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Original Rules of a 00 Li My

The document provides a comprehensive guide to the ancient Chinese game of Maajok, detailing its rules, gameplay, and scoring systems. It emphasizes the game's popularity among players and spectators alike, highlighting the need for clear and complete rules for beginners. The text includes sections on matching sets, arranging seats, and the various types of tile sets used in the game.

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Macky Rae Barnes
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© © All Rights Reserved
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0% found this document useful (0 votes)
21 views64 pages

Original Rules of a 00 Li My

The document provides a comprehensive guide to the ancient Chinese game of Maajok, detailing its rules, gameplay, and scoring systems. It emphasizes the game's popularity among players and spectators alike, highlighting the need for clear and complete rules for beginners. The text includes sections on matching sets, arranging seats, and the various types of tile sets used in the game.

Uploaded by

Macky Rae Barnes
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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A Social Evening in Ancient China

*
THE ORIGINAL RULES

OF

The Ancient Chinese Game

MAAJOK

Y. C. Lim
'\

WITH ILLUSTRATIONS

Copyright, 1923
By
Y. C. Lim

PUBLISHED BY Y. C. LIM

SEATTLE
f

(
*
*
ft
I c 1
(
c <

MAY 28 1923 ©C1A7055S6

/
PREFACE
The ancient Chinese game known as “Maajok” has been a
favorite with Chinese nobles and learned men for many centuries,
but since the beginning of the Chinese Republic, it has become im¬
mensely popular among indoor sport lovers because of its endless
variation and picturesque charm.

The game is fascinating not only to the participants, but to


those looking on, who are in a position to appreciate the resource¬
fulness and cleverness of the players.

The beginner finds little real help in a set of rules that is in¬
complete or without method. To enjoy the game to the utmost most
players want the original Chinese rules with detailed directions. This
I have endeavored here to give.

I sincerely hope that every player who reads this book may
gain a thorough appreciation of the exquisite art of “MAAJOK.”

Seattle, Wash., 1923.


Y. C. L.
The Original Rules of

MAAJOK

CONTENTS

Section Page
Matching sets_L 12

Arranging the seats_II. 15


Beginning the game_III. 17

Taking the tiles_IV. 19


The meaning of Maajok_V. 21
Discarding_VI. 23

When a player Maajokes _VII. 25


More than one player waiting for Maajok by a discarded
tile _...___VIII. 26

Changing the banker _IX. 26


Dead hand _X. 28
How to count score for Maajok_XI. 28
Making settlement among the three losers_XII. 29

Penalties for mistakes _XIII. 30

Penalties for careless discarding_XIV. 30

Points in scoring -XV. 31


Examples of adding score for Maajok-_-XVI. 35

Examples of comparison of scores among the three losers XVII. 39

Rules for playing with Flowers and Seasons_XVIII. 40

Points scored for extra tiles-XIX. 41

Another way to raise score_XX. 42

Counting tables for double scores —...- 43

Examples for double score hands - 47


Original Rules
The Ancient Chinese Game 9

The illustration below shows each of the ten classes or symbols


of tiles in a set of MAAJOK. There are four of each of these tiles,
or cards, as they are often called, making 136 pieces in all, as
follows:

Four Classes of Winds

East South West North

Three Classes of Dragons

Red Green White


Dragon Dragon Dragon

The “Circle" Class—numbered from 1 to 9, inclusive.

6®@ V »®@ 9

©®
@@ ©©
®@ @©
®©
©®
©@
®@®
©@®
®@®

The “Bamboo" Class—numbered from 1 to 9, inclusive.

e9@e
§@f @98
888

The “Character" Class—numbered from 1 to 9, inclusive.

1^ 2 „ 3 6»_
>*> 7k 8>x

T r T T r
10 Original Rules of Maajok

Every set of MAAJOK has four plain, white tiles extra, to be


used only in case any original ones are lost. They should be removed
from the set before beginning to play lest they be confused with the
White Dragons.

Two kinds of counters are shown below: Fig. (a) shows the
modern, Fig. (b) shows the ancient type. Either may be used.

[3 500 POINT COUNTER


3D 500 POINT COUNTER

>00 POINT COUNTER 100 POINT COUNTER

•••••
•MM
••••• I
• MM I
f ••••
I ••••
• ••• I
MM 1
10 POINT COUNTER
10 POINT COUNTER

2 POINT COUNTER 2 POINT COUNTER

(A) (B)

Before the game begins, each player should have:


2 500 point counters_1000
9 100 point counters_ 900
8 10 point counters_ 80
10 2 point counters_ 20

Total_2000 points each

KEY TO CHINESE TERMS:

MAAJOK Winning of the hand.

MA A JOKED Finished by winning.

MAAJOKER Winner of the hand.

KONG A set of four of a kind.

KUP A set of three of a kind actually in hand.

PONG A pair of a kind actually held in hand, the third tile


of the kind being obtained from the tile discarded by
another player in trying to match a set of Pong on
the table.
The Ancient Chinese Game 11

CHOW The taking of a discarded tile from the player on


your left hand in order to match a set of three of
the same sequence on the table, as 1-2-3 or 2-3-4, etc.

EYES A pair, or two of a kind.

WALL A double-decked row of 34 tiles in all, 17 each layer


placed face down before each player.

The game is limited to four players, neither more nor less.

Before practicing the game read over every item of the book
carefully. Pick up at random a hand of 14 tiles from the whole
set. Try to match them into a set or sets and discard and draw as
necessary. This will familiarize you with the matching of sets.

Remember that a Maajok, or winning hand, is four sets of


three (Kong counts as a set), and a pair of Eyes.

When four persons are learning the game be sure to watch


closely, taking each step carefully, to avoid errors.

Learn the original rules first. Do not try to mix up the Flowers
and Seasons before you know the game thoroughly; they are of no
advantage and are too complicated in counting. You will be able to
use them as soon as you can play the game with ease.

When you discard be sure to mention what the tile is as there


will be a good many dead tiles on the table after some discarding
and drawing is done. When a tile is discarded by another player
and you have a pair of the same kind and want the discarded tile to
make a set of Pong (or Kong) be sure and ask for it at once.

When it is your turn to draw a tile from the “Wall” be sure


there is no Pong or Kong wanted by any of the other players and
also be sure that you do not “Chow.” As soon as the tile on the
Wall is drawn, the former discarded tile is dead; it cannot be used
by any player thereafter during that hand.
12 Original Rules of Maajok

Section I.

MATCHING SETS

There are four different ways of matching sets: SEQUENCE,


KUP, PONG and CHOW.

(1) SEQUENCE—A set of Sequence is three of a kind of


sequenced tiles which are actually held in the player’s hand. The
players have a right to keep their own Sequence or Sequences in hand
and should not show them to any of the other players until
1. (See Fig. 1.)

'
rm ‘-n

6
7Jtr
cm cm
cm cm

2© *©
©
3e *8 8 'N
© © 8 8 88 T r 7T
(a) (b) (C)

Fig. L

(a) A set of Sequence of “Circle” class.


