Mahjong Scoring Singapore

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Hayley Sweigard

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Aug 5, 2024, 12:56:27 PM8/5/24
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Whilethe basic gameplay is more or less the same throughout mahjong, the most significant divergence between variations lies in the scoring systems. Like the gameplay, there is a generalized system of scoring, based on the method of winning and the winning hand, from which Chinese and Japanese (among notable systems) base their roots. American mahjong generally has wildly divergent scoring rules (as well

Because of the large differences between the various scoring systems (especially for Chinese variants), groups of players will often need to agree on particular scoring rules before a game to eliminate possible disputes during the game. As with the gameplay, many attempts have been made to create an international scoring standard, but most are not widely accepted.


Points are obtained for a hand by matching it against various criteria, with different criteria scoring different values. Criteria can include particular melds or other tiles held, how the (winning) hand was completed, possession of various special combinations, etc. Some of these criteria may be subsets of other criteria (for example, having a meld of one dragon versus having a meld of all of them), and in these cases, only the criteria with the tighter requirements is scored. The points obtained may be translated into scores for each player using some (typically exponential) function. When gambling with mahjong, these scores are typically directly translated into sums of money paid between players.


Points and score relate to two distinct concepts - based on the points obtained in a round, and other factors, players pay each other money. Chips or similar tokens can be used instead, or a score can simply be calculated.


Each player begins the game with the same score. When settling up, in many cases only the winner is paid with the winner's gain being deducted from the three losers' scores (that is, the losers pay the winner). However, payment between players can be arranged in other ways. A common set of modifiers (for which this article will call the standard payment variations) include:


If playing with chips, there is no universal rule for the situation when a player runs out. In some circles, the match is immediately aborted, with the player furthest ahead in score declared the winner, while in others, a player out of chips continues to play without risk of further losses. Alternatively, the loser may pay cash to buy back chips from the winners and the game continues.


The general scoring modifiers apply (see above), with the point translation function being a piecewise function: a constant amount is given for scoreless hands, and the score is doubled for each point (that is, an exponential function). Because zero-point hands are common, players often play with the additional restriction that a winning hand must be of some point value, often anywhere between one and five points, with three being the most common.


When the dealer is involved in either the winning or losing side of a hand, extra tai (one plus twice the number of times the dealer has consecutively retained the dealership) are added to the dealer's winnings or losses.


In contrast, the scoring system used in the Shanghai variant is high due to the diverse number of scoring criteria and inflated values for rarer hands such as the thirteen terminals. Because of the inflated point values, there is generally a minimum point value in the Shanghai variant.


Singaporean scoring is similar to that of the Chinese Classical system but accounts for the different set of tiles used therein. Again, standard payment variations apply, although variants exist where the dealer must also pay and receive double.


The Japanese scoring system is the system that is found in many Mahjong video games. In this variation, each player begin with a start score. Usually, this number is either 25,000 or 30,000. However, it can be any agreed start value. In real tile settings, this is typically represented by a series of bars resembling elongated Chinese dominoes, in four denominations: 10,000, 5,000, 1,000, and 100. Otherwise, online the representation is simply the displayed point scores.


A side effect of the Babcock scoring system in the 1920s was that many players frequently sought after limit hands rather than hands of smaller value. Because of this, the common hands were eventually abandoned, and the only way one could win was to match a hand from a list of hands.


Today, in the American variations, players use a card that defines a small set of hands that are the only valid winning hands, with a point value given for each hand. This system is used by the two major governing bodies of Mahjong in the United States, the National Mah Jongg League and the American Mah-Jongg Association, with new cards that define the valid winning hands released annually.


Typically, each card contains scoring criteria that make references to the year the scoring cards are released. For example, the 1985 scoring hand will have hands containing "melds" of a one, nine, eight, and five of a certain suit.


Some variations may impose a scoring limit - a maximum to the number of points for a given hand. In many cases where limits exist, there may be either multiple limits, or ways to obtain multiples of a limit. In many cases where limits exist, the typical point translation function is exponential, where a constant score is assigned to points up to the first limit, and afterwards increases (often doubles) as further limits are reached. The Taiwanese system does not employ scoring limits.


