四海麻将进阶版 | Four Seas Mahjong Intermediate Level

进入标准版前的过渡规则,增加全体类和顺子组合类造牌系列。

A transition toward the Standard Level with whole-hand and sequence-combination series.

进阶版

四海进阶版

进阶版是进入竞技向标准版之前的过渡规则。进阶版共49个番种,增加了全体类和顺子组合类造牌系列,并将最高番种分值提到准满贯的160分,同时规定200分满贯线。进阶版引入自摸与点和两种情况下不同的起和标准,平衡造牌与抢和,增加游戏的竞技性。

番种分类分值表

四海进阶版共包含49个番种,分类分值表增加了子类这一级别,以方便理解不同的造牌系列。根据“同系列不复用”原则,任何一个面子(顺子、刻子、对子)不能出现在同一系列中的不同子类中。番种示例见附录。

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大类 - 类别 - 子类 - 5 - 10 - 20 - 30 - 40 - 60 - 80 - 120 - 160

花色 - 五门齐 - 混一色 - 清一色

牌型 - 基本 - 平和 - 对对和 - 七对

特殊 - 全不靠 - 七星不靠 - 组龙不靠 - 十三幺

序数 - 幺九 - 断幺 - 混带幺 - 清带幺 - 混幺九

全带 - 混全带 - 清全带 - 全称

刻杠 - 杠 - 一杠 - 双杠 - 三杠

字牌 - 箭牌 - 番牌 - 小三元 - 大三元

风牌 - 小三风 - 大三风

一色 - 同顺 - 一般高 - 双般高 - 三同顺

步高 - 一般低 - 三步高 - 四步高

步高 - 双般低

龙顺 - 对称 - 老少副 - 一条龙 - 连环龙

龙顺 - 连顺 - 连六 - 双连六 - 镜连六

三色 - 同顺 - 喜相逢 - 三色同顺 - 镜同

连顺 - 花龙

偶然 - 巡数 - 海底捞月 - 人和 - 地和 - 天和

巡数 - 河底摸鱼

开杠 - 金鸡夺食

开杠 - 岭上开花

番种定义

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类别 - 编号 - 番种 - 分值 - 定义

花色 - A.1 - 五门齐 - 20 - 由3种花色序数牌、风牌、三元牌构成的和牌

A.2 - 混一色 - 30 - 由一种花色序数牌及字牌组成的和牌

A.3 - 清一色 - 60 - 由一种花色序数牌组成的和牌

牌型 - B.a1 - 平和 - 5 - 由4副顺子及将牌组成的和牌

B.a2 - 对对和 - 30 - 由4副刻子及将牌组成的和牌

B.b1 - 七对 - 60 - 由7个对子组成的和牌

B.c1 - 全不靠 - 30 - 3种花色序数牌分别占有147、258、369的若干单张以及若干字牌单张构成的特殊和牌型

B.c2 - 七星不靠 - 40 - 必须有7个单张的东西南北中发白,加上3种花色,数位按147、258、369中的7个单张张序数牌组成没有将牌的和牌

B.c3 - 组龙不靠 - 60 - 3种花色的147、258、369不能错位的序数牌,加上5个单张字牌组成没有将牌的和牌

B.c4 - 十三幺 - 160 - 3种花色序数牌的1、9牌,7种字牌及其中一对作将组成的和牌

序数<br>幺九 - C1.1 - 断幺 - 5 - 和牌中没有幺九及字牌

C1.2 - 混带幺 - 30 - 每副面子或对子都带有幺九或字牌

C1.3 - 清带幺 - 40 - 每副面子或对子都带有幺九数牌

C1.4 - 混幺九 - 80 - 每副面子或对子都由字牌和序数牌1、9牌组成。已包含混全单,必然复合对对和或七对

序数<br>全带 - C2.1 - 混全带 - 20 - 每副面子或对子中都带有某个序数,或者由字牌构成

C2.2 - 清全带 - 40 - 每副面子或对子都带有某个序数

C2.3 - 全称 - 80 - 每副面子或对子都带有某个序数,且在顺子中此序数牌是中间张

刻杠 - D.1 - 一杠 - 10 - 1个杠

D.2 - 双杠 - 30 - 2个杠

D.3 - 三杠 - 120 - 3个杠

字牌<br>箭牌 - E1.1 - 番牌 - 10 - 门风刻或三元牌的刻

E1.2 - 小三元 - 80 - 三元牌的2副刻子及将牌

E1.3 - 大三元 - 160 - 三元牌的3副刻子

字牌<br>风牌 - E2.1 - 小三风 - 30 - 风牌的2副刻子及将牌

E2.2 - 大三风 - 80 - 风牌的3副刻子

一色<br>同顺 - F1.1 - 一般高 - 10 - 一种花色2副序数相同的顺子

F1.2 - 双般高 - 80 - 2组一般高。已包含平和

F1.3 - 三同顺 - 120 - 一种花色3副序数相同的顺子

一色<br>步高 - F2.1 - 一般低 - 5 - 一种花色2副序数递增一位的顺子

F2.2 - 双般低 - 60 - 2组一般低。已包含平和

F2.3 - 三步高 - 60 - 一种花色3副序数依次递增一位的顺子

F2.4 - 四步高 - 160 - 一种花色4副序数依次递增一位的顺子。已包含平和、连六

