Rule variations: Difference between revisions

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Given the complexity to the rules of [[Japanese mahjong]], the rules are even made more complicated by the existence of rule variations enforced among different groups and organizations.
'''Rule variations''' are adjustments to the game's rules. Due to the wide variety of organizations that offer mahjong, there are many variations.  


==Rulesets==
<div style="float:right; margin:0 0 1em 1em;">__TOC__</div>
The following rulesets are taken into account.  While more groups and organizations exist with their own rulesets, these are the rules selected for this list.


* [[World Riichi Rule]] (WRR)
== Overview ==
:World Riichi Rule for the [[2014 World Riichi Mahjong Competition|tourney]] in France, 2014.
While the standard rules of Japanese mahjong are already complex, they are furthered complicated by the amount of variations. There is no one governing body for mahjong rules, so it is natural for many variations to exist. Many "fringe" variations, such as [[shuugi]] and [[yakitori]], are almost exclusively used in gambling settings.
* [[European Mahjong Association]] (EMA)
:[[EMA_rules|Riichi Competition Rules]] (RCR) as of 2012
* [[Japan Professional Mahjong League]] (JPML)
:JPML has two rule sets (A and B), but only ruleset A is noted.
* [[Nihon Pro Mahjong]]
:Nihon Pro Mahjong (NPM)
* [[Saikouisen]] (Saikou)
:The oldest Japanese professional league
:Saikouisen Classic rules
* MuMa (Mu)
:Mu Mahjong
* [[Real Mahjong Unit]] (RMU)
:RMU has three rulesets: A, B, and C.  Only A is noted.
* [[101 Kyougi Renmei|101]] (101)
:Ruleset of 101, another Japanese league
* [[Tenhou.net rules|Tenhou.net]] (Tenhou)
:A popluar internet game site
* [[Saikyousen]] (Saikyou)
:A tournament in Japan run by Takeshobo
* [[Korean Mahjong League]] (KML)
* [[United States Professional Mahjong League]] (USPML)
* [[Club Riichi de Montréal]] (Montr)
:Montreal, Canada


==Agari==
Most optional rules have two settings: "ari" (on) or "nashi" (off). For example, [[#Atozuke|Atozuke ari]] means you are allowed win under the state of [[atozuke]], while atozuke nashi means you aren't allowed to win.


===Agariyame===
== Agari ==
A set of variations dictate how hands produce winning hands.
 
=== Agariyame ===
{{main|Agariyame}}
{{main|Agariyame}}
{{rulevar
 
|WRR= |EMA= |JPML= |NPM=Lead |Saikou= |Mu= |RMU=Lead |101= |Tenhou=Lead |Saikyou=Lead |KML=Lead |USPML=Lead |Montr=Lead <!--For ease of adding columns-->
Allow the dealer to end the hanchan prematurely, while in possession of the lead in the round [[Oorasu|South 4]] or in the [[West round]] after one hand has been played.
}}
Allow the dealer to end the hanchan prematurely, while in possession of the lead in the round [[Oorasu|South 4]] or in the [[West round]] after one had has been played.


* Lead – Allow the dealer to end the hanchan prematurely, with the last dealer is in the lead.
* Lead – Allow the dealer to end the hanchan prematurely, with the last dealer is in the lead.
Line 43: Line 20:
* Nashi – The game must continue until the seat winds rotate again.
* Nashi – The game must continue until the seat winds rotate again.


===Double ron===
=== Atozuke ===
{{rulevar
{{main|Atozuke}}
|WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= <!--For ease of adding columns-->
 
}}
Atozuke handles the rule for yakuless hands to gain yaku on discards.  This is most common on hands waiting on more than two tiles, where one discarded tile produces yakuhai. 
 
* Ari – Allow the hand to gain yaku on the winning tile.
* Nashi – Yaku must be embedded in the hand before the winning tile.
* ? - A hand must have a yaku confirmed by the time the first call completes (exception: "whole hand yaku", e.g. [[honitsu]], can be incomplete on first call).
 
=== Double ron ===
Score two winning declarations at the same time.
Score two winning declarations at the same time.


Line 54: Line 37:
* Far – Applying the head bump rule in reverse, where the player farther from the discarder overrides the closer player.
* Far – Applying the head bump rule in reverse, where the player farther from the discarder overrides the closer player.


===Furiten riichi===
=== Furiten riichi ===
{{main|Furiten}}
{{main|Furiten}}
{{rulevar
 
|WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= <!--For ease of adding columns-->
}}
Allow players to declare riichi while they are furiten due to their own earlier discards.
Allow players to declare riichi while they are furiten due to their own earlier discards.


Line 64: Line 45:
* Nashi – Disallowed
* Nashi – Disallowed


===Ryanhan shibari===
=== Last turn riichi ===
{{main|Riichi}}
 
Allow players to declare riichi after their last draw in the current round (i.e. more than 0, but less than 4 tiles in the live wall).
 
