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glsOneChance="A hand is called 'one-chance' if there is just one kind of a tile (disregarding how many are left to be played), which theoretically can complete it into a winning hand. E.g., calling with a pair 2-2 and 8-9, or pair 5-5 and 1-2, or pair n+4 and n-X-n+2 (i.e., missing middle tile), is considered a one-chance hand. Calling with 2-3-4-5 for 2 or 5, is not considered a one-chance hand, nor is a hand calling with 1-1 and 3-4 where all 2's and three 5's have already been played (this hand is practically 'one-chance', but not theoretically, based on its calling shape). However, Four Winds lets you extend the rule by specifying that a hand with multiple chances is considered one-chance, if all but one possible winning tile have been played (i.e., they are not available for play). NOTE: In Four Winds 1.0 'one-chance' hand meant a hand that was completed with a one-chance Chow or a pair, allowing cases like 'calling with 2-3-4-5 for 2 or 5'. In Four Winds 2.0 separate scoring is supported for going out on a pair, going out on a one-chance Chow, and going out on a one-chance hand.";
glsLastChance="A one-chance hand where all but one exemplar of the only possible winning tile have been consumed. In Four Winds you can extend the rule by specifying that hand with multiple chances is considered last-chance, if all but one possible winning tile have been played (i.e., they are not available for play).";
glsPrevailingWind="Wind of the Round is called Prevailing Wind. The Prevailing Wind is indicated in the Status bar, Wall window and Players window.";
glsDoubleWind="Wind tile that is at the same time player's own Wind and Wind of the Round. Pungs and Kongs of Double Wind usually pay the same as if the player had separately a Pung/Kong of Own Wind and Pung/Kong of Wind of the Round, but some rules specify separate scoring for sets with Double Winds.";
glsLittleThreeDragons="A hand with two Dragon Pungs/Kongs and a Dragon pair. This hand is normally acknowledged by all rule versions and usually scores three doubles (one double for each Dragon triplet plus one extra double for having a pair of Dragons).";
glsRobbedKong="Going 'out' by taking the winning tile from a player who declares a melded Kong (adding a tile he has in hand to an already melded Pung). This pays one extra double. If the robbed tile is Bamboo 2, the winner is often rewarded with the Limit (if the limit hand Scratching a Carrying Pole is enabled).";
glsValuelessHand="No-points hand consists of a complete hand with mere Chows and an ordinary pair (other than a pair of Dragons or a pair of player's own Wind or Prevailing Wind, as these pairs produce bonus points). In classical rules this pays the winner one extra double. Normally it is required that the hand must not score anything in the point unit, meaning that the hand must be completed on a discarded tile (the winning tile must not be self-drawn), and the winning tile must not complete a pair or a one-chance Chow (as traditionally a small point bonus is paid for these special ways of going out). Note that a No-points hand can be composed in a way that gives additional doubles (e.g., three doubles for being One suit only, etc.)";
glsSupplement="A tile taken from the Dead Wall as a replacement of a tile used for declaring a Kong (if Flowers and Seasons are used, supplement tiles for these are normally also taken from the Dead Wall, though early classical rules take supplement tiles for Flowers and Seasons from the open end of the Wall). A supplement tile is also called a 'loose tile' because traditionally the supplement tiles are placed two at a time on top of the Dead Wall. Note that in modern Mah Jong each tile taken from the Dead Wall is normally replaced with a tile taken from the Wall, and as a result reduces the number of available tiles by one. Some rules, however, use an exhaustible Dead Wall of 14, 16 or more tiles, in which case the supplement tiles do not reduce the number of playable tiles; and some rules do not use Dead Wall at all, in which case supplement tiles are simply taken from the tail end of the Wall and all tiles of the Wall are available for play. Note that when a replenishing Dead Wall is used, a player is not given a supplement tile after there are no tiles left in the Wall; instead, the deal ends immediately after the last action that would normally result in receiving a supplement tile has been completed.";
glsSuit="Bamboos, Dots and Characters are called suit tiles. Only Suit tiles can be used to compose Chows.";
glsSimple="A Bamboo, Dot or Character tile the value of which is 2, 3, 4, 5, 6,7 or 8.";
glsTerminal="A Bamboo, Dot or Character tile whose value is 1 or 9.";
glsHonor="Dragons and Wind tiles are called Honors.";
glsSelfDrawn="A tile received from the Wall is a self-drawn tile.";
glsWall="Before the deal begins all 136 (or more, if Flowers and Seasons or jokers are used) tiles are arranged in four rows (two layers per each row) forming a square shape that resembles a wall. At the beginning of the deal the Wall is broken, and the dealing of tiles is started on the first tile left to the breaking point. Normally the 14 (in classical rules 16) tiles to the right of the breaking point comprise the Dead Wall.";
