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'''Japanese mahjong''', otherwise known as '''riichi mahjong''', {{kana|麻雀、 麻将、 or マージャン}} is the Japanese varation to the 4-player table card game of mahjong, whose objective an be best described as a combination of gin rummy and poker. Even though tiles are primarily used to play the game, the game is available online and can be played with regular mahjong playing cards. It's a four player game that combines the elements of calculation and strategy that is found in chess with the elements of risk assessment, observation skills, and luck.
<div style="float:right; margin:0 0 1em 1em;">__TOC__</div>
'''Japanese mahjong''' {{kana|麻雀、 麻将、 or マージャン}}, or '''riichi mahjong''', is the Japanese variation to the 4-player table game of mahjong. Best described as a combination of gin rummy and poker, it is a game that combines the elements of calculation and strategy with elements of risk assessment, observation skills, and luck. It is traditionally played with tiles.


Gin rummy can trace its origins back to the mahjong that was played in China. Gin rummy is a card game which centers itself towards developing [[mentsu|tile groups]] of sequences (1-2-3, 6-7-8) and/or triplets (9-9-9).
The Japanese variation is primarily played in Japan, though it is available worldwide through internet sites and video games. Throughout the past 15 years, the game has gained increased prominence in western cultures through mahjong-centric media.


Besides the tile groups, players also need to meet another condition called a ''[[List of yaku|yaku]]''. The ''yaku'' can be synonymous to "poker hands", where ''yaku'' are a set of patterns or conditions. Just like a poker hand, for example the "full house", each ''yaku'' is associated with a name. In addition, ''yaku'' directly affect the value of a player's hand. The ''yaku'' add richness and depth to the game but at the same time requires some additional starting knowledge. When mahjong is not played on/via a computer, scoring by hand also requires additional starting knowlege.
==History==
Mahjong as a whole is only a roughly 100 year old game. Originating in China, the game managed to spread across the country, East Asia, and even to the United States during the 1920s. The riichi variant only started emerging in Japan after World War 2. The modern riichi variant played today began in the 1960's, while the addition of red 5's started appearing in the 1980's. Mahjong started out as a gambling game, though playing for fun or sport is also common.


In addition, all players begin with a certain number of points, usually 25,000. It is the objective of each player to develop their hands to accumulate more points than any of the opponents. In combination with ''yaku'' and ''dora'', the number of ''han'' and ''fu'' correlates to a specific number of [[Scoring|points]] to determine the value of a hand, in the event of winning a hand.
==Basic Overview==
{{main|Rules overview}}


The Japanese variation is primarily played in Japan. Yet, it is available to everyone via a few Internet sites.
The object of riichi mahjong is to score the most points. At the start of each round, players draw and discard tiles, competing to be the first to get a winning hand. When a player wins, the hand is scored based on its value. If the hand is won directly off another player's discard, the discarder must pay the winning player for its value. If a player draws their own winning tile, everyone else splits the payment. After a player wins, hands reset, and the next round starts. Once the final round ends, the game ends, and whoever has the most points wins first place.


==Game development history==
There are two requirements to win a hand:
*A hand needs a "winning shape". With a few exceptions, players must make a hand with that contains [[tile group]]s (either [[Shuntsu|sequences]], 1-2-3; or [[koutsu|triplets]], 3-3-3) and one pair (3-3). This is similar to how gin rummy is played. In mahjong, you need 4 tile groups + 1 pair to win.
*A hand must have at least one [[yaku]]. Yaku can be compared to "poker hands" - they are patterns/criteria that score points. For example, a "pair" in poker means having two of the same number. [[Toitoi]] ("All Triplets") is when the hand consists entirely of triplets (that is, having 4 triplets in total). In general, yaku that that are harder to get scores more [[han]], which translates to more points.


Mahjong overall is only a 100 year old game or so. Originating in China, the game managed to spread across the country, East Asia, and even to the United States during the 1920's.
Mahjong is a zero-sum game - whenever a player gains points, the other players lose a total of that many points. Therefore, [[tile efficiency|developing hands quickly]] and [[defense|minimizing point losses]] are important aspects to the games. Sometimes, it is best to [[betaori|give up winning]] in order to prevent paying for others' hands.


===Main differences===
The rules to the game are complex. Japanese mahjong's gameplay is generally similar to most Asia-originated variants of mahjong. For a more detailed overview, see the [[rules overview]] page, or the rest of this article.
The game of mahjong itself has numerous variations across the world, including an attempted standardization of "World Mahjong". Virtually every country in East Asia and the United States has a form of mahjong. While they all have the same general principles, they each have very distinct rule variations.


Japanese mahjong features these major aspects of the game, that are not used in many of the other mahjong variants. Although, these are not unique to Japanese mahjong.
===Differences===
The game of mahjong has numerous variations across the world, including an attempted standardization of "World Mahjong". Virtually every country in East Asia and the United States has a form of mahjong. While they all have the same general principles, they each have very distinct rule variations.


Japanese mahjong sets itself apart with a few key mechanics:
* [[Riichi]]
* [[Riichi]]
* [[Dora]]
* [[Dora]]  
* [[Furiten]]
* [[Furiten]]
* [[Discard pile|Arranged discards]]
* [[Discard pile|Arranged discards]]


==Mahjong tiles and suits==
==Mahjong tiles and suits==
[[Image:Mahjong_Tiles.jpg|thumb|240px|Standard Japanese mahjong tiles]]
{{main|Mahjong equipment}}
{{main|Mahjong equipment}}


[[Image:Mahjong_Tiles.jpg|thumb|240px|Standard Japanese mahjong tiles]]
There are 34 unique tile types in riichi mahjong, and 4 copies of each tile, for a total of 136 tiles. They can be split into two categories:
There are three suits of number tiles each with sequences from one to nine. The three suits are the ''wan'' (characters), the ''pinzu'' (coins/circles)<!--Coins seems to be the best from a historical viewpoint and they do look like coins. Oh, but pinzu may actually mean circles in Japanese.-->, and the ''sou'' (bamboos). These three suits have the value of 1-9 according to their own suit. The face of the one of bamboo tiles have a bird design on them. The number one and nine tiles are called terminals. The number two through eight tiles are called simples. Runs don't wrap-around from nine to one.


