"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~""" Family Taikai FAQ NES 1989 Version 1.01 A huge portion of this guide were written by barticle. All credits go to him for the game-specific rules. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- TABLE OF CONTENTS =============================================================================== 01.) Introduction | G0100 | 02.) Basics | G0200 | ------------------------------------------------------------------------------- 03.) Strategies | G0300 | 04.) Rules | G0400 | 05.) Scoring | G0500 | ------------------------------------------------------------------------------- YY.) Links | GYY00 | ZZ.) Credits & Thanks | GZZ00 | -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =============================================================================== 01.) INTRODUCTION G0100 =============================================================================== Welcome to 'Mahjong Taikai' for the NES, released by Koei in 1989. It is the first of many, many Mahjong Taikai games in the series stretching over 20 years at this time. This guide is about the popular Japanese version of the ancient board game, called "Reach Mahjong". It has many complex rules. If you know Mahjong from other nationalities or varieties, it is not simply easy to switch over to this version but it does help to know the basic things already. Some parts of the guide use Shift-JIS to represent Japanese characters in ASCII. To display them properly you may have to switch your brower's encoding manually. Suggestions, comments or errors - tell me about it. Enjoy! =============================================================================== 02.) BASICS G0200 =============================================================================== Controls: ````````` Use SELECT to cycle through the options and START to begin. Menu: ````` 1: Match 2: Competition 3: Rules (see below) 4: Status (Left: Score, Right: Average) 5: Finish, it will save and you can continue later with the top The marker in the middle is the price money for the competition. You cannot start a competition until there is a price to win. Rules in Detail: ```````````````` Not to be confused with Mahjong scoring rules mentioned later in the guide, these are rules set in the options. In most cases they can be switched On/Off (有/無) Left Side: 1. ナキ断 Nakitan Nakitan is another name for Kuitan, the rule that allows the Tanyao (All Simples) yaku to?be?claimed on an open/exposed hand. 2. 不聽罰 No-Ten Bappu If a hand ends in a draw then a total of 3,000 pts are paid to the player/s with a ready hand (tenpai) by the player/s that are not (no-ten). 3. 包則 Pao If player A has two?open Dragon pungs (triples) and player B discards the third coloured dragon?that?player A then claims to make a third pung with Dai San Gen (Big Three Dragons) - or the same with three Wind pungs and the fourth Wind tile to make Dai Suu Shii (Big Four Winds) - then?player B has to pay. The payment is the full amount (Yakuman - top limit) on a tsumo (self-draw) win or half on a ron (stolen discard) win off another player. 4. 南場不聽 Nanba Noten (Rin/Ren) A renchan (dealer continuance) occurs if the dealer (east) wins a hand, or sometime if they're tenpai in a drawn hand. This rule lets you specify what happens if the dealer is no-ten in a drawn hand, specifically in the second (south) wind round (nanba). In a renchan the seat winds don't move and the dealer stays as east. In a rinchan the seat winds do move. 5. ワレ目 Wareme With the Wareme rule, the player whose section of the wall is broken at the start of the hand always pays and receives double points! 6. 裏ドラ Ura Dora The indicator tile on the dead wall shows which tile is the dora (bonus tile) in each round. When a player wins with riichi they can also use the indicator for the ura dora, which is the tile under the usual dora indicator. 7 槓 ウラ Kan-Ura If a kong (quad) is declared then another dora indicator is revealed (kan dora). When this rule is on, a player winning with riichi can also check the indicator/s under the kan dora indicator/s - for the kan ura dora. 8. 一発 Ippatsu This is a common bonus yaku - if you win on or before your next turn after calling riichi (with no discard tiles claimed in that time) then you get an extra Han (double). 9. ドボン Dobon When this bankruptcy rule is on, the game ends if a player's score drops below zero. 10. 西入 Shaanyuu When this rule is on, if no player has achieved the target score (usually 30,000 or 30,100) by the end of the south round then a third round is played. Right side: 1. 三連刻 San Ren Kou An optional yaku worth two Han made from three consecutive pungs in the same suit, or you could also view it as three identical chows (sequences). 2. 金鶏独立 Kinkei Dokuritsu If it's in play, any player who wins with a single 1-bamboo hand (12 tiles melded) has a mangan. This one is one of the more rare rules in Mahjong. [Special thanks to Benjamin for figuring this one out!] 3. 