一色<br>龙顺 - F3.a1 - 老少副 - 5 - 一种花色的123、789两副顺子

F3.a2 - 一条龙 - 40 - 一种花色的123、456、789三副顺子

F3.a3 - 连环龙 - 120 - 一种花色的123、345、567、789四副顺子。已包含平和

F3.b1 - 连六 - 5 - 一种花色6张相连的序数牌组成2副顺子

F3.b2 - 双连六 - 40 - 2组连六。已包含平和

F3.b3 - 镜连六 - 60 - 2种花色的2组序数相同的连六。已包含平和、喜相逢、镜同

三色<br>同顺刻 - G1.a1 - 喜相逢 - 5 - 2种花色2副序数相同的顺子

G1.a2 - 三色同顺 - 30 - 3种花色3副序数相同的顺子

G1.c1 - 镜同 - 40 - 2种花色2组喜相逢。已包含平和

连顺刻 - G2.a1 - 花龙 - 20 - 3种花色的123、456、789三副顺子

偶然<br>巡数 - H1.1 - 海底捞月 - 20 - 自摸牌墙上最后一张牌和牌

H1.2 - 河底摸鱼 - 20 - 和打出的最后一张牌

H1.3 - 人和 - 60 - 闲家配牌的13张已听牌,第一张摸牌前他家点和和牌,当做自摸和

H1.4 - 地和 - 120 - 闲家配牌的13张已听牌,第一张自摸和牌

H1.5 - 天和 - 160 - 庄家配牌的14张构成和牌

偶然<br>开杠 - H2.1 - 金鸡夺食 - 20 - 即抢杠和,和别人自抓开明杠的牌

H2.2 - 岭上开花 - 20 - 开杠抓进的牌成和牌

四海麻将的番种代号用【大写字母】【数字】.【小写字母】【数字】(例如A1.b2)的格式,分别代表大类、类别、子类和番种四个级别。番种共有8个大类,用大写字母A-H代表;大类之下再分为类别,类别数字紧跟大类字母,如果大类之下没有细分为类别,那么类别数字省略。类别数字之后的小数点后是用小写字母表示的子类,和用数字代表的番种。类别下如果没有子类则子类也省略。

计分和授受法

进阶版在“高分法”和“同类别不复用”原则基础上,增加了“已包含不加计”原则。“已包含不加计”原则指的是,不同类别之间,当一个番种成立就必然导致另一个类别的另一个番种成立时,第一个番种的赋分中已包含有第二个番种,统计番种和分数时只计第一个番种。例如双般高番型必定是平和,此时计双般高不加计平和,并在番种定义表中双般高的备注项注明。与此相对的是,当一个番种成立必然导致其他类别的两个或多个番种成立,此时前一个番种的赋分中没有包括其他番种,此时统计番种和计分需要加计其他番种中的一个。例如混幺九可能复合对对和,也可能复合七对,那么计分时需要计算对对和或者七对,而且在混幺九点备注项里注明。

满贯线为200分。和牌计分超过满贯线,则计为200分。

四海进阶版得分授受同样采用四海授受制,进阶版分付线增加到 50 分。

自摸和时,

三家分付,各家支付和牌分H的2倍(2H)

点和时,

当和牌分小于等于分付线F = 50时,点和方支付和牌分的2倍 (2H),其他两家支付和牌分的1倍 (H)。

当和牌分大于分付线F = 50时,非点和方支付分付线F的分数(50);点和方支付和牌分的2倍 (2H),并且包付另外两家和牌分与分付线的分差 (H-F),总共支付4H-100

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和牌方式 - 条件 - 铳方 - 非铳方

自摸 - -2H - -2H

点和 - H <= 50 - -2H - -H

点和 - H > 50 - -(4H-100) - -50

起和标准

四海进阶版规定了自摸与点和两种不同情况下的起和线:自摸线10分,点和线20分。也就是5分不能和牌,10-15分只能自摸,20分及以上可以自摸或和他家的舍牌。点和线高于自摸线,在限制抢和并鼓励造牌的同时,给小牌凑分和防守提供空间,在保留行牌自由的同时增强竞技性。

初学者可以从自摸线与点和线均为10分开始。

“截分不截和”的一炮多响

在多人可以和牌的情况下,放铳方按照几个和牌方中分数最多的分数来支付。几个和牌方按照逆时针方向,得到自己和牌分超过前面和牌分的分数。如果己方和牌分小于前面和牌分,则不得分,同时也不支付。

例如,东家放铳,南家和40分,西家和60分,北家不和牌。

顺时针第一个和牌方南家得 40 x 4 = 160 分,下一个和牌的西家得 (60-40) x 4 = 80分。

北家是非放铳方,最多付50分。

东家付 160 + 80 – 50 = 190 分,相对于按照最高的60分支付点和分数 60 x 4 = 240,再减去北家的50,最后付190分。

番种示例

A. 花色类

A.1 五门齐(20分,进阶)

由3种花色序数牌、风牌、三元牌构成的和牌

🀌🀍🀎 🀜🀜🀜 🀔🀕🀖 🀁🀁🀁 🀅🀅

🀉🀉 🀌🀌 🀖🀖 🀡🀡 🀀🀀 🀃🀃 🀅🀅

A.2 混一色(30分,基础)

由一种花色序数牌及字牌组成的和牌

🀚🀛🀜 🀜🀝🀞 🀡🀡🀡 🀅🀅🀅 🀁🀁

A.3 清一色(60分,基础)

由一种花色序数牌组成的和牌

🀐🀑🀒 🀑🀒🀓 🀕🀕🀕 🀖🀗🀘 🀓🀓

B. 牌型类

B.a1 平和(5分,入门)

