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'''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 | '''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. | ||
The Japanese variation is primarily played in Japan, though it is available worldwide through internet sites and video games. Throughout the past | 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. | ||
==History== | ==History== | ||
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There are two requirements to win a hand: | 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 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 synonymous with "poker hands" - they are patterns/criteria that score points. For example, a "pair" in poker means having two of the same number card. [[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 | *A hand must have at least one [[yaku]]. Yaku can be synonymous with "poker hands" - they are patterns/criteria that score points. For example, a "pair" in poker means having two of the same number card. [[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 calculates to more points. | ||
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 game. | 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 game. | ||
The rules to the game is complex. Gameplay is generally similar to most Asia-originated variants of mahjong. For a more detailed overview, see [[rules overview]] or the rest of this article. | The rules to the game is complex. Gameplay is generally similar to most Asia-originated variants of mahjong. For a more detailed overview, see the [[rules overview]] the page, or the rest of this article. | ||
===Differences=== | ===Differences=== | ||
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. | 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 | Japanese mahjong sets itself apart with a few key mechanics: | ||
* [[Riichi]] | * [[Riichi]] | ||
* [[Dora]] | * [[Dora]] | ||
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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. | 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. | ||
'''[[Jihai]] (honor tiles/word tiles):''' these can be split into two categories. Honor tiles cannot be used to create sequences, only triplets. | '''[[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 Ton (east), Nan (north), Xia (west), Pei (north). | *'''[[Kazehai]]''' (wind tiles) - labeled Ton (east), Nan (north), Xia (west), Pei (north). | ||
*'''[[Sangenpai]]''' (dragon tiles) - White, Green, and Red. | *'''[[Sangenpai]]''' (dragon tiles) - White, Green, and Red. | ||
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{{main|Japanese mahjong setup}} | {{main|Japanese mahjong setup}} | ||
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. | |||
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. | 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. | ||
==Gameplay== | ==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. | 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. | ||
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*Discard one tile. | *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 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. | |||
This continues until the [[#End of a hand|round ends]]. | |||
===Discard pile=== | ===Discard pile=== | ||
{{main|Kawa}} | {{main|Kawa}} | ||
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 is not | 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. | ||
==Hand development== | ==Hand development== | ||
{{main|Shanten|Tenpai|Tile efficiency}} | {{main|Shanten|Tenpai|Tile efficiency}} | ||
As players draw and discard tiles, they "develop" their hand, getting closer and closer to winning. | |||
===Tile | ===Tile groups=== | ||
{{main|Mentsu}} | {{main|Mentsu}} | ||
Usually, a winning hand is a hand that contains 4 groups (either sequences or triplets) and 1 pair. | |||
*''' | *'''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;" | {| class=wikitable style="width:30%; min-width:215px;" | ||
! Closed !! Open | ! Closed !! Open | ||
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|} | |} | ||
*''' | *'''Triplets:''' Triplets are three identical tiles. Any tile may be used in a triplet, | ||
{| class=wikitable style="width:30%; min-width:215px;" | {| class=wikitable style="width:30%; min-width:215px;" | ||
! Closed !! Open | ! Closed !! Open | ||
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|} | |} | ||
*'''Quads''' | *'''[[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". | ||
**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. | |||
=== | ===Winning hands=== | ||
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]]'''. | |||
'''Wining Hand example:''' | |||
:{{#mjt:234m666888s33567p}} - 2 sequences ({{#mjt:234m}}) + {{#mjt:567p}}), 2 triplets ( ({{#mjt:666s}}) + {{#mjt:888s}}), 1 pair ({{#mjt:33p}} | |||
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: | |||
'''Three complete groups + 1 incomplete group + 1 pair''' | |||
:{{#mjt:234m666888s3356p}} - May win off: {{#mjt:4p}} or {{#mjt:7p}} to complete a sequence. | |||
'''Four complete groups + 1 tile waiting to be paired''' | |||
:{{#mjt:234m666888s3567p}} - May win off: {{#mjt:3p}} to complete the pair. | |||
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. | |||
There are two notable exceptions to the 4 tile groups and a pair pattern: [[Seven Pairs]] and [[Thirteen Orphans]]. | |||
===Claiming discards=== | ===Claiming discards=== | ||
{{main|Naki}} | {{main|Naki}} | ||
As part of the game, players have the ability to claim other player's discards. | As part of the game, players have the ability to claim other player's discards through [[chii]], [[pon]], and [[kan]]. | ||
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. | |||
===Riichi=== | |||
{{main|Riichi}} | |||
When the hand is closed and the hand is tenpai, you may declare [[riichi]]. | |||
*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. | |||
*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 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. | |||
===Furiten=== | |||
{{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}} | |||
'''Furiten''' is a rule that prevents a player from winning off other's discards. | |||
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]]. 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 could not actually win off the tile you discarded. It is still possible to win by drawing the tile yourself. | |||
For example, say a player's hand looks like this: | |||
* Example tenpai hand: | |||
:{{#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. | |||
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 | 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. | 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]].''' | 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 | 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 denies triple ron. Some rules allow triple ron. Other rulesets apply the head bump rule ([[atamahame]]) - only one player wins the hand. When atamahame is used, the player closest in turn order to the next player claims the win. | ||
===Exhaustive draw=== | ===Exhaustive draw=== | ||
{{Main|Ryuukyoku}} | {{Main|Ryuukyoku}} | ||
'''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=== | ||
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{{main|Scoring|Han|Fu}} | {{main|Scoring|Han|Fu}} | ||
Out of all the mahjong variants, | Out of all the mahjong variants, riichi has the most complicated scoring system. Winning hands are awarded points based on their composition. So, the appropriate amount of points are exchanged between players according to the tables in the [[Scoring|scoring rules]] of the game. The scoring for this game features two variables: [[han]] and [[fu]]. These two factor into the game's scoring equation and other factors to generate the game's [[scoring table]]. Naturally, the point exchanges are already handled by software and mahjong game sites. Even some automatic tables are capable of scoring calculations. Otherwise, players go on to [[Score table memorization|memorize the point values]]. | ||
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]]. | 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]]. |
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