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Mahjong question?
1. One week is one round of wheel cards. 2. Each time a draw card is drawn and a draw card or a wild card is drawn, it is considered a game. 3. Circle four people, each sitting once on the bank to form a circle. 4. Each round after four rounds or reaching the specified time is one round. 5. Circle wind indicates the number of laps in each game. The first circle is the east wind circle, the second circle is the south wind circle, the third circle is the west wind circle, and the fourth circle is the north wind circle. 6. The mark of each plate’s seat for the gate style players. The dealer has east wind, the lower house has south wind, the opposite house has west wind, and the upper house has north wind. 7. Locate the players to the table number and position determined by the draw number. 8. The banker and the side family whose family is in the east are the bankers, and the rest are side families. Regardless of whether there is a tie or not, the dealer does not continue to play. 9. Rotating athletes shall change positions during the competition according to the regulations of the competition. 10. Hand Cards The cards placed in front of your door are the hand cards, and the standard number is 13. The process of playing cards includes the straight, carved, and Kong displayed in front of the door; the extra cards and complements after opening the Kong are not counted in the 13 standard cards. 11. The trump card is based on the basic card type and the individual combination pairs that must be possessed when playing cards. 12. Straight 3 consecutive cards of the same suit. 13. 3 identical cards. What is touched is a clear engraving, and what is caught in the hand is a dark engraving. 14. Pair of two identical cards. 15. The word cards refer to the wind card and the arrow card. The wind cards are east, south, west and north. The arrows are middle, hair and white. 16. One, nine and word tiles among the ordinal tiles of the unitary and nine tiles. 17. Taking a card means that after the previous player has played a card, the person who reports "taking" takes out his two cards and adds them together to form a straight, and displays this deck of cards in front of the standing card as required. 18. Touching cards means that after any family plays cards, the person who reports "touching" takes out his own pair, adds them together to form a set of tiles, and displays the set of cards in front of the standing card according to regulations. 19. Kong reports 4 identical cards. 20. After the flower card is captured, place it in front of the standing card, and add a card from the last card wall. 21. The state in which the draw card is equal to the draw card if only one card is missing. 22. The act of reporting a tie card when the tie card meets the specified card type conditions, reaches or exceeds the draw and score standards. 23. Self-draw and draw cards that make a tie, and report the tie card. Twenty-four, points and cards played by others. 25. The person who announces the cards and announces the cards to eat, touch, open Kong, complement or tie. 26. Fan type is the name for the combination of various cards with certain points or the way of winning cards. 27. Penalty cards that are judged to be penalized. 28. The card that draws the draw card and is placed alone cannot be randomly inserted into the hand. It should be placed separately for verification. 29. Before multiple or few cards are tied, the number of cards in the hand is more or less than the prescribed number. 30. Wild card: After drawing the 144th card in each game, there is still no tie after being played. 31. Declaring a draw by cheating and not meeting the conditions stipulated in the "Rules". Thirty-two, Pai Qiang and Pai Cheng. Four people each code 18 tricks in front of the door, which is called Pai Wall. The four pai walls connected to the left and right are called Pai City. 33. The card pool is the area surrounded by four card walls. 34. Competition points are a unit of measurement used to reflect competition results. During the competition, the following terms are calculated in terms of competition points. 1. Basic game points: Before the start of each game, the players’ basic points are reflected as the sum of the points on the scorecards they are equipped with. The standard is 500 points. The number of scorecards is: 1 for 100 points, 4 for 50 points, 10 for 10 points, 10 for 8 points, and 20 for 1 point. 2. Starting Tie Score: The minimum score (8 points) that must be reached for a Tie Card. Flower card points are not included in the starting and ending points. 3. Basic score: the sum of the scores of each category after the draw. 4. Penalty points: Points deducted due to a player’s violation of the Rules. 5. Bottom score: The score that the untied player must pay to the tied player. The score is 8 points. 6. Set Points: The points gained or lost by a player in each set. 7. Game points: At the end of a game, the total of each game point and the basic game points. 35. The scoring unit used to calculate scores in standard score competitions. Scores calculated based on the ranking of players based on the competition points they obtained in the group.