(b) A set of Sequence of “Bamboo” class.
(c) A set of Sequence of “Character” class.

(2) KUP—A set of Kup is any three of a kind which are


actually held in the player’s hand. It should not show on the table
unless there is a Kong possible. (See Fig. 2.)

2# 2© 2©
b & & &
**
© © ©

(a) (b) (c)


Fig. 2.

(a) A set of Kup of West Wind.


(b) A set of Kup of Green Dragon.
(c) A set of Kup of “Circle” 2.
The Ancient Chinese Game 13

(3) PONG—A set of Pong is a pair of any kind actually


held in hand. When another player discards one of the same kind
as you have in your hand, you may take the discarded tile for match¬
ing your pair so that it becomes a Pong. A set of Pong should be
laid down on the table at your right with all the tiles facing up.
(See Fig. 3.)

ill *ll ll X X X 'T

(a) (b) (c)


Fig. 3.

(a) A set of Pong of North Wind.


(b) A set of Pong of “Character” 9.
(c) A set of Pong of “Circle” 3.

(4) CHOW—A set of Chow is matched only from the


discard of the player on one’s left; one can never make a Chow from
the player on his right or from the one in front of him. A set of
Chow must be laid down on the table the same as a set of Pong.
(See Fig. 4.)

*<§> *(§) *@© *8 8 0nB iis


6 JL-
8>x
<§) %> ©@ 88 eBe i088 T T
(a) (b) (c)
Fig. 4.

(a) A set of Chow of “Circle” class.

(b) A set of Chow of “Bamboo” class.

(c) A set of Chow of “Character” class.

SPECIAL SET

(5) KONG—A set of Kong is four of the same of any


kind. A Kong counts the same as a set of any other class, but its
score counts higher than a set of Kup of Pong. Therefore, it is called
14 Original Rules of Maajok

a Special set. Any player who gets a Kong should lay it on the table
and draw an extra tile from the loose tiles. (See Fig. 5.)

s s
IK iSi Vi Vi Vi Vi
k ■ lilf T r T T & & *
0) O) (c)
Fig. 5.

(a) A set of Kong- (A) of South Wind.


(b) A set of Kong-(B) of “Character" 5.

(c) A set of Kong- (C) of Red Dragon.

(6) A Kong may be made in three ways, as follows:

KONG-A. Four of a kind actually held in hand and not taken


from discard. (See Fig. 5-a.) A Kong-A should be laid on the
table as above stated. See Fig. 12, part (B) for the drawing of an
extra tile from the loose tiles.

KONG-B. When a player holds three of a kind (a Kup) and


another player discards a fourth of the same kind, if no one
Maajokes, the first player may take it for the matching of his set of
Kong. A Kong matched up from another player's discard should
be placed face up on the right hand corner of the table. An extra tile
should then be drawn from the loose tiles as above stated. (See
Fig. 5-b.)

KONG-C. Suppose a set of Pong has already been made and


laid on the table. If the same player draws the fourth tile of the
same kind, and if it is a Wind or Dragon, it should be added to the
Pong to make a set of Kong-C. But if it is other than a Wind or
Dragon, if it can form one of a Sequence, it may be so used. If it is
not needed for the hand, it should be laid down to help form a
Kong-C, and an extra tile drawn from the loose tiles as above stated.
(See Fig. 5-C.)

(7) In case of Kong-C, any of the other players can get the
Konger's tile for Maajok if he is waiting for just such a tile to
complete his hand. According to the rule, as soon as the fourth
tile is laid down with the set of Pong by the drawer, the Maajoker,
then laying down all his tiles, says, “Maajok." Such a Maajok is
entitled to the Maajoker's double score. (See Section XV-n.)

As soon as you understand the matching of sets you are ready


to practice the game.
The Ancient Chinese Game 5

Section II.

ARRANGING THE SEATS

Players are not allowed to choose their seats at the table. The
reason for this is that one who is not familiar with the game and
who sits at the right of an experienced player does not have the same
advantage as the rest of the players. The seats should be chosen by
shaking dice, two dice being used.

The first important thing to remember is the four directions.


They are East, South, West and North, going from right to left
always, unlike the geographical points of the compass. (See Fig. 6.)

(1) Each player is given a place on one of the four sides of


the table; then one of them takes four tiles of different Winds, face
down, and shuffles them well. He then shakes the dice. (See Fig. 7.)

THE SHAKER

Fig. 7.

(2) To determine the places of the players, the one who


16 Original Rules of Maajok

shakes takes the number he shakes and starts counting, beginning with
himself. Each player claims certain numbers.

The shaker’s number is 5 or 9.

The shaker’s right hand player is 2, 6 or 10.

The player opposite the shaker is 3, 7 or 11.

The shaker’s left hand neighbor is 4, 8 or 12.

(3) If the shaker throws a three, counting himself as one, the


player at his right as two and the next one as three, the third person
draws the first tile, the next player takes the second tile, the shaker
himself takes the third tile and the second player takes the fourth
tile.

(4) As soon as the four different Winds are taken, each player
shows what he has. The one who gets the East need not move;
the one who gets the South sits on his right; the one who gets the
West sits on the right of the South and the one who gets the North
sits to the right of the West. (See Fig. 8.)

THE SHAKER

Fig. 8.
In Fig. 8. for example;

The shaker gets the East and need not move.

The second player gets the West and moves to the front
of the East.

The third player gets the North and moves to the left of
the East.

The fourth player gets the South and moves to the right
of the East.
The Ancient Chinese Game 17

Section III.

BEGINNING THE GAME

(1) Lay the entire set of tiles face down on the table (ex¬
cept the eight extra ones), and let all the players assist in shuffling
them.

(2) Each player picks out 34 tiles, and builds up a wall in


front of himself, consisting of a double-decked row of 17 tiles,
arranged by twos, one on top of the other, all face downward. (See
Fig. 9.)

The wall is usually built in the following manner:

(a) Build up 3 sets of double-decked tiles with both hands


and place them in the center.

(b) Build up 6 sets of tiles. Break the sets into two sections
with both hands and join them at each end of the above.

(c) Repeat (b) with a second set of 6. (See Fig. 10.)

Fig. 10.
18 Original Rules of Maajok

(3) Each player shakes dice to see who will be East


Wind first. (East Wind is also the banker.) The one who shakes
highest becomes the East Wind and keeps the set of banker’s marks.
(See Fig. 11.)

(4) The East Wind then shakes the dice to see whose wall
is to be broken. The numbers from 2 to 12 are divided as follows:

The East Wind’s number is always 5 or 9.


