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'''Japanese 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 can 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 many strategy board games with the elements of risk assessment, observation skills, and luck.
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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, 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. Yet, it is available to everyone via a few Internet sites and video games. With the past 10 years or so, the game is spreading its way into Western cultures.  While a few Westerners were exposed to the game prior to the creation of mahjong anime and manga, Western interest had significantly sparked a new wave of Western riichi players.  The formation of play groups across North America and Europe is indicative of that trend.
The Japanese variation is primarily played in Japan, though it is available worldwide through websites and video games. Throughout the past 15 years, the game has gained increased prominence in western cultures through mahjong-centric media.


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).
==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.


Besides the tile groups, players also need to meet another condition called [[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, as each yaku has an associated value. 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 knowledge.  The game is otherwise known as '''riichi mahjong''', due to a feature in the game rules allowing [[riichi]].
==Basic Overview==
{{main|Rules overview}}


Finally, the game is a zero-sum game. All players begin with a certain number of points, usually 25,000. Player hands are used to take points from other players. So, it is the objective of each player [[Tile efficiency|to develop their hands]] to accumulate more points than any of the opponents.  Individual hands are scored with appropriate yaku and [[dora]]. Each [[Agari|winning hand]] value is determined with the number of [[han]] and [[fu]], that corresponds to a specific number of [[Scoring|points]].  On the flip side, it is also the objective of each player to [[Defense|minimize point losses]] against opponents.  
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. After a player wins, the tiles are reshuffled, and the next hand starts. Once the final hand ends, the game ends, and players are placed based on points (the player with the most points is 1st 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 [[sequence]]s, 1-2-3; or [[triplet]], 3-3-3) and a pair (3-3). Specifically, you need 4 tile groups + 1 pair to win. This is similar to how gin rummy is played.
*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 overall is only a 100 year old game or soOriginating in China, the game managed to spread across the country, East Asia, and even to the United States during the 1920s.
Mahjong is a zero-sum game - whenever a player gains points, the other players lose a total of that many pointsIf the hand is won directly off another player's discard, the discarder alone must pay for the win. If a player draws their own winning tile, everyone else splits the payment. 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.


===Main differences===
The rules to the game are complex. The gameplay of Japanese mahjong 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]]
===Rules overview===
Unfortunately, the rules to the game is complex.  The basic game mechanics can be generally in compliance with other mahjong variants.


==Mahjong tiles and suits==
==Mahjong tiles and suits==
Line 30: Line 33:
{{main|Mahjong equipment}}
{{main|Mahjong equipment}}


There are three suits of number tiles each with sequences from one to nine. The three suits are the '''manzu''' (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 '''souzu''' (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.
There are 34 unique tile types in riichi mahjong, and 4 copies of each tile type, for a total of 136 tiles. They can be split into two categories:


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 [[Han|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 terminals are harder to use. However, terminals are subject to a few special [[yaku]]. Numbers from 2-8 are known as simples.
 
'''[[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.
 
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.
 
Many mahjong sets also come with flower and season tiles, but these are not used in riichi mahjong.


==Game setup==
==Game setup==
{{main|Japanese mahjong setup}}
{{main|Japanese mahjong setup}}


The game's setup features the 136 tiles, arranged in four walls of 17 tiles long double-stacked. After shuffling the tiles, all four players are responsible for creating the initial setup, which has every tile face down. A dice roll is used to determine both the initial dealer at the start of the game as well as the '''wall break''' at the beginning of each hand. After this process, both the [[dead wall]] is separated; and the tiles are dealt to each player to produce their [[haipai|starting hands]]. Play begins once the dealer makes the initial draw and discard.
When playing with physical tiles, setup is required. The process can be made easier with an automatic table. When playing online, the game is set 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.


==Game play==
==Gameplay==
After the initial setup, then the game may begin. With online sites and automatic tables, the above setup procedure may be ignored.
===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.


===Tile draws and turn order===
A rough outline of each turn is as follows:
{{main|Naki|Jikaze}}
*Draw one tile.
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'''.
*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.
*After discarding, your 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.


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.
This continues until the [[#End of a hand|hand ends]].


===Discard pile===
===Discard pile===
{{main|Kawa}}
{{main|Kawa}}


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 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 learn and are able to discern player hand states by reading the discard piles.
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.


