UN VERS TY O CALIFORNIA, SAN D.EGO
 
 LIBRARY 
 
 UNIVERSITY OF 
 CALIFORNIA 
 
 SAN DIEGO
 
 UNIVERSITY OF CALIFORNIA SAN D EGO 
 
 3 1822017193525 
 
 Central University Library 
 
 University of California, San Diego 
 Please Note: This item is subject to recall. 
 
 Date Due 
 
 NOV 8 1994 
 
 nrr 
 
 1 
 
 UCLA COL U 
 
 RECEIVFn 
 
 2QQ7 
 
 Cl 39 (7/93) 
 
 UCSDLto.
 
 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 Kxample 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 (con- 
 cealed ... 8" should read "3 Dragons (ex- 
 posed) .... 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.
 
 IV 
 
 THE GAME OF A HUNDRED 
 INTELLIGENCES 
 
 Also known as 
 
 MAH-DIAO 
 MAH-JONG 
 MAH-CHEUK 
 
 MAH-JUCK 
 and 
 
 PE-LING 
 By L. L. HARR 
 
 HARPER & BROTHERS, Publishers 
 New York and London
 
 COPYRIGHT, 1922 
 
 By L. L. HARR 
 
 Printed in the U. S. A.
 
 NOTE 
 
 MR. L. L. HARR'S skill in the game of Pung Chow has 
 been acquired through more than twenty years of inti- 
 mate contact with the business arid official circles of 
 cultured Chinese in Canton, Shanghai, Tientsin, Pekin 
 and other centers of China. Mr. Harr has enjoyed more 
 opportunity to mingle in polite Chinese society than any 
 other European or American resident I knew in China. 
 
 Mr. Harr, in consequence, was perhaps one of the 
 first foreigners who learned the game from the best 
 players in China. What is more, Mr. Harr's unusually 
 keen appreciation and enthusiasm were largely instru- 
 mental in arousing the popularity of this extraordinarily 
 fascinating Chinese game in the Western Hemisphere. 
 To use a familiar American phrase, Mr. Harr was un- 
 questionably one of the pioneers who put "PUNG 
 CHOW" on the map west of Suez. 
 
 Mr. Harr has not only brought the game to America, 
 but has written the first authoritative book on "Pung 
 Chow," based on the best modern methods of Chinese 
 play. 
 
 J. D. BUSH, 
 
 Professor of English Literature, 
 Pekin National University, 
 Pekin, China. 
 
 January, 1923.
 
 SCORE CARD 
 
 For Hands Played \Vithout a Limit 
 
 \Vinmng Hand Bonus Scores 
 
 For Mah-Jong 20 points 
 
 For no sequences in hand or on table 10 points 
 
 For no other score than Mah-Jong in hand or on 
 
 table 10 points 
 
 For winning on a draw from the loose tiles 10 points 
 
 For drawing the winning piece 2 points 
 
 For filling in the only place to win .,,*. 2 points 
 
 Combination Scores 
 
 On Table In Hand 
 (Exposed) (Concealed) 
 For 3 of a kind of twos, threes, fours, 
 
 fives, sixes, sevens or eights 2 points 4 points 
 
 For 3 of a kind of ones, nines, winds 
 
 or dragons 4 points 8 points 
 
 For 4 of a kind of twos, threes, fours, 
 
 fives, sixes, sevens or eights 8 points 16 points 
 
 For 4 of a kind of ones, nines, winds 
 
 or dragons 16 points 32 points 
 
 For a pair of any dragon or the player's 
 
 own wind 2 points 
 
 Doubling Honors 
 
 For three .(or .four) green dragons, double total score once. 
 For three (or four) red dragons, double total score once. 
 For three (or four) white dragons, double total score once. 
 For three (or four) of own wind, double total score once. 
 For having all one suit except honor pieces, 
 
 double total score once. 
 
 For all one suit, double total score 3 times. 
 
 For all honor pieces, double total score 3 times. 
 
 For winning on original hand as drawn from the wall, 
 
 double total score 3 times. 
 See page 65 for scoring values when hands are played with a limit
 
 INTRODUCTION 
 
 OUT of China has come this stately game with the lure 
 of Oriental mysticism to whet jaded appetites and 
 with possibilities for study that challenge the keenest intel- 
 ligence. 
 
 There is a mysticism about the Oriental and his mode of 
 life that challenges the imagination and induces a curiosity 
 hard to decipher. The dress of the Chinese, their strange 
 customs, their difficult language, and their apparently impen- 
 etrable mask-like faces appeal to the fancy and throw a veil 
 of mystery around even the commonplace. 
 
 The origin of this game is lost in the mist of centuries 
 past. There is, though, an oral tradition to the effect that 
 it was originated in the Court of the King of Wu, now 
 known as Ning-Po, during the year of 472 B. C. to enter- 
 tain his consort and her court ladies and to help them while 
 away the time which lay heavily on their hands. This was 
 about the time of Confucius. It is, however, known to 
 have been the Royal game, restricted to the use of Emperors 
 and their friends of the Mandarin class for two thousand 
 years. To them it was known as Pe-Ling (pronounced Bah- 
 Ling) taking its name from the "bird of a hundred intel- 
 ligences," the lark-like creature sacred in the Chinese 
 faith which now. may be seen reproduced on most Chinese 
 tapestries and embroideries. The penalty paid by one of any 
 other class for playing Pe-Ling at that time, was the loss of 
 his head. Later no one knows just when the privilege 
 of playing this wonder game was extended to the merchant 
 or middle classes and when, some 70 years ago a social
 
 uprising threatened, one of the concessions granted to calm 
 the unrest was the universal privilege of playing this game. 
 In this way was caused the confusion of names for the game 
 which exists even to-day in China; for, with the abolishing 
 of Pe-Ling, each province applied their own name and pro- 
 nunciation to the game, with the result that now we have 
 from twelve to eighteen different names, by which the game 
 is known. A few of these are Ma-Cheuk, Mah-Jong, Mah- 
 Juck, Mah-Diao and Mah-Jongg. 
 
 Fung Chow is made to withstand the climatic conditions 
 which soon destroy the article imported under the name of 
 Mah-Jongg and the other corruptions of Mah-Diao, and it 
 is the true and original Chinese game translated by the ad- 
 dition of numerals just enough to be readily understood and 
 not enough to spoil the artistry of the tiles. The addition 
 of numerals has been overdone in the marking of many of 
 the cheaper imported sets, and give the appearance of having 
 had numerals sprinkled on them regardless of where they 
 may land and permitted to stay. 
 
 The fundamentals of this game are simple and require 
 only practice to master. The science of Pung Chow must 
 in the greater part be studied out by the individual player 
 and one may spend the rest of his life in attaining to past 
 mastery in its thousand-fold intricacies.
 
 SUMMARY OF THE GAME 
 
 BEFORE going thoroughly into the details of the play- 
 ing of the game, it is better to give a general view of 
 the play and its object. 
 
 Pung Chow is played by thoroughly shuffling all of the 
 tiles face down in the middle of the table, and forming them 
 in a double-tiered, hollow square, called the wall. This wall 
 is then broken at some point determined by the dice and each 
 player draws an original hand of 13 tiles. This leaves about 
 two-thirds of the wall intact, and the rest of the play is 
 devoted to drawing and discarding from this remainder of 
 the wall ; each player improving and matching his own in- 
 dividual hand until having arranged it into four sets and 
 a pair, some player wins. A set is three of a kind, four 
 of a kind or three in a sequence. Every set has a scoring 
 value, and the players add their scores and settle after every 
 hand. A player may win with a score as low as 22 points 
 or scores may run to 380,928 points. These possibilities will 
 unfold as the following pages on the details of the play are 
 read.
 
 & 
 
 n H.I in i 
 i \v\ 
 
 \\l 
 
 N 
 
 E .^ W. 
 
 Illustration No. 1 
 
 The thirty-four different tiles and the counters 
 10
 
 DESCRIPTION OF TILES 
 
 THE game is played with 136 tiles, which are divided 
 into four distinct and separate suits. These four 
 suits are called the Bamboo. Dot, Character and Honor Suits. 
 
