same way as flower and season tiles, that is, as bonus tiles. Each animal tile obtained counts as a tai (台 Mandarin: tái) [1], and a set of all four counts as five tai, with each animal tile counting as one tai and one bonus tai given for having a full set of bonus tiles. This means that it is easy to get tai (doubles) in the Singapore variant. Often, players with poor hands and no doubles in sight would hope to obtain an animal tile, and thus able to win, albeit with a minimal score.
The animal tiles are divided into prey (rat and centipede), and predators (cat and cockerel). The situation when a prey tile and its corresponding predator tile comes together is called a bite or biting (咬 Mandarin: yăo, Hokkien POJ: kā, 'to bite'). If a player obtains a corresponding pair of prey and predator, he can collect some payment from all the other players. Strauser and Evans (1964) [2] describes a different way of using animal tiles — players with predator tiles can capture prey tiles exposed by other players. This rule as described by Strauser and Evans is not used in Singapore Style mahjong.
Immediate Payouts
Singapore Style mahjong, like many other mahjong variants, is used for small-stakes gambling, and there are immediate payouts for some situations when they occur in the game. These situations include special combination of bonus tiles (such as flower pairings, animal bitings, bonus tile kongs), kongs of suit and honour tiles, and some special limit hands. Players need not win a hand in order to collect payment, and depending on the stakes decided at the table/house, such payouts can be more profitable than hands with low scores (i.e. few tai/doubles). Typically, immediate payouts for pairings/bites/kongs is set at 2× the rate of one tai.
Singapore Style mahjong usually use flower tiles in two sets. Usually, this is depicted by numbers in two colours (red and blue) or as words (the Four Noble Plants, 梅兰菊竹 méi lán jú zhú; and the Four Seasons, 春夏秋冬 chūn xià qiū dōng), often with both numbers (one set in Arabic numerals, the other in Chinese characters) and the words for the flowers and seasons. Each player will have flower tiles corresponding to his seat. A player obtaining both is said to get a flower pairing. This is colloquially known as kau'in (from Malay kahwin 'wedding'); sometimes, players say yao or ka ('bite' in Mandarin and Hokkien respectively) instead, following the practice for animal tiles.
For animal tiles, bites occur when a player obtains a corresponding pair of prey and predator (explained above).
Kongs are situations when a player obtains four of a kind, whether for normal suit and honour tiles, or for bonus tiles. Thus a player can get payment for collecting all four tiles of a flower or animal set, in addition to the bonus double for such a lucky feat.
All flower pairings, bites, and kongs can come as exposed or concealed. The payment earned for a concealed pairing/bite/kong is double that for an exposed one. Flower pairings and bites are considered concealed when a player obtains such tile combinations in his starting hand, before any replacement of tiles; and considered exposed in all other situations. Flower and animal kongs are always considered concealed, since it is statistically difficult to obtain all four in the set in a starting hand.
Besides bonus tile combinations and kongs, there are two situations where immediate payment occurs: for the special limit hands of Big Three Dragons (大三元 dà sān yuán, often translated as Three Great Scholars) and Big Four Winds (大四喜 dà sì xĭ, often translated as Four Great Blessings).
Any player obtaining the triplet combinations defining these two special hands can declare a win, which is scores the limit (usually set at five or six doubles), without having to have the rest of the hand complete. The uncompleted portion has to be kept concealed though, since there is an option to complete the hand for a higher-scoring win (provided the players agree to play above the set limit of five or six doubles). Although this is a common rule, it is by no means universally applied in Singapore, and some players prefer that the hand is completed in order to claim the win.
The Dead Wall
Besides the use of the animal tiles, immediate payouts, and the special All Chows hand (more on this in another post), there are some other differences in the details of the rules of the gameplay. One such difference is the number of tiles in the dead wall.
The dead wall is the portion of the walls where replacements for kongs and bonus tiles are obtained. In the Chinese Classical rules, exactly sixteen tiles is counted and separate from the live wall. This dead wall is not replenishable, and used only for replacement of kongs. However, in HKOS mahjong and Singapore Style mahjong, the dead wall is replenished whenever a player draws replacement tiles after declaring flowers and kongs, such that a certain number of tiles is kept in the dead wall. For HKOS, there are fourteen tiles in the dead wall, but for Singapore Style, there are fifteen tiles (seven and a half stacks) in the dead wall.
The one extra tile in the dead wall for Singapore Style mahjong could be attributed to the inclusion of the four animal tiles, which are not found in HKOS. Thus, an increased number of playable tiles could have led to a larger dead wall, to keep the random and surprise factor more proportionate.
