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Mhing » Forums » Reviews
"Kung Pao? No, Chow Pung!": A Review of the 2-Player Game
Rummy meets Mah Jong? Well, it must be a wife-game!

This was my first thought when I first heard of Mhing, so of course it wound up on my want list. My wife is a fiend when it comes to Rummy games, and she's mentioned in passing that she used to play Mah Jong with her mom and grandmother when she was younger. I figured that if the game was a good blend of the two games, then it wouldn't be too hard to get her to play the game.

The game is fairly simple: Starting with a hand of 13 cards, the players are trying to collect three four sets of three cards and one pair, and then lay the cards down for points. It follows the basic rules of Rummy, where you draw a card, then discard a card. Note, though, that three sets of three four cards and one pair totals fourteen cards; when you have enough cards to go out, you lay down your hand instead of discarding a card. The sets of cards can be either triplets (3 cards of the same value in the same suit) or sequences (three consecutive cards in the same suit). There are three suits, numbered 1-9 four times in each suit, and there are also four each of seven different honor cards, eight flower cards, and eight wild cards in the deck.

When you draw a card, you may draw either the top card of the draw stack, or the card that the other player has discarded. The "penalty" (such as it is) for drawing a discard is that you have to lay that set of cards face-up on the table and commit that set of cards toward your entire hand. The reason this is a penalty is because your hand can be worth a variety of points, based on how hard it is to collect it. This is where the strategy of the game comes in to play.

The harder it is to collect a certain hand of cards, the more credits it's worth when a player goes out. The simplest collections are worth one credit apiece: double sequences (e.g., the 4-5-6 in two different suits); double triplets (e.g., 3-3-3 in two different suits); or special pairs (a pair of 2s, 5s, or 8s). Harder collections are worth more credits: triple sequences (e.g., the 4-5-6 in all three suits) are worth three credits; a high/low hand (all number cards in either 1-5 value, or 5-9 value) is worth five credits; and having one triplet of each of the dragon honor cards is worth eight credits. Credits then determine your points -- 1 credit is worth 2 points, 2 credits are worth 4 points, 3 credits are worth 8 points, and so on. You total your credits from your entire hand before determining your score, so you can combine different credit values together, if you have multiple sets in your hand that score. For example, if you have a high/low hand (5 credits) that includes an identical double sequence (3 credits), a special pair (1 credit), and is all made up of one suit (8 credits), you have earned 17 credits, which is in turn worth 512 points.

I've never played Mah Jong before, so I don't know if this is identical to how one collects sets and scores points in that game. Regardless, I like the way that the difficulty of collecting a set determines the number of points you can collect. It allows for a player to either go for the quick-and-dirty strategy (collect enough to go out, even if it's worth a small amount of points), or the slow-and-steady approach (wait until you have a killer hand combination before going out). Considering that a game is supposed to play until one player reaches 500 points, though, it's much easier to go for a combination of the two strategies. A lot of what you can do is determined by your starting hand, but some of the rules of the game limit what you can do. You can only ever pick up a discard if you can form a triplet or a sequence; you can never pick up a discard to complete a pair, unless it's the card you need to go out. So, if you're hoping to collect a triplet of honor cards (having one is worth 1 credit), but you only have one in your hand, and your opponent discards another one, you can't pick it up. Also, since there are only four of each honor card in the deck, if you see your opponent discard another of that honor card, you can rest assured that you're not going to make that triplet.

Another aspect of the game that lends some strategy to your play is that only the person who goes out scores any points for that round. Since sets formed from discards are played face-up on the table, and since flower cards are immediately placed face-up when they are drawn (they don't combine with any other card, but they're worth 1 credit apiece if you go out), you can know where your opponent stands for potential points. In one game we played, my wife was in a small lead, but she also had four flower cards, and an identical double sequence in front of her; this was worth a potential 7 credits, or 32 points. Considering that that hand would have put her much farther ahead of me (I still didn't know what else she had in her hand), I opted to play quickly, going out for a lesser amount of points, but preventing her from taking a huge lead in the game.

The game comes together quite well, and I enjoy it for what it is (frequently, there are times when the game is at the mercy of the luck of the draw), but I can tell that it plays quite differently with two than it would with more players. In multiplayer games, you're supposed to call "Chow" when you pick up a discard to complete a sequence, "Pung" when you pick up a discard to complete a triplet, and "Mhing" when you pick up a card that completes your 14-card hand. When more than one player tries to claim the card, a Mhing takes precedence over a Pung, which takes precedence over a Chow. In a 2-player game, this is all moot, but with more players, I can see that it might lend another element of strategy to the game. At the same time, I can see that it would also add another element of chaos to the game, and make the game even more luck-based as players neared completion of their hands.

I think the game requires that both players follow the same strategy toward collecting hands of cards, or else the game will grow tedious and frustrating for some players. In our earlier games, my wife was locked in to the mindset of just going out, since that's how most Rummy players win, but as a result, she scored low-credit hands. Still, she was the only one scoring points, and even though she was only scoring 2 or 4 points each hand, she was still stomping me, since I was still back at 0. It forced me into a position where I felt like I needed to score a hand for more points, but she stole the hands from me every time, because she had the luxury of a cushion of points. In our first game, my wife won every hand, and after a while, I wasn't even enjoying the game. The next night, I took the early lead, and my wife suffered from the same frustrations I felt the night before. Later, we discovered the strategy of going for larger-credit hands, and the game leveled out to where we were going back-and-forth between hands. It felt like we had "discovered" the game at this point, and the games became more enjoyable.