由4副顺子及将牌组成的和牌

🀙🀚🀛 🀉🀊🀋 🀑🀒🀓 🀔🀕🀖 🀫🀫

B.a2 对对和(30分,基础)

由4副刻子及将牌组成的和牌

🀉🀉🀉 🀞🀞🀞 🀓🀓🀓 🀂🀂🀂 🀫🀫

B.b1 七对(60分,基础)

由7个对子组成的和牌

🀉🀉 🀎🀎 🀝🀝 🀞🀞 🀔🀔 🀘🀘 🀃🀃

B.c1 全不靠(30分,进阶)

3种花色序数牌分别占有147、258、369的若干单张以及若干字牌单张构成的特殊和牌型

🀇 🀍 🀑 🀔 🀗 🀛 🀞 🀡 🀀 🀁 🀃 🀄 🀅 🀆

B.c2 七星不靠(40分,进阶)

必须有7个单张的东西南北中发白,加上3种花色,数位按147、258、369中的7个单张张序数牌组成没有将牌的和牌

🀈 🀋 🀎 🀙 🀟 🀒 🀕 🀀 🀁 🀂 🀃 🀄 🀅 🀆

B.c3 组龙不靠(60分,进阶)

3种花色的147、258、369不能错位的序数牌,加上5个单张字牌组成没有将牌的和牌

🀇 🀊 🀍 🀚 🀝 🀠🀒 🀕 🀘 🀀 🀂 🀃 🀄 🀆

B.c4 十三幺(160分,进阶)

3种花色序数牌的1、9牌,7种字牌及其中一对作将组成的和牌

🀇 🀏 🀙 🀡 🀐 🀘 🀀 🀁 🀂 🀃 🀄 🀅 🀆 _🀘

C. 序数类

C1. 幺九

C1.1 断幺(5分,入门)

和牌中没有幺九及字牌

🀛🀜🀝 🀈🀈🀈 🀕🀖🀗 🀋🀋🀋 🀓🀓

C1.2 混带幺(30分,基础)

每副面子或对子都带有幺九或字牌

🀇🀈🀉 🀡🀡🀡 🀐🀑🀒 🀁🀁🀁 🀏🀏

C1.3 清带幺(40分,进阶)

每副面子或对子都带有幺九数牌

🀍🀎🀏 🀍🀎🀏 🀙🀙🀙 🀖🀗🀘 🀇🀇

C1.4 混幺九(80分,进阶)

每副面子或对子都由字牌和序数牌1、9牌组成。已包含混全单,必然复合对对和或七对

🀇🀇🀇 🀏🀏🀏 🀐🀐🀐 🀅🀅🀅 🀀🀀

🀙🀙 🀡🀡 🀐🀐 🀇🀇 🀂🀂 🀃🀃 🀅🀅

C2. 全带

C2.1 混全带(20分,进阶)

每副面子或对子中都带有某个序数,或者由字牌构成

🀇🀈🀉 🀚🀛🀜 🀚🀛🀜 🀅🀅🀅 🀑🀑

🀜🀝🀞 🀕🀕🀕 🀀🀀🀀 🀂🀂🀂 🀄🀄

🀗🀗 🀗🀗 🀠🀠 🀎🀎 🀂🀂 🀅🀅 🀆🀆

C2.2 清全带(40分,进阶)

每副面子或对子都带有某个序数

🀈🀉🀊 🀛🀜🀝 🀒🀓🀔 🀓🀔🀕 🀊🀊

🀌🀍🀎 🀍🀎🀏 🀟🀟🀟 🀔🀕🀖 🀖🀖

C2.3 全称(80分,进阶)

每副面子或对子都带有某个序数,且在顺子中此序数牌是中间张

🀌🀍🀎 🀌🀍🀎 🀞🀟🀠 🀖🀖🀖 🀟🀟

🀐🀑🀒 🀐🀑🀒 🀙🀚🀛 🀇🀈🀉 🀈🀈

D. 杠刻类

D.1 一杠(10分,入门)

1个杠

🀟🀟🀟🀟 🀫🀫🀫 🀫🀫🀫 🀫🀫🀫 🀫🀫

D.2 双杠(30分,进阶)

2个杠

🀑🀑🀑🀑 🀅🀅🀅🀅 🀫🀫🀫 🀫🀫🀫 🀫🀫

D.3 三杠(120分,进阶)

3个杠

🀏🀏🀏🀏 🀒🀒🀒🀒 🀞🀞🀞🀞 🀫🀫🀫 🀫🀫

E. 字牌类

E1. 箭牌

E1.1 番牌(10分,入门)

门风刻或三元牌的刻

🀆🀆🀆 🀫🀫🀫 🀫🀫🀫 🀫🀫🀫 🀫🀫

E1.2 小三元(80分,进阶)

三元牌的2副刻子及将牌

🀄🀄🀄 🀅🀅🀅 🀆🀆 🀫🀫🀫 🀫🀫🀫

E1.3 大三元(160分,进阶)

三元牌的3副刻子

🀄🀄🀄 🀅🀅🀅 🀆🀆🀆 🀫🀫🀫 🀫🀫

E2. 风牌

E2.1 小三风(30分,进阶)

风牌的2副刻子及将牌

🀀🀀🀀 🀁🀁🀁 🀂🀂 🀫🀫🀫 🀫🀫🀫

E2.2 大三风(80分,进阶)

