Daistallian Mahjong is a variant of standard Majong , with influances from Hanafuda and western card games..
Daistallian Mahjong is played with a varient set of Mahjong tiles
Sets also include a set of 'plates' for scoring, as well as indicators denoting the dealer and the prevailing wind of the round. Some sets may also include racks to hold tiles and plates, although in many sets the tiles are generally sufficiently thick so that they can stand on their own.
All tiles are categoriesed into "suits" and "half suits". Each tile bears symbols showing which suit it is. Suits consist of a combination of two elements, such as color (red, blue, yellow, or white), objects (coin crack, bamboo, dot, shield bell acorm, or rose), or directions (north, south, east, or west). Tiles that share one but not both elements are said to be "half suits". For example, Red Coins and Blue Cracks are different suits, while Red Coins and Red Cracks are half suits, as are Red Coins and Blue Coins.
The tiles for Daistallian Mahjong are:
Tiles of a suit and a face value, each with a suit that combines color, direction, or season. The point value is equal to the face value. There are 256 Plains.
The plain suits include color (red, blue, yellow, or white), object (coin crack, bamboo, dot, shield bell acorm, or rose), and direction (north, south, east, or west).
Color Plain Tiles
6 of each, with a face value of 0-5, 96 total
Red, Blue, Yellow, White
Coins, Cracks, Bamboos, Dots
Red Coins, Red Cracks, Red Bamboos, Red Dots
Blue Coins, Blue Cracks, Blue Bamboos, Blue Dots
Yellow Coins, Yellow Cracks, Yellow Bamboos, Yellow Dots
White Coins, White Cracks, White Bamboos, White Dots
Directional Plain Tiles
5 of each, with a face value of 1-5, 100 total
South, West, North, East, Center
Sheilds, Bells, Acorns, Roses
South Sheilds, South Bells, South Acorns, South Roses
West Sheilds, West Bells, West Acorns, West Roses
North Sheilds, North Bells, North Acorns, North Roses
East Sheilds, East Bells, East Acorns, East Roses
Center Sheilds, Center Bells, Center Acorns, Center Roses
Seasonal Plains (Flowers)
5 of each, with a face value of 1-5, 60 total
Winter, Spring, Summer, Autumn
Paulownias, Pines, Plums, Cherries, Wisterias, Irises, Peonies, Clovers, Pampas Grasses, Chrysanthemums, Maples, Willows
Winter Paulownias, Winter Pines, Winter Plums
Spring Cherries, Spring Wisterias, Spring Irises
Summer Peonies, Summer Clovers, Summer Pampas Grasses
Autumn Chrysanthemums, Autumn Maples, and Autumn Willows
Tiles of a suit, each with a color, direction, or season. Brights have no face value of, but have a point value of 5 each. There are 49 total brights.
Color Brights: 2 objects, 4 colors, 8 total
Red, Blue, Yellow, White
Red Cups, Blue Cups, Yellow Cups, White Cups
Red Banners, Blue Banners, Yellow Banners, White Banners
Directional Brights: 5 monsters, 5 directions, 25 total
South, West, North, East, Center
Dragons, Demons, Ghosts, Goblins, Vampires
South Dragons, South Demons, South Ghosts, South Goblins, South Vampires
West Dragons, West Demons, West Ghosts, West Goblins, West Vampires
North Dragons, North Demons, North Ghosts, North Goblins, North Vampires
East Dragons, East Demons, East Ghosts, East Goblins, East Vampires
Center Dragons, Center Demons, Center Ghosts, Center Goblins, and Center Vampires
Seasonal Brights 4 Weathers, 4 Seasons, 16 total
Winter, Spring, Summer, Autumn
Winds, Rains, Clouds, Lightning
Winter Winds, Winter Rains, Winter Clouds, Winter Lightning
Spring Winds, Spring Rains, Spring Clouds, Spring Lightning
Summer Winds, Summer Rains, Summer Clouds, Summer Lightning
Autumn Winds, Autumn Rains, Autumn Clouds, and Autumn Lightning
These are special tiles divided into their own suits. They have no color, direction, season, or face value, but have a point value of 10 each. There are 95 total grands.
Like the plains and brights, the grands are divided into suits.
The grands are first divided into over suits. The over suits are: people, animals, edibles, things, and time. Each over suit is divided into master suits. The master suits are: greats, overs, townsmen, unders, religious, army, birds, beast, grains, vegitables, fruits, intoxicants, weapons, disasters, celestials, jewels, years, and elements.
People (27 total):
Greats (3 total):
Alchemist, Poet, and Sage
Overs (4 total):
Emperor, Kings, Lord, and Lady
Townsmen (5 total):
Rich Man, Merchant, Artisan, Courtisean, and Peddler
Unders (5 total):
Peasant, Poor Man, Beggar, Sing-Song Girl, and Theif
Religious (5 total):
Buddha, Lama, Priest, Monk, and Nun
Army (5 total):
General, Knight, Charioteer, Soldier, and Boxer
Animals (12 total):
Birds (8 total):
Pheasant, Crane, Nightingale, Cuckoo, Butterfly, Goose, Swallow, and Phoenix
Beasts (4 total):
Elephant, Boar, Deer, and Cat
Edibles (20 total):
Grains (4 total):
Rice, Barley, Millet, and Wheat
Vegtables (4 total):
Potato, Cabbage, Beans, and Radish
Fruit (4 total):
Mangos, Melons, Peaches, and Litchis
Intoxicants (8 total):
Beer, Schnapps, Wine, Brandy, Coca Leaf, Marajuana, Opium, and tea
Things (19 total):
Weapons (6 total):
Club, Staff, Sword, Spear, Halbred, and Bow
Disasters (4 total):
Flood, Famine, Typhoon, and Earthquake
Celestials (5 total):
Sun, Moon, Star, Comet, and Planet
Jewels (4 totals):
Ruby, Sapphire, and Diamond
Time (17 total):
Years (12 total):
Rat, Ox, Tiger, Cat, Dragon, Snake, Horse, Goat, Monkey, Rooster, Dog, and Boar
Elements (5 total):
Fire, Wood, Metal, Water, and Earth
Setting up the board
First, the players determine the Game Wind. Each player throws three dice and the player with the highest total is chosen as the bank. The bank's wind starts as East, the player to the right of the dealer has South wind, the next player to the right has West and the fourth player has North. Game Wind changes after every round.