glsDeadWall="Normally the 14 tiles to the right of the breaking point of the Wall are designated as the Dead Wall (or the Kong box). Supplement tiles (replacements for Kongs) are taken from the Dead Wall. If Flowers and Seasons are used, supplement tiles for these tiles are also normally taken from the Dead Wall (though in classical Chinese Mah Jong they are taken from the open end of the Wall). Usually each used supplement tile is replaced with a tile taken from the tail end of the Wall, so that there are always 14 tiles in the Dead Wall. When there are no tiles left in the Wall (that is, the only tiles left in the game are the tiles in the Dead Wall), the deal ends immediately when a new tile is needed in the game. That means, among other things, that a player cannot receive a supplement tile for a declared Kong after there are no tiles left in the Wall. Note that some rules use a Dead Wall with a predetermined number of supplement tiles in which case the supplement tiles are not replaced with wall tiles, e.g. in early classical Chinese Mah Jong 16 tiles were reserved for that purpose. In American and Australian Mah Jong and in some modern Asian versions a Dead Wall is not used at all.";
glsPung="A set of three identical tiles, e.g., three Bamboo 3's. Since there are four of each tiles in a complete Mah Jong tile set, a Pung can be composed of any of the tiles in the set.";
glsKong="A set of four identical tiles, e.g., four Bamboo 3's. Since there are four of each tiles in a complete Mah Jong tile set, a Kong can be composed of any of the tiles in the set.";
glsChow="A set of three tiles in sequence, e.g., Bamboo 1, Bamboo 2 and Bamboo 3. Since the Honor  tiles (Dragons and Winds) do not have numerical values, a Chow can be composed of the suit tiles only. Chows give no points.";
glsClaiming="As a player discards a tile, any player can require it to complete his hand and go out, or to compose a set of Pung (or Kong), provided that he already has in hand the other two (or three) tiles needed for a set. In addition, a player on the right of the discarder can claim a discard for completing a Chow.";
glsMelding="When a tile is claimed from another player, the resulting set must be put aside and exposed to other players. This is called 'melding' a tile set. Once a set is melded, its component tiles cannot be used for other combinations. Melded tiles are placed above a player's hand. Note that though a concealed Kong cannot be held in hand but must be placed on board, it is still considered a concealed set (normally the 1st and 4th tile are turned face down to mark the set as concealed, though some players prefer to place all four tiles face down).";
glsDiscard="When a tile is discarded, it is zoomed out from the discarding player's hand and zoomed in on the claim column into a framed area called discard slot. The discarded tile can be claimed by any player as long as it is visible in the discard slot. To claim a tile, click on it (the shape of the cursor changes), or press the SPACEBAR (default mouse and keyboard configuration for claiming a tile)." ;
glsDiscardSlot="A framed area in the claim column where player's discard appears.Each player has his own discard slot, identified by player's current wind and his name (normally displayed below the discard slot). To claim a tile, click on it (the shape of the cursor changes), or press the SPACEBAR (default mouse and keyboard configuration for claiming a tile).";
glsGoOut="When a player can complete his hand with a tile received from the Wall, Dead Wall or by claiming another player's discard, he can declare out and win the hand. A human player can go out by clicking the Out button on the Status bar or in the Tile Claimed dialog box, depending on whether the winning tile is picked from the Wall or by claiming it from another player's discard. Some rules require that a player declares 'ready' before going out. In this case the player must have declared ready before he is allowed to go out (the player cannot declare ready and out on the same turn).";
glsDraw="Substantive: When there are no tiles left in the Wall, and none of the players succeeds to complete his hand and go out, the hand is said to end in a draw. Note that if a player declares a Kong with the last tile of the Wall, or receives a Flower or a Season as the last tile from the Wall, the deal ends immediately and no supplement tiles are given. Usually no points are calculated nor paid after a draw. According to the Japanese rules the deal passes after a draw, but in other versions of Mah Jong the deal is normally not passed. The draw rules can be customized in the Preferences dialog box. Verb: To take (receive, in this context) a tile from the Wall.";
glsConcealed="A tile in the hand as opposed to a tile that is melded and exposed to other players. Note however, that a concealed Kong is usually also partially exposed to other players.";
glsDealer="In real Mah Jong the player who is currently East is responsible for dealing the tiles. The dealer starts a hand, and after the deal is over and the hands are scored for payments, he receives and pays double. If the dealer wins, the deal normally does not pass. Otherwise the next player in turn becomes the dealer (that is, East becomes North, North becomes West, West becomes South and South becomes East).";
glsMelded="A tile set that is composed by claiming one of the tiles from another player's discard. A melded tile set is placed face up above the player's hand. Note that a concealed Kong, though normally partially exposed, is still considered a concealed set (often the 1st and 4th tile of a concealed Kong set are placed face down to mark it concealed).";
glsGame="A complete game of Mah Jong consist of four rounds (East, South, West and North), which in turn consist of at least four hands, so that each of the players has been a dealer at least once per a round. There are often more than four hands per round, since normally the deal does not pass if the dealer (East) wins or if the hand ends in a draw.";
glsHand="A deal of tiles that ends in one of the following situations: a) one of the players goes out, b) one of the players makes a faulty declaration of out, c) the hand ends in a draw.";
glsPassDeal="Normally the winds change places in a counter-clockwise direction after a hand is finished. East wind, which marks the dealer, passes to the next player in turn. Note that the deal normally does not pass if East wins or if the hand ends in a draw.";