 
 
 The first three of these suits score equally and are ar- 
 ranged in the same manner, that is, there are 36 tiles in each, 
 numbering from one to nine, and there are four tiles of each 
 numeral. 
 
 The fourth suit, known as the honor suit, is divided into 
 three parts: the Dragons, the Winds and the Mandarins. Of 
 the Dragons, there are four apiece of three different kinds, 
 the Red, Green and White Dragons. The Winds are North, 
 South, East and West with "four tiles alike for each. The 
 Mandarins (also called Seasons, and Flowers}, are 8 in num- 
 ber, and as they are only used in limit hands, will be dis- 
 cussed later. 
 
 From Illustration No. 2 a player will see that there are 
 four of every different tile in the set, and that there are 34 
 different tiles. 
 
 11
 
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 PROCEDURE OF PLAY 
 A. EAST WIND. 
 
 Position of the players for the first game is determined by 
 a throw of the dice ; all players throw once, the one throwing 
 the highest number becoming first East Wind. In the event 
 of a tie, players tieing throw again. The player sitting op- 
 posite East Wind will be known as West Wind, to the right 
 of East Wind as South Wind, and the the left of East Wind, 
 as North Wind. The dice need only be thrown to de- 
 termine East Wind for the first game of an evening's play, 
 for if the player representing East Wind wins, or if the game 
 is a draw, he remains East Wind. If he loses, the player to 
 his right becomes East Wind, he in turn becoming North 
 Wind. 
 
 East Wind is sometimes called Banker, for he must pay 
 double stakes when he loses, and wins double stakes when he 
 wins. 
 
 West 
 
 North 
 
 South 
 
 East 
 
 Illustration No. 3. 
 Positions of Winds about Table. 
 
 B. BUILDING AND BREAKING THE WALL 
 
 Before building the wall the tiles must all be turned face 
 down on the table and thoroughly shuffled. Then each 
 player proceeds to build one side of the wall by taking 34 
 
 13
 
 of the tiles at random, and arranging them side by side in a 
 row 17 tiles long and 2 tiers high. 
 
 Illustration No. 4. 
 
 Each player then moves his side of the wall forward, the 
 four sides forming a hollow square. This represents a 
 Chinese wall or fort common in the protection of cities. 
 
 Illustration No. 5. 
 
 To find the point at which the wall is to be broken, East 
 Wind always throws the dice. The number thrown will 
 indicate the player who is to break the wall. The player 
 is found by East Wind counting around the table to the 
 right, starting with himself as "one," until he reaches the 
 number thrown which will designate the player to break the 
 wall. 
 
 14
 
 w 
 
 3-7-11 
 
 N 
 
 
 S 
 
 4-8-12 
 
 
 2-6-10 
 
 E 
 
 5-9 
 
 Illustration No. 6. 
 
 In this illustration, if East Wind threw a "7," starting 
 with himself as one, South would be 2, West 3, North 4, 
 East 5, South 6, and West 7, designating West as the player 
 to break the wall. 
 
 The player who has been designated to break the wall 
 then throws the dice to determine the exact tile at which he 
 shall break the wall, adding this throw to East Wind. This 
 sum will indicate the tile at which the wall is to be broken, 
 the player to break the wall counting the sum off from the 
 right end of his own side, i.e., if 14 in the sum of the 
 two throws, the wall will be broken by lifting out the I4th 
 tile from the right with the one under it and placing both 
 on the top of the wall to the right of where it was broken. 
 These two are called loose tiles and they mark the end of the 
 wall. 
 
 Illustration No. 7. 
 15
 
 East Wind threw "7" indicating West Wind as the wall- 
 breaker. West Wind then threw "7" designating the 14th tile from 
 the right end of his side of the wall, as the exact spot where the 
 wall was to be broken. The loose tiles are shown in correct 
 position. 
 
 C. DRAWING THE ORIGINAL HAND: 
 
 Each player then draws the 13 tiles which go to make up 
 his original hand. East Wind starts the drawing by taking 
 the first four tiles (2 blocks of 2 each) at the beginning of 
 the wall, the player on his right the next four and so on 
 around the table three times which will give each player 12 
 tiles. Then one tile apiece is drawn in regular order giving 
 every player 13 tiles, except East Wind who draws an extra 
 tile as he must make the first discard. 
 
 D. PLAYING THE HAND: 
 
 Each player then takes his original hand and arranges it to 
 suit his own convenience. It is advised, however, that he 
 
 Illustration No. 8. 
 
 The wall after the original hands have been drawn. 
 Wall showing draw. 
 
 16
 
 arrange it in suits in order to see at a glance, the value of 
 any one tile to his hand in the drawing and discarding of 
 which the rest of the game consists. 
 
 When the hands have been arranged, East Wind starts the 
 play by discarding any tile in his hand, face up in the center 
 of the table. It is because of this first discard that he drew 
 an extra tile. The play then goes to the right, it becoming 
 the turn of South Wind to draw the next tile in the wall 
 and discard any one he may choose. West Wind then draws 
 and discards and so on around the table, constantly in a 
 counter clockwise direction. 
 
 The players during this drawing and discarding are grad- 
 ually improving their hands, and matching them into four 
 sets and an extra tile, a set being three of a kind, four of a 
 kind, or three in a sequence. 
 
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 ^ /^ /?^ <<&. 7T k 
 
 ViV; ! 
 
 V - 1 " '" '^ /^ 
 
 'III HI KI Hf 
 
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 Illustration No. 9. 
 
 Examples of 
 Three of a kind Four of a kind Three in sequence 
 
 When a player accomplishes this, he must only match the 
 extra tile forming a pair and thus, completing his hand, having 
 four complete sets and a pair. He announces "Mah-Jongg" 
 
 17
 
 wins, the game is over, the scores are settled and the wall 
 built up for the next game. 
 
 m 
 ) > 
 
 gi'ov v?v 
 @g M e c - 
 ' IM ; 
 
 Illustration No. 10. 
 Several completed hands 
 
 As completing a hand entirely by draw from the wall 
 would be a difficult task, the players are permitted to make 
 use of any discard, as it is discarded, provided they have the 
 required tiles already in their hand as explained below in 
 "Chow" and "Pung." 
 
 E. To CHOW: 
 
 A player having two tiles in his hand which, together with 
 the tile just discarded by the player before him (to his left), 
 would form a sequence or run of three, may by announcing 
 "Chow" pick up the discard, add it to the two in his hand, 
 and place the three in sequence face up on the table to the 
 right of his hand. This appropriating the discard serves as 
 
 18
 
 the players draw and he must then discard and the play goes 
 on in the usual manner. 
 
 For example: If one has a 5-6 of character and the player 
 preceding him discards either a 4 or a 7 of character, he may 
 "Choiv" the tile, and discard; or ignore it and draw from 
 the wall and discard, in hopes of building a better hand, as 
 often will be found advisable. 
 
 The main point to be remembered in "Choii'ing" is that a 
 player may "Chow" only in his regular turn, i. e., he may 
 "Chow" only tiles discarded by the player to his left and then 
 only when he has the other two tiles in his hand to form the 
 sequence. Sequences can only be built up in sets of three. 
 
 
 
 "- 
 
 -? 
 
 3 \ Tf ' 
 
 Illustration No. 11. 
 
 In this illustration the player having a 4 and 6 of character in 
 his hand has "chowed" the 5 character which the player to his 
 left discarded and after setting out his sequence, discards himself, 
 leaving the usual 13 tiles in his hand. 
 
 F. To Puxc: 
 
 A player may also appropriate another player's discard to 
 fill a set of three of a kind or four of a kind by announcing 
 "Pung." In order to do this, the player must have a pair, 
 or three of a kind in his hand to match with the discard, thus 
 completing three or four of a kind, which he places, as in the 
 case of a "Choiv" to the right of his hand, face up on the 
 table. For example: A player having a pair or three fives 
 of the character suit, may pung when another player dis- 
 
 19
 
 cards a five character, expose his set and discard, the play 
 going on in the regular direction from him. 
 