A fourth set of mahjong tiles is composed of the ''[[Jihai|honor tiles]]''. This set of tiles can be further divided into ''[[kazehai|wind tiles]]'' and ''[[sangenpai|dragon tiles]]''. Unlike the standard suits previously mentioned, these honor tiles have special properties towards determining ''hand value''. They can also be referred as "word tiles". Unlike the "numbered suits", the different honor tiles cannot be mixed together to form [[mentsu|tile groupings]].
'''Number tiles (suits):''' there are three different suits of number tiles. Each number suit has tiles from 1 thru 9. Number tiles can be used to create sequences and triplets.
*'''Manzu''' (characters) - Manzu are labeled on the top with Chinese characters from 1-9.
*'''Pinzu''' (dots/circles)<!--Dots is used in most translations. Coins seems to be the best from a historical viewpoint and they do look like coins. But pinzu may actually mean circles in Japanese.--> - Look like coins/circles. The amount of circles is the number of the tile.
*'''Souzu''' (bamboos) - The face of the one of bamboo has a bird design on it. Other copies of the suit are numbered by the amount of sticks.


Newer Japanese mahjong sets also come with four red-five ''dora'' tiles. One number five character tile, two number five circle tiles, and one number five bamboo tile are replaced with their matching red tiles. These red ''dora'' tiles can replace the appropriate number of standard five-tiles. Usage of the red ''dora'' tiles is optional. In addition, sets also come with flower and season tiles, but these are not used in the Japanese game. Instead, flower and seasons are used in other variations like Chinese and American styles.
Of special interest are the [[terminal]] tiles - these are the 1 and 9 tiles of each suit. Sequences cannot "wrap around" from 9 -> 1 (i.e. you can't have an 891 sequence), so these tiles are harder to use. Terminals are subject to a few special [[yaku]]. Numbers from 2-8 are known as simples.


==Game setup==
'''[[Jihai]] (honor tiles/word tiles):''' these can be further split into two categories. Honor tiles cannot be used to create sequences, only triplets.
*'''[[Kazehai]]''' (wind tiles) - labeled in the four cardinal directions: Ton (east), Nan (north), Xia (west), Pei (north).
*'''[[Sangenpai]]''' (dragon tiles) - White, Green, and Red.


The game of Japanese mahjong is played with a set of 136 tiles. Of these 136 tiles, there are 34 different tiles with 4 of each kind. Aside from online, the live game is played on a square table, with the mahjong tiles places onto a mahjong mat. While the mat is not necessary, it is useful to use the mat in order to protect the tile surfaces.
Modern Japanese mahjong sets also come with four [[red five]] dora tiles. One number five character tile, two number five circle tiles, and one number five bamboo tile are replaced with their matching red tiles. These red dora tiles can replace the appropriate number of standard five-tiles. Using the red dora tiles is optional.
<!--eventually, I'll bring in pictures to illustrate these directions-->


===Starting the game===
Many mahjong sets also come with flower and season tiles, but these are not used in riichi mahjong.
For casual games, players may take any seat desired on each side of the square table. Then dice are used to determine the position of the first [[Dealer|dealer]]. With the dice roll, the count begins at 1 starting with the dice roller; and the count moves counter-clockwise. At the end of this initial count, the player is assigned as the dealer and receives the dealer marker.


This dealer marker is an east-south prevailing-wind marker used in games to indicate the round and the current dealer. The table's raised border has four recesses where the prevailing-wind marker, counters, and carry-over [[riichi]] bets can be placed.
==Game setup==
{{main|Japanese mahjong setup}}


As the dealer, this player is assigned the wind of East. The player to the right of the dealer is South. The player across the dealer is West, and finally, the player to the left is North. Eventually, during the course of the game, this dealer assignment rotates to give every player the chance to be dealer. Likewise, the wind arrangement rotates counter-clockwise. As a note, South is always to the right of the dealer East.
When playing with physical tiles, setup is required. Online mahjong sites will set the game up for you, while the process can be made easier with an automatic table.


In more formal settings, like tournaments, the initial dice roll and seating procedures may follow additional protocols. With regards to seating, four or five tiles are randomized for players to draw seating positions.  The four tiles are naturally one of each wind tiles. With five tiles, a haku tile is added, where drawing this tile determines the location of the east player.  After the tile draws, the players sit accordingly in the following order, counterclockwise: East, South, West, and North. Then, the person sitting East rolls the dice to determine the first dealer, as the procedure mentioned above. With regards to dice rolling, the player who drew east bears the task of determining the first dealer.
To set up the game, first, shuffle the tiles. Then, stack four walls that are 17 tiles long and 2 tiles high. Each player is responsible for their own wall. A dice roll is used to determine the initial dealer, as well as the '''wall break''' at the beginning of the hand. From where the wall breaks, deal each player 13 tiles to produce their [[haipai|starting hands]], and separate the [[dead wall]]. Play begins once the dealer makes the initial draw and discard.


An east-south prevailing-wind marker is used in hanchan games to indicate the round. The table's raised border has four recesses where the prevailing-wind marker, counters, and carry-over rīchi bets can be placed.
==Gameplay==
===Turns===
After the initial setup, the game may begin. The dealer (East) begins their first turn, then play proceeds counter-clockwise (to the right). The play order is East -> South -> West -> North.