Do note that the actual rationale for the dead wall in the original game is not known at all, and the mahjong variants found today have different number of tiles in the dead wall (if the dead wall is played). As mentioned earlier, in Chinese Classical mahjong, exactly sixteen tiles are reserved for kong replacements only, which is the total possible number of kongs in a hand of mahjong (four per player), rare but possible! In Japanese riichi maajan, fourteen tiles are set aside for the dead wall, but there are no flowers to replace, and there is no replenishment of tiles. Moreover, only four kongs per hand are allowed, which results in a draw unless the four kongs are made by the same player. (Edit: There is indeed replenishment of the dead wall after kongs are made! Many thanks to Tina Christensen for the correction.) In other variants, there is no dead wall, and play continues until all the tiles have been drawn. The variety of rules regarding the dead wall, or the lack of a dead wall, show that the function of the dead wall is not conserved amongst the descendant variants of mahjong. There is also no consistent explanation for the function of the dead wall by authors of mahjong books.
So, in this post, two features of Singapore Style mahjong have been discussed. The All Chows hand, pinghu (平和 Mandarin: pínghú), as played in the Singaporean game, will be discussed in the next post. Hopefully, this post has not been too dry and boring!
Notes:
1. Tai is the common term for 'double', used in Singapore Style mahjong, and probably derives from Taiwanese mahjong, although the actual usage in Taiwanese mahjong is different from that in Singapore Style mahjong. The general Chinese and Cantonese equivalent is fan (番 Mandarin: fān).
2. Kitty Strauser and Lucille Evans, 1964, "Mah Jong, Anyone? A Manual of Modern Play", Tuttle Publishing. A more up-to-date and revised version with additional material by Tom Sloper was published in 2006 as "Mah Jong, Anyone?: A Manual of Western Play".
There are many varieties of mahjong in Asia, each with their own local flavours and developments. Singapore, despite being a small city-state, has its own variety. There are enough techno-savvy mahjong enthusiasts of Singapore-styled mahjong to have a Wikipedia article on its scoring, Singaporean Mahjong scoring rules! Despite being quite similar to Hong Kong Old Style (HKOS) mahjong (also known as Cantonese mahjong), Singapore Style mahjong has some salient differences: the use of four animal tiles; immediate payouts for kongs, flower/animals tile pairings and some special limit hands; and a high-scoring All Chows (All Sequences) hand. There are some other differences, but these are minor details. However, since there is no central authority governing the rules of Singapore Style mahjong, some of these features discussed here may not actually be played by some groups who profess to play Singapore Style mahjong, and these groups may include rules more consistent with HKOS mahjong.
Animal Tiles
People observing a game of Singapore Style mahjong would be immediately struck by the presence of the animal tiles. These animal tiles are the cat (猫 māo), rat (老鼠 láoshŭ), cockerel (公鸡 gōngjī), and centipede (蜈蚣 wúgōng). Animal tiles are used in the same way as flower and season tiles, that is, as bonus tiles. Each animal tile obtained counts as a tai (台 Mandarin: tái) [1], and a set of all four counts as five tai, with each animal tile counting as one tai and one bonus tai given for having a full set of bonus tiles. This means that it is easy to get tai (doubles) in the Singapore variant. Often, players with poor hands and no doubles in sight would hope to obtain an animal tile, and thus able to win, albeit with a minimal score.
The animal tiles are divided into prey (rat and centipede), and predators (cat and cockerel). The situation when a prey tile and its corresponding predator tile comes together is called a bite or biting (咬 Mandarin: yăo, Hokkien POJ: kā, 'to bite'). If a player obtains a corresponding pair of prey and predator, he can collect some payment from all the other players. Strauser and Evans (1964) [2] describes a different way of using animal tiles — players with predator tiles can capture prey tiles exposed by other players. This rule as described by Strauser and Evans is not used in Singapore Style mahjong.
Immediate Payouts
Singapore Style mahjong, like many other mahjong variants, is used for small-stakes gambling, and there are immediate payouts for some situations when they occur in the game. These situations include special combination of bonus tiles (such as flower pairings, animal bitings, bonus tile kongs), kongs of suit and honour tiles, and some special limit hands. Players need not win a hand in order to collect payment, and depending on the stakes decided at the table/house, such payouts can be more profitable than hands with low scores (i.e. few tai/doubles). Typically, immediate payouts for pairings/bites/kongs is set at 2× the rate of one tai.