The South is 2, 6 or 10.
The West is 3, 7 or 11.
The North is 4, 8 or 12.
(3) As soon as the East Wind has decided which wall is to
be broken, the owner of that wall shakes the dice to determine which
of the double-row set of tiles is to be opened first. He then takes
the number he has shaken and adds to it the number the East Wind
has shaken and counts from right to left on the set of tiles which
make up his wall.
If, for instance, the banker first shakes a 5, it means that his
own wall is to be broken. In this case he shakes again and this time
perhaps gets a 3, making a total of 8. He then counts from right
to left and removes the 8th set of double tiles for loose tiles.
If the banker first throws a 12, it would mean that the North
wall would be broken. The North Wind would then shake and
if he throws a 4, making a total of 16, he would begin at the right
and count toward the left; he then moves the 16th set of tiles out for
loose tiles. (See Fig. 12.)

Fig. 12 shows part (a), the


tiles to be drawn, and (b),
the loose tiles which are to be
drawn for the purpose of
Kong, or counted as dead
tiles.
Fig. 12
The Ancient Chinese Game 19

If the banker threw a 7 first, it would mean that the West wall
would be broken. The West Wind would then shake and if he
threw a 12, making a total of 19, he would begin at the right and
count toward the left. But he has only 17 sets of tiles so he keeps
on counting up to 2 of the South Wind’s wall. This 19th set of
tiles would then be removed. (See Fig. 13.)

Fig. 13.
The tiles set aside are called loose tiles, and are to be used only
for the purpose of Kong. The first player who gets a Kong should,
in drawing, take the top one, and the next player the lower one of
that set. If the first two are drawn, the next set of two on the right
of the break in the wall should be set aside for the same purpose or
counted as dead tiles.

Section IV.

TAKING THE TILES.

(1) The wall, as above stated, is now open. The East


Wind takes the first two sets of tiles, (4 tiles). Then the suc-
ceding players, South, West then North, take the same number of
tiles in turn. After they take three times in turn (12 tiles each), the
East Wind takes two more tiles, doing so in the following manner:
he takes the top tile of the first set, leaving the second set untouched,
then the top of the third set. The South Wind takes the first lower
tile and the West takes the upper tile of the second set, leaving the
20 Original Rules of Maajok

lower tile for the North Wind. This leaves the lower tile of the
third set to be used for drawing purposes. (See Fig. 14.)

Fig. 14.

Fig. 14 shows the number of tiles which have been taken from
Fig. 12, part (a) by each player. East Wind has 14, and the others
have 13 tiles each.

(2) After the tiles have been taken as above, the banker or
East Wind has 14 tiles in his hand and each of the other players
1 3 tiles.

(3) The banker discards first; each player, however, must be


sure that he has the correct number of tiles in his own hand before the
banker discards. Having more or less tiles is subject to a penalty
after the first discard is made.

(4) If the banker at the beginning has four of a kind in his


hand, it is a set of Kong-A and he should lay the four tiles on the
right hand corner of the table, (see Fig. 5-a.) and draw an extra tile
from the loose tiles to complete the number in his hand. (See Fig.
12, part (b).)

(5) If one of the other players also has a set of Kong-A, he,
too, should draw another tile as above explained, but if more persons
have a set of Kong, i. e., more than one player besides the East Wind,
the player who sits nearest the right of the banker has the privilege
of drawing the first tile. If any player has more than one set of
Kong-A in his hand, he should draw the same number of tiles as
above stated.
The Ancient Chinese Game 21

Section V.

THE MEANING OF THE MAAJOK.

The first player who gets a hand of four sets of any kind,
either Sequence, Kup, Pong or Chow, (a Kong also counts as a set),
and a pair of Eyes, is the winner of that hand and Maajokes.

To Maajoke depends on luck and the player. A good player


can never Maajoke if he is holding a full hand of tiles that do not
connect. However, a good player knows what to do to prevent a
heavy loss for himself.

The following figures show different hands, any of which


are sure to Maajoke as soon as a certain tile is discarded on the table
or drawn by the Maajoker himself.

7 s@® 9 1_ 3 ^ 3 * Vi
V ®@®
®® ©@®
v=tg>
®© ©©
®® ®® ®@® T T T r T *
Fig. 15.
The hand above needs a “Bamboo” 1 for Maajok.

‘8 58 ’Be 8 o8 3© 4@© 4®@ +®@ 4®@


1_ 1_. i__

8 8 8 @e 8@l % ©@ ®® ®® @® T r
Fig. 16.
The hand above needs a 2 or 5 of a “Bamboo” for Maajok.

$•
@©@

Fig. 17.
The hand above needs a 3, 6 or 9 of a "Circle” for Maajok.
22 Original Rules of Maajok

2 3 - 3 ^ 3 ^ 6 »_ 6 >_
Vi 7Ar ‘A 7Ar 8>x
X
T T T T T T T T T T
Fig. 18.
The hand above needs either a 1, 2, 4 or 7 of a “Character"
for Maajok.

Fig. 19.
The hand above needs either East Wind or a 4 or 7 of a
“Circle" for Maajok.

2 ^ 3 ^
4@©
58 1 *88 e@e Vi 8* »@® *©© |
© @©
# 8 8| 08 0b8 T T T T T ©@
©@ @© 1

Fig. 20.
The hand above needs either a 2, 5 or 8 of a “Character" for
Maajok.

7J-
T T

Fig. 21.
The hand above needs a 1 or 4 of a "Circle" for Maajok.

U Vi ’A: 7J2
T V T 2T

Fi'fir. 22.

The hand above needs a 2 of a “Circle” for Maajok.


The Ancient Chinese Game 23

9 9 s S s E
©@® ®@©
@®@ ©@©
@@© ®@® • 4 £ V
Fig. 23.
The hand above needs either a 1 or 9 of a “Circle" for Maajok.
CTD ^

P0 8,80
cm rm

8£8
rm cm

rm rm
rm cm

’8 ’8 38 8 d8 m 008 b@B
ced

’8 @90 ^80 888


8 8 8 8 8 8 8®8 888 888 888 800 000 800

Fig. 24.
The hand above needs either a 2 or 3 of a “Bamboo" for Maajok.

Section VI.

DISCARDING

Ordinarily it would be better to discard other players' winds


if they are single. If one player keeps another player's single wind
in his hand, he may give that player a chance to make a set later.

©@@ l0
T ©©<§>

Fig. 25.
In Fig. 25, for example, the banker should discard the West or
South Wind, because each of them is single. After discarding others'
single winds, or if the hand contains no single wind or winds, he
should discard any number of a certain class, as 1 or 9, 2 or 8, etc;
provided there is nothing more in the hand that can be used with
them. (See Fig. 26).

s s
Va. *>x 9rc k k *88
7 7 7 T 88
Fig. 26.
24 Original Rules of Maajok

Do not be too hasty in discarding your own single Wind or any


single Dragon, unless of course, you have no use for it; perchance
you may draw another one of the same kind and it may, after all,
make a set. A set of own Wind or any Dragon is entitled to a double
score.

Be careful in discarding not to break your good connecting


tiles. (See Fig. 27.)

Fig. 27.

As Fig. 27 shows, if no big score being made by any other


player on the table, and the wall is not quite near a dead hand,
there is no reason to break good connecting tiles in order to
keep the two different Dragons. There is very little explanation to
be given as to discarding. Each player after a little practice must
use his own judgment.