===Building walls and breaking the wall===
A rough outline of each turn is as follows:
At the beginning of [[kyoku|each hand]], the tiles are shuffled and arranged into walls. After shuffling, tiles are arranged into 4-double stacked rows of 17-tiles faced down. Every player has the responsibility of building their own walls arranged in front of them. Once the walls are built, the dealer determines the initial breakage of the wall using a dice roll. Once again, starting with the dealer, the count begins at 1 and the count moves clockwise. Then the wall of the player at the end of this count is broken, where the player counts with the same dice number from the first tile on the right side of his/her wall towards the left.
*Draw one tile.
*If the drawn tile is a tile that completes a valid winning hand, you may win.
*You may declare [[riichi]] and/or [[kan]] if eligible. (More on these later)
*Discard one tile.
*Opponents may be able to [[Naki|claim your discarded tile]]. If the tile is not claimed, the next player begins their turn as normal.
**Opponents can win off your discarded tile ([[ron]]) if they have a valid hand. They may also call [[chii]], [[pon]], or [[kan]] to take the tile and advance their hand.


===The dead wall and dora===
This continues until the [[#End of a hand|hand ends]].
[[Image:Dora and Wanpai.jpg|thumb|250px|Dead wall showing 2-pin as the dora indicator.]]
{{main|Dead wall}}


Then the dead-wall must be set. From the point of the initial wall break, players count 7-tiles to the right of the initial break; and the wall is broken again. There should be a total of 14-tiles (7-tiles double stacked) in this group. This is the dead wall, which consists of tiles set aside and not used in the regular draw. Finally, the third tile closest to the inital break is flipped over and used as a ''[[Dora|dora]]'' indicator.
===Discard pile===
{{main|Kawa}}


===Dealing the tiles===
Every player's discard is organized and [[discard pile|arranged in front of them]]. By convention, players line up their discarded tiles in rows of six. This exact arrangement is not necessary per-se, but it is preferred. The arranged discard pile is used for two primary purposes: as record of a player's discards, and as an indicator of [[Genbutsu|safe-tiles]] for [[defense|defensive play]]. Additionally, players can learn and are able to discern player hand states by reading the discard piles.
From the initial break, the dealer (East) begins by taking a group of 4 tiles from the regular wall. The South takes the next group of 4. Then West with 4 more, and North with 4 more. This procedure is repeated 2 more times, to ensure an initial deal of 12-tiles for each player. At this point, the dealer East takes the first and third tiles on the top row of the wall. South takes the next available draw, then West, and finally North. At this initial deal of the tiles, the dealer East should have 14 tiles; and the rest have 13. The game hand begins with the dealer discarding 1 tile.


Players are recommended to arrange their tiles according to suit, but it is not necessary. Some players are able to read their hands with the tiles in randomized order.
==Hand development==
{{main|Shanten|Tenpai|Tile efficiency}}


===Automatic tables===
As players draw and discard tiles, they "develop" their hand, getting closer and closer to winning.
{{main|Automatic mahjong table}}


Sometimes, the automatic table is used. These tables include one or two sets of tiles, with different colored backs. The table uses magnets to properly align the tiles face down. These tables randomly and conveniently arrange the tiles into the 4 separate walls. With push of the red button, four 17x2 walls of shuffled tiles rise up from below. With the push of a red button on the central island, it rises up and the discard ponds collapse to allow players to push tiles into the mixer below.
===Tile groups===
{{main|Mentsu}}


The automatic table includes one or two sets of tiles, with blue or orange backs. With the push of a red button on the central island, it rises up and the discard ponds collapse to allow players to push tiles into the mixer below. With another push of the red button, four 17x2 walls of shuffled tiles rise up from below. Automatic tables are real and not that uncommon.  However, they are rather expensive, with the cheapest tables priced around ¥2000, or roughly $2000 or so.
Usually, a winning hand is a hand that contains 4 groups (either sequences or triplets) and 1 pair.


Some automatic tables are capable of keeping score, based on [[tenbou|point sticks]] stored in four pull out compartments. In the event of riichi, the central island has four slots where 1000-point stick rīchi bets can be placed. In front of each player, an display shows the player's current score.
*'''Sequences:''' Sequences are 3 consecutive number tiles of the same suit. Sequences may not "wrap around" from 9 to 1, so sequences of 891 or 912 are not allowed. Honor tiles cannot be used in sequences.
{| class=wikitable style="width:30%; min-width:215px;"
! Closed !! Open
|-
|align=center| {{#mjt:123m}} ||align=center|  {{#mjt:4'35p}}
|-
|align=center| {{#mjt:678p}} ||align=center| {{#mjt:4'56s}}
|}


==Game play==
*'''Triplets:''' Triplets are three identical tiles. Any type of tile may be used in a triplet.
After the initial setup, then the game may begin. With online sites and automatic tables, the above setup procedure may be ignored.
{| class=wikitable style="width:30%; min-width:215px;"
! Closed !! Open
|-
|align=center| {{#mjt:111p}} ||align=center| {{#mjt:66'6z}}
|-
|align=center| {{#mjt:777m}} ||align=center| {{#mjt:333'z}}
|}


===Tile draws and turn order===
*'''[[Kan|Quads]]:''' Quads are a special form of triplet. They are four identical tiles. Even though a quad is four tiles, it is treated as a triplet with one extra tile. Therefore, when making a quad, one extra tile is drawn to keep "four groups + 1 pair".
The game begins with the dealer's initial discard. From here onward, each player gets a turn to draw a tile from the wall, all players, except the discarder, has the option of [[Naki|claiming a discarded tile]] by '''chii''', '''pon''', '''kan''', or '''ron'''.
**In order to form a quad, you ''must'' call [[kan]]. Four of the same tile in your hand is not a group. You can only declare kan if you have 4 of the same tile, or have 3 of the same tile and a fourth is discarded.
**When forming a quad, there are a few special procedures. First, call "kan" during your turn. Then, reveal the quadruplet and set it aside. Then, draw one tile from the dead wall into your hand. You must also reveal a [[kandora]] (see [[dora]] for more info on this). Finally, you discard like normal (or call kan again).
**Because calling kan reveals kandora, quads are risky to form. While the kandora may benefit you, it also benefits all of your opponents.


If no claims of the discard are made, then the next player draws from the wall and makes a discard, unless the hand is a winning hand with the declaration of '''tsumo'''. The turn order are as follows: East-South-West-North, and the cycle repeats. However, in the event of a discarded tile claim, then the next turn belongs to the player to the right of the claimer. This means, it is possible to skip a player's turn with calls of pon or kan.
* '''Pairs:''' Pairs are two identical tiles. Any type of tile may be used.


