WSOM Official Reach Mahjong Competition Rules

Section 1 - Competition Moral
1. Players must follow all rules, etiquette and good sportsmanship during the competition.

Section 2 - Starting the Game
1. Each game will use a deck of 136 Mahjong tiles and 1 die. Each table will seat 4 players. One game will consist of four rounds, called Hands.
2. Seating and initial Dealer will be decided by drawing cards before the game starts. The player that draws the East card will sit in the designated East seat and the other players will sit according to their card, counter-clockwise in the following order: South, West and North.
3. All tiles must be turned upside down before mixing (washing).
4. After washing the tiles, each player will quickly make a wall 17 tiers long and 2 tiles high.

Section 3 - Game Procession
1. The wall will be broken according to the number shown on the die. The Dealer will roll the die one time and count off the number shown, counter-clockwise, starting with himself. The player at the end of the count will roll the die again to decide where the wall will be broken. (For example: The numbers rolled are 3 and 6. The 3 counts off to the West seat, who rolls the die again. The roll is a 6, so the deal will start by leaving 9 tiers on the West seat's right side of the wall and taking the next 2 tiers. So the Dealer will start the deal by taking the 10th and 11th tier from the right side of the West wall.)
2. The Dealer is responsible for starting the deal. The last draw should include the top tile on the first available tier on the live wall and the top tile on the 3rd tier of the live wall. Each Non-Dealer will take one tile for their last draw. The Dealer's hand will start with 14 tiles and the Non-Dealers will start with 13. The hand will begin with the Dealer's first discard.
3. Each player will continue to draw and discard tiles until there are 14 tiles left in the wall. The hand will also end if a player wins a hand before the live wall is exhausted.
4. Steps 1-3 of this section will be repeated 4 times for each game. Each player will have one turn as Dealer.

Section 4 - Actions During a Hand
1. Players must play the game in a respectful manner and consider the effect of their actions on the game.
2. Discarded tiles should be lined up in 3 rows of 6 tiles each in the order they are discarded so that all players may easily see each others' discards.
3. A tile that has been placed on the river is considered discarded and cannot be returned to the hand it was discarded from.
4. Generally, the first declaration of Chow, Pon, Quad and Mahjong (Ron or Hu) to a discarded tile will take precedence. However, if two people make a declaration at the same time, Pon or Quad will take precedence over Chow. Mahjong (Ron or Hu) will take precedence over all other declarations.
5. Verbal declarations are binding for all declarations (Chow, Pon, Quad or Kan, Mahjong or Ron, Tsumo or Hu and Reach). A player who makes one of these declarations must follow through with the action declared.
6. Reach
‡@ Reach may be declared on a player's discard if the player has a concealed hand that is ready (one-away from winning). Reach cannot be cancelled once it is declared.
‡A To declare Reach a player must make a 1,000 point bet. The player must place the Reach Marker on the table when he discards the tile that he declares Reach on.
‡B There is no limit on how many players can declare Reach in a hand. The winner of a hand will receive all Reach bets made during that hand. If there is no winner for a hand, the leftover Reach bets will become void and no players may take those points.
‡C Reach is allowed even for hands with a Missed Win. Players are allowed to ignore winning tiles, but their hand will be considered a Missed Win and may only be won thereafter with a drawn tile.
‡D Players may declare a concealed Quad after Reaching only if the tile drawn on that turn is part of the Quad and the Quad does not change any scoring or non-scoring combination in the hand.
‡E Any player that has declared Reach during a hand must open the hand to prove that it is Ready if the hand ends in a draw.
7. A Missed Win occurs when a tile that could complete a player's hand has been discarded by that player. A player with a Missed Win cannot win off of another player's discard, even if he has not discarded that specific winning tile. (For Example: A player is waiting for 1, 4 and 7 and has discarded a 1. The player may not win on a discarded 4 or 7)
8. Winning
‡@ The points for a hand won on a discarded tile will be paid entirely by the discarder. If a hand is won on a self-draw, the score will be split up between the other 3 players.
‡A Scores for each hand will be written on the score sheet at the end of the hand.

