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'''Japanese mahjong''', otherwise known as '''riichi mahjong''', (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 chess 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.


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 melds of sequences (1-2-3, 6-7-8) and/or triplets (9-9-9).
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.


Besides the melds, players also need to meet another condition called a ''[[List of yaku|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. 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 knowlege.
==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.


In addition, all players begin with a certain number of points, usually 25,000. It is the objective of each player to develop their hands to accumulate more points than any of the opponents. In combination with ''yaku'' and ''dora'', the number of ''han'' and ''fu'' correlates to a specific number of [[Scoring|points]] to determine the value of a hand, in the event of winning a hand.
==Basic Overview==
{{main|Rules overview}}


The Japanese variation is primarily played in Japan. Yet, it is available to everyone via a few Internet sites.
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:
<!--I'll get back onto this section-->
*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.


==Main differences==
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, [[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 game of mahjong itself has numerous variations across the world, including an attempted standardization of "World Mahjong". Virtually every country in East Asia and the United States has a form of mahjong. While they all have the same general principles, they each have very distinct rule variations.
 
The 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:
* [[Riichi]]
* [[Dora]]
* [[Furiten]]
* [[Discard pile|Arranged discards]]


==Mahjong tiles and suits==
==Mahjong tiles and suits==
[[Image:Mahjong_Tiles.jpg|thumb|240px|Standard Japanese mahjong tiles]]
{{main|Mahjong equipment}}
{{main|Mahjong equipment}}


[[Image:Mahjong_Tiles.jpg|thumb|240px|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:
There are three suits of number tiles each with sequences from one to nine. The three suits are the ''wan'' (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 ''sou'' (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.
 
'''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.
 
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==
{{main|Japanese mahjong 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 [[haipai|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 [[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.


A fourth set of mahjong tiles is composed of the ''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 ''hand value''.
This continues until the [[#End of a hand|hand ends]].


Standard Japanese mahjong sets also come with four red-five ''dora'' tiles. One number five character tile, two number five pin 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.
===Discard pile===
{{main|Kawa}}


With regard to ''dora''s, it is best to remember to order of the tiles as mentioned below. See [[Japanese_mahjong#The_dead_wall_and_dora|''dora'']].
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.


===Man===
==Hand development==
{| class="wikitable" width=60%
{{main|Shanten|Tenpai|Tile efficiency}}
|-
| align=center width=11%| {{#mjt:1m}} || align=center width=11%| {{#mjt:2m}} || align=center width=11%|  {{#mjt:3m}} || align=center width=11%|  {{#mjt:4m}} || align=center width=11%|  {{#mjt:5m}} || align=center width=11%|  {{#mjt:6m}} || align=center width=11%|  {{#mjt:7m}} || align=center width=11%|  {{#mjt:8m}} || align=center width=11%|  {{#mjt:9m}}
|-
| Ii wan || Ryan wan || San wan || Suu wan || Uu wan || Ro wan || Chii wan || Pa wan || Chuu man
|}


''Manzu'', or ''man/wan'' for short, composes the character tiles. The Chinese characters or Japanese kanji are used to indicate the numbers 1-9. While some sets have the alphanumeric representations of the numbers superscript on the upper right corners, it is actually best to remember the kanji for 1-9.  Standard Japanese sets lack these alphanumeric superscripts.
As players draw and discard tiles, they "develop" their hand, getting closer and closer to winning.


===Pin===
===Tile groups===
{| class="wikitable" width=60%
{{main|Mentsu}}
|-
| align=center width=11%| {{#mjt:1p}} || align=center width=11%| {{#mjt:2p}} || align=center width=11%|  {{#mjt:3p}} || align=center width=11%|  {{#mjt:4p}} || align=center width=11%|  {{#mjt:5p}} || align=center width=11%|  {{#mjt:6p}} || align=center width=11%|  {{#mjt:7p}} || align=center width=11%|  {{#mjt:8p}} || align=center width=11%|  {{#mjt:9p}}
|-
| Ii pin || Ryan pin || San pin || Suu pin || Uu pin || Ro pin || Chii pin || Pa pin || Chuu man
|}


''Pinzu'', or ''pin'' for short, composes the coin or circle tiles. The symbols represent the use of coins.
Usually, a winning hand is a hand that contains 4 groups (either sequences or triplets) and 1 pair.