All 400 tiles are placed face down and shuffled. Each player then stacks a row of tiles two deep and ten long in front of him (a total of twenty tiles).
The bank throws three dice. Counting counterclockwise so that the dealer is '1', a player's row is chosen. Starting at the right edge, a number of tiles equal to the dice roll are shifted to the right.
The board is now ready and new tiles will be taken from the bone pile, or remaining tiles.
In certain local variations, it is required that before each hand begins, a Whilan is enacted. This consists of a procedure where three tiles are passed to the player on one's right, followed by three tiles passed to the player opposite, followed by three tiles passed to the left. If all players are in agreement, a second Whilan is performed, however, any player may decide to stop passing after the first Whilan is complete.
Gameplay consists of drawing a new tile, laying down combinations of tiles, and discarding a rejected tile. This continues until a player is out of tiles.
At the start of his turn, each player draws a tile from the bone pile and places it in his hand.
If a player has a meld (a specific combination of tiles) after drawing, they may play it. However, doing so is not required, and players may forgo doing so in order to build more powereful hands.
At the end of his turn, the player must discards a tile onto the table. This signals the end of his or her turn, prompting the player to the right to make his move.
As a form of courtesy, each player is encouraged to announce loudly the name of the tile being discarded. Courtesy also requires that discarded tiles be placed in an orderly fashion in front of the player.
Another courtesy consideration happens when three players in a row discard a West tile, the fourth player should avoid discarding another West tile, as superstition says when all the players discard a West together, all players will die or be cursed with bad luck.
When a player discards a tile, any other player may "bid" for it. A bid must be made before the next player draws a new tile. Biding may involve a monetary deal or a tile trade.
A meld is a certain set of tiles. There are several types of melds. When a meld is played, the player must state the type of the meld to be declared and place the meld face-up. If playing a meld means a player cannot discrad a tile, he may not play the meld.
Ordinary melds consist of a set of two, three, or four tiles either of the same numerical value, in numerical sequence, of the same suit, or of both.
A plain yan is a meld of two plain tiles of the same suit or value.
A bright yan is a meld of two bright tiles of the same half suit.
A plain pang is a meld of three or four plain tiles of the same suit.
A plain kang is a meld of three or four plain tiles of the same value.
A plain xhan is a meld of three or four plain tiles of any suit in numerical sequence
A plain chau is a meld of three or four plain tiles of the same suit in numerical sequence.
Half Plain Pang
A half plain pang is a meld of three or four plain tiles with half the suit the same.
Half Plain Chau
A half plain chau is a meld of three or four plain tiles with half the suit the same.
A bright pang is a meld of three or four bright tiles of the same suit.
Half Bright Pang
A half bright pang is a meld of three or four bright tiles with half the suit the same.
Grand Over Yan
A grand over yan is a meld of two grand tiles of the same over suit.
A grand yan is a meld of two grand tiles of the same grand suit.
Grand Over Pang
A grand over pang is a meld of three grand tiles of the same over suit.
A grand pang is a meld of three grand tiles of the same grand suit.
Certain specific combinations of tiles, especially of grands, constitute special melds, with point value multipliers.
Dead Hand - if a player has yet to play a meld, and cannot do so when the game ends, he gets a dead hand, and takes the winner of that turn's points .
The rules for these vary locally, and tend to be complicated.
Beyond special melds are fizzbin melds. These are extraordinarily complicated, and vary according to the date, weather, season, time of day, geographic seating of the players, etc. The term comes from an invented game of similar complexity from a fictional drama series known as Star Trek.
End of Play
Play stops when a player has discarded his final tile.
When play stops, the turn is finished. Players then expose the tiles in their hands, count up the value of their melds and hand, subtract the point value of their hand from that of their melds, and the score for the round is recorded with the distribution of plates.
If only the discard pile remains and no one has won, the round is drawn. When this happens, the game wind must change.
Turns and rounds
After a turn is finished, the bank rotates to the right, in the sequence East-South-West-North.
After the wind makes a full rotation and returns to East (ie. each player has been the bank), the round is complete and the Prevailing Wind will change, again in the sequence East-South-West-North. A full game ends after 4 rounds, ie. when the North Prevailing Wind round is over. It is generally regarded as an unlucky act to stop the gameplay at the West round.
Double Dragon Fanucci Fizzbin Daistallian Mahjong
This is an extremely complicated version, which includes six players, adds the Deva Plains (Elves, Ogres, Unicorns, and Pervects - 1-9 value), Zork Plains (Mazes, Books, Bugs, Fromps, Inkblots, Scythes, Plungers, Faces, Lamps, Hives, Ears, Zurfs, and Tops - 0-10 value, and one grand per suit), and Zork Grands (Granola, Death, Light, Snail, Beauty, Grue, Lobster, and Jester) suits, and uses the fizzbin melds.