Article 6 Competition Procedures
1. Participating teams Each team shall have one team leader, four athletes, or one substitute player. 2. Competition format: The competition adopts four-person system per table. 3. The competition method shall be carried out in accordance with the competition regulations. 4. Game time: Each game lasts 3 hours, with a 15-minute intermission. The game is over when the game is completed within the specified time; 15 minutes before the end of the last set of each game, the chief referee will call the time to remind each team. The game has reached the specified time and a set is still in progress. When the chief referee announces the time, the set (set) will end and the score will be calculated based on the points obtained.
5. Competition 1. Check-in Athletes must report to the designated location for check-in according to the time specified in the competition. 2. Athletes should enter the venue in advance and take their seats according to the lottery results. The referee will check the positioning and banker, and distribute and check the number and value of the scorecards. 3. Shuffling steps 1. Players turn all the cards over together so that the cards are face down. 2. The athletes rub the cards with both hands to make the cards move evenly and disorderly. Be careful to avoid stacking identical or connected cards together. When shuffling the cards, the main thing is to rub the cards in front of you, push the cards in front of you to the center, and rub them in the center of the card table. 3. The referee believes that the rubbing of the cards is not even enough and may require the players to continue rubbing or stop shuffling, and the referee himself will continue to shuffle the cards (except when using automatic mahjong machines). 1. The referee announces the number cards. Each person numbers 3 cards. The two cards are stacked up and down to form a trick, each of which is 18 tricks. They are numbered into a card wall and placed in front of their door. The wall of four people is on the left and right. Connect to form a square. 2. Rolling dice and dealing cards 1. Use two dice rolls. The dice thrower must hold two dice and throw them from a height of 20 to 30 cm above the center of the card pool. It is forbidden to use one die to hit another die, or to put it on the wall and blow it out. 2. The dealer rolls the dice first, and the number of points obtained is not only the base number of the cards, but also determines the number of the second dice thrower. The banker throws points, with the banker as the first one, in counterclockwise order, the banker is east, accounting for 5 and 9 points; the banker's house is south, accounting for 2, 6, and 10 points; the door opposite to the banker is west, accounting for 3 , 7, and 11 o'clock; the banker's house is north, occupying 4, 8, and 12 o'clock. According to the dealer's roll and the points, the person with the points will roll the dice a second time. 1. The second thrower rolls the dice, and the sum of the two throws is used as the basis for the draw. 4. Open the cards. On the card wall numbered by the person who throws the dice for the second time, count from right to left to the trick with the same number. The dealer starts to draw the two tricks, and then draws the cards in clockwise order until everyone draws the cards. 12 cards are collected three times, and then the dealer jumps (one trick apart) to draw the upper two cards, and everyone else draws one card in turn. The dealer *** has 14 cards, and everyone else has 13 cards. 1. Organize, examine, and replenish the cards. Sort out the cards in your hand, arrange them neatly, and review the potential of the cards. If there are flower cards in the hand, the dealer will first fill in the flowers, and then the South, West, and North players will complete the flowers one by one. The total time shall not exceed 30 seconds. Then the dealer plays the first card. 2. Playing cards is the process of playing cards. This process includes grabbing cards, playing cards, eating cards, touching cards, opening Kong Kong (open Kong, concealed Kong), complementing until Tie or Wild cards.