(1) Referring to Section IV, (2) , the banker or East Wind


has 14 tiles in his hand. A hand of 14 tiles has a chance of Maajok-
ing at that very minute. If Maajoked at the first play, it entitles the
player to a full point score, but this seldom occurs; therefore, the
banker has to discard an odd tile from his hand.

(2) Any discarded tile (facing up) is first awarded to


Maajok, second to Pong or Kong, third to Chow of the right hand
player of the discarder. If no one Maajokes, any of the other players
can take that discarded tile for Pong or Kong if he has use for it.

(3) If Ponged, the one who Pongs should lay the set of
Pong on the corner of the table at his right, and discard an odd tile
from his hand. Then the discarded tile of the one who pongs, can
be used by any of the other players for Maajok, a Pong or a Kong,
or for the Chow of the right hand player of the discarder.

(4) The one who Kongs should lay the set of Kong at his
right on the corner of the table, (see Section I, Kong-B), and draw
an extra tile from the loose tiles, (draw from Fig. 12, part (b) )
then discard an odd one, as above stated.

(5) If neither Pong or Kong is made from this discard, the


under player (right) of the discarder has the right to take the dis¬
carded tile to match a set of Chow.
The Ancient Chinese Game 25

(6) If Chowed, the one who Chows should lay the set of
Chow at his right on the corner of the table, then discard an odd tile
from his hand as above stated.

(7) If the under player of the discarder has no Chow, or


at the time does not wish to take such tile to make Chow, it is his
turn to draw a tile from the wall (draw from Fig. 12, part (a) ).

As soon as any tile is drawn from the wall, the former dis¬
carded tile on the table is called “Dead” and cannot be used by any
player during the balance of that hand.

(8) If a player cannot Maajok by drawing, he discards one


tile from his hand, and each of the players does the same in turn,
going from right to left as long as no Pong or Kong occurs, until
one of them can Maajoke, or it becomes a Dead hand. The game
of that hand is then over.

(9) An under player (right) always gets his turn to Chow


or to draw, by a Pong, Kong or Chow which was made by his upper
player. Any under player loses his turn if some other player Pongs
or Kongs by the tile discarded by his upper player.

Section VII.

WHEN A PLAYER MAAJOKES

(1) As soon as the first complete hand Maajokes, all three


of the other players have to pay the Maajoker for the score he has
made. (See Section XI.)

(2) When the losing players have paid the Maajoker the
amount due him, they settle their differences of scores with each other.
(See Section XII.)

The East Wind (banker) always receives or pays double.


26 Original Rules of Maajok

Section VIII.

MORE THAN ONE PLAYER WAITING FOR


MAAJOK BY A DISCARDED TILE

When two or more players are waiting for the same tile to
Maajoke, and one player gets such tile by drawing, he is entitled to
that tile. But if that tile comes out by another’s discarding, then
the player who sits nearest the right hand of the discarder gets it.

Section IX.

CHANGING THE BANKER

(1) East Wind remains banker as long as he can get Maajok


continuously. When the scores are settled, the tiles are placed face
down again and re-shuffled. The players build walls, as formerly
explained, and the play proceeds as before. The banker shakes the
dice to ascertain whose wall is to be broken and the owner of that wall
shakes to see which row of tiles is to be opened.

(2) If one of the three other Winds gets Maajok, the scores
are first settled as above explained, after which East Wind moves
the banker’s marks to his under player who in turn becomes the
banker and East Wind. (See Fig. 28 (b).)
The Ancient Chinese Game 27

E THE, 1ST. PLAYER N THE 1ST. PLAYER

W THE 3RD. PLAYER 8 S THE 3RD. PLAYER


<» W THE 1ST. PLAVER ^ 5 THE 1ST. P LAVER

mmmm

E THE 3RD. PLAYER 0 N THE 3«0. PLAYE R

F*0. 25.

According to the above, Fig. 28 (b), the under player of the


original East Wind becomes the East Wind or banker. The former
banker becomes the North Wind; the former West Wind becomes the
South Wind and the former North Wind becomes the West Wind.

(3) All the players shuffle the tiles and build up their walls
anew, the new banker throws the dice to decide which wall is to be
broken, the owner of that wall shakes the dice to see which row of
tiles is to be opened, and thus the game begins again. The round,
beginning with the first player and ending with the fourth player
is called the East or First Round. In this manner each of the four
players becomes banker in turn. The fourth player keeps the East-
round mark to remember that one round has been played.

(4) The first player then takes out a South-round mark and
starts the game as before. This is called South or Second Round;
then comes the "W^st or Third Round and the North or Fourth
Round, until the last player fails, then the game is over.

(3) The usual rule limits the game to four rounds. Unless
a special arrangement is made before the game begins, none of the
players should quit until it ends.
28 Original Rules of Maajok

Section X.

DEAD HAND

(1) There are always 7 sets (14 tiles) in the loose tiles which
are called “Dead Tiles" and each Kong adds another. The dead
tiles are not to be touched by any player during that hand. If the
player who draws the tile next to the dead tiles does not Maajoke,
this hand is called a dead hand.

(2) When this occurs the East Wind has to move the banker's
marks to his under player; the under player becomes the new banker
or East Wind and remains there until he fails. When he in turn
moves the banker's marks to his under player.

(3) If the player who draws the last tile next to the dead
tiles can Maajoke by the drawing of such a tile, the Maajok is en¬
titled to double score. The last drawing is awarded to the drawer's
Maajok. If, however, he did not Maajoke by such drawing, he need
not cast another tile off.

(4) There is no comparison of scores when a dead hand re¬


sults.

Section XI.

HOW TO COUNT SCORE FOR MAAJOK

(1) The Maajoker first counts 20 points for Maajok. (See


Section XV (f.) )

(2) Add each item of actual score from Section XV, (g) to
(i) if the hand has any.

(3) Add each item of actual score from Section XV (a) to


(d) if the hand has any.
The Ancient Chinese Game 29

The items above are scores which apply only to the Maajoker.
If a hand entitles him to double score once or more than once, the
actual scores are added up first, then doubled (See Section XVI, for
examples.)

DOUBLE SCORE FOR MAAJOKER

(4) Section XV (e) and (j) to (p) double the score once
for each item.

(5) Section XV (q) is entitled is double score three times;


any item of (j) and (k) and (n) to (p) of the same Section is
allowed to be doubled once more for each item, if it appears in that
hand.

(6) Section XV (r) to (z) shows different hands entitled


to full point or a half of full point scores. A full point score is
awarded the Maajoker to a certain limited point only, after which
it is not necessary to add the actual score and double. (See Section
XVI for examples.)

Section XII.

MAKING SETTLEMENT AMONG THE THREE LOSERS

The settlement made between the three losers is simple. The


counting of scores applying to these players is from Section XV (a)
ro (d) for actual scores. Section XV (e) counts double score once
for a set of a player's own Wind and each set of any Dragons.

(1) Add each item of actual score from Section XV (a)


to (d).