Singapore Style mahjong usually use flower tiles in two sets. Usually, this is depicted by numbers in two colours (red and blue) or as words (the Four Noble Plants, 梅兰菊竹 méi lán jú zhú; and the Four Seasons, 春夏秋冬 chūn xià qiū dōng), often with both numbers (one set in Arabic numerals, the other in Chinese characters) and the words for the flowers and seasons. Each player will have flower tiles corresponding to his seat. A player obtaining both is said to get a flower pairing. This is colloquially known as kau'in (from Malay kahwin 'wedding'); sometimes, players say yao or ka ('bite' in Mandarin and Hokkien respectively) instead, following the practice for animal tiles.
For animal tiles, bites occur when a player obtains a corresponding pair of prey and predator (explained above).
Kongs are situations when a player obtains four of a kind, whether for normal suit and honour tiles, or for bonus tiles. Thus a player can get payment for collecting all four tiles of a flower or animal set, in addition to the bonus double for such a lucky feat.
All flower pairings, bites, and kongs can come as exposed or concealed. The payment earned for a concealed pairing/bite/kong is double that for an exposed one. Flower pairings and bites are considered concealed when a player obtains such tile combinations in his starting hand, before any replacement of tiles; and considered exposed in all other situations. Flower and animal kongs are always considered concealed, since it is statistically difficult to obtain all four in the set in a starting hand.
Besides bonus tile combinations and kongs, there are two situations where immediate payment occurs: for the special limit hands of Big Three Dragons (大三元 dà sān yuán, often translated as Three Great Scholars) and Big Four Winds (大四喜 dà sì xĭ, often translated as Four Great Blessings).
Any player obtaining the triplet combinations defining these two special hands can declare a win, which is scores the limit (usually set at five or six doubles), without having to have the rest of the hand complete. The uncompleted portion has to be kept concealed though, since there is an option to complete the hand for a higher-scoring win (provided the players agree to play above the set limit of five or six doubles). Although this is a common rule, it is by no means universally applied in Singapore, and some players prefer that the hand is completed in order to claim the win.
The Dead Wall
Besides the use of the animal tiles, immediate payouts, and the special All Chows hand (more on this in another post), there are some other differences in the details of the rules of the gameplay. One such difference is the number of tiles in the dead wall.
The dead wall is the portion of the walls where replacements for kongs and bonus tiles are obtained. In the Chinese Classical rules, exactly sixteen tiles is counted and separate from the live wall. This dead wall is not replenishable, and used only for replacement of kongs. However, in HKOS mahjong and Singapore Style mahjong, the dead wall is replenished whenever a player draws replacement tiles after declaring flowers and kongs, such that a certain number of tiles is kept in the dead wall. For HKOS, there are fourteen tiles in the dead wall, but for Singapore Style, there are fifteen tiles (seven and a half stacks) in the dead wall.
The one extra tile in the dead wall for Singapore Style mahjong could be attributed to the inclusion of the four animal tiles, which are not found in HKOS. Thus, an increased number of playable tiles could have led to a larger dead wall, to keep the random and surprise factor more proportionate.
Do note that the actual rationale for the dead wall in the original game is not known at all, and the mahjong variants found today have different number of tiles in the dead wall (if the dead wall is played). As mentioned earlier, in Chinese Classical mahjong, exactly sixteen tiles are reserved for kong replacements only, which is the total possible number of kongs in a hand of mahjong (four per player), rare but possible! In Japanese riichi maajan, fourteen tiles are set aside for the dead wall, but there are no flowers to replace, and there is no replenishment of tiles. Moreover, only four kongs per hand are allowed, which results in a draw unless the four kongs are made by the same player. (Edit: There is indeed replenishment of the dead wall after kongs are made! Many thanks to Tina Christensen for the correction.) In other variants, there is no dead wall, and play continues until all the tiles have been drawn. The variety of rules regarding the dead wall, or the lack of a dead wall, show that the function of the dead wall is not conserved amongst the descendant variants of mahjong. There is also no consistent explanation for the function of the dead wall by authors of mahjong books.
So, in this post, two features of Singapore Style mahjong have been discussed. The All Chows hand, pinghu (平和 Mandarin: pínghú), as played in the Singaporean game, will be discussed in the next post. Hopefully, this post has not been too dry and boring!
Notes:
1. Tai is the common term for 'double', used in Singapore Style mahjong, and probably derives from Taiwanese mahjong, although the actual usage in Taiwanese mahjong is different from that in Singapore Style mahjong. The general Chinese and Cantonese equivalent is fan (番 Mandarin: fān).
2. Kitty Strauser and Lucille Evans, 1964, "Mah Jong, Anyone? A Manual of Modern Play", Tuttle Publishing. A more up-to-date and revised version with additional material by Tom Sloper was published in 2006 as "Mah Jong, Anyone?: A Manual of Western Play".
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