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Way to run tournament in CC rules

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Anonymous
July 2, 2004 3:51:40 PM

Archived from groups: rec.games.mahjong (More info?)

Dear newsgrouppers,

Recently I have played in some MJ tournament. It was organized by
"Intellectual Games Club www.gambler.ru" where you can play ON-line a
bunch of intellectual games incl. rare ones. Sometimes they organize
OFF-line events like one I was participating in.

We played CC rules with the exception that neither Flowers nor Seasons
were not counted for Doubling, only for points. The most interesting
was the way hand scores were calculated. Each hand was accounted
SEPARATELY!

When hand finish we have 4 raw scores of players. Then differences
were CONVERTED to so-called MJ-IMP's (similar to bridge IMP's)
according to some similar to log-scale:
0-8 = 0; 10-20 = 1; 22-36 = 2; 38-58 = 3; 60-86 = 4; 88-120 = 5;
122-174 = 6; 176-248 = 7; 250-350 = 8; 352-500 = 9; 502-702 = 10;
704-1000 = 11; 1002-1406 = 12; 1408-2000 = 13; 2002-2814 = 14;
2816-4000 = 15; 4002-5630 = 16; 5632-7998 = 17; 8000+ = 18.

So, final score of a player in a hand is a sum of three converted to
MJ-IMP's scores.

That was done for main reason: very big luck of having, say, 400
points game would eventually kill motivation to continue on. With
log-scale even after losing very big hand you can continue tournament
with some chances.

For me (also bridge player) that way of counting re-opened CC rules:
the main reason for playing rules other than CC was that luck factor.
With MJ-IMP system it is reasonable to play CC (or similar) rules.

I hope that information would be useful for you.

Best Regards,

Vitaly Novikov

P.S. We played on 7 tables. 4 round of pre-selection. 70 minutes for 4
hands. In each round West was Round Wind. Deal passed nor matter who
won. New sitting was based on current sum of MJ-IMP's (in each round
they added +5 MJ-IMP for 1st place, +3 for the 2nd and +1 for the 3rd.
In addition, each Limit combination scored additional +5 MJ-IMP's). In
a final 4 players played full-fledged 16+ hand match though with
scoring of each hand.

More about : run tournament rules

Anonymous
July 3, 2004 2:04:05 AM

Archived from groups: rec.games.mahjong (More info?)

From: the_novikovs@hotmail.com (Combo)

>Each hand was accounted
>SEPARATELY!

Just to make sure I follow - you mean a player's points came from "thin air"
rather than from opponents' purses? This is standard in tournaments.

>Then differences
>were CONVERTED to so-called MJ-IMP's (similar to bridge IMP's)

What does IMP stand for?

>So, final score of a player in a hand is a sum of three converted to
>MJ-IMP's scores.

Sorry, you lost me. Can you restate?

>That was done for main reason: very big luck of having, say, 400
>points game would eventually kill motivation to continue on. With
>log-scale even after losing very big hand you can continue tournament
>with some chances.

Yes. Getting points from thin air (rather than from opponents' purses) also
helps in this regard.

>Deal passed nor matter who
>won.

As is done in CO and in American mah-jongg.
Thanks for sharing the info, Vitaly.
Tom
Anonymous
July 3, 2004 8:45:33 AM

Archived from groups: rec.games.mahjong (More info?)

"Tom Sloper" <tomster@sloperamaNOSPAM.com> wrote in message news:<pZkFc.16035$7t3.12388@attbi_s51>...
> From: the_novikovs@hotmail.com (Combo)
>
> >Each hand was accounted
> >SEPARATELY!
>
> Just to make sure I follow - you mean a player's points came from "thin air"
> rather than from opponents' purses? This is standard in tournaments.
>
Yes, points came from "thin air". Though winners had some prizes.

> >Then differences
> >were CONVERTED to so-called MJ-IMP's (similar to bridge IMP's)
>
> What does IMP stand for?
>
IMP stands for International Match Point. Originally it cames from way
to score board in bridge match. Say, in one table team A won +100
"thin air" points, on the other +500. Total of +600 point is converted
to +12 IMP's.

> >So, final score of a player in a hand is a sum of three converted to
> >MJ-IMP's scores.
>
> Sorry, you lost me. Can you restate?

For instance, raw scores in a hand was 60, 30, 20, 4 points.
1st player gets (60-30)==>+2 + (60-20)==>+3 + (60-4)==>+3 = +8
MJ-IMPs.
2nd = (30-60)==>-2 + (30-20)==>+1 + (30-4)==>+2 = +1 MJ-IMPs.
3rd = (20-60)==>-3 + (20-30)==>-1 + (20-4)==>+1 = -3 MJ-IMPs.
Last = (4-60)==>-3 + (4-30)==>-2 + (4-20)==>-1 = -6 MJ-IMPs.

In total 9 MJ-IMPs in plus (+8+1) and 9 in minus (-6-3).

> Getting points from thin air (rather than from opponents' purses) also
> helps in this regard.

From my, purely personal view, games with luck elements (like standard
CC rules)are good for home or out-of-purse play, while some
"standardized" (log-scale or any table-based) scoring is more suitable
for tournament play.


With the best,

Vitaly Novikov
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