风牌的3副刻子

🀁🀁🀁 🀂🀂🀂 🀃🀃🀃 🀫🀫🀫 🀫🀫

F. 一色类

F1. 一色同顺

F1.1 一般高(10分,入门)

一种花色2副序数相同的顺子

🀒🀓🀔 🀒🀓🀔 🀫🀫🀫 🀫🀫🀫 🀫🀫

F1.2 双般高(80分,进阶)

2组一般高。已包含平和

🀙🀚🀛 🀙🀚🀛 🀋🀌🀍 🀋🀌🀍 🀫🀫

F1.3 三同顺(120分,进阶)

一种花色3副序数相同的顺子

🀜🀝🀞 🀜🀝🀞 🀜🀝🀞 🀫🀫🀫 🀫🀫

F2. 一色步高

F2.1 一般低(5分,进阶)

一种花色2副序数递增一位的顺子

🀒🀓🀔 🀓🀔🀕 🀫🀫🀫 🀫🀫🀫 🀫🀫

F2.2 双般低(60分,进阶)

2组一般低。已包含平和

🀙🀚🀛 🀚🀛🀜 🀋🀌🀍 🀌🀍🀎 🀫🀫

F2.3 三步高(60分,进阶)

一种花色3副序数依次递增一位的顺子

🀒🀓🀔 🀓🀔🀕 🀔🀕🀖 🀫🀫🀫 🀫🀫

F2.4 四步高(160分,进阶)

一种花色4副序数依次递增一位的顺子。已包含平和、连六

🀛🀜🀝 🀜🀝🀞 🀝🀞🀟 🀞🀟🀠 🀫🀫

F3. 一色龙顺

F3.a1 老少副(5分,进阶)

一种花色的123、789两副顺子

🀐🀑🀒 🀖🀗🀘 🀫🀫🀫 🀫🀫🀫 🀫🀫

F3.a2 一条龙(40分,基础)

一种花色的123、456、789三副顺子

🀇🀈🀉 🀊🀋🀌 🀍🀎🀏 🀫🀫🀫 🀫🀫

F3.a3 连环龙(120分,进阶)

一种花色的123、345、567、789四副顺子。已包含平和

🀐🀑🀒 🀒🀓🀔 🀔🀕🀖 🀖🀗🀘 🀫🀫

F3.b1 连六(5分,入门)

一种花色6张相连的序数牌组成2副顺子

🀊🀋🀌 🀍🀎🀏 🀫🀫🀫 🀫🀫🀫 🀫🀫

F3.b2 双连六(40分,进阶)

2组连六。已包含平和

🀛🀜🀝 🀞🀟🀠 🀑🀒🀓 🀔🀕🀖 🀫🀫

F3.b3 镜连六(60分,进阶)

2种花色的2组序数相同的连六。已包含平和、喜相逢、镜同

🀚🀛🀜 🀝🀞🀟 🀈🀉🀊 🀋🀌🀍 🀫🀫

G. 三色类

G1. 三色同顺刻

G1.a1 喜相逢(5分,入门)

2种花色2副序数相同的顺子

🀝🀞🀟 🀔🀕🀖 🀫🀫🀫 🀫🀫🀫 🀫🀫

G1.a2 三色同顺(30分,基础)

3种花色3副序数相同的顺子

🀌🀍🀎 🀞🀟🀠 🀕🀖🀗 🀫🀫🀫 🀫🀫

G1.c1 镜同(40分,进阶)

2种花色2组喜相逢。已包含平和

🀈🀉🀊 🀍🀎🀏 🀚🀛🀜 🀟🀠🀡 🀫🀫

G2. 三色连顺刻

G2.a1 花龙(20分,进阶)

3种花色的123、456、789三副顺子

🀇🀈🀉 🀓🀔🀕 🀟🀠🀡 🀫🀫🀫 🀫🀫

H. 偶然类

H1. 巡数

H1.1 海底捞月(20分,基础)

自摸牌墙上最后一张牌和牌

H1.2 河底摸鱼(20分,基础)

和打出的最后一张牌

H1.3 人和(60分,进阶)

闲家配牌的13张已听牌,第一张摸牌前他家点和和牌,当做自摸和

H1.4 地和(120分,进阶)

闲家配牌的13张已听牌,第一张自摸和牌

H1.5 天和(160分,进阶)

庄家配牌的14张构成和牌

H2. 开杠

H2.1 金鸡夺食(20分,基础)

即抢杠和,和别人自抓开明杠的牌

H2.2 岭上开花(20分,基础)

开杠抓进的牌成和牌

Intermediate Level

Intermediate Level

The Intermediate Level is a transition ruleset before the competitive Standard Level. It contains 49 yaku, adds all-hand and sequence-combination hand-building series, raises the highest yaku value to 160 points, and sets the limit hand line at 200 points. It also introduces different minimum requirements for self-draw wins and discard wins, balancing hand-building against fast wins and increasing competitive depth.

Yaku Classification and Point Table

The Intermediate Level contains 49 yaku. The classification table adds a subcategory level to make different hand-building series easier to understand. Under the no reuse within the same series principle, a meld or pair cannot be used in different subcategories of the same series. Yaku examples are listed in the appendix.