(2) Double the score once from the above score for each
item of Section XV (e). (See Section XVII for examples).
30 Original Rules of Maajok

Section XIII.

PENALTIES FOR MISTAKES

(1) When any player Maajokes and it is discovered that his


set or sets are improperly matched according to the rules, the Maajok-
er is subjected to the penalty of giving 100 points to each of the
other players. Banker receives or pays double.

(2) After the banker’s discard, each player should have 13


tiles. If any one is discovered with too many tiles in hand, he
is not allowed to get Maajok during that hand. He should continue
to draw and discard until one of the others gets Maajok or it becomes
a dead hand. The score of the over-drawer, if he has any, is also
subject to cancellation.

(3) If any player has too few tiles, he is not allowed to get
Maajok and must play the same way as the over-drawer, but his
score is allowed to remain as it is.

Section XIV.

PENALTIES FOR CARELESS DISCARDING

Because of the possibility that some player might, for some


reason, lose interest, the careless discarder is subject to a heavy
penalty.

(1) During the hand, if one player has more than two sets
of the same class tiles already shown on the table, (as in Section XV
(q) ), none of the players should discard one of the same class if
he has any other class of tile to spare. If anyone does, and it hap¬
pens thereby that the player gets Maajok for more than double score
twice by that discarding, the discarder of that tile should take the
responsibility of paying the whole score to the Maajoker instead of
The Ancient Chinese Game 31

the two other players paying. But if the discarder has nothing
but that class of tile or tiles, or the Maajoker gets no more than
double score twice, such payment need not be made.

(2) The same penalty is effective in Section XV (s). If


two sets of Dragons are already laid on the table by one player and
a second player discards the third class of Dragon, the first player
gets Maajok of a full point score by that discarding, while the dis¬
carder of that tile takes the same responsibility as above stated.

(3) This penalty is also effective in Section XV (t) and


(u). If three sets of that class were already Ponged or Konged by
one player, and another discarded a fourth of that class, the first
player gets Maajok for a full point score by that discarding. The
discarder of that tile also takes the whole responsibility as decribed
above.

These penalties are effective only at the time of discarding, and


the Maajoker gets Maajok at the same time. Such penalties are not
to affect the player who has just made another set of Pong, etc.,
and gets Maajok by another class of tile afterward.

Such a penalty, however, is rare, unless the discarder also has


a very big score in hand; otherwise there would be no reason to take
such responsibility.

Section XV.

POINTS IN SCORING
The following items from (a) to (d) are called actual scores
and are applied to all players:

(a) SCORE FOR KONG.

A Kong-A of any Wind or Dragon -32 points

A Kong-A of any “Numbered” class of No. 1 or No. 9 ____32 points

A Kong-A of any “Numbered” class except No. 1 and


No. 9 _-_16 points

A Kong-B or Kong-C of any Wind or Dragon _16 points


32 Original Rules of Maajok

A Kong-B or Kong-C of any ‘‘Numbered'’ class of No. 1


or No. 9 -16 points
A Kong-B or Kong-C of any “Numbered" class except
No. 1 and No. 9 -8 points
(b) SCORE FOR KUP.
A set of Kup of any Wind or Dragon_8 points
A set of Kup of any “Numbered" class of No. 1 or No. 9_8 points
A set of Kup of any “Numbered" class except No. 1 and
No. 9 -4 points
(c) SCORE FOR PONG.
A set of Pong of any Wind or Dragon_4 points
A set of Pong of any “Numbered" class of No. 1 or No. 9_4 points
A set of Pong of any “Numbered" class except No. 1
and No. 9 -2 points
(d) SCORE FOR PAIR.
A pair of own Wind or any of Dragons__2 points
(e) DOUBLE SCORE FOR ALL PLAYERS
A set of Kup, Pong, or Kong of a player's own Wind or any of
Dragons counts double score once for each kind.
The following items from (f) to (i) are also called actual
scores and are applied to the Maajoker only:
(f) Maajok (besides other score) __20 points
(g) Self-drawing (the tile that is drawn from the
wall by self and Maajoked)_2 points
(h) Maajoked by the tile which is the only one possible
to fill the last set of Sequence or Chow_2 points
(See Fig. 29.)

Maajoked Maajoked
00 00
Maajoked Maajoked
by 2 by 3 by 3 by 4

00
Maajoked Maajoked Maajoked Maajoked Maajoked
by 3 by 6 by 7 by 7 by 8
Fig. 29.
The Ancient Chinese Game 33

(i) Maajoked by single Eye waiting__2 points


(See Fig. 15 to 17 for examples.)

The following items from (j) to (p) are entitled to double


score once for each item and are applied to the Maajoker only:

(j) A Maajoked hand which was all in runs, either Chow


or Sequence, without any set of Kong, Kup or Pong, also without
any pair of own Wind or any Dragon for Eyes and without any
condition as item (h) or (i). (See Fig. 20 to 21 for examples.)

(k) A Maajoked hand which was all in sets of either Pong


Kup or Kong, without any set of Sequence or Chow. (See Fig. 23
to 24 for examples.)

(l) A Maajoked hand consisting of a set or sets, a pair of


Eyes of No. 1 or No. 9, or No. 1 and No. 9 of any class with a set
or sets, a pair of Eyes of Dragon or Wind, or Dragon and Wind in¬
termixed, but without any set or a pair of Eyes of “Numbered” class
from No. 2 to No. 8 of any kind. (See Fig. 23, for example.)

(m) A Maajoked hand consisting of a set or sets, a pair of


Eyes of “Bamboo” class only, “Circle” class only, or “Character”
class only, with a set or sets, or a pair of Eyes of Dragon or Wind
or Dragon and Wind both intermixed. (See Fig. 17 for example.)

(n) A hand Maajoked by the fourth tile which the Ponger


merely draws and uses for the purpose of Kong-C.
(See Section I, Kong-C.)

(o) Double score once for self-drawing from the last tile
when Maajoked by that tile. (See Section X-3).

(p) Double score once for self-drawing from the loose tiles
when Maajoked by that tile. (See Section I, Kong-A to Kong-C.)

The following item (q) is entitled to the Maajoker double


score three times:

(q) Complete a hand of four sets and a pair of Eyes all in


same class, either in “Character,” “Circle,” or “Bamboo” tiles alone.
Such a hand is entitled to double score three times. Also each item
of (j) and (k) and (n) to (p) of the same Section is allowed to
double once more if the hand has any. (See Fig. 18 and 24).
34 Original Rules of Maajok

The following items from (r) to (x) are entitled to full point
score and are applied to the Maajoker only:

A full point score is usually limited to 300 points. A higher


or lower score may be named for the game by the players at the be¬
ginning of play.

The meaning of a full point score is that the winner of that


hand gets a Maajok and is entitled to the limit, he need not count
the exact points of the hand he has made, but simply gets the lim¬
ited score points from each of the other players.

When a full point score is limited, the comparison of scores


between the three losers is also limited to the same standard. No
excessive score counts.