 It is not necessary for it to be the player's turn to draw 
 in order to "Pung" as it is in the case of a "Chow." A play- 
 er having a pair similar to a tile discarded, may announce 
 "Pung" and appropriate the tile, regardless of who discarded 
 it and of whose turn it is to draw. Also after a player 
 "Pungs" and discards, the play goes on from him to the right. 
 It can be seen that due to pung'mg one or even two players 
 are liable to lose their turn. 
 
 Illustration No. 12. 
 
 In this illustration, East played in regular turn and South drew 
 the 9 character, which, having no use for, he discarded. East 
 having a pair of nines character in his hand "Punged," completing 
 the set and causing West and North Winds to lose their turns. 
 East then exposed his set of nines next to the sequence of three 
 he had previously chowcd and exposed, discarded and play went on 
 in the usual routine, North drawing and discarding. 
 
 There are a few rules applying to the "Chow" and "Pung." 
 They are as follows : 
 
 1. All tiles must be "punged" or "chowed" as they are 
 discarded; for a tile discarded by a player and allowed 
 to remain in discard until the next player discards, be- 
 comes "dead" and cannot be touched during the rest 
 of the game. 
 
 2. It has been stated that one cannot "pung" unless it 
 makes up three or four of a kind. This is true with 
 one exception. In the case: when a tile will complete 
 
 20
 
 a player's hand allowing him to "Mah-Jongg," the tile 
 may be punged. Example: A player with four sets 
 and an odd tile may pung a tile which matches his odd 
 one. The rule is that "a player may at any time 
 "Pung" a discard ichicti ii'ill complete his hand and 
 allow him to Mah-Jongg. 
 
 3. The denomination and suit of each tile must be an- 
 nounced as it is discarded, a player discarding a 3 of 
 character, announcing 3 character, to prevent confu- 
 sion of a player who may be studying his hand. This is 
 more of a courtesy of 'the game, than a rule. 
 
 4. A "Pung" has precedence over a "Chow" and if one 
 player can pung the same discard that another player 
 can chow, the former has the right to appropriate the 
 tile. 
 
 5. If a player can pung a discard which will complete his 
 hand and another player can pung the same discard to 
 complete a set, the former has the right to take the 
 discard. 
 
 6. If two players pung the same tile to complete their 
 hands, the precedence is given to the player claiming 
 the tile nearest to the discarder in a counter-clockwise 
 direction around the table. 
 
 21
 
 FOUR OF A KIND: 
 
 Before speaking of "four of a kind," it is better to give the 
 reason for exposing a set made up of a pair and a punged dis- 
 card, and make clear at the same time, what is to be done 
 when three of a kind are completed by draw. 
 
 A set made up of a pair and a punged discard must be 
 "exposed" by setting it out face up, on the table to the right 
 of the players' tiles, first, to show to the other players that 
 he had the required pair, which gave him the right to ap- 
 propriate the discard, and secondly, to separate the set from 
 those completed entirely by draw from the wall. Sets com- 
 pleted by help of an appropriated (punged) discard, have 
 only one-half the scoring value of exactly the same sets, com- 
 pleted by draw from the wall and kept in the hand. 
 
 Thus there are many advantages in drawing the third tile 
 to complete a set of three of a kind when compared to "pung- 
 ing" the same, for in the former case, the set has twice as 
 much scoring value, they are kept concealed in the hand and 
 the opponents can only guess as to how nearly complete a 
 concealed hand may be. A concealed set is counted as one 
 of the four sets required to win, just as an exposed set would 
 be, and a player having a set of three of a kind concealed 
 has very good chances of filling it and thus forming four 
 of a kind which counts a great deal higher. 
 
 A player may complete a set of four of a kind either by 
 draw from the wall or "punging" an opponent's discard, if 
 he has three of a kind already in his hand. In either case he 
 must place the completed set on the table to the right of his 
 tiles; all four face up if he "punged" the fourth, the two 
 end tiles face down if he has "drawn" the fourth. 
 
 22
 
 The player must immediately draw a "loose tile" (one of 
 the two tiles on top of, and marking the end of the wall). 
 Usually the one farthest from the end is taken, the one on 
 the end moved up, and replaced by a tile from the end of 
 the wall itself. 
 
 The "loose tile" was drawn because every time a player 
 completes a set of four of a kind, he causes the rest of his 
 hand to be one tile short. This must be made up every time 
 four of a kind is rilled by an extra tile drawn from the "loose" 
 tiles. 
 
 . (& 
 
 II 1,1 
 II I E I 
 
 
 Illustration No. 13. 
 
 In this illustration the player had three one dots in his hand 
 when one of the opponents discarded the fourth one dot. This 
 player "pungcd" it, matched the four of a kind, exposed them, 
 drew a "loose tile" and discarded. 
 
 RSi si 
 55 
 
 Illustration No. 14. 
 
 In this illustration the player had three one dots in his hand 
 
 23
 
 and drew the fourth in his regular turn to draw. This set counts 
 in scoring as much as it would in his hand but must be exposed in 
 order to draw the "loose tile." Therefore the end tiles are turned 
 down to show that in counting the score that the set is counted as 
 if it were held in the hand. 
 
 I *> "Slip.!*' V >> 
 
 Illustration No. 15. 
 
 In this illustration the player has one set of 3 one dots punged 
 and completed, and is now trying to match up the rest of his hand. 
 If another player discards a one dot he cannot touch it and must 
 let it go by. However, if he draws the fourth one dot himself, 
 he may add it on to his set of 3, draw a loose tile and discard 
 as usual. As can be seen from the last three illustrations, the 
 rule in the case of four of a kind is as follows : 
 
 In any set which a player may have exposed on the table 
 there must not be more than (l) punged tile. 
 
 A player having three of a kind in his hand may pung the 
 fourth when it is discarded or having three of a kind on the 
 table and drawing the fourth may add it to his 3 exposed 
 tiles. The rule, however, bars him from appropriating some 
 one else's discard to make a fourth for an exposed set of three 
 of a kind because in order to appropriate this discard he would 
 have to pung it. This he has not the privilege of doing, 
 because he already must have one "punged" tile in his ex- 
 posed set or it wouldn't be exposed. 
 
 MAH-JONIGG OR MAH DIAO 
 
 As has been mentioned before when a player has matched 
 his hand into four (4) sets and by a draw or a pung lias 
 mated the final pair he wins and announces "Mah-Jongg" 
 or "Mah-Diao" (Dee-O), either being correct and in com- 
 mon usage, the latter being the most logical because of its 
 
 24
 
 English translation "mating the pair." A player must at 
 all times during the game have thirteen (13) tiles, his draw 
 every round momentarily giving him fourteen (14), his dis- 
 card leaving him the thirteen (13). Then for every four 
 of a kind that he fills he should have an extra tile in his 
 hand on account of the extra loose tile draw. 
 
 Thus one is able at any time during the game to check 
 his hand and ascertain whether or not he has the correct 
 number of tiles in it. If he has not sets of four of a kind 
 he should have thirteen tiles in his hand. If he has one 
 set of four of a kind he should, have fourteen tiles in hi? 
 hand, two sets of four of kind 15 tiles, and so on. 
 
 If, at any time during the game, a player has an incor- 
 rect number of tiles in his hand, it becomes "dead." He 
 must continue drawing and discarding, but when the scores 
 are settled his score does not count and therefore he must 
 pay all players. His only chance lies in endeavoring to 
 prevent the other players from completing their hands, by 
 holding the tiles which he believes they need and thus caus- 
 ing a draw game. 
 
 SETTLING THE SCORES 
 
 When the first player to complete his hand calls "Mah- 
 Jongg" the game is ended, and all players expose their hands 
 and count up their scores. The winner of the game collects 
 full value of his score from each of the other players and 
 throwing his hand into the discard is thru for that game. 
 
 The remaining three players then settle among them- 
 selves the difference of their scores, the high hand of the 
 three collecting the difference between his score and each 
 of the remaining two players. Then throwing his hand into 
 
 25
 
 the discard, leaves the remaining two to settle their scores, 
 the highest hand of which collects the difference. 
 
 It must be remembered here that East Wind (or banker) 
 pays or collects double, if he loses or wins. 
 