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Class - Category - Subcategory - 5 - 10 - 20 - 30 - 40 - 60 - 80 - 120 - 160

Suit - All Types - Mixed One-Suit - Pure One-Suit

Pattern - basic - All Sequences - All Triplets - Seven Pairs

special - Honors and Knitted Tiles - Seven Honors and Knitted Tiles - Five Honors and Knitted Straight - Thirteen Orphans

Number - terminal - All Simples - Mixed Outside Hand - Pure Outside Hand - All Terminals and Honors

linked - Mixed Linked - All Linked - All Symmetric

Quad - Quad - One Quad - Two Quads - Three Quads

Honor - Dragon - Value Honor - Little Three Dragons - Big Three Dragons

wind - Little Three Winds - Big Three Winds

One-Suit - identical Seq - Two Identical Sequences - Two Identical Sequences Twice - Three Identical Sequences

shifted seq - Two Shifted Sequences - Three Shifted Sequences - Four Shifted Sequences

shifted seq - Two Shifted Sequences Twice

straight - symmetric - Two Terminal Sequences - Pure Straight - Chained Straight

straight - consec seq - Half Straight - Half Straight Twice - Mirrored Half Straight

Three-Suit - identical Seq - Two Similar Sequences - Three Similar Sequences - Mirrored Sequences

consec seq - Assorted Straight

chance - turn - Last Tile Draw - Blessing of Man - Blessing of Earth - Blessing of Heaven

turn - Last Tile Claim

Kong - Robbing a Kong

Kong - Win by Kong Replacement

Yaku Definitions

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Category - ID - Yaku - Points - Definition

Suit - A.1 - All Types - 20 - A winning hand composed of suited tiles from all three suits, wind tiles, and dragon tiles

A.2 - Mixed One-Suit - 30 - A winning hand composed of tiles from one suit and honor tiles

A.3 - Pure One-Suit - 60 - A winning hand composed entirely of tiles from one suit

Pattern - B.a1 - All Sequences - 5 - A winning hand composed of four sequences and a pair

B.a2 - All Triplets - 30 - A winning hand composed of four triplets and a pair

B.b1 - Seven Pairs - 60 - A winning hand composed of seven pairs

B.c1 - Honors and Knitted Tiles - 30 - A special hand composed of single tiles from three suits in 147, 258, and 369 patterns, together with honor tiles

B.c2 - Seven Honors and Knitted Tiles - 40 - A hand composed of one of each of the seven honor tiles and seven suited tiles in a 147, 258, or 369 pattern, with no pair

B.c3 - Five Honors and Knitted Straight - 60 - A hand composed of a complete knitted straight (147, 258, 369 across three suits) and five distinct honor tiles, with no pair

B.c4 - Thirteen Orphans - 160 - A hand composed of 1 and 9 of each suit, all seven honor tiles, plus one duplicate tile as the pair

Number<br>terminal - C1.1 - All Simples - 5 - A winning hand with no terminals or honor tiles

C1.2 - Mixed Outside Hand - 30 - Each set or pair contains at least one terminal or honor tile

C1.3 - Pure Outside Hand - 40 - Each set or pair contains at least one terminal tile

C1.4 - All Terminals and Honors - 80 - Each set or pair is composed only of terminals and honor tiles. Already includes Mixed Odds; Must be combined with All Triplets or Seven Pairs

Number<br>linked - C2.1 - Mixed Linked - 20 - Each set or pair contains a specific number, or is composed of honor tiles

C2.2 - All Linked - 40 - Each set or pair contains a specific number

C2.3 - All Symmetric - 80 - Each set or pair contains a specific number, and in sequences this number is the middle tile

Quad - D.1 - One Quad - 10 - One Quad

D.2 - Two Quads - 30 - Two Quads

D.3 - Three Quads - 120 - Three Quads

Honor<br>Dragon - E1.1 - Value Honor - 10 - A triplet of seat wind or dragon tiles

E1.2 - Little Three Dragons - 80 - Two dragon triplets and a pair of the third dragon

E1.3 - Big Three Dragons - 160 - Three dragon triplets

Honor<br>wind - E2.1 - Little Three Winds - 30 - Two wind triplets and a pair of the third wind

E2.2 - Big Three Winds - 80 - Three wind triplets

One-Suit<br>identical Seq - F1.1 - Two Identical Sequences - 10 - Two identical sequences in one suit

F1.2 - Two Identical Sequences Twice - 80 - Two sets of identical sequences. Already includes All Sequences

F1.3 - Three Identical Sequences - 120 - Three identical sequences in one suit

One-Suit<br>shifted seq - F2.1 - Two Shifted Sequences - 5 - Two shifted sequences in one suit (differing by one number)

F2.2 - Two Shifted Sequences Twice - 60 - Two sets of shifted sequences. Already includes All Sequences

F2.3 - Three Shifted Sequences - 60 - Three shifted sequences in one suit (each increasing by one number)

F2.4 - Four Shifted Sequences - 160 - Four shifted sequences in one suit (each increasing by one number). Already includes All Sequences and Half Straight

One-Suit<br>straight - F3.a1 - Two Terminal Sequences - 5 - Sequences 123 and 789 in the same suit

F3.a2 - Pure Straight - 40 - Sequences 123, 456, and 789 in the same suit

F3.a3 - Chained Straight - 120 - Sequences 123, 345, 567, and 789 in the same suit. Already includes All Sequences

F3.b1 - Half Straight - 5 - Two sequences formed by six consecutive tiles in one suit

F3.b2 - Half Straight Twice - 40 - Two sets of Half Straight. Already includes All Sequences

F3.b3 - Mirrored Half Straight - 60 - Two identical Half Straight sets in two different suits. Already includes All Sequences, Two Similar Sequences and Mirrored Sequences

