Reach Mahjong Rules |
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Ch. 6: The Score |
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The Score |
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| Now for the hard part: Scoring | Scoring is just about the most difficult part of any mahjong rules. In the Official Chinese Rules, there is a point system and a minimum amount of points. In the American version, there are certain hands decided already and points decided for each hand. Reach mahjong still uses the Base-Points x Hand-Points method. It is a little bit more complicated, but consider this: In Reach Mahjong, there are 36 types of Hands. In the Chinese Official Rules there are 85. Now which one sounds more complicated? Plus, there is a handy chart right here. That will help you keep track of your points (I promise we will make it look even nicer later). At first just print this off (click here for printable page) and use it when you are playing. Later you'll have it memorized (there are thousands of people in Japan and other places in the world who have memorized this scoring system, don't let them beat you, join them!!!). |
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| Base Points | Let's talk about Base-Points, baby... Let's talk just you and me Let's talk about all the bumps, quads, pairs and waits, that could be Let's talk about it, Let's talk about BASE |
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| Yeah! | Did you enjoy my little singing bit? Just be glad that you only had to read it on the screen and not hear me making it up just now ;-) Every time you go out on a hand you automatically get 20 Base-Points. GO YOU!! So what? Exactly. Considering the smallest bone is worth 100 points, 20 points sounds pretty worthless. So how can you get more base points? One word: GROUPS. Groups of 3 and 4 (Trips, Bumps and Quads if you forgot) are all worth Base-Points. Sometimes you can even get points for pairs. It's really quite simple and there is a really beautiful graph made by yours truly at the end to sum up all of the points. I officially give you permission to print it, frame it and hang it in your bedroom. I'll even sign it if you want (^.^) |
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| Pairs | Pairs: Pairs of value are worth points for you. If you have a pair of any Value Tiles, it's worth 2 points. If you have a Double-Valued tile, it's worth 4 points by JPML rules! (Most other organizations only award 2 points, even for double-value tiles). | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Examples of Value Pairs
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Examples of Double Value Pairs
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| Triples | A group of 3 of any Honor Tiles is worth 4 points if you complete the set from someone else by bumping and 8 points if you make it all by yourself. 1's and 9's as well! In short, all TERMINALS are worth points if you have a group of 3. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Examples of Bumped Terminals
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Examples of Concealed Terminals
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| More Trips | The numbers 2-8 are worth half as much. Can you do the math? I believe YOU can do it, so why don't you just check my answer for me: A group of 3 consisting of numbers 2-8 are worth 2 points if you complete the group from someone else and 4 if you make the group all by yourself. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Examples of Bumped Simples
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Examples of Concealed Simples
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| Quads | A group of 4 is worth four times as much as a Group of 3. That means: Concealed groups of 4 consisting of TERMINALS are worth 32. If you use someone else's help, you will only get 16 points for those. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Examples of Bumped Terminal Quads and Add-a-Quads
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Examples of Concealed Terminal Quads
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| What if your groups are made up of tiles 2-9? That's right, 8 points for barked groups and 16 points for concealed groups. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Examples of Bumped Simple Quads
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Examples of Concealed Simple Quads
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| OK, so those are 3 ways to get Base-Points. Are there anymore?? You run a hard bargain, ok, how about if I throw in some points for difficult waits? |
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| Waits | If your hand is complete except for that 1 pesky tile (e.g. you are READY), the tile that you are waiting for may be worth points. Actually, it is ONLY worth points (2, to be precise), if you are waiting for EXACTLY one tile. |
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| For Example: |
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| That about does it. What? You want more?? Ok, but this is the LAST WAY to get Base-Points. And I will need to whisper it to you: You can also get Base-Points depending on how you go out. |
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| Type of Win | If you win on a Self-Draw (meaning you pick the tile yourself), then you get 2 more base points. If your hand is entirely concealed and you get a River-Win (meaning someone else throws away your winning tile), then you get 10 more base points!! Really?! This sounds too good to be true!! What is the catch? |
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| The catch is that there are 3 exceptions to the Type of Win BP 1. Self-Drawn Peace-Hand: If your hand is a Peace Hand and you draw the winning tile yourself, it should be worth 22 Base-points (20 just for going out and 2 for Self-Drawn win). However, You will only get 20 Base-points for it. Actually, the Self-Drawn Peace-Hand is the only hand that will ever be worth the minimum 20 points. What about your hard-earned 2 points you say? Come on, 2 points is a small price to pay for Peace. 2. 7 Pairs: The 7 Pairs hand is always, Always, ALWAYS worth 25 Base-Points. 3. Self-Drawn win from the King's Tiles: If you draw your winning tile from the King's Tiles directly after declaring a Quad, you don't get to add 2 points for your Self-Drawn win. Why not, you ask? Think of it as a tax you have to pay to the King. You will have to take any further questions directly to his majesty...If you can find him. |
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| One More Thing! | This is possibly the most important part about Base Points. Once you have them all added up, always ROUND UP to the next 10-digit. For example, if you have a Concealed River Win (10), with a Single-Wait (2), add the Bonus (20) and you get 32. This number will be rounded up to 40. A Self-Draw (2) with the Bonus (20), gives you 22, which will be rounded up to 30. Don't forget this important detail like I did the first time I made the website! | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Here is a beautiful chart of all of the possible Base Points |
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| Hand Points | This is where Garthe's expertise comes into play. Again, with Hand Points, you get 2 just for going out. Whoopee!! If you think this looks like another one of those too good to be true deals, you are absolutely right. There is one catch: You have to have at least THREE Hand Points to go out. Now I know what you are thinking, you spent all that time worrying about your Base Points, that you have no time to worry about the Hand Points. That is why I want you to forget everything I just told you about Base Points. You don't need them until later. (Final scores are determined by doubling the base points once for each Hand Point, but it is much easier to just memorize the chart) |
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| So what you do is, check out Garthe's article (In Garthe's Hands) every week or so and start memorizing your Hands. Start with the 1-HP Hands first and work your way up, since those are usually easier. The chart of all hands is coming VERY SOON. You will be able to use this list to look for all of the possible Hand Points in your current winning hand. Once you've learned all the Hand Points and all the Base Points, line them up on this chart and voila! You have your score!! |
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Scoring Chart for the Non-Dealer
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Scoring Chart for the Dealer
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| Now that you know how to score, time to move on to Chapter 7: The Hands and memorize your Hand Points for the score! | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||