Section 5 - Hands (Combinations)
1. There are 26 normal Hand Combinations including the First-Turn Win. All normal Hand Combinations may be combined with others. Hands denoted with # must be concealed. Each hand denoted by $ lose 1 Hand Point if it is used in an exposed hand.
(ƒA) 1 Hand Point (1-han)
‡@ #Concealed Self-Draw - Concealed hand won on a Self-Draw
‡A Set of Value Tiles - Three or Four of a kind of one of the Dragons, the Round Wind (East) or Seat Wind of the player. The Dealer receives 2 Hand points for a set of East tiles.
‡B All Simples (Inside Hand) - Hand composed of only 2-8 of the suited tiles (Cracks, Dots and Bams)
‡C #Peace (All Runs) - All 4 groups are runs. The pair is not made of Value Tiles and the incomplete group is an open-ended wait.
‡D #Double-Run - Two identical runs (same suit and denominations)
‡E Add-a-Quad Win - A win on tile that a player adds to an open pung to declare a Quad. A player with a Missed Win may not win with this hand.
‡F King's Tile Draw - Hand won on the supplementary draw directly after declaring Quad.
‡G Final Tile Draw - Hand won on the final draw of the hand. This hand may not be combined with the King's Tile Draw.
‡H Final Tile Discard - Hand won on the final discard of the game.
‡I #Reach - See Section 4, Item 5-1
‡J #First-Turn Win - A Premium Hand Point hand that is won before or on a player's first turn directly after declaring Reach (10) or Double Reach (12). This point is void if another player declares Chow, Pon or Quad between the time Reach is declared and the Win is declared.
(ƒC) 2 Hand Points (2-han)
‡K #Double Reach - Reach declared on a player's first discard before any other player has declared Chow, Pon or Quad.
‡L $Three Colored Runs (Three Similar Runs) - Hand that has the same denomination runs in each of the 3 suits (cracks, dots and bams)
‡M $Full Straight - A hand that contains the runs 123, 456, 789, all in the same suit" would be more definitive
‡N $Mixed Outside Hand - Hand in which each group contains at least one 1, 9 or Honor tile.
‡O Three Colored Sets (Three Similar Triples) - Hand containing three sets of triples or quads, all of the same denomination of each suit (cracks, dots and bams)
‡P All Sets (All Trips) - Hand that contains only sets of 3 or 4 of a kind and one pair.
‡Q Three Concealed Triples - Hand with 3 concealed triples or quads
‡R Three Quads - Hand with 3 Quads
‡S All Terminals and Honors - Hand with all sets of three or four of a kind of 1s, 9s and Honors. The All Sets (17) hand will always be combined with this hand.
21 #All Pairs - Hand containing 7 pairs
22 Small Dragons - Hand with two sets of three or four of a kind of two Dragons and a pair of the third Dragon (Red, Green and White)
(ƒE) 3 Hand Points (3-han)
23 #Two Double Runs - Two sets of Double Runs (5)
24 $Pure Outside Hand - Hand that uses at least one 1 or 9 in each group
25 $Half Flush - Hand that uses only one suit (cracks, dots or bams) and Honors
(ƒG) 6 Hand Points (6-han)
26 $Full Flush - Hand that contains only one suit (cracks, dots or bams) and no Honors.
9. There are 12 Limit Hands. Limit Hands are worth 32,000 for a Non-Dealer win and 48,000 for a Dealer win. Hands denoted with a # must be concealed.
‡@ #Heavenly Win - A hand that is dealt to the Dealer already complete.
‡A #Earthly Win - A hand dealt Ready to a Non-Dealer and won on the first draw by the player before any other player has declared a Chow, Pon or Quad.
‡B Big Dragons - Hand with a set of three or four of a kind of each Dragon (Red, Green and White)
‡C Small Winds - A hand with three or four of a kind of three of the Winds and a pair of the fourth Wind.
‡D Big Winds - A hand with three or four of a kind of each Wind.
‡E #Four Concealed Triples - A hand with 4 concealed sets of three or four of a kind.
‡F Four Quads - A hand with four Quads
‡G All Honors - A hand that contains only Honors in each group
‡H All Terminals - A hand that contains only 1s and 9s in each group
‡I All Green - A hand that is comprised of only green tiles: the 2, 3, 4, 6 and 8 of Bams and the Green Dragon are allowed
‡J #13 Orphans - A hand that contains one of each Terminal and Honor and includes one pair of any Honor or Terminal.
‡K #9 Treasures - A hand comprised of only one suit (Cracks, Dots or Bams) and contains three 1s, three 9s and at least one of each other denomination. One more tile is needed and may be any tile of the same suit.
10. Special Hand Combinations
‡@ #Human Win - A hand that is dealt Ready and won before the winning player's first turn before any player has declared Chow, Pon or Quad. No other hand combinations may be combined with a Human Win. The score is ManGan (8,000 for Non-Dealers), unless the pure score of the hand is worth more than ManGan, in which case the pure score is valid.