Article 7 Card Playing Regulations
1. The language standardizing the card playing process can only use "eating cards" and "touching cards" (cannot replace opening Kong cards) and "Kong cards" (cannot Replace with "peng tiles"), "tie tiles", "replenishment" and other words. All tiles must be reported in the above standard language when eating, bumping, kong, and drawing; the words "wait a minute", "wait a moment" and "look at" cannot be used. similar words; the card name is not reported when the card is played. 2. The order of playing cards: draw cards, play cards, eat cards, touch cards, gong cards, supplement cards, and draw cards in the counterclockwise direction of the seat. 3. Draw cards in counterclockwise direction. The order is Banker, South, West, and North. When drawing cards, you can only draw the cards after the previous player has played the cards. If the previous player has not played the cards, you cannot touch the cards. 4. When playing a card, a card will be played if there is a draw, a hit, a kong, or a complement. The dealer has a limited time limit of 30 seconds from the completion of drawing cards (including supplementary flowers) to the release of cards for the first time. Thereafter, including each house, the time limit for each house to play a card from the previous house to the time it takes to play a card is 15 seconds (including eating cards, touching cards, Kong cards, supplements); it is allowed to play the captured cards at the same time; the played cards are allowed to be played at the same time. You must first place it in front of your door to indicate it clearly, and then put it into the card pool; the cards placed in the card pool must be placed in an orderly manner from left to right. After the sixth card is placed, they must be placed in another row in turn, and the arrangement must be neat. for easier observation. 5. When the card is played by the opponent, it can be combined with the cards in your hand to form a sequence, then you can report the sequence and display the composed sequence in front of the standing card. It is allowed to eat (or touch) the played cards at the same time; it is allowed to eat, touch (kong), and follow the played cards; the reporting of the cards should be slightly slower. 6. If someone plays a card that is the same as the pair in your hand, you can report the card and form a pair of tiles and display them in front of the standing cards. "Touch" takes precedence over "eat". Touch the cards quickly and report them within 3 seconds. 7. After the kong is reported, a card should be added to the end of the card wall. When eating cards, if there is a kong card in the hand, the kong cannot be opened. You can only open Kong after you draw a card next time. "Bang" takes precedence over "eat". There are two types of bars:
(1) Open kong: If someone else plays a card that is the same as the hidden kong in your hand, you can report the kong (hidden kong is no longer counted). Or you can grab a tile that is the same as the tile that you have already touched, or you can report the open kong, and the open kong must be placed in front of your own tile. If there is a bright pole, "clearing in front of the door" will no longer be considered. (2) Hidden kong: If you draw 4 identical cards, you can declare the kong. The hidden kong should be placed in front of your own card. When a player has a tie and has a wild card, it must be revealed so that the other three players can verify it and avoid cheating. Hidden bars do not affect the "clearance in front of the door". 8. When placing cards, the family tiles on the top of the Chow, Peng and Kong tiles should be placed horizontally to the left of the exposed tiles; the opponent tiles on Peng and Kong should be placed horizontally between the two exposed tiles; the family tiles on the lower Peng and Kong tiles should be placed horizontally. , should be placed horizontally to the right of the revealed card.
Article 8 Provisions on Tie Cards
1. The procedure of Tie Cards. The player who is a Tie Card must first report the Tie Cards, sort out the cards in his hand, highlight them, and report his Tie Cards. The category and score will be recognized by the other three companies and determined by the referee. The other three players are not allowed to put down their own cards before the tie is confirmed. 2. Requirements for a tie 1. The tie player’s card must have one of the following card types: 1. The basic card types of the tie 1. 11, 123, 123, 123, 123. 2. 11, 123, 123, 123, 111 (1111, the same below). 3. 11, 123, 123, 111, 111. 4. 11, 123, 111, 111, 111. 5. 11, 111, 111, 111, 111. 1. Special types of winning cards 1. 11, 11, 11, 11, 11, 11, 11 (seven pairs). 2. 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 11 (thirteen units). 3. 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 (nothing at all). (Note: 1 = single card 11 = general, pair 111 = engraving 1111 = Kong 123 = straight) (2) How to draw a tie 1. Self-draw a tie: draw the cards yourself to make a tie (including flowers on the bar, supplements flowers and). 2. Tie: The cards played with others (including grabs and Ties). (3) There can only be one tie player in a game. If more than one person declares a tie at the same time, the player who plays the cards in counterclockwise order will be designated as the "tie".
