MAH JONG, THE GAME OF, or MAH TSIONG (Sparrows), has been played in China as a card game for about eight centuries, and is said to be a striking example of the manner whereby historical or legendary events and characters became popularized throughout the length and breadth of the Celestial empire.
2. Circles, numbered 1 to 9, four of each number . . 36 tiles.
3. Characters, numbered 1 to 9, four of each number . 36 tiles.
4. Honours, 4 red dragons, 4 green, 4 white dragons . 12 tiles.
5. Winds, 4 east winds, 4 south winds, 4 west winds, 4 north winds . . . . . . 16 tiles.
136 tiles.
In addition: 6. Extra suit, 4 red seasons, 4 green seasons . . . 8 tiles. 144 tiles.
There are also, four wind markers, two dice and a set of scoring counters supplied with each complete set.
seat themselves as per diagram, where it will be noticed that the seating is contrary to the European conception as to the position of the cardinal points of the compass, while the direction of play is equally dissimilar to the customary European method.
All the tiles are then put face downward on the table and thor oughly shuffled or "washed," after which each player builds a wall two tiles high and seventeen tiles long (18 tiles long if the extra suit is used). The walls are then pushed together to form a square. Further dice throwing decides where and how the wall is to be broken, and this being done, each player, always follow ing the anti-clockwise direction, takes two tiles from the left of the breach in turn. This continues until east wind has fourteen tiles and the remaining winds 13 tiles each.
The object of the game is to develop the individual hand so that it will ultimately consist of four groups of three similar tiles and one pair of similar tiles. A group consists of (i.) any three tiles of the same suit and num ber, as three circles each num bered 9, (ii.) any sequence of the same suit as, three bamboos num bered 4, 5, 6. A pair consists of any two similar tiles in any suit, as, two characters each num bered 8, two red dragons, two west winds, etc. The assembling of these groups and pairs is ac complished by each player, in turn, drawing a tile from the wall, adding it to his hand and discarding from his hand another tile which he considers to be of less value to him. A discarded tile, if needed by any player, to complete a group or final pair, can, under certain conditions, be acquired by him, if he pungs, chows or kongs it, before a fresh tile be taken from the wall, these ex pressions varying with the different purposes for which the tile is required. The player who first succeeds in assembling his four groups and final pair, is said to be Mah Jong, and is immediately paid in counters the worth of his hand by the other three players, who afterwards settle the difference in value of such completed groups and pairs as they have been able to acquire.
Charm.—The charm of this game consists largely in the in numerable combinations and variations that make up a hand of high scoring value. Great skill can be employed in the discard, and a good memory is essential if mastery of the scoring and the 42 governing laws is to be thoroughly acquired.