===Sou===
*'''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" width=60%
{| class=wikitable style="width:50%; min-width:430px;"
|-
!colspan=2| Closed !!colspan=2| Open
| align=center width=11%| {{#mjt:1s}} || align=center width=11%| {{#mjt:2s}} || align=center width=11%| {{#mjt:3s}} || align=center width=11%|  {{#mjt:4s}} || align=center width=11%|  {{#mjt:5s}} || align=center width=11%|  {{#mjt:6s}} || align=center width=11%|  {{#mjt:7s}} || align=center width=11%|  {{#mjt:8s}} || align=center width=11%|  {{#mjt:9s}}
|-
|-
| Ii sou || Ryan sou || San sou || Suu sou || Uu sou || Ro sou || Chii sou || Pa sou || Chuu man
|align=center| {{#mjt:123m}} ||align=center| {{#mjt:678p}} ||align=center| {{#mjt:4'35p}} ||align=center| {{#mjt:4'56s}}
|}
|}


''Souzu'', or ''sou'', composes the bamboo or stick tiles. Ordered 1-9, and it is special to note the 1-sou tile which is marked with a large bird instead of 1-stick to discourage cheating by tile alteration.
*'''Triplets:''' Triplets are three identical tiles. Any type of tile may be used in a triplet.
 
{| class=wikitable style="width:50%; min-width:430px;"
===Kazehai===
!colspan=2| Closed !!colspan=2| Open
{| class="wikitable" width=26%
|-
| align=center width=11%| {{#mjt:1z}} || align=center width=11%| {{#mjt:2z}} || align=center width=11%|  {{#mjt:3z}} || align=center width=11%| {{#mjt:4z}}
|-
|-
| Ton || Nan || Shaa || Pei
|align=center| {{#mjt:111p}} ||align=center| {{#mjt:777m}} ||align=center| {{#mjt:66'6z}} ||align=center| {{#mjt:333'z}}
|}
|}


''Kazehai'' are the wind tiles. They are indicated as East, South, West, and North. The wind tiles correlate to the player seating, and so therefore, it is best to remember the wind tiles in the East, South, West, and North order, as they correspond to the seating order. Likewise, this is significant to note for [[yakuhai]].
*'''[[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.
 
* '''Pairs:''' Pairs are two identical tiles. Any type of tile may be used.


===Sangenpai===
===Winning hands===
{| class="wikitable" width=26%
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]]'''.
|-
| align=center width=11%| {{#mjt:5z}} || align=center width=11%| {{#mjt:6z}} || align=center width=11%|  {{#mjt:7z}}
|-
| Haku || Hatsu || Chun
|}


''Sangenpai'' are the dragon tiles. They are known as the dragons: white, green, and red. Just noting their color is sufficient enough here.
'''Wining Hand example:'''


==Game setup==
:{{#mjt:234m666888s33567p}} - 2 sequences ({{#mjt:234m}}) + {{#mjt:567p}}), 2 triplets ( ({{#mjt:666s}}) + {{#mjt:888s}}), 1 pair ({{#mjt:33p}}
[[File:Junk_Mat.jpg|thumb|240px|right|Mahjong mat used to protect tiles from hard surfaces.]]
The game of Japanese mahjong is played with a set of 136 tiles. Of these 136 tiles, there are 34 different tiles with 4 of each kind. Aside from online, the live game is played on a square table, with the mahjong tiles places onto a mahjong mat. While the mat is not necessary, it is useful to use the mat in order to protect the tile surfaces.
<!--eventually, I'll bring in pictures to illustrate these directions-->


===Starting the game===
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:
For casual games, players may take any seat desired on each side of the square table. Then dice are used to determine the position of the first [[Dealer|dealer]]. With the dice roll, the count begins at 1 starting with the dice roller; and the count moves counter-clockwise. At the end of this initial count, the player is assigned as the dealer and receives the dealer marker. 


This dealer marker is an east-south prevailing-wind marker used in games to indicate the round and the current dealer. The table's raised border has four recesses where the prevailing-wind marker, counters, and carry-over [[riichi]] bets can be placed.
'''Tenpai #1 - 3 complete groups + 1 incomplete group + 1 pair:'''


As the dealer, this player is assigned the wind of East. The player to the right of the dealer is South. The player across the dealer is West, and finally, the player to the left is North. Eventually, during the course of the game, this dealer assignment rotates to give every player the chance to be dealer. Likewise, the wind arrangement rotates counter-clockwise. As a note, South is always to the right of the dealer East.
:{{#mjt:234m666888s3356p}} - May win off: {{#mjt:4p}} or {{#mjt:7p}} to complete a sequence.