Article 9: Points and Scoring of Fan Types
There are 81 types of fan types recognized in this "Rules", divided into 9 columns, namely: character plates Series, ordinal card series, engraving series, seven pairs series, suit combination series, full band series, independent series, and card method series, special series. The score is a quantitative evaluation of the categories of different difficulty levels based on game units. The scores are divided into 12 levels, namely 88, 64, 48, 32, 24, 16, 12, 8, 6, 4, 2, and 1 point. When the tie conditions are met, different series of fan types can be combined and scored according to the scoring principle and the points in the table below. Point value Serial number Type Definition
88 1 Big Four is a draw composed of 4 pairs of wind carvings (kong). Excluding the circle wind engraving, the door wind engraving, the three wind engravings, the bumping and the 2 big three elements and cards, there are 3 sets of white engraved pieces. Excluding arrows
3 Green one color consists of 23468 numbers and any cards in the hair sequence, including straight, carved, and trump cards. Don't worry about mixing colors. If there is no tie card composed of the word "fa", it can be counted as one color.
4 The Nine Lotus Lantern is a specific card type composed of one suit and color ordinal card according to 1112345678999. Any 1 ordinal card of the same suit can be counted. Tie cards. Not counting all colors
5 Four Kongs Four Kongs
6 Seven Pairs in a row is a sum of seven consecutive pairs composed of sequentially numbered cards of one suit. Don't care about the same color, don't ask for help, just fish
7 Thirteen Units is a sum tile composed of 3 types of ordinal tiles, one and nine, 7 types of character tiles and a pair of generals. Don't count the five gates together, don't ask for help, just fish alone
64 8 Qing Yaojiu is a tie tile composed of ordinal tiles one and nine. Excluding bumping draws, simultaneous engravings, and no words
9 Xiao Sixi When drawing cards, there are 3 sets of engravings of the wind card and the trump card. Excluding the three winds
10 Small Three Yuan There are two pairs of arrows and trump cards when drawing cards. Excluding arrow engravings
11 Ziyisha is a draw card composed of the engravings (kong) and generals of the character tile. Excluding bumps and sums
64 12 four hidden engravings 4 concealed engravings (hidden bars).
Excluding gate clear, bump and draw
13 One Color Double Dragon Club Two old and young pairs of one suit, 5 is the trump card. Excluding peace, seven pairs, and one color
48 14 Four straights of one color, four straights of one suit, and four straights with the same sequence number, excluding three highs, normal highs, and four straights of one color
15 One color, four knots high, four pairs of one suit, each incrementing by one digit, excluding three in one color, collision
32 16 One color, four steps high, four pairs of one suit, each incrementing by one digit or in sequence A straight sequence with increasing two digits
17 Three Kongs and Three Kongs
18 Mixed Yaojiu is a draw card composed of the character tiles, the ordinal tiles one and nine, and the trump tile. . Excluding collisions
24 19 Seven Pairs A tie composed of 7 pairs. Fishing alone
20 Seven Stars must have 7 single cards in the east, west, south, north, and middle, plus 3 suits, and the numbers are composed of 7 ordinal cards among 147, 258, and 369 Tie without trump. Not counting the five gates, not asking for help, fishing alone
21 Full double engraving is a tie tile composed of the engraved tiles and trump tiles of the 2, 4, 6, and 8 ordinal tiles. Excluding bumping and breaking numbers
22 All-color is a tie card composed of ordinal cards of one suit. Excluding no words
23 Three straights of one color. When the cards are tied, there are three straights of one suit and the same number. Excluding one color and three knots high
24 One color and three knots high When the cards are tied, there are three digits of one suit and one digit increment. Excluding three straights of one color
25 is a total of 789 ordinal cards consisting of straights, kongs (kongs), and trump cards. Excluding no words
26 is a hit. It consists of 456 ordinal tiles consisting of straight, carved (kong), and trump tiles. Don't count the single number
27 Quanxiao is composed of 123 ordinal cards, including straight, carved (kong) and trump cards. Excluding the wordless ones
16 28 When the clear dragon draws cards, there is an ordinal card with flowers 1 to 9 connected
29 The three-color double dragon has two suits, two old and young pairs, and another Plant 5 of the suit as a trump card. Excluding happy encounters, old and young pairs, no words, and peace
30 When a three-step high draw card of one color is used, there is a sequence of 3 pairs of one suit with one digit or two digits in sequence