大車輪 Dai Sharin An optional yakuman (limit hand) composed of 22334455667788 in the pinzu (dots) suit. 4. 二索搶槓 Ryanzou Chankan This one and the next two are based on original chinese limit hands. This one is "robbing a kong" specifically with the 2-souzu (2 bams) tile - completing your hand by stealing the tile when someone uses it to make an open kong. 5. 一筒撈月 Iipin Raoyue This is "last-tile win" specifically with the 1-pinzo (1 dots) tile, winning with it at the very end of a hand. 6. 五筒開花 Uupin Kaihou This is "after a kong" specifically with the 5-pinzu (5 dots) tile, winning on this tile claimed as a supplement tile after you declare a kong. 7. 八連莊 Paarenchan This is a limit hand awarded for eight consecutive renchan. 8. 燒鳥 Yakitori When this rule is on any player who fails to win at least one hand in a game must pay a penalty. 9. 馬 Uma = Off/5-10/10-20/10-30 The uma is a final sharing of points at the end of the game. 4th place pays 1st and 3rd pays 2nd - in this case 1st gets +10,000 and 2nd gets +5,000. 10. 持点 Mochiten = 25,000/26,000/27,000/30,000 pt This is the score each payer starts with. Sometimes it's assumed that players buy into the game with 30,000 pts and pay the rest into a bonus pot, so if they started with 25,000s then they'd pay 5,000 each into the pot and the Oka (jackpot) would be 20,000. Mahjong Rules: `````````````` First you will need to learn the basics of how to play Mahjong - the board and tiles themselves. This can be done online, they are almost always the same descriptions. However, don't look into those Solitaire games (where you pick pairs from the board) as they include extra tiles not used be the original multiplayer game, such as the dragons and flowers. Here is a short run-down of the tiles. Note that these have an order, from either lower number or highest (and then back to 1) or the stated order of the Honor tiles. There are 4 of each tile which makes for 136 in total. Suits ````` Wan: From 1 to 9, they representes 10,000s each. Tong: From 1 to 9, they represent coins. Suo: From 1 to 9, the represent bamboo sticks. The first one is a bird instead, traditionally a sparrow but most tiles don't show that. Honor ````` Winds: East - South - West - North; White - Green - Red. The honor tiles are said to have 'value', which always includes the three colors but only affects the wind directions according to the current round's wind and your own seat's wind. There are NO dragon pictures, NO flowers or any other fancy tiles in the game, these are made up for variations and the solitaire game. If you hear the terms dragon and flower used in the game then they will point to something else but to avoid confusion let's just ignore this for now. Next you have to get used to the board. It's just a table if you will, with one players sitting at one side each. You must have four players to begin. Of course in this game you only play against three computer opponents. There are 136 tiles and everyone gets 13. The rest is set up as a 'dead wall' where you draw with each turn. By taking one extra tile you total is 14, which is the amount required to finish your game. You only have this amount temporarily as you will discard another one at the end of your turn (unless you win in that turn). Before we begin, here is the display the game has to offer. The top left is the dealer's character. It is one of the directions, as the board is set up that each player is one direction. The dealer is important for who starts the game and some extra scoring considerations. More on that in another section. The number next to that is the round you are in. There are often two small sticks next to the round number which represents dealer ante (tsumi). The four players are displayed in rows, unlike most games that will have it set up on each side. You are at the bottom. The rows above each player will be used for discared tiles as you will soon see. Each player starts with 27,000 points. Actually it is 30,000 like in many Mahjong games, but everyone has already anted 3,000 for the winner at the end. The only thing left to explain is the top left. The number next to the dead wall is how many tiles left until the round is forced to finish. If nobody has won by then, it is called a draw. You may have noticed one tile in the dead wall, three tiles from the left. This is called a Joker, or 'dora'. It is used for different purposes in different variations of the game. In the Japanese game, and this one, it is only useful for getting an extra score. However, do note that this just an indicator as in fact the NEXT one in line is the dora. You should know from the tile explanation, if the number is 1 Wan then the dora is actually 2 Wan. If the tile displays 9 wan then the dora is 1 wan and so on. For the honor tiles it also follows this way, going from the order of wind to the last 'zhong' and back to