Section 6 - Lucky Tile (dora)
1. The top tile on the 3rd tier from the break in the wall will be exposed and serve as the Lucky Tile (dora) Indicator. The next tile of the same suit in sequence will be the Lucky Tile (if a 9 is showing, the Lucky Tile will be 1, the winds will be used in the order: E -> S -> W -> N -> E and the Dragons will be determined in alphabetical order Green -> Red -> White -> Green).
2. Each Lucky Tile used in a hand will count as an extra Hand Point. A winning hand will still always require at least one valid hand point in addition to any hand points awarded for Lucky Tiles.
3. If a Quad is declared during a hand, the top tile on the 4th tier from the end of the wall will be exposed and become an additional Lucky Tile (dora) Indicator. This will be repeated for each Quad that is declared, up to 4 quads per hand.
4. A player that has won on a hand after declaring Reach, may add each tile under each Lucky Tile (dora) Indicator as new Lucky Tile (dora) Indicators. A player that wins on a Reach must count these extra Lucky Tiles.
5. If the wrong tile has been exposed and it is realized before the hand starts, the correct Lucky Tile Indicator will be exposed instead. If it isn't realized until after the hand has already started, the exposed tile will be used as the official Lucky Tile Indicator and the tile will be moved to the correct position in the wall.

Section 7 - Scoring Calculations
1. Each winning hand must have at least one Hand Point (yaku) and scores will be calculated according to Base Points.
2. Base Points (BP) will be calculated as listed below
‡@ Winning Hand - 20 BP
Concealed Win on Discard - 10 BP
‡A Base Points for sets
Head/Eyes (Pair of Hand): Value Tiles - 2 BP, Other - 0 BP
Runs: 0 BP
Three of a Kind: Exposed Simples (2-8) - 2 BP
Exposed Terminals/Honors - 4 BP
Concealed Simples (2-8) - 4 BP
Concealed Terminals/Honors - 8BP
Quads: Exposed Simples (2-8) - 8 BP
Exposed Terminals/Honors - 16 BP
Concealed Simples (2-8) - 16 BP
Concealed Terminals/Honors - 32 BP
‡B Base Points for waits
Middle Wait, Side Wait, Single Wait - 2 BP
Other Waits (open-ended) - 0 BP
‡C Base Points for wins
Self-Drawn Win - 2 BP
River Win - 0 BP
(exception: A self-drawn Peace (all runs) hand is worth 0 BP)
Total Base Points for items 1-4 will be added together and rounded up to the nearest 10 (exception: 7 Pairs is always worth 25 Base Points)
3. Scores will be calculated according to the charts shown in the appendix based on Base Points and Hand Points.
4. Hands with 3 Hand Points and 60 Base Points or 4 Hand Points and 30 Base Points or more will count as Mangan
5 HP - Mangan (Dealer - 12,000, Non-Dealer - 8,000)
6-7 HP - Haneman (Dealer - 18,000, Non-Dealer - 12,000)
8-10 HP - Double Mangan (Dealer - 24,000, Non-Dealer - 16,000)
11+ HP - Triple Mangan (Dealer - 36,000, Non-Dealer - 24,000)
Limit Hands - 4x Mangan (Dealer - 48,000, Non-Dealer - 32,000)

Section 8 - Limit Hand gPow" Payments
1. A player that guarantees another player a Limit Hand will fall under the Pow rule and is responsible for paying all or part of the hand if it is won.
2. The player that discards the determining tile must pay the entire score if the player wins on a Self-Draw. If the player wins off of another player's discard, the discarder and player that discarded the determining tile will each pay half of the score.
3. There are 3 types of Pow
‡@ Big Dragons - Allows a player to pon the 3rd Dragon after he has already ponned the other two
‡A Big Winds - Allows a player to pon the 4th Wind after he has already ponned the other three
‡B Four Quads - Allows a player to declare a Quad after he has already declared three Quads