< p>31 All decks of five cards and trump cards must have ordinal cards of 5. Don't count the number of points32 Three are carved with the same serial number (kong)
33 Three are carved in secret and three are secretly carved
12 34 None The draw card consists of a single ordinal card of 3 kinds of suits, 147, 258, 369, which cannot be misplaced, and any 14 white cards in the southeast, northwest, and middle. Not counting the five gates, not asking for help, and fishing alone
35 The ordinal cards of 147, 258, and 369 of the three dragon suits cannot be misplaced
12 36 is greater than the five ordinal cards 6~ A tie card composed of 9's straight, carved, and trump cards. Excluding no words
37 is less than five. It is a tie card consisting of straight, carved, and trump cards from ordinal cards 1 to 4. Excluding words without words
38 Three winds carved with three winds
8 39 Three straights of three colors of flower dragons are connected to form an ordinal card from 1 to 9
< p>40 Can't overthrow a tie card composed of cards with no upper and lower graphics, including 1234589 cakes, 245689 strips, and white boards. Not counting the missing one41 When there are three straights of three colors and three straights, there are three kinds of suits and three straights with the same sequence
42 When there are three high-drawing cards of three colors and three knots, there are three kinds 3 pairs of suits and colors increment by one digit in sequence
43 After there is no fan and tie tiles, no fan type points can be counted (flower cards are not included)
44 Rejuvenation with a wonderful hand The last card and card on the self-draw wall. Self-drawing is not included
45 The Moon from the Sea and the last card played
46 Flowers on the Kong. The cards drawn from the Kong become a tie (excluding complements). Self-drawing is not counted
47 Grab the kong and draw the open kong card with others.
Excluding the draw card
6 48 Pengpenghe is a draw composed of 4 sets of tiles (or kong) and trump cards
49 Mixed color consists of one suit and numbered cards and words Tie composed of cards
50 Three colors, three steps high, three suits, three straights with increasing numbers in sequence
51 Five-door Tie, three ordinal cards, The wind and arrow cards are complete
52 All seeking people depends on eating cards, touching cards, and fishing alone for the cards and cards played by others. Not counting single fishing
53 Double concealed bars and 2 concealed bars
54 Double arrows with 2 pairs of arrows (or bars)
4 55 All with unitary When playing cards, each deck of cards and trump cards has a unitary card
56. There are no cheat cards or touching cards (including open Kong) in the four decks of cards and trump cards without asking for help, and the draw cards are self-drawing
57 Double open Kong, 2 open Kongs
58 and the absolute card and the card pool, the remaining 4th card of the 3 cards on the table (grabbing Kong and regardless of the total card) p>
2 59 The arrow carving is composed of three identical cards, center, hair and white.
60 The circle wind carving is the same as the circle wind carving
61 The style of the door is the same as the style of the door.
62. There is no eating, touching, or open Kong in front of the door, and the cards played by others
63. Peace consists of 4 pairs of straight and ordinal cards. For the draw cards composed of generals, the sides, hurdles, and hooks do not affect the peace
64 Among the four-to-one draw cards, there are 4 identical cards belonging to the same family: straight, carved, pair, and trump. Medium (excluding kong tiles)
65 Double engraved 2 sets of dice with the same serial number
66 Double dark engraved 2 dark engraved
2 67 Dark Kong automatically draws 4 identical cards to open the kong
68 There are no one, nine or character cards in the unitary sum
1 69 Generally, the high is composed of 2 identical straight cards of one suit. Cards composed of stones
70 Happy encounter with two suits and two straights of the same sequence
71 Six consecutive sequential cards of one suit and six consecutive numbers
72 Two pairs of straights, 123 and 789, of the same suit for all ages
73 A carved piece (or kong) composed of three identical one, nine ordinal cards and word cards
73 >
74 If you have a hidden kong and you touch a same card played by others, you will get a kong; or you draw a card that is the same as the one you touched and you will get a kong
75 Missing one There is one suit ordinal tile missing in the door sum tiles
76 There is no wind or arrow in the wordless sum tiles
77 The single side card sums 123 with 3 and 789 with 7 or 1233 and 3 , 7789 and 7 are all side pieces. There are 12345 and 3 in the hand, 56789 and 7 are not counted as the side card
The card between 78 Kan card and 2 cards. 4556 and 5 are also considered cards. Having 45567 and 6 in your hand does not count as a card.
