The Kwan Series: early Chinese Classical rules

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The following message was written by Alan Kwan in 2001 and discusses a historical reconstruction of early Chinese Classical Mahjong rules dating to the mid-19th century.

Drawing upon Japanese mahjong scholarship and historical research into the Ningbo origins of the game, Kwan summarizes a reconstructed ruleset and highlights several features that differ substantially from later Chinese, Japanese, and modern international variants. The document provides a rare glimpse into historical discussions surrounding the origins and evolution of mahjong scoring systems.

Although brief, this piece reflects Kwan’s long-standing interest in mahjong history, comparative rules analysis, and the development of scoring systems. It is preserved here as part of the documented history surrounding Zung Jung Mahjong and the broader study of mahjong variants.

Original formatting has been preserved where possible.

Editor’s Note: Kwan’s summary appears to be based on a Japanese-language article discussing a reconstruction of mid-19th century Ningbo mahjong rules attributed to Shigeki Haibara. The original article uses these reconstructed rules as part of a broader discussion about the historical evolution of mahjong from a relatively simple gambling game into the more strategically complex forms played in Japan during the twentieth century.

Subject: early Chinese Classical rules
Date: Mon, 23 Jul 2001 00:21:46 GMT

According to Mr. Asami’s webpage, which has in turn quoted from an official mahjong body paper, the earliest, original Chinese Classical rules in the 1850’s (reconstructed Ningpo rules, by HAIBARA Shigeki, published January Showa 27 in official mahjong paper “Mahjong Times”) looked like the following:

http://www.asamiryo.jp/tre2.html

Triplet-point counting.

Going out = +10 points. No rounding. East-doubling.
Payment between non-winners.

Nine Terminals Abortive Draw adopted.

No-point hand was really worth nothing, except for the 10 points for going out. You didn’t get bonus points or a faan for a no-point hand.

robbing a kong = +2 points

simple eye/edge/gap/2-pair calling = +2 points

All-Pong hand = +4 points

winning on supplement tile = +4 points

winning on last tile in live wall = +4 points

(some uncertain pattern) = +4 points

Mixed One-Suit = 1 faan

Seat Wind pong = 1 faan
Dragon pong = 1 faan
(Prevailing Wind not recognized)

Pure One-Suit = 3 faan

Blessing of Earth = 1/2 limit

(Big) Three Dragons = limit
Four Winds = limit
(Small Four Winds hand counts as “Four Winds” if containing Seat Wind pung)
Nine Gates = limit

Thirteen Terminals/Thirteen Unconnected = limit
(But both are recognized only for the dealt hand. These hands cannot
be “built”.)

“Pao” rule in effect for Three Dragons, Big Four Winds, and Pure
One-Suit.

wrong meld, long/short hand -> dead hand

“Pao” penalty applicable for Big Three Dragons, Four Winds, Pure One-Suit


“3-faan minimum mahjong is like volleyball with a 4-meter-high net.
It makes the game more challenging only for novices.”

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