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Please introduce the ppt of mahjong in English. . . . . . . A few pages is enough.
mahjong

set up

Build a wall

Put all the cards face down on the table and shuffle the cards. Then, build them into a square structure called a wall. If you have flowers and seasons (total 144 watts), then each side is eighteen watts long; If you don't do this (total 136 tiles), then each side will be seventeen tiles long. In either case, it is two tiles high and one tile deep. Place the tile face down so that the long axis of the tile is perpendicular to the long axis of the wall part where it is located.

Break the wall

The current Orient rolls the dice and counts around the table to determine a player. Then the player rolls the dice again and counts the tiles from the end of his or her part of the wall. Starting from the east, each player takes four tiles from the wall in turn (two tiles wide and two tiles high) and repeats until everyone has twelve tiles. Then, Dong took the next card from the edge of the wall and took two more. Then each other player takes a card, and when the game actually starts, the card below the last card taken by Dong is taken as the next card to be drawn. The seventh pair of tiles from the other end of the wall is picked up, and the tiles are placed on top of the last pair and the penultimate pair of tiles in the wall. These fourteen tiles separated from the rest of the wall, forming a dead wall.

Game part

The goal of the game

The goal is to collect a group of 14 cards and divide them into 4 groups, each with 3 cards and a pair of matching cards. The fusion card can be three identical cards, called "Bang", or a straight with three cards of the same suit, marked with continuous numbers, called "Zhou". (Actually, a group of four identical tiles, called "holes", can also be used to form a fusion, but they will be described in more detail below because they are more complicated. )

The standard order of the game

The current turn of the player will have 14 cards (in fact, they may have more because of Kongs, as described below), while all others will have 13 cards. East starts at 14, so go first. If they have four fusion cards and a pair in some way, it is called "hands from heaven", and the East immediately wins this round and gets as many points as possible. However, under normal circumstances, East must simply continue to turn normally.

In a player's turn, he or she will have 14 cards. You must choose a card and throw it face up into the yard in the middle of the wall. If the next player can make a dice with that card and two cards in his hand, he can bid and put it face up in front of his hand with the other two cards. Then it was his turn. Alternatively, if any player has two cards that are the same as the discarded cards, he can bid and put three cards face up in front of his hand, and then it is the player's turn, regardless of who is usually next. In addition, if another player has three other discarded cards, he can ask for an empty card and put all four cards face up in front of his hand. Then, he draws a loose card from the top of the wall of death, and he will have one more card in his hand for the rest of the round. If this is the last loose tile, he picks up the last two tiles from the regular wall and puts them on the dead wall as he did when setting them. The claim against Pung or Kong takes precedence over the claim against Chow. (Multiple declarations to a Pungs or Kongs are impossible, because there are only four cards in any given card. If no one wants to discard the card, it is out for the rest of the round, and the next player simply draws a card from the front of the wall (without showing it to other players), and then it is his or her turn.

If a player only uses cards drawn from the wall to form a Chow or Pung, he should hide it in his hand until he can win. This is not only worth more points, but also other players don't know how close he is to winning. If it is convenient, he can still arrange those cards into other fusion cards, unlike the fusion cards exposed on the table. If a player has four cards of the same type in his hand, if he wants to claim to be a hole, he must show it (otherwise, he will not have enough cards to win). He showed the hole to other players, and then put it on the table, with two outer tiles facing up and two inner tiles facing down to show that he finished it completely on the wall, so he won more points. In addition, if a player previously formed an exposed fist from another player's discarded cards, and he later drew the fourth card of that card from the wall, he could add it to the fist and make it an exposed hole. As described below, this is not without risks.

If a player only needs one card to win, he can get that card from any discarded card, even if he finishes a game or a pair. This is the so-called "fishing", and the right to win the game takes precedence over other rights. If two players can win with the same discard, the next player will get the discard and win the hand according to the normal turn order. In addition, a player who is fishing may ask to add a card to a Pung to turn it into a Kong, so as to win (and thus get bonus points).

If the player draws a flower or a season, the card will be displayed and immediately set on the side of the player's hand. It does not count the number of cards in hand and will provide bonus points at the end of this round. It will be immediately replaced by drawing a loose tile, as mentioned in the Kongs section above.

When a player has a complete fusion card and a pair, he can announce and show it to other players.