the winds. For example, a white tile would mean the dora is green. As I've mentioned before, this is just for scoring so ignore it if you do not care too much about that right now. So now let's actually get started in playing. With a player's turn, he or she takes a new tile from the dead wall. Your aim is to win the game by building melds out of the 14 tiles you have when it is your turn. Melds include several different forms: Pon: Three of the same tile, such as three East or three 2 Wan. (also called Pong in some variations) Kan: Four of the same tile, such as four East and four 2 Wan. You can build a Kan out of the three you have made already. In that case you will get to draw an extra new tile as bonus. (also called Kong in some variations) Shang: Three suited tiles in sequence, such as 1 Wan, 2 Wan, 3 Wan. (also called Chow in some variations) Pair: Two of the same tile, such as two East or two 2 Wan. (also called Jiang or Yan or Eye) The game automatically sorts your hand for the correct order. The newly drawn tile will be on the right side. If you decide to keep the new tile it re-sorts the list afterwards. To finish your turn you must discard one tile or declare you are the winner. Select the tile you want to discard with the LEFT or RIGHT directions and press A. If you have all your tiles making up for 4 melds and one Pair you have a winning hand and potentially are the winner. But not so fast! The game's mini-menu is displayed on the left of the discard tiles. Here they are in ASCII as well. Use UP and DOWN on the controller to get the selections to change. The terminology you must get used to are the following terms: Discard: @@@@@@ @@@@@@@ @@ @ @@@ @@@@@@@@@ @@ @@ @@@ @ @ @@ @@@ @@@ @ @ @ @ @@ @@ @@ @ @ @ @@ @@ @@ @ @ @ Riichi: @ @ @@@@ @ @ @@@ @ @ @@ @ @ @ @ @ @@@@@@@@ @@@@@@@@@@ @ @ @@ @ Self-Win - Tsumo: @ @ @ @@@@@@@@@ @ @ @ @ @ @ @ @@@@@@@@@ @ @ @ @ @ @ @@@@ @@@ Kan: @ @@@@ @@@@@@@ @ @ @ @@ @ @ @@ @ @ @@ @ @ @@ @@ @@ @@@ Ron: @@@@@@@@@ @@@@ @ @ @ @ @ @@ @ @ @@ @ @ @@ @ @ @@ @@@@@@@@@ @@@ Shang: @@@@ @@@ @@ @ @ @@@@@@@@@@ @@@@@@@@ @ @ Decline: @ @ @ @ @ @ @ @ @@@@@@@@@ @ @ @ @ @ @ @@@@@@@@@ @ @ @ @ @@@@ @ Pon: @ @@@@ @ @ @ @@@@@@@@ @@ @ @@ @ @ @ @@ @ @ @ @@ @ @ @ @@@ There are two mini-menus. One is after you have drawn a tile from the wall. Discard: Discard the currently select tile. Riichi: Call Riichi and discard a tile. If you don't actually have any claim on this it will remove your bet. Read more about this soon. Kan: Build a kan out of four tiles you have, or out of the three you already set aside in a Pon and want to add an additional one. Self-Win - Tsumo: For declaring you are the winner, if possible. Discard is the default action as you mainly use this. To move to another tile in your hand, first return to the Discard option and then move RIGHT and LEFT like you would normally. Sometimes you are offered to take a tile another player has discarded. This is when you can use this tile to build a meld. The other menu is when you have the opportunity to steal a tile: Kan: Build a kan with this tile. Ron: Win by stealing with this tile. Shang: Build a shang with this tile. Decline: Don't steal and draw a new tile instead. Pon: Build a Pon with this tile. If you decide to steal then it will be set aside on the right and shown to the other players. Do note that this means you miss out on a 'self-win'. You will know why in a second. For each steal the game asks which one you want to create. When you are offered to steal, there is a blue border around that tile and the game will wait until you make the appropriate choice from the mini- menu. You can also simply press B to not steal. In more details. One way to win is to wait until you need one more tile and steal it from another player. In that case you do not declare a steal for a meld, but for a win which is called 'Ron'. You still build a meld, but this is for the last meld you need and therefore complete the entire hand. Another way to win is the declare a 'riichi' with the 2nd last tile you discard. You will bet 1000 and declare that you only need 1 more tile to win the game. At this point you can no longer discard any previous tiles. You can also see opponents betting on this quite often. The tile they throw away with the bet will have a purple line underneath. The game will automatically draw and discard the new tiles until you get one that wins the game as you are in a 'tenpai' state, which means "listening to tiles". You will then only need to declare a 'self-win' aka 'tsumo' once you get this tile. You can only Riichi when you have not declared any melds so far. Many players will try to retain from declaring melds to keep their winning hand options open and obviously not wanting to show other players their tiles. Let's say you have set aside melds already. Then you cannot Riichi any longer. As you work on your tiles, eventually you will also end up at only requiring