 Scores are most conveniently settled by the use of the 
 counters which are furnished with the sets. These are 
 spotted to denote different denominations and at the end of 
 every hand the actual scores or differences in scores are 
 settled between players by the exchange of these counters. 
 There are several styles of counter sets. The one in most 
 common usage contains counters valued as follows: 
 
 ---<* 
 
 Points 
 
 I Gold dot 1 ,000 
 
 5 Black dots 500 
 
 1 Black dot 100 
 
 10 Red dots 10 
 
 2 Red dots 2 
 
 SUGGESTIONS FOR CAREFUL PLAYING OF 
 HANDS 
 
 In a game of this nature where every hand is different 
 from the preceding one and so much depends on the draw, 
 it is very hard to lay down any specific rules of how it 
 should be played. There are, however, a few points which 
 would help if kept in mind during the play. A player 
 should study his original hand and after the first few draws 
 and discards form a general plan of what he is going to 
 try and fill in his hand and decide on how high a score 
 he will have a good chance of making. This will be de- 
 cided by: 
 
 26
 
 1. The condition of his own hand. 
 
 2. The discards of the other three players. 
 
 If he has an exceptionally strong hand in any one suit 
 he will play for that suit regardless of the other players. 
 If he has a well-divided hand, by watching the other players' 
 discards, he will be able to form a fairly good opinion of 
 what they are doing with their hand. 
 
 After judging his hand, visualizing the sort of hand that 
 he is to try to fill, he should use his own judgment in 
 drawing and discarding, constantly watching his own hand 
 for opportunities and his opponents' discards for disclosures, 
 and upon the slightest suspicion that one of these opponents 
 is nearing the completion of his hand, should immediately 
 forego any thoughts of a higher hand himself and seek to 
 complete his own hand as quickly as possible. 
 
 Summing this up ; a player should plan and play to win 
 at all times with as high a hand as possible, then as the 
 wall grows shorter and the probability of one of the op- 
 ponents completing his hand grows larger, the player should 
 reconsider, and 
 
 1. If he has at that stage an exceptionally good hand 
 which will win back for him from the other two players 
 that which he loses to the winner, should go on improving 
 his hand and take the chance of another player winning. 
 
 2. If he has just an ordinarily good hand he should 
 stop playing to improve his hand and start to complete it as 
 quickly as possible, i. e., form sequences and mix suits, in 
 order to win before the other players and save himself. 
 
 27
 
 3. If his hand has not improved at all or very little 
 since the beginning of the game and he has small chance of 
 completing his hand in any way before some other player 
 does, his only plan is to hold the tiles which he thinks would 
 help the other players and discard only those which he 
 is sure they will not pung. These tiles can be ascertained 
 by carefully searching the discards in the center of the table 
 and the sets already exposed by the other players. By play- 
 ing this way he may be able to cause the game to be a draw. 
 
 There are a few other points which are taken up in the 
 last four layouts in Part I. 
 
 28
 
 USE OF THE MANDARINS 
 
 (Flowers and Seasons) 
 
 The Mandarins, also called Flowers and Seasons, are 
 eight in number, two for each of the four winds. They 
 may be eliminated from the set and are not usually used in 
 the play, as they add a large element of chance into the 
 game. 
 
 If they are used, each side of the wall is increased by 
 two tiles, making each side a double tiered row of 18 tilet 
 side by side. 
 
 Then, if a player draws one of his own wind mandarins. 
 he exposes it on the table and draws a "loose tile," the 
 mandarin of his own wind permitting him to double his 
 score once. If then he draws the other mandarin of hi* 
 own wind he repeats the above process and may double his 
 total score again. Where "Seasons and Flowers" are used 
 instead of mandarins the numbers on them, I, 2, 3 and 4, 
 represent East, South, West and North winds respectively. 
 The red numbers are the "Seasons" and the green numbers 
 are the "Flowers" They are used exactly as are the man- 
 darins, i. e., One's own "Season" will double the value of 
 his hand, as will his own "Flower." Both of them will 
 double the value twice. 
 
 SCORE CARD 
 
 It will be seen at a glance that the scoring values are 
 divided into three parts. First, the bonus scores which only 
 the winner can use; secondly, the combination scores which 
 
 29
 
 all four players can use; finally the doubling honors which 
 all four players may use, so it is that in settling the scores 
 the winner starts at the top with twenty (20) points 
 for "Mah-Jongg" or for winning and goes down the list 
 scoring ten points, if he has no sequence in his hand and so 
 on thru the bonus scores, adding to these whatever scores 
 he obtains from combinations in his hand or on the table 
 and doubling the sum as many times as he has doubling 
 honors. 
 
 In the bonus scores for the winning hand only there are 
 six items : 
 
 1. "Mak-Jongg" which gives 20 points for winning the 
 hand. 
 
 2. No sequence in hand or on table. This is a bonus 
 of 10 points given to a player if he wins without use of 
 sequences. 
 
 3. Draiving the winning piece. This is a bonus of 2 
 points given to the winning player if he draws the tile which, 
 completes his hand from the wall. Of course punging the 
 winning tile will forfeit this bonus. 
 
 4. Filling the only place to ii'in. This is a bonus of 
 2 points given to a player who fills the only possible place 
 to win, i. e., winning by matching the pair or drawing the 
 middle tile of a sequence. 
 
 5. Winning on a draw from a loose tile. This of course- 
 is a bonus of ten points given to the winning player if any 
 of his loose tile draws have been fortunate enough to com- 
 plete his hand. 
 
 6. No other score than "Mah-Jongg" in hand or on 
 
 30
 
 table. This is a bonus of ten points given to the winning 
 player having only 20 points for "Mah-Jongg" as his score, 
 and is a hand made up of four sequences and a pair in 
 which there is no score, a sequence having no scoring value 
 whatsoever. Of course even drawing the winning piece will 
 forfeit this bonus as can easily be seen. 
 
 In the combination scores exposed sets are those on the 
 table; face up to the right of the player, concealed sets are 
 those which are in his hand at the time of winning. As 
 will be seen by the score card, concealed sets having been 
 made up by the player without the assistance of a pung or 
 chow score twice as much as the same set would if it were 
 on the table. This together with the fact that sets of ones, 
 nines, winds or dragons score twice as much as sets of twos, 
 threes, fours, fives, sixes, sevens and eights should be helpful 
 in memorizing the score which is essential to the careful 
 playing of each hand. 
 
 As for the doubling honors, each set or combination doubles 
 the total score once, and if there are five doubling honors 
 in a hand, the total score should be doubled five times for 
 example: a player goes Mah-Jongg or Mah-Diao having 32 
 points in bonus scores, 1 8 in combination scores, making 
 his total score 50. Then if he has five doubling honors his 
 final score is 1,600 points, i. e., 50-100-200-400-800-1,600. 
 
 31
 
 EXAMPLE OF HANDS AND HOW THEY ARE 
 SCORED 
 
 Punged to complete hand 
 
 I 
 
 7 Jb 'A X '* * %\ ^ *J > 
 
 7 T T T T 3* "^ "\ 
 
 In hand On table 
 
 Example No. 1 
 
 For Mah-Jongg 20 
 
 For Three 2 Dots 2 
 
 22 Total Score 
 No double honors : 22 Final Score 
 
 In this hand the player punged the 2 dot which com- 
 pleted his hand, 20 for Mah-Jongg as the only bonus score he 
 has because: i. He has sequences. 2. He did not dra\v 
 the winning piece. 3. He did not fill the only place to 
 win. 4. He has other score than Mah-Jongg. 5. Hr 
 did not win on a loose tile draw. In combination value, he 
 has only two points for the set of three 2 dots, the sets of 
 sequences helping complete the hand, but scoring nothing. 
 There are no doubling honors in the hand so the final score is 
 22. This is the lowest winning hand that can be scored. 
 
