Original Rules of a 00 Li My
Original Rules of a 00 Li My
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THE ORIGINAL RULES
OF
MAAJOK
Y. C. Lim
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WITH ILLUSTRATIONS
Copyright, 1923
By
Y. C. Lim
PUBLISHED BY Y. C. LIM
SEATTLE
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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 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.”
MAAJOK
CONTENTS
Section Page
Matching sets_L 12
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10 Original Rules of Maajok
Two kinds of counters are shown below: Fig. (a) shows the
modern, Fig. (b) shows the ancient type. Either may be used.
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10 POINT COUNTER
10 POINT COUNTER
(A) (B)
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.
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.
Section I.
MATCHING SETS
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SPECIAL SET
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.)
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Fig. 5.
(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.)
Section II.
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 SHAKER
Fig. 7.
shakes takes the number he shakes and starts counting, beginning with
himself. Each player claims certain numbers.
(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 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.
(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.
(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.
Fig. 10.
18 Original Rules of Maajok
(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:
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.
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.
(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 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.
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Fig. 15.
The hand above needs a “Bamboo” 1 for Maajok.
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Fig. 16.
The hand above needs a 2 or 5 of a “Bamboo” for Maajok.
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Fig. 17.
The hand above needs a 3, 6 or 9 of a "Circle” for Maajok.
22 Original Rules of Maajok
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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.
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Fig. 20.
The hand above needs either a 2, 5 or 8 of a “Character" for
Maajok.
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Fig. 21.
The hand above needs a 1 or 4 of a "Circle" for Maajok.
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Fig. 23.
The hand above needs either a 1 or 9 of a “Circle" for Maajok.
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Fig. 24.
The hand above needs either a 2 or 3 of a “Bamboo" for Maajok.
Section VI.
DISCARDING
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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).
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Fig. 26.
24 Original Rules of Maajok
Fig. 27.
(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.
(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.
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.
Section VII.
(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.)
Section VIII.
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.
(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
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(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.
Section XI.
(2) Add each item of actual score from Section XV, (g) to
(i) if the hand has any.
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.)
(4) Section XV (e) and (j) to (p) double the score once
for each item.
Section XII.
(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.
(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.
(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.
Section XV.
POINTS IN SCORING
The following items from (a) to (d) are called actual scores
and are applied to all players:
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
(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 items from (r) to (x) are entitled to full point
score and are applied to the Maajoker only:
(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.
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Fig. 30.
The hand above needs a tile of any number from 1 to 9 of
a Character for Maajok.
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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:
Section XVI.
(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:
(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.
(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 3 times for item (q) for all sets and a pair of
Eyes in Character class alone.
(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.
Section XVII.
Section XVIII.
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.
Section XIX.
(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.
In any case, when playing with extra tiles, the original rule is
not changed.
42 Original Rules of Maajok
Section XX.
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
Table (B)
Actual Doubled Doubled Doubled
Score Once Twice 3 Times
Table (C)
Actual Doubled Doubled Doubled
Score 4 Times 5 Times 6 Times
Table (D)
Actual Doubled Doubled Doubled
Score 4 Times 5 Times 6 Times
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x X X
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Fig. J2.
The hand above doubles as follows:
1 double for item (k) for a Maajoked hand without a
set of Sequence or Chow.
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Fig. 33.
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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.
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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.
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Fig. 38.
The hand above doubles as follows:
1 double for item (e) for a set of Dragon.
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
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Fig. 40.
The hand above doubles as follows:
Fig. 41.
The hand above doubles as follows:
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