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📄 rules.txt

📁 支持网络和单机的麻将游戏
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RULES USED BY THE MAH-JONG PROGRAMSThe game currently implemented is a version of the classical Chinesegame. The most convenient and comprehensive set of rules is thatprovided by A. D. Millington, "The Complete Book of Mah-Jongg", Weidenfield & Nicolson (1993), ISBN 0 297 81340 4.In the following, M 103 denotes item 103 of the rules laid out in Chapter 3 of that book. I here describe only the differences from theserules, some of which differences are consequences of using computers,and some of which are points where my house rules differ fromMillington's version. In due course, all variations (of Chineseclassical) will be accommodated, if there is sufficient desire.Classification of tiles (M 1-8): the tiles are a standard Chinese set.The tiles do not have Arabic numerals, except for the flowers andseasons, where the identifying Chinese characters are too small to belegible.The flowers and seasons may be removed from the tile set by unsettingthe  Flowers  game option.Preliminary (M 9-10): nothing to say.Duration of the game (M 11-14): standard rules. In particular, thetitle of East does not pass after a wash-out.Selection of seats (M 15): the players are seated in theorder they connect to the server, or randomly, according to the option given to the server.The deal etc. (M 16-27): There is no attempt to simulate the usualdealing ritual (M 16-20, 23-26); the wall is built randomly by theserver. The dead wall is also maintained by the server.The existence of a dead wall is controlled by the  DeadWall  gameoption; normally there is a dead wall.The deal wall is either 14 tiles and kept at 13 or 14 during play (asin most authors), or is 16 tiles, not extended during play (perMillington (M 22)), according to the  DeadWall16  game option.Replacement tiles for kongs are always taken from the loose tiles,but replacements for bonus tiles may be drawn from the live wall (M 31),or from the loose tiles, according to the  FlowersLoose  game option.Object of game (M 28-31): all winning hands must comprise four setsand a pair, with the exception of the Thirteen Unique Wonders.If the  SevenPairs  game option is set, then a hand of any sevenpairs is also allowed as a winning hand.Bonus tiles (M 31): M requires that bonus tiles must be declared inthe turn in which they are drawn; otherwise the player may notexchange or score them (and thus they cannot go out). We do not makethis restriction, as it is (a) pointless (b) unenforceable in reallife. Bonus tiles may be declared at any time after drawing from thewall. (Obviously, there is no reason not to declare them immediately.)Commencement of the Game (M 32-33): standard.Playing procedure (M 34-38): standard.In particular, the other players have to give permission foreast to start playing (M 34).The display of discards cannot be controlled by the server; thecurrent X client displays them in an organized fashion, rather thanthe random layout required by M 35.Chow (M 39-42): standard.Pung (M 43-45): standard.Kongs (M 46-52): M distinguishes three types of kong: concealed,claimed (by Kong), and annexed (formed by adding a discard to anexposed pung), and allows claimed kongs to be counted as concealed for the purposes of doubling combinations. I have not seen this anywhereelse; normally, a claimed kong is treated as exposed for all purposes.We follow the normal convention; however, the game optionKongHas3Types can be set to implement M's rules. In this case, the xmjprogram will distinguish claimed kongs by displaying them with thelast tile face down, whereas annexed kongs are all face up.Players may declare a concealed kong, or add to a pung,only when they have just drawn a tile from the wall (live or dead);not just after a claiming a discard. (A silly restriction in my view,but one that all rule sets seem to have (M 51).)Calling and Mah Jong (M 53-54): standard. (I.e. there is no "Calling"declaration.)NOTE: M permits players to change their mind about making a claim (M 69); we do not, and all claims are irrevocable. Question: should we allow revocation?Original Call (M 55): the Original Call declaration must be madesimultaneously with the first discard, rather than afterwards.NOTE: the server does *not* check that the declarer does indeedhave a calling hand, as a mistaken original call does not damage theother players or the progress of the game. The server does, however,thereafter prevent the declarer from changing their hand; therefore amistaken original call will make it impossible to go out. (Note: in M, an Original Caller may change their hand, but will thereby lose theability to go out (M 55(b)); is this a better way to treat it?)Note also: as per M, an original call can be made even if anotherplayer has claimed a discard before, unlike the Japanese version.Robbing a Kong (M 57-60): Robbing a kong is implemented. However, aswith discards, we require that kongs are robbed before anything elsehappens, and in particular before the konger draws a replacement tile.Therefore, after a kong, all other players must either claim Mah Jongor pass. (The provided programs will pass automatically if robbing isnot possible.) As for discards, there is a time limit.Precedence of claims for discard (M 61-65):Many rules allow a discard to be claimed up until the time the nextdiscard is made. M does this, with elaborate rules for the precisespecification.For ease of implementation, we do not allow this: instead, all players are required to make a claim or pass, and once all players haveclaimed, the successful claim is implemented irrevocably.The server imposes a time limit; players that do not claim withinthe limit are deemed to have passed. This defaults to 15 seconds,but can be changed or disabled by the  Timeout  game option.Irregularities in Play (M 66-81): the server does not permit unlawfulmoves, and so no irregularities can arise.False Declaration of Mah Jong (M 82-83): such declarations are notpermitted by the server.False Naming of Discards (M 84-88): this also cannot happen.Incorrect Hands (M 89): cannot happen.Letting Off a Cannon (M 90-96): as in M. However, if a player makesa dangerous discard, but has no choice, the server will determinethis; it is not necessary to plead "no choice" explicitly, and neither is the