Three-Suit<br>identical seq/trip - G1.a1 - Two Similar Sequences - 5 - Two identical sequences in two different suits

G1.a2 - Three Similar Sequences - 30 - Three identical sequences in three different suits

G1.c1 - Mirrored Sequences - 40 - Two sets of Two Similar Sequences across two suits. Already includes All Sequences

consec<br>seq/trip - G2.a1 - Assorted Straight - 20 - Sequences 123, 456, and 789 across three different suits

chance<br>turn - H1.1 - Last Tile Draw - 20 - Winning by self-draw on the last tile of the wall

H1.2 - Last Tile Claim - 20 - Winning on the last discarded tile

H1.3 - Blessing of Man - 60 - A non-dealer starts in wait with 13 tiles and wins on another player’s discard before drawing, counted as a self-draw win

H1.4 - Blessing of Earth - 120 - A non-dealer starts in wait with 13 tiles and wins on the first self-drawn tile

H1.5 - Blessing of Heaven - 160 - The dealer wins immediately with the initial 14-tile hand

chance<br>Kong - H2.1 - Robbing a Kong - 20 - Winning by robbing a kong (claiming a tile from a declared kong)

H2.2 - Win by Kong Replacement - 20 - Winning on a replacement tile drawn after declaring a kong

Four Seas Mahjong yaku codes use the format [capital letter][number].[lowercase letter][number], such as A1.b2. These represent the four levels of class, category, subcategory, and yaku. The eight major classes are represented by A-H. Categories use numbers after the class letter; if a class has no category subdivision, that number is omitted. After the dot, lowercase letters represent subcategories and numbers represent individual yaku. If a category has no subcategory, the subcategory marker is also omitted.

Scoring and Payment

Based on highest-score scoring and no reuse within the same category, the Intermediate Level adds the principle that included yaku are not scored again. Across categories, if one yaku necessarily implies another yaku in another category, the first yaku already includes the second, so only the first is counted. For example, Two Identical Sequences Twice necessarily forms All Sequences, so All Sequences is not added separately. By contrast, if one yaku may necessarily imply one of several other yaku, the related yaku still needs to be counted. For example, All Terminals and Honors may combine with either All Triplets or Seven Pairs, so one of those must still be scored.

The limit hand line is 200 points. If the hand score exceeds this line, it is counted as 200 points.

Intermediate Level payments also use the Four Seas payment system, with the payment threshold raised to 50 points.

For a self-draw win:

All three opponents pay; each pays twice the hand score H, or 2H.

For a discard win:

When the hand score is less than or equal to the payment threshold F = 50, the discarder pays 2H, and the other two players each pay H.

When the hand score is greater than the payment threshold F = 50, non-discarding players pay F, or 50 points. The discarder pays 2H and also covers the difference H-F for the other two players, for a total of 4H-100.

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Win Type - Condition - Discarder - Non-discarding Opponents

Self-draw - -2H - -2H

Discard win - H <= 50 - -2H - -H

Discard win - H > 50 - -(4H - 100) - -50

Minimum Winning Requirements

The Intermediate Level sets different minimum lines for self-draw wins and discard wins: 10 points for self-draw and 20 points for discard wins. In practice, 5-point hands cannot win, 10-15 point hands can win only by self-draw, and hands of 20 points or more can win either by self-draw or from another player’s discard. A higher discard-win line limits fast wins while encouraging hand-building, giving small hands room to improve and giving defense more value.

Beginners may start with both the self-draw and discard-win lines set to 10 points.

Multiple Wins: Score Is Capped, Wins Are Not

When multiple players can win on the same discard, the discarder pays according to the highest hand score among the winners. Winners are resolved counterclockwise; each winner receives only the amount by which their hand score exceeds the previous winning hand. If a winner’s hand score is not higher than the previous one, that winner receives no points and pays nothing.

For example, East discards, South wins with 40 points, West wins with 60 points, and North does not win.

The first winner in order, South, receives 40 x 4 = 160 points. The next winner, West, receives (60-40) x 4 = 80 points.

North is a non-discarding player and pays at most 50 points.

East pays 160 + 80 - 50 = 190 points. This is equivalent to paying the discard-win score for the highest hand, 60 x 4 = 240, then subtracting North’s 50-point payment.

Yaku Examples

A. Suit

A.1 All Types (20 points, Intermediate)

A winning hand composed of suited tiles from all three suits, wind tiles, and dragon tiles

🀌🀍🀎 🀜🀜🀜 🀔🀕🀖 🀁🀁🀁 🀅🀅

🀉🀉 🀌🀌 🀖🀖 🀡🀡 🀀🀀 🀃🀃 🀅🀅

A.2 Mixed One-Suit (30 points, Basic)

A winning hand composed of tiles from one suit and honor tiles

🀚🀛🀜 🀜🀝🀞 🀡🀡🀡 🀅🀅🀅 🀁🀁

A.3 Pure One-Suit (60 points, Basic)

A winning hand composed entirely of tiles from one suit

🀐🀑🀒 🀑🀒🀓 🀕🀕🀕 🀖🀗🀘 🀓🀓

B. Pattern

B.a1 All Sequences (5 points, Beginner)

A winning hand composed of four sequences and a pair

🀙🀚🀛 🀉🀊🀋 🀑🀒🀓 🀔🀕🀖 🀫🀫

B.a2 All Triplets (30 points, Basic)

