Washing the Tiles.

It is necessary before going into "Washing the Tiles" to explain the meaning of "Heads." A Head is a one, nine, wind or a dragon, and a hand containing 9 or more different "Heads" on the original hand drawn from the wall entitles the player to "Wash Tiles." He calls out "no play" and exposes his hand, collecting according to the following table:

From each player

9 Heads50 points
10 Heads70 points
11 Heads100 points
12 Heads150 points
13 Heads200 points

When washing the tiles takes place, the tiles must be reshuffled and the wall built over. East Wind retains the "Cheung" (wind box) and not collecting double when he "washes tiles" does not have to pay any of the other players double when they "wash tiles." It must be remembered that in order to wash the tiles the heads must be different, that the hand must be the original 13 tiles (14 in case of East Wind) and no drawing is permitted.


BONUS SCORES

1. For Mah-Jongg or completing a hand a bonus is given and this is generally 10 points unless specially agreed upon to be so.

2. For winning hand of absolutely no scoring value than Mah-Jongg, 10 points is given as a bonus.

3. For winning tile drawn by the player himself from the last tile which may be drawn in the wall doubles the total score once (i.e., the 15th tile from the end of the wall).

4. Winning on a draw from a loose tile doubles total score once.

5. To win on first card played a bonus of half the limit hand is given. Washing cards have preference over this [wind.]

6. For completing the hand with the fourth card of an exposed set of three of a kind—for example, if a player has an exposed set of 3 of a kind and he draws or pungs the fourth tile, and if this very tile is the winning tile, he may double the total score once.


LIMIT HANDS

A player holding a winning hand of any one of the following combinations receives from each of the players the full amount agreed upon.

1. A winning hand of single heads one only of each with a pair of heads different from the rest representing the final pair.

Illustration No. 2

2. A winning hand containing sets of heads only with a pair of heads as the final pair.

Illustration No. 3

3. A winning hand of four different sets of winds and any kind of a final pair. In China this hand is called the four happinesses and superstition has it that one holding this hand has much good fortune coming to him having the four happinesses at his door.

Illustration No. 4

4. The winning hand of 3 different sets of winds with a pair of the other winds as the final pair.

Illustration No. 5

5. A winning hand made up entirely of sets of four of a kind with any pair as the final pair.

Illustration No. 6

6. East Wind winning on original draw from the wall. This [wind] has preference over washing cards. The Chinese consider this hand as a forecast of misfortunes to come.

7. A winning hand containing the 3 sets of dragons; red, green and white. In China these are known as the 3 Doctors of Literature. The inference of course being that many tiles must be turned away before these three sets can be made up just as many students in China are turned away by competitive examinations before the three best scholars are chosen to pursue their studies at the Royal Court with the title of Doctors of Literature.


SCORING VALUES

[A]Winning Hand.
Mah-Jongg10 Points
No other score in hand or on table than Mah-Jong10 Points
On TableIn Hand
Of three of a kind of 2 to 826
Of three of a kind of heads410
Of four of a kind 2 to 8 816
Of four of a kind of heads 1632
Pair of 2 to 8 punged to complete hand02
Pair of 2 to 8 drawn to complete hand04
Pair of heads punged to complete hand04
Pair of heads drawn to complete hand06
Pair of the player's own wind punged by him in his own wind round to complete hand06
Pair of the player's own wind drawn by him in his own wind round to complete hand 08
Filling a sequence in the middle on the only open end to complete handBy Chow2
Filling a sequence with both ends open by draw to complete handBy Draw4

[A] Count for winning hand only.

Other Hands On TableIn Hand
Three of a kind of 2 to 8 24
Three of a kind of heads 48
Four of a kind 2 to 8 816
Four of a kind heads 1632
One pair of a kind any dragon . . 2
One pair of own wind . .2
One pair of wind of the round . . 2
One pair of players own wind in the wind of his own wind round . . 4

EXPLANATION OF ITEMS IN THE TABLE OF SCORING VALUES

1. Pair of 2-8 punged to complete hand. A player must have four sets and a pair to win. The above scoring value is given if the pair is from 2 to 8 and if he pungs one of them to win.