In more formal settings, like tournaments, the initial dice roll and seating procedures may follow additional protocols.  With regards to seating, four or five tiles are randomized for players to draw seating positions.  The four tiles are naturally one of each wind tiles.  With five tiles, a haku tile is added, where drawing this tile determines the location of the east player.  After the tile draws, the players sit accordingly in the following order, counterclockwise: East, South, West, and North. Then, the person sitting East rolls the dice to determine the first dealer, as the procedure mentioned above.  With regards to dice rolling, the player who drew east bears the task of determining the first dealer.
'''Tenpai #2 - 4 complete groups + 1 tile waiting to be paired'''


===Automatic tables===
:{{#mjt:234m666888s3567p}} - May win off: {{#mjt:3p}} to complete the pair. (This type of tenpai is generally rarer than tenpai #1)
The automatic table includes one or two sets of tiles, with blue or orange backs. With the push of a red button on the central island, it rises up and the discard ponds collapse to allow players to push tiles into the mixer below. With another push of the red button, four 17x2 walls of shuffled tiles rise up from below. Automatic tables are real and not that uncommon.  However, they are rather expensive, with the cheapest tables priced around ¥2000, or roughly $2000 or so.


Some automatic table are capable of keeping score, based on point sticks stored in four pull out compartments. In the event of riichi, the central island has four slots where 1000-point stick rīchi bets can be placed.
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.
An east-south prevailing-wind marker is used in hanchan games to indicate the round. The table's raised border has four recesses where the prevailing-wind marker, counters, and carry-over rīchi bets can be placed..


===Building walls and breaking the wall===
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>.
Now, the tiles may be shuffled and arranged into walls. After shuffling, tiles are arranged into 4-double stacked rows of 17-tiles. Every player has the responsibility of building their own walls arranged in front of them. Once the walls are built, the dealer determines the initial breakage of the wall using a dice roll. Once again, starting with the dealer, the count begins at 1 and the count moves clockwise. Then the wall of the player at the end of this count is broken, where the player counts with the same dice number from the first tile on the right side of his/her wall towards the left.


Sometimes, the automatic table is used. These tables include one or two sets of tiles, with different colored backs. The table uses magnets to properly align the tiles face down. These tables randomly and conveniently arrange the tiles into the 4 separate walls. With push of the red button, four 17x2 walls of shuffled tiles rise up from below. With the push of a red button on the central island, it rises up and the discard ponds collapse to allow players to push tiles into the mixer below. Some automatic tables may be advanced enough to even handle game scoring and tracking.
===Claiming discards===
{{main|Naki}}


===The dead wall and dora===
Players have the ability to claim other player's discards through [[chii]], [[pon]], and [[kan]].
Then the dead-wall must be set. From the point of the initial wall break, players count 7-tiles to the right of the initial break; and the wall is broken again. There should be a total of 14-tiles (7-tiles double stacked) in this group. This is the dead wall, which consists of tiles set aside and not used in the regular draw. Finally, the third tile closest to the inital break is flipped over and used as a ''[[Dora|dora]]'' indicator.
*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.


===Dealing the tiles===
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.
From the initial break, the dealer (East) begins by taking a group of 4 tiles from the regular wall. The South takes the next group of 4. Then West with 4 more, and North with 4 more. This procedure is repeated 2 more times, to ensure an initial deal of 12-tiles for each player. At this point, the dealer East takes the first and third tiles on the top row of the wall. South takes the next available draw, then West, and finally North. At this initial deal of the tiles, the dealer East should have 14 tiles; and the rest have 13. The game hand begins with the dealer discarding 1 tile.


Players are recommended to arrange their tiles according to suit, but it is not necessary. Some players are able to read their hands with the tiles in randomized order.
===Riichi===
{{main|Riichi}}
When the hand is closed and the hand is tenpai, you may declare [[riichi]].  


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


===Tile draws and turn order===
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.
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 claiming a discarded tile by ''chii'', ''pon'', ''kan'', or ''ron''. See Claiming discards.


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.
===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}}


===Discard pile===
'''Furiten''' is a rule that may prevent a player from winning off other's discards.
Every player's discard is organized and 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 discard pile is used two-fold: as record of a player's discards, and as an indicator of ''safe-tiles'' for [[defense|defensive play]].


'''Furiten'''
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.


