The game of PAl GOW, which originated in Ancient China, is played in most oriental countries. “PAl GOW” is a game of Chinese dominoes. Literally translated, it means “Cards-Nine.” The game is played with dominoes like tiles and is the forerunner of American Dominoes.

There are 32 tiles used in PAl GOW which are mixed or shuffled by the house dealer. The tiles are placed in eight (8) stacks of four (4) each. The dealer and up to seven (7) players are dealt one stack (four tiles). The object of the game is to set the tiles into two pairs for the best “ranking” combinations. If they are lower, the dealer wins. When the dealer and players have the same ranking combinations, the dealer is the winner.

RANKING COMBINATIONS

It is necessary to memorize or refer to the chart for the first sixteen(l6) rankings. The highest is the “Supreme” combinations, which is called, in Chinese “Jee Joon” – tile three(red I, white 2) and tile six(white 2, red 4). The pairs do not follow a number sequence from highest to lowest of vise versa. The pairs are actually symbols to the Chinese. For example, the second highest ranking is the pair of twelves called “Double Heaven.” The third ranking is the pair of twos called “Double Earth.” The fourth ranking is the pair of red eights or “Double People.” (See Chart)

The thirteenth to sixteenth ranking pairs are not identical tiles; they are known as mixed (chop) pairs.

After the pair rankings, the best combinations are the “Wong” (King) which is the twelve (Heaven) and any nine. This ranking followed by the tiles two (Earth) and the nine. Next is the “Gong” (Steel) which is the twelve (Heaven) and any eight followed by the two (Earth) and any eight.

When Bo(pairs) Wong, or Gong combinations cannot be made, the next combinations are ranked from nine to zero. These are the most common rankings and they represent the basis of the game of Pai Gow (Cards-Nine). For example, the two tiles 10and 9 make 9. The II and 4 make 5.The II and 9 make zero.

With the four tiles you are dealt, you make two combinations which will both total closest to nine. The object in setting both combinations is to have them both higher than the two combinations of the hand you are playing against.

When a player and dealer have two tiles totaling the same number, the combination with the higher “single ranking” is the winner.

THE DEAL

The unique feature about PAl GOWis that the “dealer” is rotated counter-clockwise among the players. Each player has the opportunity to deal against other players. The dealer can win, lose or push on each of the players’ individual bets. A dealer cannot win or lose more than he wagers. A dealer may “pass” the deal to the next player if he does not wish to be the dealer.

After the bets are placed, the dealer casts three(3) dice which determine which player will receive the first stack of tiles. The players will rank their tiles and set the two combinations side b) side in front of their bets. The dealer’s hand will be shown first and the house dealer will then open the hands of the players to determine the losers and winners. Amount lost by players are collected in the center of the table by the house dealer. The winning bets are paid off with the losing bets and dealer’s money.

WILD DOMINOES

The 3 and 6 tiles that make the “Supreme” combinations (lee Joon) are “wild tiles.” The 3 can be used as a 3 or 6.The 6 can be used as 6 or 3. For example, tiles 6 and 4 make zero, however, this six can be used as a 3,which makes 7, which is a better combination.

PROPER ORDER OF WINNING COMBINATIONS

  1. Play the pairs (combinations I through 16)
  2. Play a 2 or 12with a 7, 8 or 9 (combinations 17through 20)
  3. Play two small cards that equal 7, 8 or 9
  4. Play the biggest card with the smallest card

PAl GOW RULES

  1. NO CASH-only chips are acceptable for betting
  2. Each player has a maximum of 2 banks per rotation. Each betting square may have a maximum of 4 banks per rotation.
  3. No one is allowed to bank unless they have previously bet as . player or banker.
  4. The setting of the Banker’s hand is decided by the player who shakes the dice cup.
  5. Before the Banker shakes the dice cup, the cup must first b shaken by the player behind him or the house dealer. No 001 else may shake the dice cup.
  6. The bank must rotate counter clockwise. Every player has th ri~ht to bank.
  7. A Banker may refuse a “front” or a “cum-cum”bet. A banker may not refuse a behind-the-bank bet.
  8. The Banker’s tiles may be handled by no more than 2 players at a time.
  9. Players’ tiles may be handled by only I player at a time.
  10. The player with the largest bet has the right to decide the setting of the tiles. Smaller bettors may check the tiles only with the largest bettor’s permission.
  11. All bets must be set prior to the opening of the dice cup. Bets may not be changed after the opening of the dice cup.
  12. All tiles must be handled within the boundary of the table.
  13. No player is allowed to set more than I hand in a game. All players should refrain from exposing tiles to other players or the banker.
  14. Once all the tiles are dealt, there can be no objections to a misdeal. An objection to a misdeal can only be made by a player/banker who has not picked up his tiles and before the completion of dealing all tiles.
  15. If the dealer exposes more than I tile, all tiles must be reshuffled.
  16. Once a payoff is made and taken by a player or banker, it is final.
  17. Players cannot touch their chips in the betting square after the dice cup has been opened. The chips may not be removed until the house dealer announces a push or completes the payoff
  18. Chips in the betting square must be arranged in the order of their denomination -smallest denomination on top.
  19. At the request of a player or Banker, the house dealer may set the tiles without any responsibility.
  20. Interpretation of the rules by an on duty Floorman is final.
Scroll to Top