===Discard pile===
===Winning hands===
Every player's discard is organized and [[discard pile|arranged in front of them]]. Per convention, players line up their discarded tiles in rows of six. This is not a necessary convention, but it is the preferred convention. The discard pile is used two-fold: as record of a player's discards, and as an indicator of [[Genbutsu|safe-tiles]] for [[defense|defensive play]].
As mentioned above, most winning hands are composed of four groups and one pair. If no quads are formed, this is 14 tiles in total. In addition, '''all winning hands must have at least one [[yaku]]'''.


===Furiten===
'''Wining Hand example:'''
{{Discard pile
|align    = right
|title    = Example discard pile
|tilerow1 = 1s6527z7s
|tilerow2 = 23p3s6z4s1m
|tilerow3 = 4z
|source  = 2-pin in this discard applies furiten to the example hand
}}
{{main|Furiten}}


The '''furiten rule''' is a fairly complicated rule as it takes into account not just one's own set of discards, but it may also consider the other players' discards.  The discard pile may indicate a player in '''furiten'''. If a player has a winning tile in the player's discard pile, then the player is in ''furiten''. This state of ''furiten'' is dubious as it disables the player's ability to win off a discard. In other words, the player cannot claim ''ron''.
:{{#mjt:234m666888s33567p}} - 2 sequences ({{#mjt:234m}}) + {{#mjt:567p}}), 2 triplets ( ({{#mjt:666s}}) + {{#mjt:888s}}), 1 pair ({{#mjt:33p}}


In addition, the disabling of ''ron'' by ''furiten'' applies to all winning tiles, not just a particular tile in the discard. If the player's hand looks like this:
A winning hand is 14 tiles. However, in mahjong, you can only hold 13 tiles in your hand. Therefore, players must get to '''[[tenpai]]''' (ready hand) - a hand that is one tile away from winning - first. Once reaching tenpai, you can win the hand by either drawing a winning tile, or winning from an opponent's discard. With a normal hand structure, there are two ways to get to tenpai:


* Example tenpai hand:
'''Tenpai #1 - 3 complete groups + 1 incomplete group + 1 pair:'''
:{{#mjt:34567p333m678s44z}}  Waiting for: {{#mjt:2p}} - {{#mjt:5p}}, or {{#mjt:8p}}


This example hand is a ''tenpai'' hand waiting three tiles . If any of those tiles are in the player's discard pile, then the player cannot claim ''ron''. A player can get out of ''furiten'' by changing the hand composition.
:{{#mjt:234m666888s3356p}} - May win off: {{#mjt:4p}} or {{#mjt:7p}} to complete a sequence.


This rule forces players to take extra consideration, when making discards.  Often, a player must have good reason to discard particular tiles, especially when they are already part of a tile group.
'''Tenpai #2 - 4 complete groups + 1 tile waiting to be paired'''


==Hand development==
:{{#mjt:234m666888s3567p}} - May win off: {{#mjt:3p}} to complete the pair. (This type of tenpai is generally rarer than tenpai #1)
{{main|Tenpai|Tile efficiency}}


The process of drawing and discarding, as well as making claims to discard is the process of hand development. As a player, after the initial deal of hands, players have a ''start hand''. So, the aim of a player is to develop this hand into a '''[[tenpai]]''' hand, and eventually a '''complete hand'''. Typically, a complete mahjong hand is composed of '''4 tile groups and a pair'''. The hand may be open or closed and have '''at [[Yaku|minimum 1-yaku]]'''. This is a total of 13 tiles plus 1 (the winning tile), like so:
A hand that is one tile away from being complete is in tenpai. A hand that is one away from tenpai (two from winning) is 1-[[shanten]]. A hand that is two away from tenpai (three from winning) is 2-shanten, and so on. A hand with a high shanten count is far away from winning, and may be too slow to be worth winning. When you are making a hand, you should focus on making incomplete groups and completing them.


:{{#mjt:234m666s11p11666z}} May win with: {{#mjt:1p}} or {{#mjt:1z}}
There are two exceptions to the 4 tile groups and a pair pattern: [[chiitoitsu|Seven Pairs]] and [[kokushi musou|Thirteen Orphans]].


Per [[atozuke|the yaku rule]], it is possible to unable to win with the first tile by discard.  However, the the second tile may be claimed for a win under any circumstance in the [[East round]], or for the [[dealer]].
===Claiming discards===
{{main|Naki}}


A hand that is one tile away from being complete is in ''tenpai''. A hand that is one tile away from ''tenpai'' is one ''shanten''. A hand that is two tiles away from ''tenpai'' is two ''shanten'', and so on. Experienced players may sense how likely they are to win a hand based on their initial ''shanten'' number.
As part of the game, players have the ability to claim other player's discards through [[chii]], [[pon]], and [[kan]].
*Chii: Call to complete a sequence. Chii can only be done to discards from the player directly before you in turn order (the player left of you).
*Pon: Call to complete a triplet. Pon may be done on any player's discards. Pon may cause a player's turn to be skipped.
*Kan: Call to complete a quad. See the [[kan]] page for the procedure. Not all kans are claimed from another player's discard.


There are two notable '''exceptions''' to the 4 tile groups and a pair pattern. Players can try to form [[Chiitoitsu|seven pairs]] or the rare [[Kokushi musou|thirteen orphans]] hand. Both of these hands are closed by default.
When you have claimed an opponent's discard, your hand becomes '''open'''. When the hand is opened, some yaku are impossible to get, and other yaku are reduced in value. Open hands can complete faster, and some yaku do not reduce in value when opened. Any hand that is not open is considered closed. A key part of the game's strategy is deciding if you want to open the hand.


===Tile groupings===
===Riichi===
{{main|Mentsu}}
{{main|Riichi}}
When the hand is closed and the hand is tenpai, you may declare [[riichi]].