(r) If the East Wind gets a complete hand at the first


14 tiles without discarding, he is entitled to full point score.

(s) A Maajoked hand consisting of three sets of all the


Dragons is entitled to full point score.

(t) If a hand gets a set of own Wind and three sets of others'
Winds; or a set of own Wind and two sets of others' Winds and a
pair of another’s Wind for Eyes, and Maajokes thereby, such a hand
is entitled to a full point score.

(u) A Maajoked hand having 4 sets and a pair of Eyes of all


in No. 1 and No. 9 of any kind is entitled to a full point score.

(v) A Maajoked hand having 4 sets of Kups (or Kong-A) of


any kind and a pair of Eyes all by his own drawing, is entitled to a
full point score. If Maajoked by another’s discarding, the discarded
tile must match the Maajoker's single Eye waiting.

(w) A Maajoked hand is entitled to a full point score when


all the tiles held in hand belong to the same class, as Circle, Bamboo
or Character, and the numbers of the tiles must be exactly the same
as shown in Fig. 30, as it can get Maajok by a tile of any number
from 1 to 9. (See Fig. 30.)
The Ancient Chinese Game 35

1_„ i_ 2 „ 3 ^
*VS? Va
6 »_
'k 8>X

r r T T T T T T T
Fig. 30.
The hand above needs a tile of any number from 1 to 9 of
a Character for Maajok.

(x) A hand having one of all kinds in No. 1 and No. 9,


Dragons and Winds, and another one of any of the above tiles such
as a pair of Eyes, is entitled to a full point score. (See Fig. 31.)
9 s w N

880 T Ei Ei &

Fig. 31.
The hand above needs a Red Dragon for Maajok.

The following items (y) and (z) are entitled to half of a full
point score and are applied to the Maajoker only:

(y) A hand which Maajokes by the first discarding of the


East Wind is entitled to half of a full point score.

(z) A hand which Maajokes with two sets of Dragons and


a pair of Eyes of another Dragon is entitled to half of a full point
score.

Section XVI.

EXAMPLES OF ADDING SCORE FOR MAAJOK

(1) For a hand, as in Fig. 15, which is Maajoked by a


player’s own drawing, add as follows:
Maajok (Section XV (f).)-20 points
By self-drawing (g) - 2 points
Single Eye waiting (i) - 2 points

Total actual score _24 points


36 Original Rules of Maajok

(2) For a hand as in Fig. 13, which is Maajoked by discard¬


ing, add as follows:
Maajok (Section XV (f).)_20 points
Single Eye waiting (i)_ 2 points

Total actual score _22 points

(3) A hand Maajoked by discarding as in Fig. 16:


Maajok (Section XV (f).)-20 points
A Kup of Circle 4 (b) _ 4 points
A Kup of Character 1 (b) _ 8 points
Single Eye waiting (i)_ 2 points

Total actual score _34 points


(4) A hand as in Fig. 16, but a second player discards the
fourth tile of Character 1. The first one makes his set of Kup of
Character 1 into a set of Kong-B. When he draws an extra tile
from the loose tiles, it happens to be a Bamboo 2 or 5, which com¬
pletes a Maajok. The count is as follows:
Maajok (Section XV (f).)_20 points
Self-drawing (g) _ 2 points
Single Eye waiting (i)_ 2 points
A Kong-B of Character 1 (a) _ 16 points
A Kup of Circle 2 (b) _ 4 points

Total actual score _44 points


Double score once for item (p) _
Total score _88 points

(3) If a player has a hand as shown in Fig. 16, but draws a


Circle 1 from the wall which just fits his set of Sequence, it makes
a set of Circle 1-2-3. This makes his four of Circle 4 as a set of
Kong-A. If the extra tile he draws from the loose tiles is either a
Bamboo 2 or 5, it completes his hand and gives him Maajok. The
count is as follow:
Maajok (Section XV (f).)_20 points
Self-drawing (g) - 2 points
Single Eye waiting (i)- 2 points
A Kong-A of Circle 4 (a) _16 points
A Kup of Character 1 (b) _ 8 points

Total actual score ____48 points


Double score once for item (p)
Total score —_____9 6 points
The Ancient Chinese Game 37

(6) A hand as in Fig. 17, Maajoked by discarding counts:


Maajok (Section XV (f).)_20 points
Single Eye waiting (i)_ 2 points
A Kup of Red Dragon (b) __ 8 points
A Kup of Green Dragon (b) _ 8 points

Total actual score _38 points

(1) Double score once for item (e) for a set of Red Dragon.
(2) Double once for item (e) for a set of Green Dragon.
(3) Double score once for item (m) for Circle class only,
with Dragon class intermixed. _
Double three times total score _304 points

(7) “A" has a hand as in Fig. 17; he draws the fourth Red
Dragon from the wall, thus making a set of Kong-A. He then draws
a Circle 3, 6 or 9 from the loose tiles, which just completes his
hand and he Maajokes. The count is:

Maajok (Section XV (f).)-20 points


Self-drawing (g) - 2 points
Single Eye waiting (i)- 2 points
A Kong-A of Red Dragon (a) -32 points
A Kup of Green Dragon (b) - 8 points

Total actual score _64 points

(1) Double score once for item (e) for a set of Red Dragon.

(2) Double score for item (e) for a set of Green Dragon.

(3) Double score once for item (m) for Circle class only
with Dragons intermixed.

(4) Double score once for item (p) when Maajoked by self¬
drawing from the loose tile.

Double score four times total score-1024 points

(If a full point score of a certain amount is limited, no excess¬


ive score for this hand can be counted.)
38 Original Rules of Maajok

(8) A hand Maajoked by discarding either a Character 1,


4 or 7, as Fig. 18:

Maajok (Section XV (f).)_-_20 points

Total actual score _20 points

(1) Double score 3 times for item (q) for all sets in Char¬
acter class alone.

(2) Double score once more for item (j) for all sets in runs.

Double score four times total _320 points

(9) A hand as in Fig. 18, Maajoked by a Character 2 by


self-drawing from the wall:
Maajok (Section XV (f).)_20 points
Self-drawing (g) - 2 points
Single Eye waiting (i)- 2 points
A Kup of Character 3 (b) _4 points

Total actual score _28 points

Double score 3 times for item (q) for all sets and a pair of
Eyes in Character class alone.

Double score 3 times total score_224 points

(10) A hand, as in Fig. 19, Maajoked by the East Wind tile


by the banker’s own drawing:

Maajok (Section XV (f).)_20 points


Self-drawing (g) - 2 points
A Kup of East Wind (b) _ 8 points
A Kup of South Wind (b) _ 8 points
A Kup of White Dragon (b) _ 8 points

Total actual score _46 points

(1) Double score for item (e) for a set of own Wind.

(2) Double score once for item (e) for a set of Dragon.

(3) Double score once for item (m) for Circle class only
with Wind and Dragon intermixed.

Double score 3 times total score 368 points


The Ancient Chinese Game 39

Section XVII.