A winning hand composed of four triplets and a pair

🀉🀉🀉 🀞🀞🀞 🀓🀓🀓 🀂🀂🀂 🀫🀫

B.b1 Seven Pairs (60 points, Basic)

A winning hand composed of seven pairs

🀉🀉 🀎🀎 🀝🀝 🀞🀞 🀔🀔 🀘🀘 🀃🀃

B.c1 Honors and Knitted Tiles (30 points, Intermediate)

A special hand composed of single tiles from three suits in 147, 258, and 369 patterns, together with honor tiles

🀇 🀍 🀑 🀔 🀗 🀛 🀞 🀡 🀀 🀁 🀃 🀄 🀅 🀆

B.c2 Seven Honors and Knitted Tiles (40 points, Intermediate)

A hand composed of one of each of the seven honor tiles and seven suited tiles in a 147, 258, or 369 pattern, with no pair

🀈 🀋 🀎 🀙 🀟 🀒 🀕 🀀 🀁 🀂 🀃 🀄 🀅 🀆

B.c3 Five Honors and Knitted Straight (60 points, Intermediate)

A hand composed of a complete knitted straight (147, 258, 369 across three suits) and five distinct honor tiles, with no pair

🀇 🀊 🀍 🀚 🀝 🀠🀒 🀕 🀘 🀀 🀂 🀃 🀄 🀆

B.c4 Thirteen Orphans (160 points, Intermediate)

A hand composed of 1 and 9 of each suit, all seven honor tiles, plus one duplicate tile as the pair

🀇 🀏 🀙 🀡 🀐 🀘 🀀 🀁 🀂 🀃 🀄 🀅 🀆 _🀘

C. Number

C1. terminal

C1.1 All Simples (5 points, Beginner)

A winning hand with no terminals or honor tiles

🀛🀜🀝 🀈🀈🀈 🀕🀖🀗 🀋🀋🀋 🀓🀓

C1.2 Mixed Outside Hand (30 points, Basic)

Each set or pair contains at least one terminal or honor tile

🀇🀈🀉 🀡🀡🀡 🀐🀑🀒 🀁🀁🀁 🀏🀏

C1.3 Pure Outside Hand (40 points, Intermediate)

Each set or pair contains at least one terminal tile

🀍🀎🀏 🀍🀎🀏 🀙🀙🀙 🀖🀗🀘 🀇🀇

C1.4 All Terminals and Honors (80 points, Intermediate)

Each set or pair is composed only of terminals and honor tiles. Already includes Mixed Odds; Must be combined with All Triplets or Seven Pairs

🀇🀇🀇 🀏🀏🀏 🀐🀐🀐 🀅🀅🀅 🀀🀀

🀙🀙 🀡🀡 🀐🀐 🀇🀇 🀂🀂 🀃🀃 🀅🀅

C2. linked

C2.1 Mixed Linked (20 points, Intermediate)

Each set or pair contains a specific number, or is composed of honor tiles

🀇🀈🀉 🀚🀛🀜 🀚🀛🀜 🀅🀅🀅 🀑🀑

🀜🀝🀞 🀕🀕🀕 🀀🀀🀀 🀂🀂🀂 🀄🀄

🀗🀗 🀗🀗 🀠🀠 🀎🀎 🀂🀂 🀅🀅 🀆🀆

C2.2 All Linked (40 points, Intermediate)

Each set or pair contains a specific number

🀈🀉🀊 🀛🀜🀝 🀒🀓🀔 🀓🀔🀕 🀊🀊

🀌🀍🀎 🀍🀎🀏 🀟🀟🀟 🀔🀕🀖 🀖🀖

C2.3 All Symmetric (80 points, Intermediate)

Each set or pair contains a specific number, and in sequences this number is the middle tile

🀌🀍🀎 🀌🀍🀎 🀞🀟🀠 🀖🀖🀖 🀟🀟

🀐🀑🀒 🀐🀑🀒 🀙🀚🀛 🀇🀈🀉 🀈🀈

D. Quad

D.1 One Quad (10 points, Beginner)

One Quad

🀟🀟🀟🀟 🀫🀫🀫 🀫🀫🀫 🀫🀫🀫 🀫🀫

D.2 Two Quads (30 points, Intermediate)

Two Quads

🀑🀑🀑🀑 🀅🀅🀅🀅 🀫🀫🀫 🀫🀫🀫 🀫🀫

D.3 Three Quads (120 points, Intermediate)

Three Quads

🀏🀏🀏🀏 🀒🀒🀒🀒 🀞🀞🀞🀞 🀫🀫🀫 🀫🀫

E. Honor

E1. Dragon

E1.1 Value Honor (10 points, Beginner)

A triplet of seat wind or dragon tiles

🀆🀆🀆 🀫🀫🀫 🀫🀫🀫 🀫🀫🀫 🀫🀫

E1.2 Little Three Dragons (80 points, Intermediate)

Two dragon triplets and a pair of the third dragon

🀄🀄🀄 🀅🀅🀅 🀆🀆 🀫🀫🀫 🀫🀫🀫

E1.3 Big Three Dragons (160 points, Intermediate)

Three dragon triplets

🀄🀄🀄 🀅🀅🀅 🀆🀆🀆 🀫🀫🀫 🀫🀫

E2. wind

E2.1 Little Three Winds (30 points, Intermediate)

Two wind triplets and a pair of the third wind

🀀🀀🀀 🀁🀁🀁 🀂🀂 🀫🀫🀫 🀫🀫🀫

E2.2 Big Three Winds (80 points, Intermediate)