The discard pile may indicate a player in ''[[furiten]]''. If a player has a winning tile in the player's discard pile, then the player is in ''furiten''. This state of ''furiten'' is dubious as it disables the player's ability to win off a discard. In other words, the player cannot claim ''ron''.
* 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.


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


* Example tenpai hand:
* Example tenpai hand:
:{{#mjt:34567p333m678s44z}}
:{{#mjt:34567p333m678s44z}} Waiting for: {{#mjt:2p}} - {{#mjt:5p}}, or {{#mjt:8p}}
 
This example hand is a tenpai hand waiting three tiles. If any of those tiles are in the player's discard pile, then the player cannot claim ron. A player can get out of furiten by changing the hand composition.
 
This rule forces players to take extra consideration when making discards. Often, a player must have good reason to discard particular tiles, especially when they are already part of a tile group.
 
==End of a hand==
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]]).
 
* '''[[Exhaustive draw]]:''' When there are no more tiles, except those in the [[dead wall]], the hand ends in an [[exhaustive 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.
 
Afterwards, the tiles are reshuffled to setup the next hand.
 
===Chombo===
{{main|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.


This example hand is a ''tenpai'' hand waiting for a {{#mjt:2p}} - {{#mjt:5p}}, or {{#mjt:8p}}. If any of these 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.
In most online websites / video games, chombo is impossible, since the game prevents you from breaking the rules.


A player may also become ''temporarily furiten'' when the player declines calling ''ron'', including when the player has zero ''yaku''. The temporary state ends after the player's next draw.<!--some sources say the state lasts one go-around, with interruptions ending the go-around/temporary furiten--> For some game situations, it may actually be beneficial not to declare ''ron'' on a discard in favor of increasing hand value, for example.
==Game Rounds==
{{main|Ba}}


Also, players who declared ''riichi'' must claim the win on the first winning discard, or else become permanently ''furiten''.
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.


''Furiten'' does not disable the player's ability to win. Winning by draw (''tsumo'') is still enabled.
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).


==End of a hand==
===Game length===
The procedure of drawing, discarding, and maintaining a hand ends when someone declares a complete hand and wins the hand. 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''.
{{main|Hanchan|Tonpuusen}}


===Agari===
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.
Agari is simply the generic term for winning a hand.  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]].'''
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..


====Scoring====
===End of the game===
{{main|Scoring}}
[[File:PlusMinus.png|thumb|240px|right|End game results with raw scores and uma scores]]
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.
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).


Dealers receive roughly 50% more points when winning than non-dealers. However, if a non-dealer wins by draw (''tsumo''), then the dealer must pay roughly 50% while non-dealers pay roughly 25% each. The winner of a hand collects any ''rīchi'' bets on the table and additional points allowed by ''honba''.
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.)


Depending on the rules, multiple winners are also possible. This event occurs when more than one player is waiting on the same tile(s), and the wins are claimed by discard (''ron''). This event is called a ''double ron'' or even ''triple ron''. 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 ''atama''. 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.
Note: the 30,000 point "target score" may change from ruleset to ruleset. Some rulesets do not have a target score.


===Ryuukyoku===
===End game score===
{{Main|Ryuukyoku}}
{{main|Uma}}
Once the game ends, points are tallied, and players get a rank from 1st to 4th.


Also, known as ''Ryuukyoku'', the hand ends in a draw, after all the tiles from the wall are drawn, except for the 14 in the ''dead wall''. In this case, player(s) ''tenpai'' receive points from those in ''noten''. A hand in ''tenpai'' is one that needs just one more tile, either by draw (''tsumo'') or discard (''ron'') to win. 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''.
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.


===Tochuu ryuukoku===
==Hand scoring==
{{main|Tochuu ryuukoku}}
{{main|Scoring|Han|Fu}}


'''Tochuu ryuukoku''' is commonly referred to as the abortive draw. A mahjong hand may end prematurely. In this event, no points are exchanged, and no penalties are enforced. Instead, the hand ends, and the tiles are reshuffled.  
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.


===Chombo===
Naturally, when playing online, the point exchanges are automatically handled. Even some automatic tables are capable of scoring calculations.  Otherwise, players go on to [[Score table memorization|memorize the point values]], or look at a [[scoring table]].
{{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]]''.
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]].


==Hand development==
==Variants==
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 ''complete hand''. A complete mahjong hand is composed of '''4 melds and a pair'''. The hand may be '''open''' or '''closed''' and have '''at [[List of yaku|minimum 1-yaku]]'''. This is a total of 13 tiles plus 1 (the winning tile), like so:
{{main|Rule variations}}


:{{#mjt:234m666s11p11666z}} Win with: {{#mjt:1p}} or {{#mjt:1z}}
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.


