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Winning hand containing sets of heads only; this is a "Limit Hand,"
winner collecting double the limit from East and only the limit from the other two players.
[Ill.u.s.tration: No. 7]
Winning hand containing all three sets of dragons and any other set and pair. This is a "Limit Hand," winner collecting double from East and the limit from the other two players. In all limit hand cases, East Wind, if winner, collects double limit from All players.
[Ill.u.s.tration: No. 8]
Player is South Wind in South Wind Round.
Mah-Jongg 10 Three Heads (white dragons) (concealed) 10 Three 4 dot (exposed) 2 Three Heads (9 dot) (exposed) 4 Filling sequence in middle by draw to win 4 Pair of own wind in own wind round 4 ---- 34 Total Score For three white dragons double once 68 For all one suit except winds and dragons double once 136 Final Score
Players collect 272 from East, 136 from North and West.
[Ill.u.s.tration: No. 9]
Player is East Wind in South Wind round.
Mah-Jongg 10 Three 4 bamboo (exposed) 2 Three 6 bamboo (exposed) 2 Pair of Heads, completed by draw 6 ---- 20 Total Score For all one suit double three times 40 80 160 Final Score
Double because East Wind collects double when winning 320 from each player.
[Ill.u.s.tration: No. 10]
Player's West Wind--East Wind round.
Mah-Jongg 10 Four Heads (red dragons) (exposed) 16 Three 4 characters (exposed) 2 Filling a sequence on the only open end 4 ---- 32 Total Score For four red dragons double once 64 Final Score
Player collects 128 from East and 64 from West and South.
TWO AND THREE-HANDED GAMES
Three or even two may play Pung Chow, though the game is essentially a four-handed affair. It is played by two or three people in exactly the same way that it is played by four, each player building up his own side of the wall and then combining to build the fourth side.
This fourth side is regarded as the dummy wall. In the building and breaking down of the wall, East Wind acts for the dummy, throwing the dice for it whenever indicated. The three players then draw their original hand and ignore the dummy the rest of the game, playing in regular routine and omitting the dummy's turn of play.
When two play alone, each builds two sides of the wall and arrange the usual wall. Then they throw the dice, East Wind throwing for either of the two dummies, both draw their original hands and draw and discard alternately until one wins.
Of course when two or three play there is less opposition or conflict and far greater possibilities in the draw than in the four-handed game.
On this account, higher scores are the rule rather than the exception, making a more exciting and entertaining game but hardly one upon which stakes could be safely set.