===Furiten===
==Hand development==
{{Discard pile
{{main|Shanten|Tenpai|Tile efficiency}}
|align    = right
 
|title    = Example discard pile
As players draw and discard tiles, they "develop" their hand, getting closer and closer to winning.
|tilerow1 = 1s6527z7s
 
|tilerow2 = 23p3s6z4s1m
===Tile groups===
|tilerow3 = 4z
{{main|Mentsu}}
|source  = 2-pin in this discard applies furiten to the example hand
 
}}
Usually, a winning hand is a hand that contains 4 groups (either sequences or triplets) and 1 pair.
{{main|Furiten}}
 
*'''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:50%; min-width:430px;"
!colspan=2| Closed !!colspan=2| Open
|-
|align=center| {{#mjt:123m}} ||align=center| {{#mjt:678p}} ||align=center| {{#mjt:4'35p}} ||align=center|  {{#mjt:4'56s}}
|}


The '''furiten rule''' applies to player's hands and the tile discards, by which specific discarded tiles may indicate a player in '''furiten'''. For this reason, players must discard their tiles in arranged rows, normally of 6 tiles per row.  If a player has a winning tile in the player's discard pile, then the player is in furiten. While in furiten, the player's ability to win off a discard is disabled. In other words, the player cannot claim ron.
*'''Triplets:''' Triplets are three identical tiles. Any type of tile may be used in a triplet.
{| class=wikitable style="width:50%; min-width:430px;"
!colspan=2| Closed !!colspan=2| Open
|-
|align=center| {{#mjt:111p}} ||align=center| {{#mjt:777m}} ||align=center| {{#mjt:66'6z}} ||align=center| {{#mjt:333'z}}
|}


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:
*'''[[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 the "four groups + 1 pair" shape.
**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.


* Example tenpai hand:
* '''Pairs:''' Pairs are two identical tiles. Any type of tile may be used.
:{{#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.
===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]]'''.


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.
'''Wining Hand example:'''


==Hand development==
:{{#mjt:234m666888s33567p}} - 2 sequences ({{#mjt:234m}}) + {{#mjt:567p}}), 2 triplets ( ({{#mjt:666s}}) + {{#mjt:888s}}), 1 pair ({{#mjt:33p}}
{{main|Shanten|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 winning hand is 14 tiles by default. 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:


:{{#mjt:234m666s11p567p11z}} May win with: {{#mjt:1p}} or {{#mjt:1z}}
'''Tenpai #1 - 3 complete groups + 1 incomplete group + 1 pair:'''


Per [[atozuke|the yaku rule]], it is impossible to win with the first tile by discard unless [[riichi]] has been declared.  However, the the second tile may be claimed for a win under any circumstance in the [[East round]], or for the [[dealer]].
:{{#mjt:234m666888s3356p}} - May win off: {{#mjt:4p}} or {{#mjt:7p}} to complete a sequence.


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.
'''Tenpai #2 - 4 complete groups + 1 tile waiting to be paired'''


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.
:{{#mjt:234m666888s3567p}} - May win off: {{#mjt:3p}} to complete the pair. (This type of tenpai is generally rarer than tenpai #1)


===Tile groupings===
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.
{{main|Mentsu}}


'''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.
There are two exceptions to the 4 tile groups and a pair pattern: [[chiitoitsu|Seven Pairs]] <small>([[chiitoitsu]])</small> and [[kokushi musou|Thirteen Orphans]] <small>([[kokushi musou]])</small>.


*'''Consecutive same suit Sequences'''. Sequences must be in consecutive numbers per the following examples:
===Claiming discards===
{| class=wikitable style="width:30%; min-width:215px;"
{{main|Naki}}  
! Closed !! Open
|-
|align=center| {{#mjt:123m}} ||align=center|  {{#mjt:4'35p}}
|-
|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:
Players have the ability to claim other player's discards through [[chii]], [[pon]], and [[kan]].
{| class=wikitable style="width:30%; min-width:215px;"
*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).
! Closed !! Open
*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.
|align=center| {{#mjt:111p}} ||align=center| {{#mjt:66'6z}}
|-
|align=center| {{#mjt:777m}} ||align=center| {{#mjt:333'z}}
|}


*'''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.
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.


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


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.
*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.


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.
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.


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.
===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}}


===Claiming discards===
'''Furiten''' is a rule that may prevent a player from winning off other's discards.
{{main|Naki}}


As part of the game, players have the ability to claim other player'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]]. However, while in furiten, it is still possible to win by drawing the tile yourself.  


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.  
* It does not matter which tile "caused" the furiten. If you are in furiten, you cannot win off any tile.
* It does not matter if you couldn't win off the discarded tile due to a lack of yaku. If a tile could complete the "4 group + 1 pair" shape, it triggers furiten, even if you couldn't actually win with said tile.


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.
For example, say a player's hand looks like this:


==End of a hand==
* Example tenpai 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.
:{{#mjt:34567p333m678s44z}} Waiting for: {{#mjt:2p}} - {{#mjt:5p}}, or {{#mjt:8p}}


===Winning a hand===
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.
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]].  


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]].
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.