player's hand revealed to the other players.Wash-Out (M 97-99): standard.Points of Etiquette (M 100-102): not applicable.Displaying the Hand (M 103-106):The format of display is a matter for the client program, and cannotbe controlled by the server.After Mah Jong, the players are responsible for declaring concealedsets in whatever way they wish. The winner, of course, is required todeclare a complete hand; but the losers may declare as they wish.Once a set is declared, it cannot be revoked. Note that the losers may declare multiple scoring pairs.Procedure in Settlement (M 107-111):The settlement is classical: that is, the winner gets the value oftheir hand from all players; the losers pay one another thedifferences between their scores; except all payments to or from Eastare doubled; and if players let off a cannon, they pay everybody's debt.Unlike normal play (M 110), all hands are scored by the server, rather than by the players. Settlement is also computed by the server.Some variations in settlement are provided: if the LosersSettle gameoption is set to false, there are no payments between losers; if theEastDoubles game option is set to false, payments to or from East arenot doubled; if the DiscDoubles game option is set to true, then thediscarder of the tile that gave Mah-Jong will pay double to thewinner, and a self-draw is paid double by everybody.Method of Scoring (M 112-122):The method is standard (M 112), viz calculate points obtained fromsets and bonuses, and then apply doubles.The following points are given for tiles:  Bonus tiles:    4 each (M 114(a))  Pungs:    2 for exposed minor tiles; 4 for exposed major or concealed minor;    8 for concealed major. (M 114(b))  Kongs:    8 for exposed minor; 16 for exposed major or concealed minor;    32 for concealed major. (M 114(c))  Chows:    no score. (M 114(d))  Pair:    2 for a pair of Dragons, Own Wind, or Prevailing Wind.    A pair that is both Own and Prevailing Wind scores 4. (M 114(e))    Non-winning hands may score more than one pair.  Basic points:    the winner gets 20 points for going Mah Jong.    This can be changed by the  MahJongScore  game option     (M 115(a) has 10 points).  Seven Pairs hand:    If Seven Pairs hands are allowed, they receive an additional score of    20 points, changed by the  SevenPairsVal  game option.  Winning from wall:    if the final tile is drawn from the wall, 2 points    are added (M 115(b)).   Filling the only place:    if the final tile is the only denomination    that could have completed the hand, 2 points are added (M 115(c)).    NOTE: As in M, if all four copies of a tile are exposed on the table,    it does not count as available for completing the hand.  Fishing the eyes:    a player who completes by obtaining a pair gets 2    points if the pair is minor, or 4 if major (M 115(d)).    Note: to obtain these points for a discard, the player must actually    claim the discard for a pair: e.g. if waiting on 5677, and 7 is    discarded, the player must claim for the pair, not the chow.The following doubles apply to all hands.All possible clauses apply unless stated otherwise.  Having own flower or own season.    No extra score. Changed by the  FlowersOwnEach  game option.  Having own flower AND own season,    1 double. (M 116(a)). Changed by the  FlowersOwnBoth  game option.  Having all four flowers,    1 double. (M 116(b)). Changed by the  FlowersBouquet  game option.  Having all four seasons,    1 double. (M 116(b)). Changed by the  FlowersBouquet  game option.      Each set of dragons,    1 double. (M 116(d))  A set of the player's own wind,    1 double. (M 116(e))  A set of the prevailing wind,    1 double. (M 116(f))  "Little Three Dragons": two sets and a pair of dragons.    1 double. (M 116(g))  "Big Three Dragons": three sets of dragons.    2 doubles. (M 116(h))  "Little Four Winds": three sets and a pair of winds.    1 double. (M 116(i))  "Big Four Winds": four sets of winds.    2 doubles. (M 116(j))        (Note: the definitions of these last four doubles when applied to    non-winning hands are subject to wide variations. Possibly there    should be options to allow other possibilities.)  Three concealed pungs:    1 double. (M 116(k))    (Note: if the KongHas3Types game option is set, a claimed kong counts    as concealed for this hand; see the note above under "Kongs".)The following doubles apply to the winning hand only:  No score hand: four chows and a non-scoring pair.    1 double. (M 117(a))    (Note: like M, we allow any of the extra points (Fishing the Eyes,    etc) to go with this double. Some rules say that the extra points    invalidate this hand. Possibly there should be an option for this.)  No chows:    1 double. (M 117(b))  Concealed hand:    1 double (M 117(c)), changeable with the  ConcealedFully  game    option. (Note: this means a hand that is fully concealed after going    out. Another common value for this is 3 doubles, in which case 1    double is usually given for a semi-concealed hand (see below).)    (Note: if the KongHas3Types game option is set, a claimed kong counts    as concealed for this hand; see the note above under "Kongs".)The following doubles normally apply to the winning hand only;however, the  LosersPurity  game option can be set to allowlosing hands to score them (this is a highly deprecated Americanfeature, but has been requested by a user).  Semi-concealed hand:    no doubles, changeable with the  ConcealedAlmost  game    option. (Not in M)    (Note: this means a winning hand that is concealed up to the point of    going out, or, if enabled, a concealed losing hand. According to a    discussion on rec.games.mahjong, a winning semi-concealed hand is    classically awarded one double (with three given for fully concealed).    One book in my possession (U.S.A., early 1920s) awards this double    only to a hand that is concealed except for the pair.)    (Note: if the KongHas3Types game option is set, a claimed kong counts    as concealed for this hand; see the note above under "Kongs".)  One suit with honours:    1 double. (M 117(d))  One suit only:    3 doubles. (M 117(e))  All majors:    1 double. (M 117(f))  All honours (in an unlimited game):    2 doubles. (M 117(g))     (Note: such a hand will also score the double for all majors.)  All terminals (in an unlimited game):

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