 32
 
 Chow 
 
 e . ** 
 le e 
 
 '-''- HI 1 L 1 
 II HI " 
 
 Example No. 2 
 
 Winner chowed the 1 character to complete hand. Score is 
 Mah-Jongg 20 
 
 No other scores on hand or on 
 table . . 10 
 
 30 Total Score 
 
 No combination scores or doubling 
 honors . . 30 Final Score 
 
 Drew to complete hand 
 
 + 
 
 I '** 
 
 II II 13 
 II II IE 
 
 Example No. 3 
 
 33
 
 Example No. 3 
 
 Mah-Jongg 20 20 
 
 No sequences 10 10 
 
 Filling only place to win 2 2 
 
 Drawing wins p. 2 2 
 
 34 
 
 3 ones concealed 8 
 
 3 threes concealed 4 
 
 3 fives exposed 2 
 
 3 fours exposed 2 
 
 50 Total Score 
 No doubling honors : 50 Final Score 
 
 Drew to complete hand 
 
 til 
 
 Example No. 4 
 
 Mah-Jongg 20 
 
 No sequence 10 
 
 Drawing winning piece 2 
 
 32 
 
 3 sixes (concealed) 4 
 
 3 twos (exposed) 2 
 
 3 dragons (exposed) 4 
 
 3 threes (exposed) 2 
 
 44 Total Score 
 Double once for red dragons 88 Final Score 
 
 34
 
 Drew to complete hand 
 
 I 
 S S 
 
 * 
 
 Example No. 5 
 
 Mali-Jongg 20 
 
 No sequence 10 
 
 Drawing winning piece 2 
 
 Filling only place to win 2 
 
 34 
 
 3 twos (exposed) 2 
 
 3 nines (exposed) 4 
 
 3 ones (exposed) 4 
 
 3 dragons (exposed) 4 
 
 48 Total Score 
 
 Double once for green dragons 96 
 
 Double once for all one suit except 
 
 winds or dragons .....* 192 Final Score 
 
 Drew to complete hand 
 
 Example No. 6 
 35
 
 Example No. 6 
 
 Mah-Jongg 20 
 
 No sequence 10 
 
 Drawing winning piece 2 
 
 Filling only place to win 2 
 
 34 
 
 4 nines (concealed) 32 
 
 3 sevens (exposed) 2 
 
 3 fours (concealed) 4 
 
 3 ones (concealed) 8 
 
 80 Total Score 
 
 Double three times for 160 
 
 All one suit 320 
 
 640 Total Score 
 
 Puneed to comnlete hand 
 
 '* '* 
 
 I I I 
 
 Example No. 7 
 
 Mah-Jongg ....................... 20 
 
 No sequence ...................... 10 
 
 30 
 
 4 dragons (concealed) ............ 32 
 
 4 winds (exposed) ............... 16 
 
 3 dragons (exposed) ............ 4 
 
 3 dragons ( concealed ) ............ 8 
 
 90 Total Score 
 
 Double three times for all 180 
 
 One suit (honor) 360 
 
 720 
 
 Double once for red dragons 1440 
 
 Double once for white dragons 2880 
 
 Double once for green dragons 5760 Total Score 
 
 36
 
 If this hand is held by the East Wind he may double 
 again for having a set of his own wind, making his score 
 11,520, and being East Wind, he collects double from each 
 player when he wins, making his total 23,040 from each of 
 the other three players or 69,120 in all. 
 
 Punged to complete hand 
 
 I 
 
 Example No. 8 
 
 Mah-Jongg 20 
 
 No sequence 10 
 
 30 
 
 3 dragons (exposed) 4 
 
 3 fours (exposed) 2 
 
 3 eights (exposed) 2 
 
 3 dragons (concealed) 8 
 
 46 Total Score 
 
 Double once for white dragons 92 
 
 Double once for green dragons 184 Final Score 
 
 If player is East Wind, he collects double, or 368 from 
 each player. If any other wind, he collects 368 from East 
 Wind and 184 from the other two players. 
 
 37
 
 Chowed to complete hand 
 
 *JL \ 
 
 X. ** 
 
 3* 3* 
 
 T 
 
 Example No. 9 
 
 Mah-Jongg 20 
 
 No other score in hand or on table . . 10 
 
 Double three times for all. 
 One suit . 
 
 30 Total Score 
 
 60 
 
 120 
 
 240 Final Score 
 
 Note : In this hand the player did not even fill the only place 
 to win as a 6 character would have won also. 
 
 If player is East Wind, he collects 480 from each of the 
 other three players. If any other wind, he collects 480 from 
 East Wind and 240 from the other two players. 
 Drew loose tile to complete hand 
 
 I 
 
 Example No. 10 
 
 38
 
 Example No. 10 
 
 Mah-Jongg 20 
 
 No sequence 10 
 
 Winning on loose tile draw 10 
 
 Drawing winning piece 2 
 
 Filling only place to win 2 
 
 44 
 
 4 nines (exposed) 16 
 
 4 ones (concealed) 32 
 
 4 dragons (exposed) 16 
 
 4 dragons (exposed) 16 
 
 124 Total Score 
 
 Double once for red dragons 248 
 
 Double once for green dragons 496 Final Score 
 
 Drew to complete hand 
 
 I 
 '* '* '* I I f I ! I III iii ii! V V 
 
 Example No. 11 
 
 Mah-Jongg 20 
 
 No sequence 10 
 
 Drawing winning piece 2 
 
 32 
 
 3 winds (concealed) 8 
 
 3 dragons (concealed) 8 
 
 3 twos (concealed) 4 
 
 3 nines (concealed) 8 
 
 60 Total Score 
 Double once for all one suit except 
 
 winds or dragons 120 
 
 Double once for red dragons 240 
 
 Double once for own wind 480 Final Score 
 
 This illustration assumes player to be North Wind. This 
 player collects double, or 960, from East Wind and 480 
 each from South and West Winds. 
 
 39
 
 Chowed to complete hand 
 
 I 
 
 1 2^ 3- tr tr 2 * 3 - 4 t 
 
 A 
 
 Example No. 12 
 Mah-Jongg 20 
 
 20 
 
 3 fives (exposed) 2 
 
 3 winds (exposed ) 4 
 
 2 dragons 2 
 
 28 Total Score 
 Double once for all one suit except 
 
 winds or dragons 56 Final Score 
 
 Note : Two points for pair of red dragons. Dragons and own 
 wind are only pairs that score, and they are limited to two points. 
 
 Punged to complete hand 
 
 . 
 
 @ 
 
 Example No. 13 
 
 PLAYER IS EAST WIND 
 
 Mah-Jongg 20 
 
 No sequence 10 
 
 30 
 40
 
 3 winds (exposed) 4 
 
 3 ones (exposed) 4 
 
 3 fours (exposed) 2 
 
 3 dragons (exposed) 8 
 
 48 Total Score 
 Double once for all one suit except 
 
 winds or dragons 96 
 
 Double once for red dragons 192 
 
 Double once for own wind 384 
 
 Collect double from each player 
 
 being east wind and winning 768 Final Score 
 
 from each player 
 
 Drew to complete hand 
 
 I 
 
 'A 'A 'All I 'A '*' I 
 
 * i^H .j 
 
 '*. '* * 
 
 Example No. 14 
 
 PLAYER IS WEST WIND 
 
 Mah-Jongg 20 
 
 No sequence 10 
 
 Draw winning piece 2 
 
 32 
 
 3 winds (concealed) 8 
 
 3 winds (concealed ) 8 
 
 4 winds (concealed) 32 
 
 3 winds (exposed) 4 
 
 84 
 
 Double 3 times for all 168 
 
 Suit (honor) 336 
 
 672 
 Double once for own wind . ..1344 
 
 Collects 2688 from East Wind and 1344 apiece from 
 North and South Winds. 
 