one just like when you would normally declare a Ron. At this point you may use Ron to steal the last tile to win the round if your hand allows it. See the rules for more details. The turns will continue until either one player wins, the game is declared a draw or you run out of tiles on the dead wall. Next up read the strategies to give you more on how to play better. To fully understand the hands you should read the rules and then you might want to check out how the scoring works. If a player lost all the money, it will simply go into the red and continue counting down when more losses are incurred. At the end of all rounds, the final scores are revealed. The player with the most amount of points will get the ante pot from the beginning (4 x 3,000 = 12,000). Additional Rules...: (...you may want to know but only clutter the vital info.) If everyone discards the same tile at their first turn, the game is a draw. This happens more often than you think, as many throw away winds or other Honor tiles. After someone has stolen a tile, the play begins at that player, not the last person who discard the tile. This could mean skipping one or two turns for those players but it should even out over the course of the game. The small dealer ante sticks are used for additional scoring. The stick with a single dot in the middle represents 1,000 (10 times 100) where as the one with 8 small dots is a 100 stick. Should the dealer stay the same for more than one game, he bets 100 which is then shown there. The dealer gets 3x back for winning. It comes from the tile discarder if stolen or split from everybody when self-drawn. If a non-dealer wins, the dealer simply takes the bet back. If the game is drawn and another dealer takes over, the pot stays and moves on to the next person. =============================================================================== 03.) STRATEGIES G0300 =============================================================================== What you will see is that most players throw away the Honor tiles unless they already have two. You cannot steal to make a Pair, and these are very hard to collect. Play one round and you will notice everyone dumping Wind, White, Red and Green tiles all over the place. If somebody steals one to make a Pon or even Kan, that's pretty good, just doesn't happen often enough to hang on these. It is more feasible to collect suits. For the suits, keep tiles that are close together. Let's say you have a 2, 4 and 8, dump the 8. It is very unlikely to turn into a meld. Similarly, if you have the choice between throwing away 4 and 9, throw the 9. 9 is what is called an edge tile as you can only use it for a Pon/Kan or a very unlikely Shang with 7 and 8. Like counting cards, counting tiles is great too. If you keep track of what others discard you will be able to calculate how many of one tile are still available to be discarded or drawn from the dead wall. 14 tiles make for 7 pairs. This is a special method to win. You will most likely attempt this if you start out with many pairs. It isn't as uncommon to see and likely achieve at that point. Note that you cannot have four of a kind and call them 2 pairs each, they must be unique. If you have a sequence of 3, 5, 6, then do not bother keeping the 3 around. 5 and 6 have higher chances to complete the sequence and if you get 4, then 3 isn't necessary anyway. Even with these basic strategies you should be winning rounds. However, to really be good at the game you must learn the rules of how the hands are being won. =============================================================================== 04.) RULES G0400 =============================================================================== These are not the game rules, but what kind of hands can be made to win the round. As the game ends the scoring screen will show the score multipliers called 'fan' the winner has achieved. These are the most commonly used rule sets in Riichi-Mahjong: Name: Name of the hand, either closely or loosely translated. Fan: How many extra multiplier are added for this hand. O/C: Open (steals are allowed) or Closed (no steals allowed or possible) Description: Details about the hand, any specific rules or variations. o-----------------------------------------------------------------------------o | Name: | Fan | O/C | Description: | |--------------+-----+-----+--------------------------------------------------| | Riichi | 1 | C | When you only require one more tile after | | 立直 | | | discarding the next one, you are ready to wait | | | | | for the win. Until then you cannot do anything | | | | | but discard the new tile unless a kan possible | | | | | that doesn't change your required tile. | |-----------------------------------------------------------------------------| | Win 1 round | 1 | C | Once you declar Riichi, win at the next turn | | after Riichi | | | without anyone creating melds. | | 