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.
===Three player===
{{main|Sanma}}


There are two notable '''exceptions''' to the 4 melds and a pair pattern. Players can try to form [[Mahjong_yaku#Yaku_worth_two_han|seven pairs]] or the rare [[Mahjong_yaku#Yakuman|thirteen orphans]] hand. Both of these hands are closed by default.
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.


===Claiming discards===
===Two player===
For each '''immediate''' discard, players have the option to make claims on discarded tiles based on the following conditions:
{{main|Futari mahjong}}


* This may sound silly, but a player cannot claim his/her own discard.
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 all claims, a player must have 2 out of the 3 tiles in the hand necessary to form a complete meld. See Melds.
* Discard claims must be made immediately after discard, and before the next player's turn. Otherwise, a discarded tile remains in the discard pile and may not be claimed.
* Players reveal their two tiles and append the claimed tile. Then these three revealed tiles are placed to the right corner of the player's area.
* The claimed tile must be arranged sideways to indicate the claim. In addition, the claimed tile must be arranged on the left, middle, or right to indicate the source of the claim.
* To claim and complete '''sequences''', the player to the right of the discarder may claim the tile and call ''chii''. This means, any player calling ''chii'' may only claim tiles from the player to the left. However, this call has one limit.


::Some scenarios may involve a player with a closed completed sequence in the hand, like {{Tile|2pin}}{{Tile|3pin}}{{Tile|4pin}}; and the player to the left drops a {{Tile|1pin}} or {{Tile|5pin}}. In this case, the player may call ''chii'' on the discarded tile, to make an open 1-2-3 or 3-4-5 sequence. This results in the existing sequence being broken by the ''chii'' call. The remainder of the previously closed sequence cannot be discarded. So, if the 1 is picked up, then the player cannot drop the 4. Likewise, if the 5 is picked up, then the 2 cannot be discarded.
===Space Mahjong===
{{main|Space mahjong}}


* To claim and complete '''triplets''', any player may claim the tile and call ''pon''.
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.  
* A player may also complete '''quads'''. Like ''pon'', any player may call ''kan''. This is applicable when a player already has a triplet in the hand, and wishes to claim a 4th.
* If the discarded tile completes a hand, then any player may call ''ron''.


Finally, a hand is distinguishable between an '''open hand''' and '''closed hand'''. A closed hand composed of a player's hand, who 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. 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.
===Washizu===
{{main|Washizu mahjong}}


===Mentsu===
'''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.
{{main|Mentsu}}


Mentsu are the melds used to form mahjong hands.  All individual melds must be composed of a single suit or type of mahjong tile. All melds, except kantsu, are composed of groups of 3 tiles.
===Buu Mahjong===
{{main|Buu Mahjong}}


*'''Consecutive same suit Sequences'''. Sequences must be in consecutive numbers per the following examples:
A variant that is much more fast-paced, and considered more suited towards gambling, with the goal of 'sinking' the other players.
**1-2-3  {{#mjt:123m}} '''OR''' {{#mjt:123p}}
**4-5-6  {{#mjt:456p}} '''OR''' {{#mjt:456s}}


*'''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:
== Things to Know ==
**{{#mjt:111p}}
Compared to other "general" variants of mahjong, such as Hong Kong or Singaporean:
**{{#mjt:333z}}
*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.


*'''Same suit quads'''. [[Kan]] are four-of-a-kind. However, in an actual sense, quads actually count as three-of-a-kind plus one, where players are actually awarded special privileges for possessing four of one type of tile.
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]].


===Kantsu===
Once you learn these, you should learn:
{{main|Kan}}
*[[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.