'''Mentsu''' {{kana|面子}} are the tile groups used to form mahjong hands. Each individual tile group must be composed of a single suit or type of mahjong tile. All groups, except [[kan|kantsu]], are composed of groups of 3 tiles.
*Cons: Riichi declares that you are about to win, and you are required to bet 1000 points. The 1000-point bet goes to whoever wins next (which may or may not be you). Also, you are not allowed to change your hand anymore. Therefore, you may end up dealing into other players, if you don't win first.
*Pros: Riichi is a yaku, allowing otherwise yakuless hands to win. It is always worth at least one han, and gives the chance for even more han, which both can greatly increase the value of the hand.
: Being the first declare riichi is especially powerful. Since only one player can win the hand, being first to tenpai gives a speed advantage. Plus, other players do not know the value of your hand, so even if your hand is cheap, declaring riichi can scare off opponents. It is best not to rely on scare tactics, but it is a consideration.


*'''Consecutive same suit Sequences'''. Sequences must be in consecutive numbers per the following examples:
Riichi is a major part of the game's strategy. It is the single most common yaku. Even if you do not know any other yaku, you can always use riichi if you have a closed hand. However, it is not always a good idea to declare riichi. In addition, you should watch out when other players call riichi.
{| class=wikitable width=30%
! Closed !! Open
|-
|align=center| {{#mjt:123m}} ||align=center|  {{#mjt:3'45p}}
|-
|align=center| {{#mjt:678p}} ||align=center|  {{#mjt:4'56s}}
|}


*'''Same suit triplets'''. Triplets are three-of-a-kind. As such, the tiles must be of the same kind both in number and suit. Per examples:
===Furiten===
{| class=wikitable width=30%
{{Discard pile
! Closed !! Open
|align    = right
|-
|title    = Example discard pile
|align=center| {{#mjt:111p}} ||align=center| {{#mjt:66'6z}}
|tilerow1 = 1s6527z7s
|-
|tilerow2 = 23p3s6z4s1m
|align=center| {{#mjt:777m}} ||align=center| {{#mjt:333'z}}
|tilerow3 = 4z
|}
|source  = 2-pin in this discard applies furiten to the example hand
}}
{{main|Furiten}}


*'''Quads''' occur, when a player is in possession of all four tiles of a specific tile type.  With possession of all four of a tile type, a player has the option to invoke special rules applied to this tile grouping.  Even though, the tile group consists of four tiles, it is, in an actual sense, counted as three-of-a-kind plus one extra, where players are actually awarded special privileges for possessing four of one type of tile.
'''Furiten''' is a rule that may prevent a player from winning off other's discards.


===Quads===
When ''any'' of the tiles you've discarded could've completed a winning hand, you become ''completely'' unable to win off of another player's discard. In other words, you cannot win by [[ron]]. However, while in furiten, it is still possible to win by drawing the tile yourself.
{{main|Kan}}


A special set of rules and procedures applies to [[kan|quads]]. When in special possession of all four tiles of a specific type, a player may invoke these rules, or otherwise, decline the option.  Like many aspects of the game, this is a risk-reward option.  When choosing to invoke the "quad rules", a player may declare after the current tile draw, if four tiles or the fourth tile is in the hand.  If a player possesses three tiles and a player discarded a fourth, then the player may invoke the "quad rules" on that discard.
Note that it does not matter if the tile you discarded and the tile the opponent discarded are different, when you are in furiten, all tile types are affected. It does not matter if you couldn't actually win off the tile because you did not have a yaku, if the discarded tile could complete the "winning shape", it is furiten.


After the declaration for a quad, then a player gains special access to the [[dead wall]].  This is one of the first four tiles to the left of the ''dora-indicator''. Afterwards, if the the extra tile does not complete the hand, the player must discard and play moves on to the right. As a sidenote, for each call ''kan'', the player's tile count increases by one for each quad. Yet once again, a quad counts as a triplet plus one.
For example, say a player's hand looks like this:


Furthermore, when a player calls or declares a ''kan'', an additional ''dora indicator'' tile is flipped. This is called the ''kandora''. Some rules may allow the ''kandora'' to be flipped immediately after the ''kan'' call. Other rules have stricter procedures on when the ''kandora'' tile is flipped. Some make the distinction between the open ''kan'' and the closed ''kan''. Finally, a tile is shifted from the end of the regular wall to the ''dead wall'', in order to maintain 14-tiles in the ''dead wall''.  Because of the additional dora, a play using quads can be very risky or rewarding.
* Example tenpai hand:
:{{#mjt:34567p333m678s44z}}  Waiting for: {{#mjt:2p}} - {{#mjt:5p}}, or {{#mjt:8p}}


===Claiming discards===
This example hand is a tenpai hand waiting three tiles. If any of those tiles are in the player's discard pile, then the player cannot claim ron. A player can get out of furiten by changing the hand composition.
{{main|Naki}}
 
As part of the game, players have the ability to claim other player's discards.
 
Finally, a hand is distinguishable between an '''open hand''' and '''closed hand'''. A closed hand is a player's hand, that had yet to make any claim on a discard. A hand in this state is fully concealed from the other players. In the event a player makes a claim on a discard, then the player's hand changes from a closed hand to an open hand.  


Usually, a player's hand value decreases in the event of an open hand, but this may not always be the case, especially for some ''yakuman'' hands. Japanese mahjong strategy centers on knowing when to appropriately make the above calls. Knowledge of the ''yaku'' plays a large part in this decision making process.
This rule forces players to take extra consideration when making discards. Often, a player must have good reason to discard particular tiles, especially when they are already part of a tile group.


==End of a hand==
==End of a hand==
The procedure of drawing, discarding, and maintaining a hand ends with many different scenarios. The ideal for any player is the completion of the hand and winning it. A hand may end when all the tiles, except for the dead-wall tiles, are drawn, or when a player ''chombos'', meaning making an illegal play. After the end of the hand, points are exchanged accordingly. Then afterwards, the tiles are reshuffled to setup the next hand, or ''renchan''.
The procedure of drawing, discarding, and maintaining a round ends with a few different scenarios. A player can win the hand, the tiles can run out, or a few "abortive draws" force the game to be restarted. Afterwards, the tiles are reshuffled to setup the next hand, or [[renchan]].