glsRound="A round consists of at least four deals so that each player has been East (dealer) at least once. There are often more than four deals per round, since normally the deal does not pass if the dealer (East) wins or if the hand ends in a draw. Note that sets composed of the Wind of the Round (as well as sets composed of player's own wind) pay two times more than sets composed of ordinary winds. Note too, that a Pung or a Kong of Wind of the Round (or player's own wind) is worth one double.";
glsLimitHand="Hands that automatically pay the Limit (or sometimes less than the Limit, e.g., 50% of the Limit, or more than the Limit, e.g., 200% of the Limit) and for which the bonus points and doubles for composing patterns are accordingly ignored. Some limit hands are irregular, e.g., Thirteen Orphans is not composed of four sets of Chows/Pungs/Kongs and a pair. There are about ten limit hands that are universally acknowledged.";
glsSpecialHand="A valuable hand that is often composed of irregular combination of tiles, e.g. Seven pairs. Often used as a synonym for a limit hand.";
glsLimit="For short, 'limit'. The maximum final score a player can have for his hand. Note that this is not the same as the payment. E.g., if the limit is 500 points and the winner is East, he will receive 1,000 points from each of the other players so that the maximum total payment amounts to 3,000 points.";
glsReady="A hand that is one tile short of being complete; also, a player waiting ('calling' or 'fishing') the winning tile. In the Japanese rules a player can declare 'ready' (jap. 'riichi') which results in a bonus if the player subsequently wins the deal. Some rules require an obligatory ready declaration as to warn other players that a player needs only one tile to go out.";
glsCleared="A hand that is one tile short of being a winning hand. In addition of being 'ready', the hand must qualify for a winning hand, e.g., if a minimum of 2 doubles is required, the hand must be such that it can be completed in a way that makes it worth the required minimum. NOTE: The number of playable tiles is irrelevant as regards the 'cleared' state of the hand, e.g., a hand can be cleared even if it is impossible to complete it.";
glsSet="A complete hand is composed of four sets and a pair. The sets are as follows: Chow (a sequence of one suit), Pung (three identical tiles) and Kong (four identical tiles). A set can be composed of tiles all of which are received from the Wall (a concealed set), or completed by claiming the missing tile from another player's discard (a melded set).";
glsSacredDiscard="A rule that forbids a player to go out on a discard that is identical to his last discard. Often modified by extending the restriction, e.g., the Japanese 'furiten' prohibits a player to go out on any discard,if he has discarded during the deal a tile that would complete his current hand into a structurally legal winning hand.";
glsMissedDiscard="A rule that forbids a player to go out on a discard that he has missed within a turn of discards (that is, after his last discard and before making the next draw from the Wall or Dead Wall). Some rules extend the rule to include a player's next self-drawn tile, as well. Note that it is normally legal to claim a missed discard if the player does not go out on that tile.";
glsDora="Dora tiles are bonus tiles typically used in modern Japanese Mah Jong. These bonus tiles are determined by Dora indicators, which are picked up from the Dead Wall and turned face up at the start of the deal and (optionally) each time a player declares a Kong. Each tile in the winner's hand that is a successor of a Dora indicator (i.e., actual Dora tile), gives extra points. The successor is determined as follows: for the suit tiles, the next number of the same suit (rotating from 9 back to 1), for Winds the order is East, South, West, North, and for Dragons Red, White and Green. E.g., if the winner has a Pung of Bamboo 3's and a pair of Green Dragons, and  Bamboo 2 and White Dragon are amongst the Dora indicators, the winner receives extra points for the total of 5 tiles.";
glsUraDora="Ura Dora tiles are extra bonus tiles that are sometimes used with the rule of Riichi (voluntary ready declaration). Ura Dora tiles are used together with the regular Dora tiles. If the winner goes out on a hand which is declared ready, the tile below the Dora indicator is exposed after the deal is end (if Dora indicators have been exposed for Kongs, some rules allow exposing an extra Ura Dora indicator for each Kong Dora, as well). The winner receives bonus points for each tile in his hand that is a successor of a Ura Dora indicator.";
glsCheung="A term used to refer to suit tiles 2, 5 and 8 (these are discarded more rarely than other suit tiles). Sets composed of Cheung tiles earn extra points in some versions of Mah Jong (notably in the Chinese New Style Mah Jong).";
glsGameBoard="The area of the screen where the tiles are displayed, as opposed to other parts of the screen: the Status bar, Claim column, Menu bar, Title bar and various pop-up and child windows, e.g. Wall, Game Manager, etc.";
glsMessageLine="Area at the bottom of the status bar where the game messages and hints are displayed.";
glsDominantWind="Determined by the breaking point of the Wall at the start of the deal. In certain rules (notably the French rules), extra points are paid for sets that are composed of dominant wind tiles. Four Winds indicates the dominant wind by using a small rectangle in the Wall window. The same rectangle appears also in the Players window.";
glsLuckyPair="A pair composed Dragons or special Wind tiles (usually player's own Wind, Wind of the Round or Dominant wind). In most rules a lucky pair is worth 2 points.";
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