Building the wall
2 tiles high and 18 tiles long.
Left hand end is always on the outside when forming the wall.
Breaking the wall
East wind throws one die, starting with their own wall count anticlockwise.
East wind throws second dice, starting with the open end of the wall count total of both die in and take the subsequent tile (i.e. If you throw 9, take the 10th tile).
The two tiles removed from the wall are placed on the clockwise side of the wall on top of the dead wall (this is 6 tiles in, on the clockwise side, which are used to complete the number of tiles in a hand when there is a flower/season or Kong).
East wind starts by taking four tiles from the anticlockwise side of the wall, then South, West, North each take four in turn. Repeat twice (so each player has 12 tiles) and then each player takes one tile. Finally East wind takes one extra tile.
In turn players can now take a tile from the dead wall for each flower/season in their hand.
The Prevailing wind starts as East. If the player who is East does not win a hand then the next player in turn becomes East. A round has been played once each player in turn has been East then the Prevailing wind becomes South. After the next round the prevailing wind is West and so on.
East wind begins by discarding a tile face up and stating what the discarded tile is.
Each player in turn then takes a tile from the wall and discards.
A player can Pung or Kong any discarded tile, they then discard a tile and play continues with the next player after the player who has called Pung or Kong.
A player can only chow if they are the next to take their turn.
If more than one player claims a discarded tile – a player going Mah Jong takes precedence, otherwise the next player in turn will take the tile.
Robbing the Kong – a player who needs one tile to go Mah Jong and can do this with a tile from another players exposed Kong can rob the Kong to gain the required tile.
East wind remains East and so on.
Build and break the wall, and deal out the tiles as usual.
East and West exchange three tiles, North and South exchange three tiles.
East and South exchange three tiles, West and North exchange three tiles.
East and North exchange three tiles, West and South exchange three tiles.
No Chows are allowed except to complete a specialty hand, therefore no double is awarded for no Chows.
2 of Bamboo are wild tiles.
If agreed upon before playing Goulash, each player may place an agreed sum into a Kitty for the winner to claim.
The winner displays and scores their hand.
First determine the total points from the hand (Pungs, Kongs, Flowers etc.).
Then determine the total score by awarding any doubles.
The winners final score is reached by rounding off the total score to the nearest 10 (since the lowest chip is worth 10 points).
There are four possible payment situations
If East goes out on a drawn tile, each player pays double the final score.
If East goes out on a discard, the discarder pays six times the final score.
If a player other than East goes out on a drawn tile, East pays double the final score and each of the other losers pays the final score.
If a player other than East goes out on a discard, the discarder (whether East or not) pays four times the final score.