===Winning a hand===
===Winning a hand===
Ideally, players seek to win hands. Once again, a winning hand is composed of a [[tenpai]] hand; and a winning tile may be claimed. Of course, a player must actively declare the win '''(ron or tsumo)''', or else, the player may also decline the win. Though, the latter option may be used for specific and strategic instances. This can also be attained by the dead-wall draw with the special tsumo of [[rinshan kaihou]] yaku. Two other special win claims can be attained by ron via [[chankan]].  
Ideally, players seek to win hands. Once again, a winning hand is a [[tenpai]] hand that gains its winning tile. A player must actively declare the win '''(ron or tsumo)'''. In a few niche cases, you may want to decline winning (e.g. when you'd bankrupt a player).


It is most important to note: '''winning a hand requires a minimum of one [[yaku]].''' Failure to meet this requirement may be subject to [[chombo|a penalty]].
It is most important to note: '''winning a hand requires a minimum of one [[yaku]].''' Failure to meet this requirement may be subject to [[chombo|a penalty]].


Depending on the rules, multiple winners are also possible for a hand. This event occurs when more than one player is waiting on the same tile(s), and the wins are both claimed by discard. This event is called a '''double ron''' or even '''triple ron'''. [[Rule variations|Some rules]] may allow double, but not triple. In this case, the losing player must pay the winning players according to their respective hand values. Likewise, honba applies for both of them as well. Otherwise, some rules may apply the head bump rule, or '''[[atamahane]]'''. In this case, only one of the players may claim the win over the other. The former winner may claim the win over the latter, or vice-versa depending on the rules agreed upon.
Depending on the rules, multiple player may win from a hand. This occurs when more than one player is waiting on the same tile, and that tile is discarded. This event is called a '''double ron''' or even '''triple ron'''. Some rules allow double ron but not triple ron. Some rules allow triple ron. Other rulesets apply the head bump rule ([[atamahane]]) - only one player wins the hand. When atamahane is used, the player closest in turn order to the next player claims the win.


===Exhaustive draw===
===Exhaustive draw===
{{Main|Ryuukyoku}}
{{Main|Ryuukyoku}}


Also, known as '''ryuukyoku''', the hand ends in a draw.  In this case, all the tiles from the wall are drawn, except for the 14 tiles in the dead wall. The player(s) in tenpai receive points from those in noten.  However, that needed tile was never claimed. Nearly 40% of professional games go to an exhaustive draw due to players immediately dropping out of the race when a player declares riichi.
'''Ryuukyoku''', or exhaustive draw, occurs when all the tiles (except the dead wall) run out. The player(s) in tenpai receive points from those in noten, but do not win the hand. Nearly 40% of professional games go to an exhaustive draw, as players often stop trying to win once another player declares riichi.


===Abortive draw===
===Abortive draw===
{{main|Tochuu ryuukoku}}
{{main|Tochuu ryuukyoku}}


Various conditions may allow players to abort the hand. In other words, a mahjong hand may end prematurely before anyone claims a win or before all the tiles are drawn and discarded. In these events, no points are exchanged; and no penalties are enforced. Instead, the hand ends, and the tiles are reshuffled.
Various conditions may allow players to abort the hand. In other words, a mahjong hand may end prematurely before anyone claims a win or before all the tiles are drawn and discarded. In these events, no points are exchanged; and no penalties are enforced. Instead, the hand ends, and the tiles are reshuffled.


===Chombo===
===Chombo===
{{main|Chombo}}
{{main|Chombo}}


The '''chombo''' is a penalty to the player, who performs specific illegal procedures. Other illegal procedures may be forgivable if done accidentally, like accidentally drawing a tile from a different part of the wall. However, things like cheating or winning without a yaku are more serious offenses. In the event of a chombo, the player must play out a penalty of points to the amount of a [[Scoring|mangan]]. Otherwise, the rules to chombo may be [[Rule_variations#Chombo|modified]].
A '''chombo''' is a penalty for an illegal procedure. Chombo are often awarded when a player does something that would prevent the game from continuing normally, e.g. knocking off an entire wall of tiles. In these cases, the hand restarts. Chombo may also be awarded after a hand ends, e.g. for an illegal [[riichi]].


==Scoring==
In the event of chombo, the player must pay out a penalty of points, usually [[mangan]]. In casual settings, chombo may be ignored. In serious settings, it may be increased. Often, the chombo penalty is done after the game ends, in order to not waste time during the game.
{{main|Scoring}}


Winning hands are awarded points based on the difficulty and luck needed to form them. So, the appropriate amount of points are exchanged between players according to the tables in the [[Scoring|scoring rules]] of the game. Naturally, the point exchanges are already handled by software and mahjong game sites. Even some automatic tables are capable of scoring calculations.
==Hand scoring==
{{main|Scoring|Han|Fu}}


Dealers receive roughly 50% more points when winning than non-dealers. However, if a non-dealer wins by draw, then the dealer must pay roughly 50% while non-dealers pay roughly 25% each. The winner of a hand collects any riichi bets on the table and additional points allowed by [[honba]].
Out of all the mahjong variants, riichi has the most complicated scoring system.
*Hands score [[han]] (based on [[yaku]] and [[dora]] in hand) and [[fu]] (based on certain hand composition).
*A hand scores ''points'' based on the han and fu count.
*Depending on if a hand won on ron or tsumo, other player(s) pay out the hand accordingly.
 
Naturally, when playing online, the point exchanges are automatically handled. Even some automatic tables are capable of scoring calculations.  Otherwise, players go on to [[Score table memorization|memorize the point values]], or look at a [[scoring table]].
 