A special set of rules and procedures applies to [[kan]]. Aside from completing a quad from discards, a player may also have a complete meld of a quad in hand. This is a '''closed quad'''. Calling a ''kan'' is also applicable in this case, and upon doing so, a player can retain the state of a '''closed hand''', unless the hand was previously opened. ''This closed quad can only be called on the player's turn after the draw from the wall''. After the call, the player reveals proof of the quad; and then the quad is put to the side like any other called meld, and it is arranged in any of the three arrangements (being the first as preferable):
== Player environments ==
*{{#mjt:0110z}}
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.
*{{#mjt:7007z}}
*{{#mjt:0z111p}}


Upon calling any ''kan'', a player gains the privilege of drawing an extra tile from the ''dead wall''. This is one of the first 4 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 1 for each quad. Once again, a quad counts as a triplet plus one.
=== Club play ===


Furthermore, when a player calls or declares a ''kan'', an additional ''dora indicator'' tile is flipped. This is called the ''kan dora''. Some rules may allow the ''kan dora'' to be flipped immediately after the ''kan'' call. Other rules have stricter procedures on when the ''kan dora'' 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''.
=== Tournaments ===
{{main|Mahjong tournaments}}


==Game Rounds==
=== Jansou ===
Most games consist of two prevailing-wind rounds and are called ''hanchan''. Each of the two rounds is labeled as the ''East round'' and ''South round''. For shorter games, just a single ''East round'' may be played. For each round, every player gets a chance to be seated as the dealer once per round. A prevailing wind round is complete when all four players have had a rotation as the dealer. At the beginning of the second round, the initial east seat-wind player turns over the prevailing-wind marker to indicate that it's the south prevailing-wind round.
[[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 [[Rule variations|game rules]].


===End of game===
=== Etiquette practices ===
[[File:PlusMinus.png|thumb|240px|right|End game results with raw scores and uma scores]]
{{main|Etiquette in mahjong}}
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:
* '''Running out'''. 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.
* '''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.
* '''Going south''' and '''going west'''. This is an overtime prevailing-wind round that occurs when a regular game ends with all of the players under 30,000 points.  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.
Finally, the player with the greatest number of points at the end wins. For additional scoring, another final [[Scoring_in_mahjong#Post_game_score|uma score]] or +/- score may be applied.


===Tied scores===
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.
When two or more players finish the game with tied scores, the tiebreaker follows the original wind seating order. Raw scores are not adjusted. Instead, the order factors towards the awarding of the Uma score.


==External links==
==Media==
; [http://mahjong-europe.org/ European Mahjong Association website]
[[Image:Nintendo mahjong.jpg|thumb|right|250px|An old hand held Nintendo mahjong game.]]
: Their Riichi Rules for Japanese Mahjong contains detailed rules and terminology. A previous version was used by Crunchyroll's Saki anime translator.


; [http://www.uspml.com/start.htm United States Professional Mahjong League]
===Blogs===
: Barticle's Japanese Mahjong Guide can be downloaded from the downloads section. It contains even more detailed rules and terminology.
{{main|List of mahjong blogs}}
Players have been writing about the game as they play it. Topics cover game activity, strategy, and overall experience.


; [http://en.wikipedia.org/wiki/Japanese_Mahjong Wikipedia's Japanese mahjong page]
===Books===
{{main|List of mahjong books}}
Books on various game subjects have been written.  Many focus on player development regarding [[Mahjong strategy|game strategy and tactics]].


; [http://www.ma-jan.or.jp/guide/game_rule.php Japanese Professional League rules] (''Japanese'')
===Television===
{{main|List of mahjong television series}}
The game has been featured in a number of television series and movies.


; [http://www.youtube.com/watch?v=mh0brmqq4sk Introductory explanation video to the game]
===Video games===
{{main|List of mahjong 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.


; [http://www.osamuko.com Osamuko mahjong blog]
==External links==
{{jpwiki|Mahjong}}
* [http://mahjong-europe.org/ European Mahjong Association website]
: Their Riichi Rules for Japanese Mahjong contains detailed rules and terminology. A previous version was used by Crunchyroll's Saki anime translator.
* [http://uspml.com/documents/japanese_mahjong_guide_v103.pdf Barticle's Japanese Mahjong Guide]
: Barticle's Japanese Mahjong Guide can be downloaded from the downloads section. It contains even more detailed rules and terminology.
* [http://en.wikipedia.org/wiki/Japanese_Mahjong Wikipedia's Japanese mahjong page]
* [http://www.ma-jan.or.jp/guide/game_rule.php Japanese Professional League rules] (''Japanese'')
: JPML ruleset
* [http://www.osamuko.com Osamuko mahjong blog]
: A Japanese Mahjong blog for English speakers
: A Japanese Mahjong blog for English speakers
* [https://mahjong-saikyosen.com/?page_id=365 Saikyosen rules]
: Rules from the annual [[Mahjong Saikyousen|Saikyousen tournament]]
* [http://justanotherjapanesemahjongblog.blogspot.com/ Just Another Japanese Mahjong blog]
: 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.