Three wind triplets

🀁🀁🀁 🀂🀂🀂 🀃🀃🀃 🀫🀫🀫 🀫🀫

F. One-Suit

F1. One-Suit / identical Seq

F1.1 Two Identical Sequences (10 points, Beginner)

Two identical sequences in one suit

🀒🀓🀔 🀒🀓🀔 🀫🀫🀫 🀫🀫🀫 🀫🀫

F1.2 Two Identical Sequences Twice (80 points, Intermediate)

Two sets of identical sequences. Already includes All Sequences

🀙🀚🀛 🀙🀚🀛 🀋🀌🀍 🀋🀌🀍 🀫🀫

F1.3 Three Identical Sequences (120 points, Intermediate)

Three identical sequences in one suit

🀜🀝🀞 🀜🀝🀞 🀜🀝🀞 🀫🀫🀫 🀫🀫

F2. One-Suit / shifted seq

F2.1 Two Shifted Sequences (5 points, Intermediate)

Two shifted sequences in one suit (differing by one number)

🀒🀓🀔 🀓🀔🀕 🀫🀫🀫 🀫🀫🀫 🀫🀫

F2.2 Two Shifted Sequences Twice (60 points, Intermediate)

Two sets of shifted sequences. Already includes All Sequences

🀙🀚🀛 🀚🀛🀜 🀋🀌🀍 🀌🀍🀎 🀫🀫

F2.3 Three Shifted Sequences (60 points, Intermediate)

Three shifted sequences in one suit (each increasing by one number)

🀒🀓🀔 🀓🀔🀕 🀔🀕🀖 🀫🀫🀫 🀫🀫

F2.4 Four Shifted Sequences (160 points, Intermediate)

Four shifted sequences in one suit (each increasing by one number). Already includes All Sequences and Half Straight

🀛🀜🀝 🀜🀝🀞 🀝🀞🀟 🀞🀟🀠 🀫🀫

F3. One-Suit / straight

F3.a1 Two Terminal Sequences (5 points, Intermediate)

Sequences 123 and 789 in the same suit

🀐🀑🀒 🀖🀗🀘 🀫🀫🀫 🀫🀫🀫 🀫🀫

F3.a2 Pure Straight (40 points, Basic)

Sequences 123, 456, and 789 in the same suit

🀇🀈🀉 🀊🀋🀌 🀍🀎🀏 🀫🀫🀫 🀫🀫

F3.a3 Chained Straight (120 points, Intermediate)

Sequences 123, 345, 567, and 789 in the same suit. Already includes All Sequences

🀐🀑🀒 🀒🀓🀔 🀔🀕🀖 🀖🀗🀘 🀫🀫

F3.b1 Half Straight (5 points, Beginner)

Two sequences formed by six consecutive tiles in one suit

🀊🀋🀌 🀍🀎🀏 🀫🀫🀫 🀫🀫🀫 🀫🀫

F3.b2 Half Straight Twice (40 points, Intermediate)

Two sets of Half Straight. Already includes All Sequences

🀛🀜🀝 🀞🀟🀠 🀑🀒🀓 🀔🀕🀖 🀫🀫

F3.b3 Mirrored Half Straight (60 points, Intermediate)

Two identical Half Straight sets in two different suits. Already includes All Sequences, Two Similar Sequences and Mirrored Sequences

🀚🀛🀜 🀝🀞🀟 🀈🀉🀊 🀋🀌🀍 🀫🀫

G. Three-Suit

G1. Three-Suit / identical seq/trip

G1.a1 Two Similar Sequences (5 points, Beginner)

Two identical sequences in two different suits

🀝🀞🀟 🀔🀕🀖 🀫🀫🀫 🀫🀫🀫 🀫🀫

G1.a2 Three Similar Sequences (30 points, Basic)

Three identical sequences in three different suits

🀌🀍🀎 🀞🀟🀠 🀕🀖🀗 🀫🀫🀫 🀫🀫

G1.c1 Mirrored Sequences (40 points, Intermediate)

Two sets of Two Similar Sequences across two suits. Already includes All Sequences

🀈🀉🀊 🀍🀎🀏 🀚🀛🀜 🀟🀠🀡 🀫🀫

G2. Three-Suit / consec seq/trip

G2.a1 Assorted Straight (20 points, Intermediate)

Sequences 123, 456, and 789 across three different suits

🀇🀈🀉 🀓🀔🀕 🀟🀠🀡 🀫🀫🀫 🀫🀫

H. chance

H1. turn

H1.1 Last Tile Draw (20 points, Basic)

Winning by self-draw on the last tile of the wall

H1.2 Last Tile Claim (20 points, Basic)

Winning on the last discarded tile

H1.3 Blessing of Man (60 points, Intermediate)

A non-dealer starts in wait with 13 tiles and wins on another player’s discard before drawing, counted as a self-draw win

H1.4 Blessing of Earth (120 points, Intermediate)

A non-dealer starts in wait with 13 tiles and wins on the first self-drawn tile

H1.5 Blessing of Heaven (160 points, Intermediate)

The dealer wins immediately with the initial 14-tile hand

H2. Kong

H2.1 Robbing a Kong (20 points, Basic)

Winning by robbing a kong (claiming a tile from a declared kong)

H2.2 Win by Kong Replacement (20 points, Basic)

Winning on a replacement tile drawn after declaring a kong