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.
==End of a hand==
The hand can end under a few different circumstances:


===Exhaustive draw===
* '''Won hand:''' When a player wins, the hand ends. Depending on the rules, multiple players can win a hand ([[double ron]] / [[triple ron]]).
{{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.
* '''[[Exhaustive draw]]:''' When there are no more tiles, except those in the [[dead wall]], the hand ends in an [[exhaustive draw]].


===Abortive draw===
* '''[[Abortive draw]]:''' In a few special cases, like when all 4 players declare [[riichi]], the hand ends in an abortive draw. Most online websites use abortive draws, but not all rulesets do.
{{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.
Afterwards, the tiles are reshuffled to setup the next hand.


===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 more common practice involves docking penalized points after the game to expedite it and not waste time enforcing the penalty.
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|Han|Fu}}


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.
In most online websites / video games, chombo is impossible, since the game prevents you from breaking the rules.


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]].
==Game Rounds==
{{main|Ba}}


==Game Rounds==
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.
To note the game's progression, game rounds are used.


===Wind rounds===
This means every wind round consists of a minimum of 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).
{{main|Ba}}


Games are organized into wind rounds.  For each wind round, every player has the chance to be the dealer once.
===Game length===
{{main|Hanchan|Tonpuusen}}


===Tonpuusen===
Most games of Japanese mahjong are played as '''[[hanchan]]s''', which last for two rounds: East and South. The game ends once South 4 ends, unless the target score is not met.
{{main|Tonpuusen}}


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 a shorter game, players may play '''[[tonpuusen]]''', which only lasts for one round: East. The game ends once East 4 ends, unless the target score is not met..


===End of game===
===End of the 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 met the target score (usually 30,000 points).
* '''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.
A game end may occur under the following conditions:
* '''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 [[tonpuusen]], 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.
* '''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.)
* '''Above the target score'''. It is the final hand of the last round (in a hanchan, this is South 4), the dealer did not win, and a player is above 30,000 points.
** '''Dealer in 1st'''. When the dealer wins in South 4, they still extend the game as normal. However, a dealer that reaches 1st place after winning gets to end the game immediately. (Note: Thi may vary by ruleset.)
** '''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.)
 
Note: the 30,000 point "target score" may change from ruleset to ruleset. Some rulesets do not have a target score.


===End game score===
===End game score===
{{main|Uma}}
{{main|Uma}}
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. While this additional calculation has its origins around gambling, the adjusted points also allows comparison between gamesFor example, in two different games, a player may score exactly 34,000 points. However, in one game, the player finished 1st; while in the second game, the player finished 2nd. The point adjustment becomes a better reflection on player performance, rather than just using the raw scores.
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.
 
==Hand scoring==
{{main|Scoring|Han|Fu}}
 
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 calculationsOtherwise, 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]].


==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===
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{{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===
{{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===
===Washizu===
{{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===
{{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 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.
*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 ==
== Player environments ==
The game may be played under a number of different environments. Light play or new players may engage under casual settings, where rule enforcement is not so strict.  Plus, the player pace may not be so rigorous either. Likewise, less emphasis on winning and losing is placed below that of merely enjoying the game and other players' company. Formality to the game is increased under tournament settings. Here, scores are pressed to the utmost importance, with the objective of placing well in the tournament and/or outright winning the event.  Naturally, participants are expected to be knowledgeable of the rules and strategies.  Commercial play are 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.
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 ===
=== Club play ===
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* [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]]

Latest revision as of 01:43, 4 November 2024

Japanese mahjong 「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 websites and video games. Throughout the past 15 years, the game has gained increased prominence in western cultures through mahjong-centric media.

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.

Basic Overview

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. After a player wins, the tiles are reshuffled, and the next hand starts. Once the final hand ends, the game ends, and players are placed based on points (the player with the most points is 1st place).

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 groups (either sequences, 1-2-3; or triplet, 3-3-3) and a pair (3-3). Specifically, you need 4 tile groups + 1 pair to win. This is similar to how gin rummy is played.
  • A hand must have at least one yaku. Yaku can be compared to "poker hands" - they are patterns/criteria that score points. For example, 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. If the hand is won directly off another player's discard, the discarder alone must pay for the win. If a player draws their own winning tile, everyone else splits the payment. Therefore, developing hands quickly and minimizing point losses are important aspects to the game. Sometimes, it is best to give up winning in order to prevent paying for others' hands.

The rules to the game are complex. The gameplay of Japanese mahjong 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.

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:

Mahjong tiles and suits

Standard Japanese mahjong tiles

There are 34 unique tile types in riichi mahjong, and 4 copies of each tile type, for a total of 136 tiles. They can be split into two categories:

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) - 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.