Dealers receive ~50% more points than non-dealers for all wins. However, if a non-dealer wins by self-draw, then the dealer must pay roughly 50% while non-dealers pay roughly 25% each. The winner of a hand collects any riichi bets on the table and additional points allowed by [[honba]].


==Game Rounds==
==Game Rounds==
{{main|Hanchan}}
{{main|Ba}}


Most games consist of two prevailing-wind rounds and are called '''hanchan'''. Each of the two rounds is labeled as the '''east round''' and '''south round'''. For each wind round, every player gets a chance to be seated as the dealer once per round. A prevailing wind round is complete after all four players have had a rotation as the dealer. At the beginning of the second round, the initial east seat-wind player turns over the prevailing-wind marker to indicate that it's the south prevailing-wind round. For shorter games, [[tonpussen]] may be played, which is just a single east round.  
A game is organized into rounds, which are named after winds. Each wind round, every player gets a chance to be a dealer. Like player order, the round's wind rotates from East ->  South -> West -> North. For example, East 1 means it is the first round and the first player's dealer turn. East 2 means it is the first round, and the second player's dealer turn. This continues until East 4, then the game continues to South 1.
 
When a dealer wins the round, the game repeats and one [[honba]] is added. So a game at East 1, 4 honba means the dealer won four times in a row. In many rulesets, the dealer also gets to keep the seat if in [[tenpai]] (and no one won the round).
 
===Tonpuusen===
{{main|Tonpuusen}}
 
Traditionally, games are the length of one [[hanchan]] - an East and a South round. Therefore, each player gets two turns to hold the dealer seat.
 
For shorter games, players may play a single East round. Here players only have the opportunity to hold the dealer seat once. After the conclusion of four wind rotations, then the game is brought to the end. Yet, the points may invoke the extra round and bring the game into the South Round.


===End of game===
===End of game===
[[File:PlusMinus.png|thumb|240px|right|End game results with raw scores and uma scores]]
[[File:PlusMinus.png|thumb|240px|right|End game results with raw scores and uma scores]]
Typically, the game ends after the final hand of the last round, when at least one player is scoring 30,000 or more. This number may differ barring house rules.  However, the entire game may end differently than the standard rounds. This may occur under the following conditions:
Typically, the game ends after the final hand of the last round, when at least one player has at least 30,000 points. This figure may differ (it can vary from ruleset to ruleset). However, the entire game may end prematurely.  
* '''Negative points'''. When any player's points falls into the negatives, or below zero, then the game ends. At that point, the player has run out of point sticks. The game can continue when a player has exactly 0 points. Some rules may allow continuance of the game regardless, in order to complete the entire wind rotation.
* '''Win and finish'''. On the final hand of the last round, if the dealer wins the hand, the dealer may choose to continue the game or end the game. A similar rule applies to the last battle of team matches. If the dealer's team is in the lead after the first hand of the very last rotation, the dealer may choose to end the match when the match would otherwise continue due to dealer repeats. In which case, teams will usually opt to end the match.
* '''Extra rounds'''. The game may play out an extra round, when a regular game ends with all of the players under 30,000 points.  In the case of [[tonpussen]], the game extends into the '''South round'''.  For a [[hanchan]], the game extends into the '''West round'''.  This overtime round ends as soon as any player has over 30,000 points. If all the points remains below 30,000 after another full round, then another overtime round may be played in the next prevailing-wind.
Finally, the player with the greatest number of points at the end wins. For additional scoring, another final [[Uma|uma score]] or +/- score may be applied.


===Tied scores===
A game end may occur under the following conditions:
When two or more players finish the game with tied scores, the tiebreaker follows the original wind seating order. Raw scores are not adjusted. Instead, the order factors towards the awarding of the uma score.
* '''Negative points'''. When any player's points falls below 0, then the game ends immediately. At that point, the player has run out of point sticks. The game can continue when a player has exactly 0 points. (Some rules allow the game to continue even when a player has negative points)
* '''Win and finish'''. On the final hand of the last round, if the dealer wins the hand, the dealer may choose to continue the game or end the game.
* '''Extra rounds'''. When no player has scored 30,000 points or more, players may opt to continue playing rounds until a player does reach that goal, after which the game ends. (Whether this happens or not will depend on the rules.)
 
===End game score===
{{main|Uma}}
Once the game ends, points are tallied, and players get a rank from 1st to 4th.
 
When using the [[oka and uma]] systems, players will get a bonus or penalty based on rank. 4th place pays 1st place some amount of points, and 3rd place pays second place some amount of points. These systems were originally designed for gambling, but it can also be used for tournament or competitive play.


==Variants==
==Variants==
{{main|Rule variations}}
{{main|Rule variations}}


Many rules of the game may be subject to various customization and house rules. Many simply resort towards allowing or disallowing certain rules and even [[yaku|hand patterns]].  Others involve different methods of enforcement and point values.
Many rules of the game may be subject to various customization and house rules. Many simply resort towards allowing or disallowing certain rules and even [[yaku|hand patterns]].  Others involve different methods of enforcement and point values.