2. Pair of 2-8 drawn to complete hand. This score is given as above when the player's extra pair is from 2-8, but he must match the pair by draw.

3. Pair of heads punged to complete hand. This four points is given when player pungs to match his final pair.

4. Pair of heads drawn to complete hand. This six points is given when player draws and matches his final pair.

5. Pair of player's own wind punged by him in his own wind round to complete his hand. This six points is given to a player who "pungs" to match this final pair when his final pair is his own wind and it is his own wind round.

6. Pair of the player's own wind in his own wind round drawn by him to complete his hand. This is similar to the one above except that the player draws the tile instead of punging it, thereby getting 8 points instead of 6 points.

7. Filling a sequence in the middle or on the only open end to complete hand. An example would be chowing a 6 character, have a 5 character and a 7 character, or have [the 2] and chowing the 3 (only open end).

Filling a sequence with both ends open, by draw to complete hand. An example would be, having a 7 and 8 of character and drawing a 6 or a 9. In both this and the above case when the sequence is filled by draw, it must immediately be set out face up on the table to the right of player, with the draw tile drawn on top of the other two according to the illustration.


DOUBLING HONOR SCORES

1. A set of a player's own wind doubles his total score once.

2. A set of a player's own wind in his own wind round doubles his total score twice.

3. A set of red dragons doubles his total score once.

4. A set of green dragons doubles his total score once.

5. A set of white dragons doubles his total score once.

[B]6. A hand of all one suit except winds or dragons doubles his total score once.

[B]7. A winning hand having no sequences in it doubles the total score once. This hand is known as "Tei Tei Woo" (mixed sets or no sequences) among the Cantonese Chinese.

[B]8. A winning hand entirely of one suit, doubles the total score three times.

[B] Count for winning hand only.


PENALTIES

1. In the event of a player announcing Mah-Jongg when his hand is not complete, the player making the error must pay to each of the other 3 players half of the limit. East Wind receiving full limit or paying full limit as the case may be.

2. The one discarding a tile that permits another player to win must bear the entire losses of all other players; if the player winning had any of the following four combinations of tiles exposed at the time of discarding, unless the discarder himself had two complete doubling honors and was waiting for the winning tile or was waiting for the winning tile which would give him more than two doubling honors.

1. When nine tiles or more of the same suit are exposed and the discarded tile gives a winning hand on entirely one suit.

2. When nine heads or more are exposed and the discarded tile gives a winning hand of entirely heads.

3. When two sets of dragons are exposed and the discard of the other kind of dragon gives the third set of dragon in a winning hand.

4. When three different sets of winds are exposed and the discard of the other wind gives a winning hand.

Illustration No. 8a

Example 1. Any player discarding a one or a four of dot would complete this hand and unless he had two complete doubling honors and was waiting for the winning card or was waiting for the winning card to complete his hand, with more than 2 doubling honors, he must pay the winner for all.

Illustration No. 8b

Example 2. Any player discarding a red dragon will permit this player to win and will be penalized for his recklessness by having to pay all scores, unless his own hand fulfills the requirements set out in Example No. 1.

Illustration No. 8c

Example 3. A player discarding a white dragon is liable to the penalty above mentioned, unless his own hand fulfills the requirements given above in No. 1; anyone may discard a one of dot which, though permitting the player with the above hand to win, would not bring a penalty down upon the discarder.

Illustration No. 8d

Example 4. A player discarding an East Wind would allow this player to win and would be penalized unless excepted as in the other examples. Here as in Ex. 3, a discard to the other pair, i.e., a three of bamboo, would not be penalized.

NOTE. (a) If a player has no choice in his discard; that is if he [discards] the winning dot to an all dot hand when he has only dots to discard, he is not penalized.

(b) When a penalty is imposed, all scores except that of the winning hand are canceled.


EXAMPLE OF WINNING HANDS

Note: Arrow indicates tile which completed the hand in the following Examples.

No. 1

Player is East Wind; South Wind round.

Mah-Jongg10
Three 8 character (concealed)6
Three 3 bamboo (concealed)6
Three Heads (1 dot) (concealed)10
Three 5 character (exposed)2
Pair of Heads drawn (1 character)6
40Total Score
For no sequences double once80Total Score
East Wind collects double if winning double once160From each player

No. 2

Player is North Wind in North Wind round.

