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===Agari yame=== | ===Agari yame=== | ||
{{rulevar | {{rulevar | ||
|WRR= |EMA= |JPML= |NPM=Ari |Saikou= |Mu= |RMU=Ari |101= |Tenhou=Ari |Saikyou=Ari |KML=Ari |USPML=Ari |Montr=Ari | |WRR= |EMA= |JPML= |NPM=Ari |Saikou= |Mu= |RMU=Ari |101= |Tenhou=Ari |Saikyou=Ari |KML=Ari |USPML=Ari |Montr= <!--For ease of adding columns-->Ari | ||
}} | }} | ||
Allow the dealer to end the hanchan prematurely if he wins the south 4th hand and ends up in first place, or if that hand becomes an exhaustive draw and the dealer ends up first. | Allow the dealer to end the hanchan prematurely if he wins the south 4th hand and ends up in first place, or if that hand becomes an exhaustive draw and the dealer ends up first. | ||
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===Double ron=== | ===Double ron=== | ||
{{rulevar | {{rulevar | ||
|WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= | |WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= <!--For ease of adding columns--> | ||
}} | }} | ||
Score two winning declarations at the same time. | Score two winning declarations at the same time. | ||
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{{main|Furiten}} | {{main|Furiten}} | ||
{{rulevar | {{rulevar | ||
|WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= | |WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= <!--For ease of adding columns--> | ||
}} | }} | ||
Allow players to declare riichi while they are furiten due to their own earlier discards. | Allow players to declare riichi while they are furiten due to their own earlier discards. | ||
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{{main|Ryanhan shibari}} | {{main|Ryanhan shibari}} | ||
{{rulevar | {{rulevar | ||
|WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= | |WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= <!--For ease of adding columns--> | ||
}} | }} | ||
Impose a two-han minimum at five or more honba (number of table counters). The two han must both come from yaku. | Impose a two-han minimum at five or more honba (number of table counters). The two han must both come from yaku. | ||
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===Triple ron=== | ===Triple ron=== | ||
{{rulevar | {{rulevar | ||
|WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= | |WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= <!--For ease of adding columns--> | ||
}} | }} | ||
Score three winning declarations at the same time. | Score three winning declarations at the same time. | ||
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{{main|Atozuke}} | {{main|Atozuke}} | ||
{{rulevar | {{rulevar | ||
|WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= | |WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= <!--For ease of adding columns--> | ||
}} | }} | ||
Allow the hand to win even if there exists no yaku that is satisfied with all wait tiles. Atozuke nashi, also called sakizuke ari, requires all winning possibilities to satisfy at least one same yaku. Sakizuke requires some | Allow the hand to win even if there exists no yaku that is satisfied with all wait tiles. Atozuke nashi, also called sakizuke ari, requires all winning possibilities to satisfy at least one same yaku. Sakizuke requires some | ||
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{{main|Chombo}} | {{main|Chombo}} | ||
{{rulevar | {{rulevar | ||
|WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= | |WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= <!--For ease of adding columns--> | ||
}} | }} | ||
Variations on chombo may involve its general usage. Common and casual games may not even enforce chombo due to the setting. On the other hand, high profile settings may require stricter enforcement and harsher point penalties. | Variations on chombo may involve its general usage. Common and casual games may not even enforce chombo due to the setting. On the other hand, high profile settings may require stricter enforcement and harsher point penalties. | ||
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{{main|Dora|Dora variations}} | {{main|Dora|Dora variations}} | ||
{{rulevar | {{rulevar | ||
|WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= | |WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= <!--For ease of adding columns--> | ||
}} | }} | ||
Variations on [[dora]] involves a few implementations; and they all affect the number of dora used. The most common variation involves the '''akadora''' (red five) regarding its inclusion or exclusion. Other variations places options on the kandora and even the uradora. Lesser variations may include additional '''dorahyouji''' (dora indicators) at the beginning of each hand. | Variations on [[dora]] involves a few implementations; and they all affect the number of dora used. The most common variation involves the '''akadora''' (red five) regarding its inclusion or exclusion. Other variations places options on the kandora and even the uradora. Lesser variations may include additional '''dorahyouji''' (dora indicators) at the beginning of each hand. | ||
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{{main|Furiten}} | {{main|Furiten}} | ||
{{rulevar | {{rulevar | ||
|WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= | |WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= <!--For ease of adding columns--> | ||
}} | }} | ||
If a non-riichi player ignores a winning tile, then temporary furiten is applied. Different rules apply as to when this status wears off. | If a non-riichi player ignores a winning tile, then temporary furiten is applied. Different rules apply as to when this status wears off. | ||
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{{main|Kuikae}} | {{main|Kuikae}} | ||
{{rulevar | {{rulevar | ||
|WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= | |WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= <!--For ease of adding columns--> | ||
}} | }} | ||
This allows a player to call pon or chii on a tile, then afterwards discard the same tile, or a tile which would have completed the two revealed tiles at the other end of the sequence (switching chii). | This allows a player to call pon or chii on a tile, then afterwards discard the same tile, or a tile which would have completed the two revealed tiles at the other end of the sequence (switching chii). | ||
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{{main|Kuitan}} | {{main|Kuitan}} | ||
{{rulevar | {{rulevar | ||
|WRR=Ari |EMA= |JPML=Ari |NPM=Ari |Saikou=Ari |Mu=Ari |RMU=Ari |101=Ari |Tenhou=Option |Saikyou=Ari |KML=Option |USPML=Ari |Montr=Ari | |WRR=Ari |EMA= |JPML=Ari |NPM=Ari |Saikou=Ari |Mu=Ari |RMU=Ari |101=Ari |Tenhou=Option |Saikyou=Ari |KML=Option |USPML=Ari |Montr= <!--For ease of adding columns-->Ari | ||
}} | }} | ||
Allow the 1-han yaku tanyao (all simples) to be awarded to an open hand. | Allow the 1-han yaku tanyao (all simples) to be awarded to an open hand. | ||
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{{main|Naki}} | {{main|Naki}} | ||
{{rulevar | {{rulevar | ||
|WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= | |WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= <!--For ease of adding columns--> | ||
}} | }} | ||
Variation may apply on tile calls. If several players call chii, pon, or ron on the same tile, this rule decides who will get the tile. Kan calls are treated like pon calls. | Variation may apply on tile calls. If several players call chii, pon, or ron on the same tile, this rule decides who will get the tile. Kan calls are treated like pon calls. | ||
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{{main|Tochuu ryuukoku}} | {{main|Tochuu ryuukoku}} | ||
{{rulevar | {{rulevar | ||
|WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= | |WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= <!--For ease of adding columns--> | ||
}} | }} | ||
Abort a hand and repeat it at the next honba (number of table counters) in case of nine terminals and honors, same wind discards, four riichi declarations, or four kantsu declarations. Some rules abort the hand upon a triple ron; that is not covered by this rule, instead see triple ron. | Abort a hand and repeat it at the next honba (number of table counters) in case of nine terminals and honors, same wind discards, four riichi declarations, or four kantsu declarations. Some rules abort the hand upon a triple ron; that is not covered by this rule, instead see triple ron. |