 41
 
 PLAYER IS EAST WIND 
 
 Drew to complete hand 
 I 
 
 II If II II 
 II II ff 11 
 
 IB! Ill 
 
 ft M H 
 
 III 11 
 
 EH III 
 
 in n 
 
 Example No. IS 
 
 Mah-Jongg 20 
 
 No sequence 10 
 
 Only place to win 2 
 
 32 
 
 4 ones (concealed) 32 
 
 4 nines (concealed) 32 
 
 4 fours (exposed) 8 
 
 4 sevens (exposed) 8 
 
 112 Total Score 
 
 Double 3 times for all 224 
 
 One suit 448 
 
 896 
 
 Double once because player is East 
 wind and won 1792 Final Score 
 
 from each player 
 
 42
 
 PLAYER is EAST WIND 
 - - * K * f f f !i* MI 1S8 
 
 3- *\ * K ft * fr 1M HI in 
 
 Example No. 16 
 Mah-Jongg 20 
 
 3 fours (concealed) 20 
 
 3 dragons (concealed) 4 
 
 8 
 
 32 Total Score 
 
 Double 3 times for winning on orig- 
 inal hand 64 
 
 128 
 256 
 
 Double once for red dragons 512 
 
 Collects double because is East wind 
 
 and won 1024 Final Score 
 
 from each player 
 
 PLAYER IS SOUTH WIND 
 
 Drew to complete hand 
 
 Example No. 17 
 
 Mah-Jongg ...................... 20 
 
 Drawing winning piece ............ 2 
 
 Filling only place to win .......... 2 
 
 24 
 3 ones (concealed ) 8 
 
 3 fours (concealed ) 4 
 
 4 winds (concealed) 32 
 
 2 own wind 2 
 
 70 Total Score 
 Double once for all one suit except 
 
 winds or dragons 140 Final Score 
 
 Collects double, or 280, from East wind; 140 from North 
 and South respectively. 
 
 43
 
 . ,-.10 
 
 III III 
 
 III III 
 
 Hi III 
 
 Example No. 18 
 
 Mah-Jongg 20 
 
 No sequence 10 
 
 30 
 
 4 ones (concealed) 32 
 
 4 nines (exposed) 16 
 
 4 nines (concealed) 32 
 
 3 dragons (concealed) 8 
 
 118 Total Score 
 Double once for green dragons .... 236 Final Score 
 
 Collects double, or 472, from East wind : 236 from West 
 and South winds respectively. 
 
 r 
 HH 
 
 Example No. 19 
 
 \ 
 
 Chowed to complete hand 
 
 44
 
 PLAYER IS WEST WIND 
 
 Example No. 19 
 Mah-Jongg 20 
 
 20 
 
 3 winds (concealed) 8 
 
 3 dragons (exposed) 4 
 
 32 
 Double once for all one suit except 
 
 winds or dragons 64 
 
 Double once for white dragons 128 
 
 Double once for own wind 256 
 
 Collects 512 from East wind, 256 from North and South, 
 respectively. 
 
 PLAYER IS EAST WIND 
 
 t 
 
 Drew from looo tiles 
 to complete hand 
 
 ill 
 
 Example No. 20 
 
 Mah-Jongg 20 
 
 No sequence 10 
 
 Winning on loose tile draw 10 
 
 Drawing winning piece 2 
 
 Filling only place to win 2 
 
 44 
 
 4 dragons (concealed) 32 
 
 4 dragons (concealed) 32 
 
 4 dragons (concealed) 32 
 
 45
 
 4 winds (concealed' . . , 32 
 
 172 Total Score 
 Double 3 times for all of one suit 
 
 (honor) 344 
 
 688 
 1376 
 
 Double once for green dragons .... 2752 
 Double once for white dragons .... 5504 
 
 Double once for red dragons 11008 
 
 Double once for own wind 22016 
 
 Double once because everyone must 
 pay East wind double when he 
 wins 44032 Final Score 
 
 East wind collects this amount from each of the other 
 three players, making a total of 132,096 points that East 
 may win in one hand. This is the highest hand which is 
 probable. There is a hand composed of sets of 3 of a kind, 
 similar to this, which, if drawn on the original draw, will 
 yield more points than this, but it is highly improbable that 
 the hand will ever actually be drawn by any given player. 
 
 ILLUSTRATIONS OF SCORE SETTLING 
 In the four layouts following, the illustrations represent 
 all the hands together as they are laid down after one of 
 the players wins. They serve to clear up "settling" of the 
 scores and also bring out important points in the playing 
 of the hands. In each case the score of the four players is 
 given in total and practice in the calculating of scores can 
 be obtained by beginners by scoring these hands and com- 
 paring their results with the given scores. 
 
 West Wind 
 400 
 
 North Wind 
 16 
 
 South Wind 
 64 
 
 East Wind 
 608 
 
 46
 
 South Wind 64 
 
 S*x\ 355 
 
 -<* 
 
 00 
 
 <" I 
 
 .4* > 
 
 W 
 
 %r in 
 
 North Wind 16 
 47
 
 East Wind "Mah-Jongged" with a total score of 608 
 points. He collects double this amount from each of the 
 other three winds because he is East Wind, and winning, 
 collects double. This makes 1216 from each player or a 
 total of 3648. He then throws his hand into the discard 
 and the other three players settle, the high hand collecting 
 the difference between his hand and the remaining two. In 
 the illustration, West Wind is the high hand and he col- 
 lects 336 from South Wind and 484 from North Wind, 
 the difference between his hand and those of South and North 
 Winds, respectively. He then discards his hand and leaves 
 the South and North Winds to settle. They do this by 
 South Wind collecting 48 points from North; both dis- 
 card their tiles, and the scores are settled. It might be best 
 here to analyze the above layout to see how the play went. 
 East Wind's hand appeared harmless enough because he 
 had most of it concealed, only exposing two sets. On this 
 account, none of the other opponents would hesitate about 
 discarding the eight of bamboo which allowed him to Mah- 
 Jongg. North and South Winds having poor hands them- 
 selves might have held the eight of bamboo and not have 
 taken a chance on it "putting him out" if they had been 
 warned how near he was to winning, for West Wind had 
 an exceptionally fine hand with the best part of it concealed 
 and he won back from North and South Winds more than 
 half of his payment to East, the winner. 
 
 North and South Winds fell in a conflict of suits, one 
 of the most frequent occurrences of the game and one which 
 spoils a great many otherwise good hands. They were 
 both attempting to complete "all dot" hands and each has 
 two conflicting pairs, namely, 5 and 6 of dots. Either of 
 
 48
 
 <) 
 
 South Wind 8 
 |S* '* ' fl W^ ' 
 
 
 
 CHOW 
 
 4- 
 
 ' * ' ****** 
 
 
 
 to* to* 00 
 
 T 3" 
 
 North Wind 22 
 49
 
 them to win can only have one pair in their hand, and each 
 was holding the other from any chance of winning 
 
 When two players play for the same suit, it is best for both 
 to give up any idea of obtaining all of one suit, and fill in the 
 hand with one or two sets of winds or dragons. Very 
 often one can get three doubles in this way when it would 
 be impossible to complete a hand of all one suit. 
 
 NORTH WIND MAH-JONGGS 
 
 North Wind Mah-Jonggs with 22 points as his total score. 
 He collects 22 points apiece from North Wind and South 
 Wind. East, however, must pay him double or 44, being 
 banker and losing. This gives North Wind a total of 88. 
 The other three then settle West Wind with a total ot 
 2816; collects the difference between his hand and East 
 Wind's which is 2814, doubled because he won from East 
 Wind and East Wind must pay double when he loses. This 
 gives West Wind 5628 from East Wind, and just the dif- 
 ference in their hands from South Wind which is 2808. 
 Then South Wind in settling with East Wind collects the 
 difference, 4, double or 8. This layout demonstrates the 
 point that it is not always necessary to Mah-Jongg or win, 
 in order to take in the highest number of points. North 
 Wind "Mah-Jongged" and collected only 88 points, whereas 
 West Wind collected a total of 8,436 points. What evi- 
 dently took place in this hand goes as follows: West Wind 
 was exceptionally fortunate in the draw and soon had three 
 sets of winds and dragons exposed, or on the table. The 
 other three players seeing in this a dangerous hand, "ran 
 for cover," this consisting of gathering all the sequences 
 possible together, and mixing the suits. By doing this a 
 
 50
 
 .' E I 
 
 s 
 M 
 
 o 
 
 South Wind 10 
 
 i" HI "I 
 mm HI 
 
 -> 
 
 I I I A A S S 
 
 9 9 W <*** 
 
 
 
 0) 
 
 North Wind 416 
 51
 
 player can very quickly complete his hand and win, although 
 his score will be low when he does win. However, the one 
 who does "Mah-Jongg," no matter how low his score may be, 
 collects that amount, and escapes any exceptionally high 
 scoring hands which the other players may hold. In this 
 case it was North Wind who won out and avoided paying 
 many points to West Wind by doing so. 
 