EXAMPLES OF COMPARISON OF SCORES AMONG THE


THREE LOSERS
(1) When South Wind Maajokes, he gets the amount of his
score from West Wind and North Wind, but double the score from
East Wind.
(2) West Wind has:
A Kup of Circle 1 (b) _ 8 points
A Ponk of West Wind (c) - 4 points
A pair of Red Dragon (d) - 2 points

Total actual score __14 points


Double score once for item (e) for a set of own Wind.

Double score once total score _28 points


(3) The North Wind has:
A Kong-A of Bamboo 1 (a) _32 points
A Kong-B of Green Dragon (a) _16 points
A Pong of Character 2 (c)_ 2 points

Total actual score _50 points


Double score once for item (e) for a set of Dragon.
Double score once total score _100 points

(4) The East Wind has:


A Kong-A of Circle 5 (a) _16 points
A Kup of Bamboo 9 (b) - 8 points
A pair of East Wind (d) -— 2 points
A Pong of Circle 9 (c)- 4 points
Total actual score _30 points

SUMMARY OF ABOVE SCORES


(2) West Wind's score -28 points

(3) North Wind's score-100 points

(4) East Wind’s score---30 points


40 Original Rules of Maajok

ITEMS OF WEST WIND'S SCORE


Loses to Maajoker his total
Loses to North 72 points Pays 72 points
Loses to East 2 points Pays 4 points

ITEMS OF NORTH WIND'S SCORE


Loses to Maajoker his total
Gains from East 70 points Rec'd 140 points
Gains from West 72 points Rec’d 72 points

ITEMS OF EAST WIND'S SCORE


Loses to Maajoker his total
Gains from West 2 points Rec’d 4 points
Loses to North 70 points Pays 140 points

Section XVIII.

RULES FOR PLAYING WITH FLOWERS AND SEASONS

The original game of Maajok has 136 tiles, the eight extra
Flowers and Seasons being used only for the purpose of raising
score. When one can play with the original tiles he can play with
the extra ones.

(1) When playing with the Flowers and Seasons, simply


add all the extra tiles to the others, making a total of 144 tiles.

(2) Build up each wall of 18 double decked tiles instead


of 17.

(3) Make the same drawing and discarding as usual, except


that when you get a Flower or Season lay it down face up on the
right hand corner of the table and draw an extra tile from the loose
tiles, doing the same way as in a Kong. If you get Maajok by that
loose tile it counts double score as originally explained. While an
extra tile is drawn for a Flower or Season, you need not add another
tile to the dead tiles. (See Section IV (4) to (5).)
The Ancient Chinese Game 41

Section XIX.

POINTS SCORED FOR EXTRA TILES

(1) Each Flower’s or Season’s actual score is 4 points.

(2) Each of a player’s own Flower or Season gets double


score once.

(The number of the East Wind’s own Flower or Season is 1;


the South Wind is 2; the West Wind is 3, and the North Wind is 4.)

(3) Four of the same color of Flowers or Seasons in a set of


sequenced tiles as 1-2-3-4, counts as follows:

(a) Full point score for the Maajoker.

(b) A half of full point score for each set (including the
original score) for the player who holds them. This score is only
effective for comparison of the scores among the three losers. The
Maajoker does not pay anything to any of the other players.

HOW TO ADD FLOWERS AND SEASONS SCORE TO


ORIGINAL SCORES

Playing with Flowers and Seasons usually limits a full point


score to 300 points. When a player gets Maajok for a full point
score, no matter how high or how low, he receives 500 points from
each player. East Wind, of course, receives or pays double.

The following scores apply to all players:

(4) Each Flower or Season, add 4 points of actual score to


the original score.

(5) Each of a player's own Flower or Season double score


once from the total amount of the actual score.

In any case, when playing with extra tiles, the original rule is
not changed.
42 Original Rules of Maajok

Section XX.

ANOTHER WAY TO RAISE SCORE

Another popular way to raise the score without adding the


extra tiles is as follows:

(1) The East or First Round: If the banker gets a set of


own Wind, his score is doubled twice instead of once. A pair of
Eyes alone counts him 4 points. If any of the other players gets a
set of East Wind, it counts as a set of any Dragon, while a pair
counts 2 points.

(2) The South or Second Round: If the South Wind gets


a set of own Wind, it is doubled twice as explained above. A pair of
South Wind would count 4 points. If any of the other players gets
a set of South Wind, it is doubled once. A pair counts 2 points.

(3) The West or Third Round: If the West Wind gets a


set of own Wind, it is doubled twice as above. A pair would count
4 points. If any other player gets a set of West Wind, the score is
doubled once. A pair counts 2 points.

(4) The North or Fourth Round: If the North Wind gets


a set of own Wind, the score is doubled twice. If a pair, its score
is 4 points. If any other player gets a set of North Wind, his score
doubles once as with a set of Dragon. If a pair, his score is 2 points.
The Ancient Chinese Game 43

DOUBLE SCORE TABLES FOR


M AAJOK

Copyright, 1923, by Y. C. Lim.

Table (A)
Actual Doubled Doubled Doubled
Score Once Twice 3 Times

10 20 40 80
12 24 48 96
14 28 56 112
16 32 64 128
18 36 72 144
20 40 80 160
22 44 88 176
24 48 96 192
26 52 104 208
28 56 112 224
30 60 120 240
32 64 128 256
34 68 136 272
36 72 144 288
38 76 152 304
40 80 160 320
42 84 168 336
44 88 176 352
46 92 184 368
48 96 192 384
30 100 200 400
44 Original Rules of Maajok

DOUBLE SCORE TABLES FOR


MAAJOK

Copyright, 1923, by Y. C. Lim.

Table (B)
Actual Doubled Doubled Doubled
Score Once Twice 3 Times

32 104 208 416


54 108 216 432
56 112 224 448
58 116 232 464
60 120 240 480
62 124 248 496
64 128 256 512
66 132 264 528
68 136 272 544
70 140 280 560
72 144 288 576
74 148 296 592
76 152 304 608
78 156 312 624
80 160 320 640
82 164 328 656
84 168 336 672
86 172 344 688
88 176 352 704
90 180 360 720
92 184 368 736
94 188 376 752
96 192 384 768
98 196 392 784
100 200 400 800
The Ancient Chinese Game 45

DOUBLE SCORE TABLES FOR


M AAJOK

Copyright, 1923, by Y. C. Lim.

Table (C)
Actual Doubled Doubled Doubled
Score 4 Times 5 Times 6 Times

10 160 320 640


12 192 384 768
14 224 448 896
16 256 512 1024
18 288 576 1152
20 320 640 1280
22 352 704 1408
24 384 768 1536
26 416 832 1664
28 448 896 1792
30 480 960 1920
32 512 1024 2048
34 544 1088 2176
36 576 1152 2304
38 608 1216 2432
40 640 1280 2560
42 672 1344 2688
44 704 1408 2816
46 736 1472 2944
48 768 1536 3072
50 800 1600 3200
46 Original Rules of Maajok

DOUBLE SCORE TABLES FOR


MAAJOK

Copyright, 1923, by Y. C. Lim.

