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Pung Chow The Game of a Hundred Intelligences. Also known as Mah-Diao, Mah-Jong, Mah-Cheuk, Mah-Juck and Pe-Ling   By: (1882-)

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First Page:

PUNG CHOW

THE GAME OF A HUNDRED INTELLIGENCES

Also known as

MAH DIAO

MAH JONG

MAH CHEUK

MAH JUCK

and

PE LING

by

L. L. HARR

[Illustration]

Harper & Brothers, Publishers New York and London

Copyright, 1922 by L. L. Harr

Printed in the U. S. A.

NOTE

Mr. L. L. Harr's skill in the game of Pung Chow has been acquired through more than twenty years of intimate contact with the business and official circles of cultured Chinese in Canton, Shanghai, Tientsin, Pekin and other centers of China. Mr. Harr has enjoyed more opportunity to mingle in polite Chinese society than any other European or American resident I knew in China.

Mr. Harr, in consequence, was perhaps one of the first foreigners who learned the game from the best players in China. What is more, Mr. Harr's unusually keen appreciation and enthusiasm were largely instrumental in arousing the popularity of this extraordinarily fascinating Chinese game in the Western Hemisphere. To use a familiar American phrase, Mr. Harr was unquestionably one of the pioneers who put "PUNG CHOW" on the map west of Suez.

Mr. Harr has not only brought the game to America, but has written the first authoritative book on "Pung Chow," based on the best modern methods of Chinese play.

J. D. BUSH, Professor of English Literature, Pekin National University, Pekin, China.

January, 1923.

PUNG CHOW

Score Card

For Hands Played Without a Limit

Winning Hand Bonus Scores

For Mah Jong 20 points

For no sequences in hand or on table 10 points

For no other score than Mah Jong in hand or on table 10 points

For winning on a draw from the loose tiles 10 points

For drawing the winning piece 2 points

For filling in the only place to win 2 points

Combination Scores

On Table In Hand (Exposed) (Concealed)

For 3 of a kind of twos, threes, fours, fives, sixes, sevens or eights 2 points 4 points

For 3 of a kind of ones, nines, winds or dragons 4 points 8 points

For 4 of a kind of twos, threes, fours, fives, sixes, sevens or eights 8 points 16 points

For 4 of a kind of ones, nines, winds or dragons 16 points 32 points

For a pair of any dragon or the player's own wind 2 points

Doubling Honors

For three (or four) green dragons, double total score once.

For three (or four) red dragons, double total score once.

For three (or four) white dragons, double total score once.

For three (or four) of own wind, double total score once.

For having all one suit except honor pieces, double total score once.

For all one suit, double total score 3 times.

For all honor pieces, double total score 3 times.

For winning on original hand as drawn from the wall, double total score 3 times.

See page 65 for scoring values when hands are played with a limit.

INTRODUCTION

Out of China has come this stately game with the lure of Oriental mysticism to whet jaded appetites and with possibilities for study that challenge the keenest intelligence.

There is a mysticism about the Oriental and his mode of life that challenges the imagination and induces a curiosity hard to decipher. The dress of the Chinese, their strange customs, their difficult language, and their apparently impenetrable mask like faces appeal to the fancy and throw a veil of mystery around even the commonplace.

The origin of this game is lost in the mist of centuries past... Continue reading book >>




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