Luck plays a large part into the game (it is a card game, after all), but I also see the way that it balances things out. The flower cards, for example, can only be collected by drawing them randomly, and they're worth 1 credit apiece. If a player in a comfortable lead draws most of the flower cards, then he can be sitting on a potential huge lead; on the other hand, if a player has fallen behind, but manages to go out with a decent collection of cards, and has collected most of the flower cards, then he can come back into the game. It can still grow frustrating, though, to be on the losing end of things and watching your opponent collect a handful of flower cards.

If you try to play to 500 points, though, the game simply takes too long. This is, after all, a card game, and it can only keep your attention for so long. We adjusted the end of the game to 100-150 points, depending on how much time we have to play the game. This usually accounts for 4-5 hands, and is the sweet spot for us. You could probably play around with setting your own points limit, based on how well you and your partner do at collecting cards, and how much you enjoy the game.

Overall, I'm satsified with Mhing as a 2-player game. It's not my favorite Rummy game, but it's one that my wife will play, and one that allows for enough strategy and planning to be fun and challenging.
Last edited on 2007-08-31 09:42:21 CST (Total Number of Edits: 2)
Lori
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There's an error in this review: "three sets of three cards and one pair" = 3x3 + 2, which = 11. It's actually four sets of three cards and one pair; 4x3 + 2 = 14.

Your surmise about the effect of more players and the Punging/Chowing is quite right, as I recently discovered. I have played this game a lot, but usually with not more than 4 players. Several months ago I played for the first time with the full 8, and it was wild. MUCH more chaotic, because when someone Chows or Pungs (takes another player's discard to make a set of three), the turn then flows to their left. (So if player 2 discards, and player 5 Pungs the card player 2 discarded, it is then player 6's turn--and players 3 and 4 just got skipped.) With the full complement of people, the turn was just bouncing madly around the table, and people got skipped a lot. Sometimes I found myself Chowing or Punging something I wasn't totally sure I wanted, just to make sure I got a turn!

It sounds like you and your wife have found a satisfactory Mhing groove, but one possible solution for the problem you describe, of having everyone making cheap, rotten hands just to go out quickly, is to house-rule a minimum number of credits that a hand must be worth in order to Mhing. I haven't tried playing Mhing that way, but have heard that rule used in some versions of Mahjong, and it seems to make sense.
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Re: "Kung Pao? No, Chow Pung!": A Review of the 2-Player Ga
Thanks, Lori. I've corrected my error.

I don't want to remove the ability to play a low-scoring hand, because of the situation I described above, but I can see how it might work for other players.

There is one thing I forgot to mention, but it's more a question, really: If you use a wild card in a hand, does it subtract one credit from the total for your hand?
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Re: "Kung Pao? No, Chow Pung!": A Review of the 2-Player Ga
Now you need to try the real Mah Jong game (but not the American variant!!!!)... I can assure you that you won't regret it :)
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Verkisto wrote:
If you use a wild card in a hand, does it subtract one credit from the total for your hand?


Isaac, I have no reason to think so. I'm pretty sure it's not an official rule, and we've never played that way. Of course, that's something you could certainly introduce as a house rule if you wanted to rein in the power of the wild cards.
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Re: "Kung Pao? No, Chow Pung!": A Review of the 2-Player Ga
When I play a 2 player game, I remove the wild cards. Without doing so, in my opinion, the game devolves into whoever has the most wild cards wins.

Also, as you play more, you will probably see more high scoring hands. My wife and I generally play a set number of hands or for a set amount of time. The last time we played to a score, we were playing to 500. In the first game my wife scored 512 points (I think that was the amount) and ended the game.
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Re: Flowers
My wife and I just played a few games of this, after at least 4 years of sitting on the shelf. It seems to be a nice rummy variant, although I don't like
- the huge pile of cards: hard to shuffle
- the flowers: seem to add unnecessary randomness
- the complexity of the scoring system: I also like the fact that harder hands are worth more points, but there are so many different ways to earn credits that we were both constantly checking the player aids to see what we should be going for.

It's mostly pretty good, but I'd like to try it with more players. With just 2, we're thinking of taking out the flowers or limiting their play somehow (e.g., not allowed to have more than 1 flower more than the other player).
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Re: "Kung Pao? No, Chow Pung!": A Review of the 2-Player Ga
One possible way of getting out of going-out-at-all-costs mindset (which spoils the game) could be as follows: draw up a yathtzee-like chart. Each player would thus be allowed to cash in each of the various hands only once (or a few times -this mechanic could be used to balance the sheet). Hence, after going out quickly the first few hands, a player would have no choice but to start aiming at higher-valued hands.

Thoughts?
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Re: "Kung Pao? No, Chow Pung!": A Review of the 2-Player Ga
snoozefest wrote:
My wife and I just played a few games of this, after at least 4 years of sitting on the shelf. It seems to be a nice rummy variant, although I don't like
[snip]
- the complexity of the scoring system: I also like the fact that harder hands are worth more points, but there are so many different ways to earn credits that we were both constantly checking the player aids to see what we should be going for.


This part of the game becomes more intuitive over time. We were doing this constantly when we first started playing the game, but now that we have a number of games behind us, it's second nature. It's just part of the learning curve to the game.
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