Table (D)
Actual Doubled Doubled Doubled
Score 4 Times 5 Times 6 Times

52 832 1664 3328


54 864 1728 3456
56 896 1792 3584
58 928 1856 3712
60 960 1920 3840
62 992 1984 3968
64 1024 2048 4096
66 1056 2112 4224
68 1088 2176 4352
70 1120 2240 4480
72 1152 2304 4608
74 1184 2368 - 4736
76 1216 2432 4864
78 1248 2496 4992
80 1280 2560 5120
82 1312 2624 5248
84 1344 2688 5376
86 1376 2752 5504
88 1408 2816 5632
90 1440 2880 5760
92 1472 2944 5888
94 1504 3008 6016
96 1536 3072 6144
98 1568 3136 6272
100 1600 3200 6400
The Ancient Chinese Game 47

EXAMPLES OF DOUBLE SCORE HANDS

Analysis of the double score hands in Section XV items (1)


and (m) is rather complicated. The following examples are the
most common:

t
x X X
r
Fig. J2.
The hand above doubles as follows:
1 double for item (k) for a Maajoked hand without a
set of Sequence or Chow.

1 double for item (1) for a Maajoked hand consisting


of sets of No. 1 and No. 9 with a pair of Dragon inter¬
mixed.

Count another double if any item of (o) or (p) appears


in that hand.

X i_

T T
Fig. 33.

The hand above doubles as follows:


1 double for item (e) for a set of Dragon.

1 double for item (k) for a Maajoked hand without a


set of Sequence or Chow.

1 double for item (1) for a Maajoked hand consisting of


sets of No. 1 and No. 9 of any kind with a set of
Dragon intermixed.

Count another double if any item of (o) or (p) appears


in that hand.
48 Original Rules of Maajok

it it It 4 & ■h 4) il it it
Fig. 34.
The hand above doubles as follows:
2 doubles for item (e) for 2 sets of Dragons.
1 double for item (k) for a Maajoked hand without a
set of Sequence or Chow.
1 double for item (1) for a Maajoked hand consisting
of a pair of Eyes of No. 1 or No. 9 of a*ny class with
sets of Dragons and Winds intermixed.
1 double for item (m) for a Maajoked hand consisting
of a pair of Eyes of “Circle" class only with sets of
Dragon and Wind intermixed.
Count another double if it is Maajoked by the owner
of that Wind.
Count another double if any item of (o) or (p) ap¬
pears in that hand.

1_ i_ i_ * - 3 ^ 0 >> 6 *_
7k 7k s 5
*3? >> 1 1
T T T T T T r r r T T 'V

Fig. 35.
The hand above doubles as follows:
1 double for item (m) for a Maajoked hand consisting
of sets of “Character" class only with a pair of Eyes
of Dragon or Wind intermixed.
Count another double if any item of (n), (o) or (p)
appears in that hand.

Fig 36.
The hand above doubles as follows:
1 double for item (k) for a Maajoked hand without a
set of Sequence or Chow.
1 double for item (m) for a Maajoked hand consisting
of sets of “Bamboo" class only with a pair of Eyes of
Dragon or Wind intermixed.
Count another double if any item of (o) or (p) ap¬
pears in that hand.
The Ancient Chinese Game 49

Fig. 37.
The hand above doubles as follows:
1 double for item (e) for a set of Dragon.

1 double for item (m) for a Maajoked hand consisting


of sets of "Circle" class only with a set of Dragon in¬
termixed.

Count another double if any item of (n), (o) or (p)


appears in that hand.

*— i._ 3 ~ 3 * 3 - 0_*_ •a •a
jt& **
T T T T T T
Fig. 38.
The hand above doubles as follows:
1 double for item (e) for a set of Dragon.

1 double for item (k) for a Maajoked hand without a


set of Sequence or Chow.
1 double for item (m) for a Maajoked hand consisting
of sets of "Character" class only with a set of Dragon
intermixed.
Count another double if any item of (o) or (p) ap¬
pears in that hand.

Fig 39.
The hand above doubles as follows:
2 doubles for item (e) for 2 sets of Dragons.
1 double for item (m) for a set and a pair of "Bamboo"
class only with sets of Dragon and Wind intermixed.
Count another double if it is Maajoked by the owner
of that Wind.
Count another double if any item of (n), (o) or (p)
appears in that hand.
50 Original Rules of Maajok

w w w ]—
2 ^ 2 ^

£ 4? &
s
w

Fig. 40.
The hand above doubles as follows:

2 doubles for item (e) for 2 sets of Dragons.

1 double for item (k) for a Maajoked hand without a


set of Sequence or Chow.

1 double for item (m) for a Maajoked hand consisting


of a set and a pair of Eyes of “Circle" class only with
sets of Dragon and Wind intermixed.

Count another double if it is Maajoked by the owner


of that Wind.

Count another double if any item of (o) or (p) ap¬


pears in that hand.

Fig. 41.
The hand above doubles as follows:

2 doubles for item (e) for 2 sets of Dragons.

1 double for item (k) for a Maajoked hand without a


set of Sequence or Chow.

1 double for item (m) for a Maajoked hand consisting of


a pair of “Bamboo" class only with sets of Dragon and
Wind intermixed.

Count another double if it is Maajoked by the owner


of that Wind.

Count another double if any item of (o) or (p) ap¬


pears in that hand.
China Art Lace Co-
Y. C. Lim, Proprietor

Direct Importer of
HAND CARVED MAAJOK SETS

EMBROIDERED LINENS

REAL LACES

Exquisite Gifts
306 PINE STREET, SEATTLE
IMPORTED HAND CARVED

MAAJOK SETS

No. 862 No. 864


5 drawers Maajok set. 2 drawers Maajok set.

Prices quoted upon application.

China Art ancf Lace Co.


306 Pine Street
SEATTLE, WASH.
IMPORTED REAL LACES
No. 650 Hand made Tatting.

No. 649 Hand made Tatting.

No. 648 Hand made Tatting.

No. 629 Real Filet Edging.

No. 492 Crochet Picot Edging.

No. 626 Real Filet Beading.

No. 627 Real Filet Edging.

No. 628 Real Filet Edging.

Cuts full size. Prices quoted upon application.

\e China Art and Lace Co.


306 Pine Street Seattle, Wash.
IMPORTED REAL LACES
488 Hand made Crochet Edg¬
ing. Width about 2 inches.

489 Crochet Insertion to match


above. Width about 2
inches.
490 Hand Crochet Edging.
Width about 124 inches.
491 Crochet Insertion to match
above. Width about 1 ^4
inches.
624 Real Filet Edging. Width
about 1 *4 inches.
625 Filet Insertion to match
above.
Cuts one-half size.

Prices quoted upon application.

cr~tShe China Art and Lace Co.


306 Pine Street Seattle, Wash.
PRESS OF
JgrwjMn&JifUtloixl (q
SEATTLE

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