一発 | | | | |-----------------------------------------------------------------------------| | Strong | 1 | C | Win without stealing nor opening your hand. | | Self-Win | | | | | 門前自摸 | | | | |-----------------------------------------------------------------------------| | Simple Melds | 1 | O | Only using suit tiles from 2 to 8, thus no 1s, | | 断ヤオ九 | | | 9s or Honor tiles. | |-----------------------------------------------------------------------------| | Peace | 1 | C | 4 Shang and one pair that does not have value. | | 平和 | | | | |-----------------------------------------------------------------------------| | Double Shang | 1 | C | 2 Shang that are identical, e.g. 2, 3, 4 Wan | | 一盃口 | | | twice. | |-----------------------------------------------------------------------------| | Last Draw | 1 | O | Win on the final draw. | | 海底摸月 | | | | |-----------------------------------------------------------------------------| | Last Discard | 1 | O | Win on the final discard. | | 河底撈魚 | | | | |-----------------------------------------------------------------------------| | Kan-Win | 1 | O | Win by creating a Kan by stealing the tile. | | 槍槓 | | | | |-----------------------------------------------------------------------------| | Kan-Bonus-Win| 1 | O | Win with the tile you receive after creating a | | 嶺上開花 | | | Kan. | |=============================================================================| | 3-Color Shang| 1 | O | 3 Shang that are identical in three different | | 三色同順 | 2 | C | suits. | |-----------------------------------------------------------------------------| | Straight | 1 | O | 3 Shang using 1 suit from 1 to 9, i.e. 1->3, | | 一気通かん | 2 | C | 4->6, 7->9. | |-----------------------------------------------------------------------------| | Mixed Edge | 1 | O | Each meld has either a 1, 9 or Honor tile. | | 全帯 | 2 | C | | |-----------------------------------------------------------------------------| | Terminals | 1 | O | Melds consisting of Pons, Kans and a Pair where | | 混老頭 | 2 | C | each one is either 1s, 9s or Honor tiles. | |-----------------------------------------------------------------------------| | Double Riichi| 2 | C | Declare Riichi with your first turn. No-one else | | ダブルリーチ | | | must have stolen so far. | |-----------------------------------------------------------------------------| | 7 Pairs | 2 | C | 14 tiles make for 7 pairs. You cannot steal for | | 七対子 | | | obvious reasons. | |-----------------------------------------------------------------------------| | All Melds | 2 | O | Only melds and a pair. | | 対々和 | | | | |-----------------------------------------------------------------------------| | Three Melds | 2 | O/C | 3 melds that aren't open (stolen), the rest of | | 三暗刻 | | | the hand may be stolen, eg the 4th meld. | |-----------------------------------------------------------------------------| | Three Same- | 2 | O | Three meld that each contain at least one of the | | Number Melds | | | same number. | | 三色同刻 | | | | |-----------------------------------------------------------------------------| | 3 Kan | 2 | O | 3 Kans declared. | | 三槓子 | | | | |-----------------------------------------------------------------------------| | 3 Little Elem| 2 | O | 2 Pons and and 1 Pair of Honor tiles. | | ?ャ三元 | | | | |=============================================================================| | Mixed Flush | 2 | O | Only one style suit and honor tiles are used. | | 混一色 | 3 | C | | |-----------------------------------------------------------------------------| | Pure Edge | 2 | O | Each meld has either a 1 or 9 tile. | | 純全帯ヤオ九 | 3 | C | | |-----------------------------------------------------------------------------| | Double 2 | 3 | C | 2 times two Shang that are identical, e.g. 2, 3, | | Shang | | | 4 Wan twice and 6, 7 8 Wan twice. | | 二盃口 | | | | |=============================================================================| | Pure Flush | 5 | O | Only one style suit. | | 清一色 | 6 | C | | |=============================================================================| | Dora | +1 | O | The dora indicator is on the dead wall. For any | | ドラ | | | tile you have you get +1. There are extra dora | | カンドラ | | | tiles as you make Kans and when you win with a | | 裏ドラ・カン裏ドラ | | Riichi. | |-----------------------------------------------------------------------------| | Honor Meld | +1 | O | A set of Honor tiles such as three White, Red or | | | | | Green, the current round's wind or the player's | | | | | own wind direction. +1 for each meld. | o-----------------------------------------------------------------------------o There are more special hands that may not be included in the game. Not every game will uses all of these. Think of this as super-advanced class if you really want to know these rules: 4 Triples: C Four Pons and a Pair. 四暗?? Pairless Country: C A 1 and 9 of each suit, each one of the Honor tile ?