79 If you fish alone, you will catch a single card to make a tie.
80 If you draw the card yourself, you will make a tie. Cards
81 The flower cards are spring, summer, autumn and winter, plum, orchid, bamboo and chrysanthemum. Each flower is worth one point. It is not counted in the starting and winning points. Points can only be counted after the winning cards are tied. The draw points will be calculated if the flower cards are supplemented into a draw, and the flowers on the bars will not be counted.
Article 10 Calculation of competition results
1. The scoring of each set is based on the tie card. The conditions are based on the basic calculation unit of game points, and the scoring is carried out according to the scoring principle and with reference to the score table. (1) Prerequisites for a tie card: 1. The card type must comply with the rules. 2. The total score of each category must be at least 8 points. 3. Comply with the prescribed draw method. 1. The structure of draw points consists of base points, basic points and penalty points. 1. Bottom points: Refers to the game points that the non-drawing side must pay to the winning side after a draw. The score is 8 points. 2. Basic score: refers to the total score of each category after the draw. 3. Penalty points: Refers to the penalty points awarded by the referee for a foul committed by a player during the carding process, which shall be deducted at the end of each set. 1. Calculation of scores: Calculate scores according to the following formula after each draw: 1. Self-draw: (bottom points + basic points) x 3 squares (unmatched squares) 2. Point Tie: Bottom score
After the tie player announces the score, it will be recognized by the players at the same table and approved by the referee. A card will be turned over in the tie, indicating the end of the hand score calculation process. The winner or others are not allowed to re-examine or make up for missed entries. The referee shall record the relevant matters of the competition in the "Competition Results Record Form" in accordance with the regulations and require the signatures of the athletes and referees. 3. Basic Points Scoring Principles: The "Type Score Table" stipulated in this "Rules" is the basis for scoring Tie cards. After the cards are tied, first determine the main fan type according to the "Fan Type Score Table", then combine the various fan types that are not necessarily related, and accumulate points. When scoring, the following principles must also be followed. 1. The principle of non-repetition: When a certain type, due to the conditions of card grouping, must coexist with other types when it is established, the other types will not be scored repeatedly. 2. The principle of non-disassembly means that after a category is determined, it cannot be disassembled to form a new category for scoring. 3. The principle of no identical cards. Cards that have been combined into a certain category cannot be combined with other cards to form the same category for scoring. 4. The principle is to go high and not low. If there are more than two decks of cards, it is possible to form more than two categories. If you can only choose one of them for scoring, you can choose the category with the higher score to score. 5. The one-time calculation principle: If there is a deck of cards that has not been combined, it can only be calculated once with the corresponding deck of cards that has been combined. 1. Scoring of the game (1) Game points The sum of the game points gained and lost in each set and the basic game points in a game is the game point. Game points are not carried over to the next game. (2) Standard points will be calculated based on the number of points a player earned in that round. The standard point conversion method is that the score of the first place in the same group is equal to the number of contestants, and the scores of other people are the number of contestants minus their own rankings.
Article 11 Ranking Evaluation
· The team ranking shall be determined by the sum of the standard points obtained by the athletes of the team in each game. Individual rankings are determined by the sum of the standard points earned by recent athletes in each game. When ranking, if the standard points are equal, the ranking will be determined in accordance with the following principles: 1. The player with the greater sum of competition points will be ranked first. 2. The player with the highest standard score in a single round will be ranked first. 3. The player with the highest standard score in a single round will be ranked first.
Article 12 Treatment of absence from the game
1. It can be treated as a bye. 2. Can be rearranged. 3. During the game, a "three-out-one" game occurs. 1. The results will be evaluated based on the points obtained. 2. The chief referee shall designate a substitute to serve as an accompaniment. Points will be counted in the competition, but the performance ranking will not be counted.
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