 NORTH WIND MAH-JONGGS 
 
 In the above layout, North Wind winning, scores 416; 
 West Wind 64; South Wind 10, and East Wind 56; North 
 Wind then takes 832 from East Wind, and 416 from West 
 and South Winds. West Wind collects 54 from South 
 Wind and 16 from East Wind; East Wind then collects 
 46 doubled or 92 from South Wind. 
 
 In this game both North and West Winds played for all 
 dot hands; North Wind foreseeing this early in the game 
 filled in his hand with winds and dragons, in this way win- 
 ning out over West Wind ; East Wind starting with a pair 
 of green dragons kept them until he had all characters except 
 the pair. Then came the time for him to decide on whether 
 he would discard the pair and try to fill an all character 
 hand, or use the dragons. He decided on the latter because 
 looking at North Wind's exposed tiles he saw that North 
 Wind was dangerously near to winning. He filled his 
 dragons and attempted to win as quickly as possible, almost 
 succeeding and needing only one tile to complete his hand. 
 
 52
 
 South Wind 48 
 
 g ^ 5i= 
 
 *-> * _ 
 
 .a^ 
 
 ^ I V> - 
 
 
 
 North Wind 152 
 53
 
 NORTH WIND MAH-JONGGS 
 
 North Wind "Mah-Jongged," collects 304 from East and 
 152 from West and South respectively. Then East Wind 
 collects 1 6 doubled or 32 from West and 32 doubled or 64 
 from South. West Wind wins 16 from South \vho is the 
 loser all around. E;ist Wind's difficulty above was that he 
 decided on all bamboo hand at the start of the game with 
 out having a sufficient number of pairs in that suit. The 
 result was that by the time that he dreiv the pairs and was 
 ready to pung discards the other players had already dis- 
 carded a number of tiles which he needed in his hand. They 
 were then dead. The result of all this can be seen in his 
 hand above; he has still two pairs and a sequence to fill and 
 the particular tiles needed to do this (the 4, 5 and 8 of 
 bamboo) have probably all been discarded early in the game 
 by the other players. The point thus illustrated being: It 
 is not advisable to attempt the completing of a suit which 
 all the other players are discarding unless sufficient pairs 
 are held from the start to withstand their attacks.
 
 PART TWO 
 PLAYING WITH A LIMIT
 
 PLAYING WITH A LIMIT 
 
 Pung-Chow, as it has been described in the foregoing 
 pages, represents the game as it is played with unlimited 
 hands, that is where no limits are set on the number of points 
 permissible in the score of a hand. It is impractical, how- 
 ever, to play with unlimited hands in a game where a stake 
 has been set due to the inconsistencies of the winning hand 
 scores; one may win with a hand of 200,000 points, whereas 
 the ordinary or average winning hand numbers approximately 
 only 500 to 1,000. 
 
 On this account the Chinese use a lower scoring system 
 and set limits on the hands whenever placing stakes on the 
 game, with a view of limiting losses between all players. 
 
 This setting of a limit changes the game considerably, 
 for while the procedure of the play is similar to that of the 
 unlimited hand, the scoring is almost totally different and 
 the actual playing of the hand is changed. 
 
 A player in a limited hand gains nothing by completing 
 a hand scoring high in the thousands \vhen held down to 
 the limit which is comparatively low. This changes entirely 
 the playing of hands, making each player's object no longer 
 to score as high a hand as possible and win, but to score as 
 closely to the limit as possible and win, which in practice 
 amounts to completing the hand as quickly as possible, mixing 
 sequences and sets of all suits and taking all good scoring 
 sets as they come, planning for none. 
 
 It can be seen that there is a larger element of fortune 
 or "luck" in this method of playing than there is in playing 
 the unlimited hand, though in either case the best player 
 will win consistently. 
 
 56
 
 THE PROCEDURE OF PLAY 
 
 Indicators 
 
 Wind Box 
 
 In playing this sort of a game the wind indicators in their 
 container, the Cheung Huen or wind box, are always used, 
 and their use changes the method of commencing the game. 
 
 To start the game when using the wind markers the seats 
 are preliminarily chosen and any one of the four players 
 throws the two dice once, the result of this throw deciding 
 which player is to throw again for playing position. Count- 
 ing of players being done in a counter clock-wise direction 
 as previously explained. 
 
 The players thus designated will shuffle the wind indi- 
 cators thoroughly face downward and places any one of 
 them still face downward on top of wind box. He then 
 arranges the whole lot in a perpendicular straight line in 
 front of them all face downward, placing the box with the 
 wind indicator still on top of it in any order he pleases. 
 (See Illustration No. I.) 
 
 Illustration No. 1 
 57
 
 In this illustration, C first threw the dice ; the number 
 was seven, deciding A as the player who was to throw again 
 for playing .position or seat. A has shuffled the markers 
 and arranged them perpendicularly in front of him, placing 
 the wind box in second position. He had the privilege of 
 placing it in 1st, 3rd or 4th position if he had chosen. He 
 then throws with the dice, an 8 ; this designates D as the 
 player to take the first indicator; A the second (also the 
 wind box), B the third, and C the fourth. 
 
 He then throws the two dice and the number thrown 
 will decide which player is to pick up the indicator farthest 
 from him (or the first indicator in the accompanying illus- 
 tration) counting in the usual manner one player at a time 
 in counter clock-wise direction, starting with himself as I. 
 The player indicated will pick up the first indicator, the 
 player on his right the second indicator, the player opposite 
 the third and the player to his left the east. 
 
 The wind box goes to the player picking up the indicator 
 on top of it who then places it in front of him to mark the 
 seat of East Wind. The players then look at their indi- 
 cators; the one drawing the East Wind indicator becomes 
 East Wind, and occupies the seat marked by the wind box. 
 The remaining three players seat themselves about the table 
 according to their draw or wind marker, i. e., draw of West 
 Wind indicator opposite to East, North Wind to the left 
 and South Wind to the right of him (East). 
 
 East Wind now takes charge of the wind box and the 
 four indicators which are placed in the wind box face up 
 with East Wind on top. The East Wind player retains the 
 
 58
 
 box until he loses a hand. When this occurs the box goes 
 to the right to the player who was South, but now becomes 
 East Wind. The East Wind indicator, however, still re- 
 maining on top as this designates that the East Wind round 
 is being played. The East Wind round is over as soon as 
 the fourth player to be East Wind in turn loses. He is 
 the one to take charge of the East Wind indicator and 
 placing the South Wind indicator on top to indicate the South 
 Wind round, hands the box to the original East Wind who 
 now becomes the first East Wind of the South Wind round. 
 It will now be seen that four games make up a round and 
 four rounds make up a set. In every case the new wind- 
 round must commence from the original East Wind player 
 and the box is for the purpose of indicating which round of 
 the wind is being played and who is the East Wind in that 
 particular hand. 
 
 It should be decided before starting how many sets are 
 to be played. Chinese players generally play from 4 to 8 
 sets in an evening. 
 
 The seats having been chosen and winds positioned, the 
 procedure of play continues exactly as has been described 
 before. The wall is broken and the tiles drawn in the same 
 manner, "Chowing," "Punging" and filling four of a kind 
 are processes gone about in the same manner as they are 
 in the other type of game. 
 
 Mah-Jongg also is attained in the same way, i. e., com- 
 pleting four sets and a pair. 
 
 Almost the entire difference in the two ways of playing 
 the game is found in the scoring. 
 
 In the scoring many new combinations have been added, 
 
 59
 
 scoring values have been changed, and special bonuses, limit 
 hands and new doubling honors have been introduced which 
 must now be taken, one at a time, and explained in detail. 
 The most important change is that the last 14 tiles in the 
 wall are never drawn and the game ends and is a draw if it 
 reaches this point without conclusion. 
 
 Loose tiles may be drawn of course during the play, but 
 even a loose tile cannot be drawn if there are only 14 tiles 
 left in the wall including the loose tiles. These last 14 
 tiles are usually separated a little from the rest of the wall 
 to indicate the end. 
 
 THE LIMIT HAND. 
 
