Dmytro Polovynka

Collecting games

In collecting games, the player’s goal is to form specific combinations in their hand. Once a player has collected all the required combinations, they lay them on the table and win. Some games allow combinations to be laid during the play, while in others they are revealed only at the end.

Game Dynamics

Most collecting games share a similar flow:

This is similar to Western card games like Canasta or Rummy. Even Mahjong, which eventually supplanted Chinese dominoes, is a collecting game.

At the start, the first player often receives one extra tile. Technically, it doesn’t matter if the tile is drawn one at a time or all at once, but this custom persists.

Variations in Combinations

Although collecting games are similar in dynamics, each of them uses its own combinations.

All of these, except Little Mahjong, were described by Stewart Culin. I also found a modern version of Ho-Hpai called Tok.

Taking Discarded Tiles

Surprisingly, even though the games share similar dynamics, the rules for taking tiles vary. They differ along three dimensions:

  1. Which tile can be taken (only the last one, or any)
  2. Who can take the tile (next player only or any)
  3. Is it mandatory to create a combination

That’s how the rules differ:

It is surprising that these games, described by the same source (Culin), have such diverse rules. Based on the available evidence, it seems likely that most traditional collecting games followed one of two standard approaches:

It is probable that Jjak-mat-chu-gi, Kap Shap, and Ho-Hpai originally followed one of these two rules, rather than having their diverse variants described by Culin.


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