Japanese mahjong: Difference between revisions

Jump to navigation Jump to search
m
no edit summary
mNo edit summary
Line 14: Line 14:
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 calculates to more points.
*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 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 games. Sometimes, it may be best to [[betaori|give up winning]] in order to prevent paying for others' hands.
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.


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.
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.
Line 143: Line 143:
{{main|Riichi}}
{{main|Riichi}}
When the hand is closed and the hand is tenpai, you may declare [[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.
*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.
: 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.


Line 198: Line 199:
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]].
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]].


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.
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.


==Hand scoring==
==Hand scoring==
Line 204: Line 205:


Out of all the mahjong variants, riichi has the most complicated scoring system.  
Out of all the mahjong variants, riichi has the most complicated scoring system.  
*Hands score [[han]] (based on [[yaku]]) and [[fu]] (based on certain hand composition).
*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.
*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.
*Depending on if a hand won on ron or tsumo, other player(s) pay out the hand accordingly.
Line 215: Line 216:
{{main|Ba}}
{{main|Ba}}


A game is organized into rounds, which are named after winds. Each wind round, every player gets a chance to be a dealer. 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.
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).
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).
Line 224: Line 225:
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.
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.
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===
Line 231: Line 232:
* '''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)
* '''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.
* '''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. (Again, whether this happens or not will depend on the rules.)
* '''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===
===End game score===
Line 242: Line 243:
{{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 252: Line 253:
{{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.
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===
===Space Mahjong===
Line 262: Line 263:
{{main|Washizu mahjong}}
{{main|Washizu mahjong}}


'''Washizu mahjong''' is a particular variant, that changes the nature of the tiles.  Here, three out of ever four tile type uses transparent tiles.  This enables other players to be able to see most of the other players' hands.
'''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===
===Buu Mahjong===
676

edits

Navigation menu