That all sounds really weird. 1 and 9 mean very little in our scoring. 2, 5 & 8 are more coveted because they make eyes (the pair or "pillow") which is extra points. Chows generally score better in our version and we always go for them 1-3, 4-6, 7-9 to make dragons. Virtually never see a 2-4 or 6-8. Suit structure also affects scoring. A 3 suited dragon is worth more than a 2 suited dragon. Scoring is doubled for every point up to 11 points, then 100 is added for every point over 11. We count points using dead tiles from the boneyard at the end of each hand.
One of the special hands is called "Creatures in the Storm". It is all winds & dragons in any combination of pairs and pongs. Sounds really easy if you start with 8 of them, but is ridiculously difficult to get because everyone gets rid of them early before you have pairs to pong them and they all end up dead in the boneyard. You can't pick up a discard to make a pair, so you have to draw throughout the hand at least 4 pairs to be able to pong discards; then you can take a discard (but not a dead tile) to make the final pair.
Many special hands don't have standard melds. Some have 4 tile chows that can't be completed from discards. One hand has words spelled from the letters on the winds along with other certain things. You basically have to start that hand with 2 east winds or it's very unlikely to make it.
All hands only the most recent discard can be picked up, after that it is a dead tile. South seat only can take a dead tile from the boneyard to Mahjong (not to pong or chow). To make a pong anyone can take a discard, to make a chow you can only take from the person immediately before you. Mahjong can come from any players discard. It really sucks when the person across the table discards 3 of the same tile you need for a chow... Breaking the wall I done by rolls of the dice each hand. We just played a full game (16 hands) where my sister didn't break the wall once.
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