===Three player===
===Three player===
Line 221: Line 258:
===Two player===
===Two player===
{{main|Futari mahjong}}
{{main|Futari mahjong}}
For any 1-on-1 situation, even a two-player variation is possible. Though gameplay becomes even more limited than that of the three-player variation. The tile count is even less; and often, it is down to a single suit.
===Space Mahjong===
{{main|Space mahjong}}
A variant that removes limitations regarding terminal tiles by wrapping around, causing them to act like any other numbered tile, while honor tiles also act more like number tiles as well. In addition, you may call chii on any player, as you would with pon.
===Washizu===
{{main|Washizu mahjong}}
'''Washizu mahjong''' is a variant where three out of four tiles are transparent - other players can see them. This reveals most (but not all) of players' hands.
===Buu Mahjong===
{{main|Buu Mahjong}}
A variant that is much more fast-paced, and considered more suited towards gambling, with the goal of 'sinking' the other players.
== Things to Know ==
Compared to other "general" variants of mahjong, such as Hong Kong or Singaporean:
*Yaku are less important for the value of the hand. You need at least one yaku to win, but in general, yaku are less important to focus on. This is because of [[riichi]] and [[dora]]. By using riichi and/or dora, hands can be valuable without sacrificing much speed. Therefore, slower/more difficult yaku have a harder time competing.
**The "[[mangan]] limit" is another contributing factor. Each han roughly doubles the score until ~4 han (specifically, at 8000 points), where you reach mangan. Past this point, each han become less effective at increasing your score. Therefore, 4 han hands are great for efficiency.
*Defense is a major part of gameplay, due to riichi and furiten. Furiten allows players to defend reliably. Riichi gives players a reason to defend - they do not want to deal in to a potentially large hand. Also, the gain from tsumo is not ''that'' much more than ron.
*Placement is important in most places where riichi mahjong is played. The oka and/or uma encourage players to rise in ''place'' rather than rise in points. Going from 2nd to 1st in the last round might be worth the equivalent of a [[yakuman]], depending on the settings. In online clients, placement is often the main factor for determining rating.
A player new to mahjong should focus on the following:
*How to make a winning hand.
*Basic game flow - getting used to gameplay in general.
*Basic [[yaku]], such as [[riichi]], [[tanyao]], and [[yakuhai]].
Once you learn these, you should learn:
*[[Tile efficiency]] - how to build your hand faster (and when to go for speed over value, and vice versa).
*[[Defense]] - which tiles are safer than others. Also, learn to defend and not just push every hand you get.
*Common values for [[scoring]] and the other yaku. Note that some yaku, like [[honroutou]] and [[sankantsu]], are slow, rare, difficult, and not worth very much. Others are more useful.
== Player environments ==
The game may be played under a number of different environments. New players may engage under casual settings where rule enforcement is not so strict, and play speed might not be so rigorous. In addition, the pressure of winning is smaller. The formality is increased under tournament settings. In Japan, commercial play is hosted in [[Jansou|mahjong parlors]], where players come to pay-to-play.  Either at the parlors, casinos, or residences, gambling may be involved, whether it be legal or not legal. Finally, professional play involves televised games; and a staff may take detailed record of games and their results. Naturally, participants are expected to be knowledgeable of the rules and strategies.
=== Club play ===
=== Tournaments ===
{{main|Mahjong tournaments}}
=== Jansou ===
[[Jansou]] are known as mahjong parlors.  They're generally commercial establishments catered for mahjong play.  Most jansou are located in Japan, but a small number are located in the United States.  Typically, players enter these establishments to play with a fee.  They typically apply their own [[Rule variations|game rules]].
=== Etiquette practices ===
{{main|Etiquette in mahjong}}
A number of etiquette guidelines are in place, both written and unwritten depending on the playing environment.  Players are recommended to learn and take heed of these guidelines in order to maintain a positive game atmosphere.
==Media==
[[Image:Nintendo mahjong.jpg|thumb|right|250px|An old hand held Nintendo mahjong game.]]
===Blogs===
{{main|List of mahjong blogs}}
Players have been writing about the game as they play it.  Topics cover game activity, strategy, and overall experience.
===Books===
{{main|List of mahjong books}}
Books on various game subjects have been written.  Many focus on player development regarding [[Mahjong strategy|game strategy and tactics]].
===Television===
{{main|List of mahjong television series}}
The game has been featured in a number of television series and movies.
===Video games===
{{main|List of mahjong video games}}
A number of video games featuring mahjong have been developed.  The history of mahjong video games stretches as far back as the history of video gaming itself.  By the 1980's, mahjong has been big enough in Japan, such that it was natural for the game to progress within the then fledgling video game industry.


==External links==
==External links==
Line 226: Line 332:
* [http://mahjong-europe.org/ European Mahjong Association website]
* [http://mahjong-europe.org/ European Mahjong Association website]
: Their Riichi Rules for Japanese Mahjong contains detailed rules and terminology. A previous version was used by Crunchyroll's Saki anime translator.
: Their Riichi Rules for Japanese Mahjong contains detailed rules and terminology. A previous version was used by Crunchyroll's Saki anime translator.
* [http://www.uspml.com/start.htm United States Professional Mahjong League]
* [http://uspml.com/documents/japanese_mahjong_guide_v103.pdf Barticle's Japanese Mahjong Guide]
: Barticle's Japanese Mahjong Guide can be downloaded from the downloads section. It contains even more detailed rules and terminology.
: Barticle's Japanese Mahjong Guide can be downloaded from the downloads section. It contains even more detailed rules and terminology.
* [http://en.wikipedia.org/wiki/Japanese_Mahjong Wikipedia's Japanese mahjong page]
* [http://en.wikipedia.org/wiki/Japanese_Mahjong Wikipedia's Japanese mahjong page]
* [http://www.ma-jan.or.jp/guide/game_rule.php Japanese Professional League rules] (''Japanese'')
* [http://www.ma-jan.or.jp/guide/game_rule.php Japanese Professional League rules] (''Japanese'')
: JPML ruleset
: JPML ruleset
* [http://www.youtube.com/watch?v=mh0brmqq4sk Introductory explanation video to the game]
: Hanayori Uta's video.
* [http://www.osamuko.com Osamuko mahjong blog]
* [http://www.osamuko.com Osamuko mahjong blog]
: A Japanese Mahjong blog for English speakers
: A Japanese Mahjong blog for English speakers
* [http://www.mahjong-saikyosen.com/ルール/ Saikyosen rules]
* [https://mahjong-saikyosen.com/?page_id=365 Saikyosen rules]
: Rules from the Saikyosen tournament
: Rules from the annual [[Mahjong Saikyousen|Saikyousen tournament]]
* [http://justanotherjapanesemahjongblog.blogspot.com/ Just Another Japanese Mahjong blog]
* [http://justanotherjapanesemahjongblog.blogspot.com/ Just Another Japanese Mahjong blog]
: Another blog regarding various aspects of the game.
: Another blog regarding various aspects of the game.


[[Category:Game rules]]
[[Category:Game rules|1]]
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