Mah-Jongg10
Three of Heads (9 character) (concealed)10
Three of Heads (North Wind) (concealed)10
Three Bamboo (concealed)6
Three of Heads (Red Dragon) (exposed)4
40
For three red dragons double once80
For three of own wind in own wind round double twice160
320
For no sequence double once640

Player would collect 1280 from East Wind and 640 from other two winds. If his score 640 were over the limit he would collect double the limit from East and only the limit from South and West respectively.

No. 3

North Wind—East Wind round.

Mah-Jongg10
Three Heads (red dragon) (exposed)4
Three 7 character (exposed)2
[26]
For three red dragons double once52

Player collects 104 from East Wind; 52 from South and West.

No. 4

Player is [North Wind] in East Wind Round.

Mah-Jongg10
Three of Heads (red dragons) (exposed)4
Three of Heads (green dragons) (concealed)10
Three of Heads (nine bamboo) (concealed)10
Three of bamboo (concealed)6
Completing pair of player's own wind in his own wind round by draw8
48
For [no] sequences double once96
For three red dragons double once192
For three green dragons double once384Final Score

[Players collect] 768 from East; 384 from West and South.

No. 5

Winning hand of "Single Heads." One of the "Limit" Hands, player collecting double the limit from East and only the limit from the others.

No. 6

Winning hand containing sets of heads only; this is a "Limit Hand," winner collecting double the limit from East and only the limit from the other two players.

No. 7

Winning hand containing all three sets of dragons and any other set and pair. This is a "Limit Hand," winner collecting double from East and the limit from the other two players. In all limit hand cases, East Wind, if winner, collects double limit from All players.

No. 8

Player is South Wind in South Wind Round.

Mah-Jongg10
Three Heads (white dragons) (concealed)10
Three 4 dot (exposed)2
Three Heads (9 dot) (exposed)4
Filling sequence in middle by draw to win4
Pair of own wind in own wind round4
34Total Score
For three white dragons double once68
For all one suit except winds and dragons double once136Final Score

[Players collect] 272 from East, 136 from North and West.

No. 9

Player is East Wind in South Wind round.

Mah-Jongg10
Three 4 bamboo (exposed)10
Three 6 bamboo (exposed)2
Pair of Heads, completed by draw4
20Total Score
For all one suit double three times40
80
160Final Score

Double because East Wind collects double when winning 320 from each player.

No. 10

Player's West Wind—East Wind round.

Mah-Jongg10
Four Heads (red dragons) (exposed)16
Three 4 characters (exposed)2
Filling a sequence on the only open end4
32Total Score
For four red dragons double once64Final Score

Player collects 128 from East and 64 from West and South.


TWO AND THREE-HANDED GAMES

Three or even two may play Pung Chow, though the game is essentially a four-handed affair. It is played by two or three people in exactly the same way that it is played by four, each player building up his own side of the wall and then combining to build the fourth side.

This fourth side is regarded as the dummy wall. In the building and breaking down of the wall, East Wind acts for the dummy, throwing the dice for it whenever indicated. The three players then draw their original hand and ignore the dummy the rest of the game, playing in regular routine and omitting the dummy's turn of play.

When two play alone, each builds two sides of the wall and arrange the usual wall. Then they throw the dice, East Wind throwing for either of the two dummies, both draw their original hands and draw and discard alternately until one wins.

Of course when two or three play there is less opposition or conflict and far greater possibilities in the draw than in the four-handed game. On this account, higher scores are the rule rather than the exception, making a more exciting and entertaining game but hardly one upon which stakes could be safely set.


