Japanese mahjong: Difference between revisions

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{{main|Rules overview}}
{{main|Rules overview}}


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.
The object of riichi mahjong is to score the most points. At the start of each hand, 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, the tiles are reshuffled, and the next hand starts. Once the final hand ends, the game ends, and whoever has the most points wins first place.


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 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.
*A hand must have at least one [[yaku]]. Yaku can be compared to "poker hands" - they are patterns/criteria that score points. For example, [[toitoi|All Triplets]] ("toitoi") is when the hand consists entirely of triplets. In general, yaku that that are harder to get scores more [[han]], which translates 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 is 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 game. Sometimes, it is best to [[betaori|give up winning]] in order to prevent paying for others' hands.


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 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.
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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.
When playing with physical tiles, setup is required. The process can be made easier with an automatic table. Alternatively, online mahjong sites will set the game up for you,  


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.
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==End of a hand==
==End of a hand==
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]].
The procedure of drawing, discarding, and maintaining a hand 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===
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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 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.
Depending on the rules, multiple players may win at the same time. This event, known as '''double ron''' or even '''triplet ron''', occurs when multiple players wait on the same tile, and that tile is discarded. Some rules allow double ron but not triple ron. Some rules allow triple ron. Other rulesets apply the head bump rule ([[atamahane]]), where 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===
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{{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. 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.
A game is organized into rounds, which are named after winds. Each round, every player gets a turn 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).
Every wind round consists of (at minimum) 4 hands of gameplay. East 1 being the first hand, East 2 being the second hand, and so on. However, when a dealer wins a hand, they get to stay dealer, thus extending the game by 1 hand of play. In addition, 1 [[honba]] is added (honba increases winning value slightly). 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 hand).


===Tonpuusen===
===Tonpuusen===
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== Things to Know ==
== Things to Know ==
Compared to other "general" variants of mahjong, such as Hong Kong or Singaporean:
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.
*Yaku are less important for the overall 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. Yaku can still be useful, but building around yaku is not as important.
**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. Going for big and slow hands, meanwhile, is less attractive.
**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. Going for big and slow hands, meanwhile, is less attractive.
*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.
*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.
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