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 terminals are harder to use. However, terminals are subject to a few special yaku. Numbers from 2-8 are known as simples.

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.

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.

Many mahjong sets also come with flower and season tiles, but these are not used in riichi mahjong.

Game setup

When playing with physical tiles, setup is required. The process can be made easier with an automatic table. When playing online, the game is set 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 starting hands, and separate the dead wall. Play begins once the dealer makes the initial draw and discard.

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.

A rough outline of each turn is as follows:

  • 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.
  • After discarding, your opponents may be able to 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 hand ends.

Discard pile

Every player's discard is organized and 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 safe-tiles for defensive play. Additionally, players can learn and are able to discern player hand states by reading the discard piles.

Hand development

As players draw and discard tiles, they "develop" their hand, getting closer and closer to winning.

Tile groups

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.
Closed Open
  • Triplets: Triplets are three identical tiles. Any type of tile may be used in a triplet.
Closed Open
  • 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 the "four groups + 1 pair" shape.
    • 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.
  • Pairs: Pairs are two identical tiles. Any type of tile may be used.

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:

- 2 sequences () + ), 2 triplets ( () + ), 1 pair (

A winning hand is 14 tiles by default. 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:

Tenpai #1 - 3 complete groups + 1 incomplete group + 1 pair:

- May win off: or to complete a sequence.

Tenpai #2 - 4 complete groups + 1 tile waiting to be paired

- May win off: to complete the pair. (This type of tenpai is generally rarer than tenpai #1)

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.

There are two exceptions to the 4 tile groups and a pair pattern: Seven Pairs (chiitoitsu) and Thirteen Orphans (kokushi musou).

Claiming discards

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.

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

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, 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.

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.

Furiten

Example discard pile



2-pin in this discard applies furiten to the example hand

Furiten is a rule that may prevent 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. However, while in furiten, it is still possible to win by drawing the tile yourself.

  • It does not matter which tile "caused" the furiten. If you are in furiten, you cannot win off any tile.
  • It does not matter if you couldn't win off the discarded tile due to a lack of yaku. If a tile could complete the "4 group + 1 pair" shape, it triggers furiten, even if you couldn't actually win with said tile.

For example, say a player's hand looks like this:

  • Example tenpai hand:
Waiting for: - , or

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

The hand can end under a few different circumstances:

  • Won hand: When a player wins, the hand ends. Depending on the rules, multiple players can win a hand (double ron / triple ron).
  • Abortive draw: In a few special cases, like when all 4 players declare riichi, the hand ends in an abortive draw. Most online websites use abortive draws, but not all rulesets do.

Afterwards, the tiles are reshuffled to setup the next hand.

Chombo

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 during the game.

In most online websites / video games, chombo is impossible, since the game prevents you from breaking the rules.

Game Rounds

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.

This means every wind round consists of a minimum of 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).

Game length

Most games of Japanese mahjong are played as hanchans, which last for two rounds: East and South. The game ends once South 4 ends, unless the target score is not met.

For a shorter game, players may play tonpuusen, which only lasts for one round: East. The game ends once East 4 ends, unless the target score is not met..

End of the game

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 has met the target score (usually 30,000 points).

A game end may occur under the following conditions:

  • 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.)
  • Above the target score. It is the final hand of the last round (in a hanchan, this is South 4), the dealer did not win, and a player is above 30,000 points.
    • Dealer in 1st. When the dealer wins in South 4, they still extend the game as normal. However, a dealer that reaches 1st place after winning gets to end the game immediately. (Note: Thi may vary by ruleset.)
    • 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.)

Note: the 30,000 point "target score" may change from ruleset to ruleset. Some rulesets do not have a target score.

End game score

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.

Hand scoring

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 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.

Variants

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 hand patterns. Others involve different methods of enforcement and point values.

Three player

Sometimes, games can be played with three players, simply because four players are not available. A modified version to the rules are created to accommodate this scenario.

Two player

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

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

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

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 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.
  • 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 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

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 game rules.

Etiquette practices

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

An old hand held Nintendo mahjong game.

Blogs

Players have been writing about the game as they play it. Topics cover game activity, strategy, and overall experience.

Books

Books on various game subjects have been written. Many focus on player development regarding game strategy and tactics.

Television

The game has been featured in a number of television series and movies.

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

Japanese mahjong in Japanese Wikipedia
Their Riichi Rules for Japanese Mahjong contains detailed rules and terminology. A previous version was used by Crunchyroll's Saki anime translator.
Barticle's Japanese Mahjong Guide can be downloaded from the downloads section. It contains even more detailed rules and terminology.
JPML ruleset
A Japanese Mahjong blog for English speakers
Rules from the annual Saikyousen tournament
Another blog regarding various aspects of the game.