Table of Contents

PART I
Playing Without a Limit
Introduction[7]
Summary of the Game[9]
Description of Tiles[11]
Procedure of Play[13]
A—East Wind[13]
B—Building and Breaking the Wall[13]
C—Drawing Original Hand[16]
D—Playing the Hand[16]
E—To "Chow"[18]
F—To "Pung"[19]
Four of a Kind[22]
Mah-Jongg or Mah-Diao[24]
Settling the Scores[25]
Suggestions for Careful Playing of Hands[26]
Use of the Mandarins (Flowers and Seasons)[29]
Score Card[29]
Examples of Hands and how they are scored[32]
Illustrations of Score Settling[46]
PART II
Playing with a Limit[56]
Procedure of Play[57]
A—The limit hand[60]
B—Washing the tiles[61]
Bonus Scores[62]
Limit Hands[62]
Scoring Values[65]
Explanation of Scoring Values[66]
Doubling Honor Scores[67]
Penalties[67]
Examples of Winning Hands[70]
Two and Three-Handed Games[76]

Pung-Chow

The Game of A Hundred Intelligences

The game which is rapidly replacing bridge and other card games, as well as other forms of indoor pastimes.

Pung Chow is an American product differing from the imported sets only in the following points:

It is more pleasing to the eye and the touch.

The beautiful Oriental colors are fast and cannot rub off, even though the pieces be scrubbed with soap and water.

The pieces will not become sticky from the moisture of the hand.

Pung Chow pieces are not affected by the climate and will never work loose.

Should one or more pieces be lost they may be easily and quickly replaced.

Pung Chow is an article of beauty and quality and is practically indestructible.

Manufactured by

PUNG CHOW CO., Inc.

30 Church Street, New York City


ERRATA

[Page 24]. The concealed One of Circle in illustration 15 should be a One of Bamboo.

[Page 34]. Two points should be scored for a pair of Dragons in Example 3.

[Page 36]. In Example 7 the three Dragons completed by a pung should be exposed at right with the other three sets.

[Page 41]. Two points should be scored for a pair of Dragons in Example 14.

[Page 42]. At top of page, "Drew to complete hand" should read "Punged to complete hand."

Page 44. In [Example 18] the three Dragons completed by a pung should be exposed at right with the other three sets. In the [same example] "3 Dragons (concealed) ... 8" should read "3 Dragons (exposed) ... 4."

Page [46 and 47]. East Wind scores 480 instead of 608; West Wind scores 272 instead of 400.

[Page 47]. All Character tiles in hand of West Wind should be Bamboo tiles.

[Page 48]. Lines 19 and 21 "Eight of Bamboo" should read "Eight of Character."

[Page 49]. West Wind scores 2562 instead of 2816.

[Page 53]. In North Wind hand the three Sevens of Circles should be exposed instead of in hand.

[Page 54]. Lines 1 and 2. Read "368" instead of "304," and "184" instead of "152."

Page 72. [Example 3.] "26" and "52" should read "16" and "32" respectively. [Example 4.] Player is East Wind instead of North Wind.


Transcriber's Notes

The Errata page above is transcribed from the original text. As it is not possible to correct some of these errors without also altering subsequent entries in the scoring examples, none of the errors have been corrected in this version of the book.

Punctuation and capitalization have been normalized, and the following obvious typographical errors in the original text have been corrected:

[Page 13]. "South Wind, and the the left of" changed to "South Wind, and the left of."

[Page 15]. "if 14 in the sum" changed to "if 14 is the sum."

[Page 41]. The phrase "Double 3 times for all suit (honor)" changed to "Double 3 times for all one suit (honor)"

[Page 70]. "If he discard the winning" changed to "if he discards the winning."

[Page 72]. "For bo sequences double once" changed to "For no sequences double once."

Additionally it is noted that:

[Page 50]. The phrase "22 points apiece from North" should likely read "22 points apiece from West."

[Page 62]. The phrase "Washing cards have preference over this wind" should possibly read either "Washing cards ... this hand" or "Washing cards ... this win."

[Page 64]. The phrase "this wind has preference" should possibly read either "this hand has preference," or "this win has preference."

[Page 66]. The phrase "the 2 and chowing the 3" should likely read "the 1 and 2 and chowing the 3."

[Page 72]. The phrase "Players collect 768 from" should likely read "Player collects 768 from."

[Page 74]. The phrase "Players collect 272 from" should likely read "Player collects 272 from."

There are a number of inconsistencies between the Chapter Headings and the Table of Contents. These have not been corrected.

In Part II, the numbering of illustrations is non-continuous: there is no Illustration No. 7 in the original.