A scoring limit may be more of a gambling incentive: for example, if six and nine points were scoring limits, a seven- or eight-point hand would be worth the same as a six-point hand, which may be an incentive for players to go for nine-point hands.


Many variations may also impose penalties for discards that are considered to be "high-risk" when the size of the wall is winding down. If a player wins from a high-risk discard, or goes out self-drawn after claiming a high-risk discard, the player(s) who made the high-risk discard(s) have to pay for the winner's points, and the other players are off the hook. A discard is considered risky if there were enough open melds to reveal the fact that said discard is very likely to enable completing a limit hand before it was claimed. Note that some rulesets always make the discarder pay anyway. In this case, going out self-drawn after claiming a risky discard will trigger the penalty. The intent of these rules is to punish the player who foolishly enabled the completion of the limit hand.


The Singaporean Mahjong tile system consists of 148 tiles, and is slightly different from that of other regional Mahjong tile-sets. It therefore follows that the rules of the game somewhat vary from other scoring systems in the region. The tile set is described as follows:


Points (台) are scored from the difficulty of gathering the winning hand. If monetary rewards (and losses) are involved, it is common that playing parties will agree upon a monetary value awarded to a one-point winning hand. Subsequently, for each additional point scored, this value is accordingly doubled.


There is a typical maximum scoring limit of five points, though this has to be agreed among players. This point limit (simply known as the limit), and will be used to describe the points awarded by certain tile-combinations from now on. In other words, a certain tile combination that awards the limit means that it scores the maximum number of points, as agreed upon before the game.


Furthermore, the party who is guilty of discarding the tile with which another party takes to complete a winning hand has to pay double of the agreed payout. Another situation where the winning player receives double of the agreed payout is when he draws the winning tile by himself (z-mō 自摸).


If the prevailing wind happens to coincide with your seat wind, and you manage to obtain a triplet of that wind, you score 2 points. For example, if the prevailing wind is East and a player whose seat wind is East, a triplet of East by the player will score 2 points upon Mahjong.


If there is a triplet of both the seat wind and the prevailing wind, you score 2 points. For example, if the prevailing wind is East and a player whose seat wind is South, a triplet of East and a triplet of South by the player will score 2 points (1 point for each triplet) upon Mahjong.


Note 1.1.1: One-time refers to each instance whenever any player collects any of the above. In other words, if player A collects set(c) in the current game, he will receive the payout from all other parties immediately. In the event that player A collects the same set in the next game, he will again have to be compensated as well. This compensation will take place each time any set described above is collected.


Note 1.1.2: This payout is also one-time because the player who obtains the set combination(s) will not be re-compensated for these combinations at the end of the game, regardless of the result.


Note 1.1.2.1: However, pertaining to the above, the points scored by obtaining animal tiles will still be in effect. In other words, if player A collects set(c), he will be rewarded with an instant payout. In the event that he wins that same instance of the game as well, he will have scored 5 points by virtue of having 4 animal tiles, on top of any other points that he scores with his winning hand.


Any player who collects 2 complete groups of 4 flower tiles (8 in total) scores the limit. Because of its rarity, there is a lack of agreement as to the number of points actually scored by this hand. However, in practice, this combination simply scores the maximum number of points. The game is ended as a z-mō (自摸) win for the player who collected the flower tile-set.


However, some players are notably particular regarding the above point. If any player collects the complete flower tile-set, he wins the game, but he should never reveal his hidden cards to anyone. This follows from the fact that the player has not won the game by virtue of his hidden cards, which should be the case. If the player with the complete set of flowers display his hidden hand to the rest, and it is not a hand that fulfills any winning combination, he is considered to have cheated, or zh-h (詐胡) and must instead compensate the rest of the parties. The point to note is that the player who collects the complete flower tile-set should immediately close his hidden cards and declare himself to have won the game.

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