 To keep the hands down to a reasonable amount when 
 players are playing for stakes, the system of setting a limit 
 as to the number of points that can be scored in a hand. 
 This is usually 300 points; in games giving a bonus of 10 
 points for Mah-Jongg, and 400 in games giving a bonus 
 of 20 points for Mah-Jongg. East Wind of course is liable 
 for double the limit and at the same time may win as high 
 as double the limit from each player. To non-winners 
 settling their scores, settle the difference in the score up to 
 the limit if neither is East Wind, and up to double the limit 
 if either is East Wind. 
 
 The limit is of course entirely optional, and may be set 
 by the players at the beginning of the play. A limit of 
 600 points between players seems the most popular at present 
 in America. 
 
 60
 
 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 Heads 50 points 
 
 10 Heads 70 points 
 
 1 1 Heads 100 points 
 
 12 Heads 150 points 
 
 13 Heads 200 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 wasih 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.
 
 BON'US 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 I5th tile from the end 
 of the Avail) . 
 
 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 fol- 
 lowing combinations receives from each of the players the 
 full amount agreed upon. 
 
 I. A winning hand of single heads one only of each with 
 a pair of heads different from the rest representing the 
 final pair. 
 
 62
 
 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. 
 
 H "- V "- 
 
 . E. 
 
 K K V 
 -^^- ^*~ -^^*~ 
 
 Illustration No. 4 
 
 The winning hand of 3 different sets of winds with 
 a pair of the other winds as the final pair. 
 
 Illustration No. 5 
 63
 
 5. A winning hand made up entirely of sets of four oi 
 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. 
 
 64
 
 SCORING VALUES 
 *WIXNING HAND. 
 
 Mah-Jongg 10 Points 
 
 No other score in hand or on table than Man-Jong . . 10 Points 
 
 On Table In Hand 
 
 Of three of a kind of 2 to 8 2 6 
 
 Of three of a kind of heads 4 10 
 
 Of four of a kind 2 to 8 8 16 
 
 Of four of a kind of heads 16 32 
 
 Pair of 2 to 8 punged to complete hand. ... 2 
 
 Pair of 2 to 8 drawn to complete hand .... 4 
 
 Pair of heads punged to complete hand 4 
 
 Pair of heads drawn to complete hand 6 
 
 Pair of the player's own wind punged by 
 
 him in his own wind round to complete 
 
 hand 6 
 
 Pair of the player's own wind drawn by 
 
 him in his own wind round to complete 
 
 hand 8 
 
 Filling a sequence in the middle on the 
 
 only open end to complete hand By Chow 2 
 
 Filling a sequence with both ends open by 
 
 draw to complete hand By draw 4 
 
 * Count for winning hand only. 
 
 Other Hands On Table In Hand 
 
 Three of a kind of 2 to 8 2 4 
 
 Three of a kind of heads 4 8 
 
 Four of a kind 2 to 8 8 16 
 
 Four of a kind heads 16 32 
 
 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 
 
 65
 
 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 com- 
 
 66
 
 plete 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. 
 *6. A hand of all one suit except winds or dragons doubles 
 
 his total score once. 
 
 *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 Can- 
 tonese Chinese. 
 
 *8. A winning hand entirely of one suit, doubles the 
 total score three times. 
 * Count for winning hand only. 
 
 PENALTIES 
 
 I. 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. 
 
 67
 
 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 dis- 
 carded 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. 
 
 @ 
 
 o @ 
 
 & 
 
 Illustration No. 8a 
 
 Example I. Any player discarding a one or a four of dot 
 would complete this hand and unless he had two com- 
 plete doubling honors and was waiting for the winning 
 
 68
 
 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. 
 
 111 III HI 
 HI HI III 
 HI 111 HI 
 
 Illustration No. 8b 
 
 Example 2. Any player discarding a red dragon will permit 
 this player to win and will be penalized for his reck- 
 lessness by having to pay all scores, unless his own hand 
 fulfills the requirements set out in Example No. I. 
 
 Illustration No. 8c 
 
 Example 3. A player discarding a white dragon is liable to 
 the penalty above mentioned, unless his own hand ful- 
 fills the requirements given above in No. I ; 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. 
 
 69
 
 *. E^ IfMff N * 
 
 
 
 
 *) 
 
 Illustration No. 8d 
 
 Example 4. A player discarding an East Wind would allow 
 this player to win and would be penalized unless ex- 
 cepted 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 discard 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. 
 
 BRAW 
 
 No. 1 
 
 Player is East Wind; South Wind round. 
 
 Mah-Jongg ....................... 10 
 
 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 
 
 40 Total Score 
 70
 
 For no sequences double once .......... 80 Total Score 
 
 East Wind collects double if winning 
 double once .......................... 160 From each player 
 
 T(JH& 
 
 * > > * * * i v 's * in 
 
 No. 2 
 
 Player is North Wind in North Wind round. 
 
 Mah- Jongg ................................... 10 
 
 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 once .............. 80 
 
 160 
 
 For three of own wind in own wind round 
 double twice ............................... 320 
 
 For no sequence double once .................... 640 
 
 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. 
 
 PUNG 
 
 4- 
 Vv -% 
 
 ill 
 
 No. 3 
 
 71
 
 No. 3 
 North Wind East Wind round. 
 
 Mah-Jongg 10 
 
 Three Heads (red dragon) (exposed) 4 
 
 Three 7 character (exposed) 2 
 
 26 
 For three red dragons double once 52 
 
 Player collects 104 from East Wind; 52 from South and 
 
 West. 
 
 DRAW 
 
 M u M V m" HI r r r jt i III 
 
 II J*I. 8 S ill III III W fr 1** **" SP fr t 
 
 No. 4 
 Player is North Wind in East Wind Round. 
 
 Mah-Jongg 10 
 
 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 draw . . 8 
 
 48 Total Score 
 
 For bo sequences double once 96 
 
 For three red dragons double once . . 192 
 
 For three green dragons double once 384 Final Score 
 
 Players collect 768 from East; 384 from West and South. 
 
 * 1 a ? > I I I '* '* '* * * 
 
 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. 
 
 72
 
 in an in 
 
 III HI III 
 
 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. 
 
 DRAW 
 I 
 
 3 
 
 
 
 A 4) 
 
 No. 8 
 73
 
 Player is South Wind in South Wind Round. 
 
 Mah-Jongg 10 
 
 Three Heads (white dragons) (con- 
 cealed) 10 
 
 Three 4 dot (exposed) 2 
 
 Three Heads (9 dot) (exposed).... 4 
 
 Filling sequence in middle by draw 
 
 to win 4 
 
 Pair of own wind in own wind 
 
 round 4 
 
 34 Total Score 
 
 For three white dragons double once 68 
 For all one suit except winds and 
 dragons double once 136 Final Score 
 
 Players collect 272 from East, 136 from North and West. 
 DRAW 
 
 
 
 I II 
 I 
 
 II !I II 
 II II I! 
 
 Ill 'JL 1 
 
 III in 
 
 III III 
 
 III III ill 
 
 No. 9 
 
 Player is East Wind in South Wind round. 
 
 74
 
 Mah-Jongg 10 
 
 Three 4 bamboo (exposed) 2 
 
 Three 6 bamboo (exposed) 2 
 
 Pair of Heads, completed by draw.. 6 
 
 20 Total Score 
 
 For all one suit double three times . . 40 
 
 80 
 160 Final Score 
 
 Double because East Wind collects double when winning 320 
 from each player 
 
 DRAW 
 * 
 
 k %V % ap ^ oe a 
 
 * * <> e 
 
 E B fl IBS 
 
 n in HI 
 
 I III 
 
 No. 10 
 
 Player's West Wind East Wind round. 
 
 Mah-Jongg 10 
 
 Four Heads (red dragons) (ex- 
 posed ) 16 
 
 Three 4 characters (exposed) 2 
 
 Filling a sequence on the only open 
 
 end 4 
 
 32 Total Score 
 For four red dragons double once . . 64 Final Score 
 
 Player collects 128 from East and 64 from West and 
 South. 
 
 75
 
 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 01 
 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. 
 
 76
 
 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 
 
 77
 
 Pung-Cnow 
 
 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
 
 Drive 
 
 ie 


 
 Univers 
 Sout] 
 Lib]