綜m無双 and then one extra tile to make a Pair. 3 Large Elements: O A meld of White, Green and Red. 大三元 Large/Small Wind: O A meld of each wind, one may be a Pair only. 大四喜?E?ャ四喜 All Green: O Using Suo (Bamboo) 2, 3, 4, 6, 8 and Green Honor 緑一?F tile. May REQUIRE using the Green Honor tile even. All Honor: O Using only Honor tiles. 字一?F Nine Treasures: C One suit with 1112345678999 and one extra tile for 九蓮宝燈 making a Pair. Pure Edge: O Only 1s and 9s. ?エ老頭 4 Kans: O Four Kans declared. 四槓子 Heaven Win: C The dealer instantly has a winning hand. 天和 Earth Win: C The non-dealer has an instant winning hand at the 地和 first turn without anyone stealing before it. =============================================================================== 05.) SCORING G0500 =============================================================================== There is a complex way to calculate the final score. Luckily the game does everything for you, but if you are still interested then read the next section in great detail. Base: ````` First, a tally value is calculated based on the composition of the hand and how the hand was won. This number will be an integer between 20 and 70. To get the tally, take 20 as base. Add 10 points if won by a steal, or 2 points if drawn. Additional points are awarded for pairs. 2 for each value Honor tile and 4 if the wind is both round and player's. For each Pon, 8 points if closed end, 4 if open end or closed middle and 2 if open middle. For a Kan, 32 points if closed at the end, 16 open end or closed middle and 8 for open middle. Finally, there are 2 points for the tile you were waiting if it was in the middle of a Shang, on the side of a Shang if there was only one way to complete it (Edge, like 1, 2 and waiting for 3) and third if it completed a Pon. Two exceptions to this case is '7 Pairs' which automatically results in 25 as tally. 'Pinfu' gives a tally of 30 if won on a steal, and 20 if self-drawn. Multiplier: ``````````` The multipliers can be seen in the previous section. Each one adds a certain amount of points to the sub-total. You get 2 extra as base amount which sums up to the total multiplier. Final Score: ```````````` Take the base number and round it up to the nearest multiple of 10 unless the hand was a '7 Pairs'. Multiple this number by 2^Multiplier for a sub-total. It cannot be higher than 2000 points or else it is reduced to said amount. That is the limit in the game to avoid huge scores in single games. If the win was self-drawn, each loser has to pay that sub-total. Else, multiply the sub-total by 6 if the dealer won, multiply it by 4 if a non-dealer won. As the win was won on a steal, only the person discarding the winning tile has to pay this larger amount. Draws: `````` There are several ways to draw the game: - No more tiles are left to draw. - All players discard the same wind tile in the first round. - There are four Kans declared in total. You may complete with a 4-Kan hand. - All four players have declared Riichi. - Three players are waiting for the same tile to be discarded. - A player has 9 different tiles of 1s 9s and Honor. That player may choose to declare a draw. If the game ends after all tiles have been drawn, each player's cards are opened. Players only needing one tile to win will receive money from the others. In case of just one player he gets 1,000 from all the others. If there are two ready players, the other two have to pay 1,500 to each of the two read players. If there are three ready players, the only one left must pay 1,000 to each player. =============================================================================== YY.) LINKS GYY00 =============================================================================== A few sites that helped me find information regarding the game's mechanics, rules and other things I needed to confirm. WikiPedia's Mahjong Article: http://en.wikipedia.org/wiki/Mahjong Japanese Mahjong Scoring: http://ofb.net/~whuang/ugcs/gp/mahjong/mahjong.html Mah Jong - Modern Japanese Rules: http://www.delfosse.com/mahjong.html Reach-Mahjong Rules: http://reachmahjong.com/en/rules.html =============================================================================== ZZ.) CREDITS & THANKS GZZ00 =============================================================================== This guide was derived from odino's '4 Nin Uchi Mahjong' guide with permission. GameFAQs for hosting this file. Koei for the game. barticle for co-authoring of sorts, Benjamin for figuring out one of the rules. All those websites listed in the previous sections, I'm sure I used them all to find something or another. To either learn about the game or just to confirm a rule. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. This guide may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. ,,, (o o) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=oOOo-(_)-oOOo-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=