Section 9 - Penalties
1. There are two types of penalties: Dead Hand and Maximum Penalty (chombo, minus 10 points).
2. Fouls resulting in a Dead Hand
‡@ Mistaken declaration (all verbal declarations are binding and cannot be changed once said)
‡A Too many or too few tiles
‡B Mistaken draw (from the wrong point of the wall)
‡C According to the Referee, other circumstances also may call for a Dead Hand
3. A player that gets a Dead Hand is not allowed to make any declarations or win the hand in which the penalty was given.
4. Fouls resulting in the Maximum Penalty (chombo), minus 10 points
‡@ A Win declaration in which the hand is exposed and proven to be an invalid win.
‡A A hand that is broken before the score has been written on the score sheet and approved by the other player.
‡B A hand that has been declared as Reach but is proven not to be Ready when the hand ends in a Draw.
‡C A hand that has declared an invalid Quad after Reaching and this is proven when this hand is won or the hand has ended in a Draw.
‡D Destroying the wall or committing another interference so that the hand cannot continue.
‡E Any other actions that the referee judges as a Maximum Penalty (chombo)
5. The Maximum Penalty (chombo) is a subtraction of 10 points from the player's total score. Scores from the game in progress will not be affected.
6. When a Maximum Penalty is given, the current hand will be considered void and restarted from the beginning with the same Dealer.

Section 10 - Ending the Game
After 4 hands have finished, the game is complete. After the game is over, each 1,000 points accumulated by a player on the score sheet will count as 1 point and a Placing bonus or penalty will be added to the score. The Placing bonuses are shown in the chart below. If two or more players have the same score, they will split up the total bonus points for their two places.


1st Place2nd Place3rd Place4th Place
6 points+ 2 points- 2 points- 6 points


Section 11 - Other Rule Items
1. Multiple players may declare a win on a single discarded tile (double and triple-win) 2. The winner of a hand must arrange the winning hand according to suit and denomination so that the tile combinations are obvious.
3. Only 4 Quads may be declared during a single hand. After the supplementary draws for Quads have been exhausted, no more Quads may be declared.
4. The score of a hand will be calculated using the highest possible scoring combination for that hand.
5. Referees may issue players warnings based on behavior. Players that do not respect and follow these warnings may be disqualified.
6. At the end of a round in which players are eliminated, ties in scores may occur. In this situation, the following will be used in the order presented as tie-breakers to decide which player will qualify for the next round. If all factors are equal, the eliminated player will be decided by lottery.
‡@ Most 1st place finishes
‡A Highest average placing
‡B Least number of 4th place finishes
‡C Highest scoring game


Appendix 1@Score Chart (Dealer) Scores in parenthesisi@jshow the amount each player must pay for self-drawn wins
SD Peace Hand30BP40BP50BP60BP70BPAll Pairs Hand
‚PHP1500
(500)
2000
(700)
2400
(800)
2900
(1000)
3400
(1200)
‚QHP
(700)
2900
(1000)
3900
(1300)
4800
(1600)
5800
(2000)
6800
(2300)
2400
‚RHP
(1300)
5800
(2000)
7700
(2600)
9600
(3200)
12,000
(4000)
12,000
(4000)
4800
(1600)
‚SHP
(2600)
12,000
(4000)
12,000
(4000)
12,000
(4000)
12,000
(4000)
12,000
(4000)
9600
(3200)


Appendix 2 Score Chart (Non-Dealer) Items in parenthesis i@j show the amount that the Non-Dealers and Dealer must pay, respectively, for self-drawn wins
SD Peace Hand30BP40BP50BP60BP70BPAll Pairs Hand
‚PHP1000
(300.500)
1300
(400.700)
1600
(400.800)
2000
(500.1000)
2300
(600.1200)
‚QHP
(400.700)
2000
(500.1000)
2600
(700.1300)
3200
(800.1600)
3900
(1000.2000)
4500
(1200.2300)
1600
‚RHP
(700.1300)
3900
(1000.2000)
5200
1300.2600)
6400
(1600.3200)
8000
(2000)(4000)
8000
(2000)(4000)
3200
(800.1600)
‚SHP
(1300.2600)
8000
(2000)(4000)
8000
(2000)(4000)
8000
(2000)(4000)
8000
(2000)(4000)
8000
(2000)(4000)
6400
(1600.3200)