If one of your triplets is your seat wind, don’t forget your extra 10 points for 3.1 Value Honor.Įxactly what it sounds like you have four triplets in your winning hand. Consider if you have two pairs of winds early on. Similar to Small Three Dragons, but it’s marginally easier because there are four winds compared to only three dragons. Keep in mind a triplet of dragons is worth 10 points on its own, so this hand actually score 60 points. Difficult hand to pull off since dragon tiles often get discarded early, especially when pulling together the third, hence the higher point value. Consider going for this only if you have two pairs of dragons very early on. You have two triplets of two dragons and a pair of the remaining dragon. 3.2.1 Small Three Dragons (小三元) : 40 points.Exposing early a couple of sets of the same suit could tip off your opponents. The difficulty with this hand comes when you claim tiles. It’d be nice if your other honor tiles could be a dragon or a seat wind for an extra 10 points, but don’t be penny-wise and pound-foolish – the honors are to decrease the number of same-suit tiles you need to get, so don’t be picky. You want to consider this hand when you begin with a number tiles in one suit, probably around seven. You only have tiles in one suit and honor tiles. So without further ado… The Ten Patterns to Learn First When you first get your tiles, you should consider whether you are close to making one or more of these patterns and work to shape your hand toward them. There are 10 individual patterns worth around 30 points in ZJ. Meanwhile, if on the 5th round the leader discards into your 30-point 4.1 All Triplets hand, you gain 120 points jumping to +100, the other two opponents each lose 25 points and are down to -45 each, and the (now former) leader has to pay you out 70 points, bringing their score down from +60 to -10! Even if that happened 3 more rounds in a row, you (and the other two opponents) would be at -20 and the leader would be at +60. You’re only down a net 20 points off the lead. If you accidentally discard into someone’s winning 1.1 All Simples hand, you only lose 5 points (along with the other two losing players) and the winner only gets a total of 15 points. The Par Score’s setting at 25 points encourages this as well it allows you to play a little more riskily and go for those bigger, slightly more complex patterns. And if you spend all of your time making 1-, 5-, and 10-point hands, you’ll quickly be outpaced if even one person manages to win a hand around 30 points. The patterns set around 30 points are reasonably quick to make, not too much slower to make than the 5- and 10-point patterns. The answer to the first two questions, and the focus of this article, is based on the fact that the game steers players toward making hands worth around 30 points. But that will come in time, and as you play, you’ll see that many of them are just variations on other patterns, and not nearly as much to remember as you think. The answer to the last questions is yes, eventually, it’d be good to know all of the patterns. Do you go for the big patterns because they are worth a ton of points? Do you go for the small ones because they sound easier to make? Do you really need to memorize this big freakin’ list of scoring elements?! Awesome! But then you look at the list of all these patterns and are totally overwhelmed. So you’ve learned the Common Core of Mahjong and you’re trying to up your game and break into true Zung Jung.
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