* Ari – Allowed. In this case ippatsu can combine with houtei. Declaring riichi after drawing the last tile in the wall is never allowed.
* Nashi – Disallowed
 
=== Ryanhan shibari ===
{{main|Ryanhan shibari}}
{{main|Ryanhan shibari}}
{{rulevar
 
|WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= <!--For ease of adding columns-->
}}
Impose a two-han minimum at five or more honba (number of table counters). The two han must both come from yaku.
Impose a two-han minimum at five or more honba (number of table counters). The two han must both come from yaku.


Line 74: Line 61:
* Nashi – One han from yaku is always enough.
* Nashi – One han from yaku is always enough.


===Triple ron===
=== Triple ron ===
{{rulevar
|WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= <!--For ease of adding columns-->
}}
Score three winning declarations at the same time.
Score three winning declarations at the same time.


* Ari – Discarder of the winning tile must pay all three hands separately. See double ron ari for distribution of riichi sticks.
* Ari – The discarder of the winning tile must pay all three hands separately. See double ron ari for distribution of riichi sticks.
* Atama – [[Atamahane]], or head bump. Only the first win to the discarder's right is recognized.
* Atama – [[Atamahane]], or head bump. Only the first win to the discarder's right is recognized.
* Abort – Do not score any hand, instead abort the hand with an [[abortive draw]].
* Abort – No hands are scored, and instead, the hand is [[abortive draw|aborted]].
 
==Atozuke==
{{main|Atozuke}}
{{rulevar
|WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= <!--For ease of adding columns-->
}}
Allow the hand to win even if there exists no yaku that is satisfied with all wait tiles. Atozuke nashi, also called sakizuke ari, requires all winning possibilities to satisfy at least one same yaku. Sakizuke requires some
 
* Ari – Atozuke: Allow determination of yaku after determining the winning tile.
* Nashi – Sakizuke: Require a fixed yaku no matter how the hand wins.


==Chombo==
== Chombo ==
{{main|Chombo}}
{{main|Chombo}}
{{rulevar
|WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= <!--For ease of adding columns-->
}}
Variations on chombo may involve its general usage.  Common and casual games may not even enforce chombo due to the setting.  On the other hand, high profile settings may require stricter enforcement and harsher point penalties.
Variations on chombo may involve its general usage.  Common and casual games may not even enforce chombo due to the setting.  On the other hand, high profile settings may require stricter enforcement and harsher point penalties.


===Enforcement===
=== Enforcement ===
Point deductions may be applied immediately after the incident, the hand, or factored after the game to avoid time delay during the game.
Point deductions may be applied immediately after the incident, the hand, or factored after the game to avoid time delay during the game.


Line 110: Line 81:
* Null – Chombo disregarded.
* Null – Chombo disregarded.


===Points===
=== Points ===
Point variation on the penalty points may be applied.
Point variation on the penalty points may be applied.


* Standard – The penalized must pay the equivalent of a mangan tsumo, just only in reverse.
* Standard – The penalized must pay the equivalent to a mangan tsumo.
* Mod – Modified amounts to the point penalty may be specified.
* Mod – Modified amounts to the point penalty may be specified.


===Toppling tiles===
=== Toppling tiles ===
 
A penalty may be applied to toppling tiles of off the dead wall.
A penalty may be applied to toppling tiles of off the dead wall.


Line 123: Line 93:
* Comp – This is a computer game. The rules infraction cannot occur.
* Comp – This is a computer game. The rules infraction cannot occur.


===Wall toppling===
=== Wall toppling ===
 
A penalty may be applied to toppling tiles of off the live wall.
A penalty may be applied to toppling tiles of off the live wall.


Line 130: Line 99:
* Comp – This is a computer game. The rules infraction cannot occur.
* Comp – This is a computer game. The rules infraction cannot occur.


==Dora==
== Dora ==
{{main|Dora|Dora variations}}
{{main|Dora|Dora variations}}


Variations on [[dora]] involves a few implementations; and they all affect the number of dora used.  The most common variation involves the '''akadora''' (red five) regarding its inclusion or exclusion.  Other variations places options on the kandora and even the uradora.  Lesser variations may include additional '''dorahyouji''' (dora indicators) at the beginning of each hand.
Variations on [[dora]] involves a few implementations; and they all affect the number of dora used.  The most common variation involves the '''akadora''' (red five) regarding its inclusion or exclusion.  Other variations places options on the kandora and even the uradora.  Lesser variations may include additional '''dorahyouji''' (dora indicators) at the beginning of each hand.


==Furiten==
== Furiten ==
{{main|Furiten}}
{{main|Furiten}}
{{rulevar
 
|WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= <!--For ease of adding columns-->
}}
If a non-riichi player ignores a winning tile, then temporary furiten is applied. Different rules apply as to when this status wears off.
If a non-riichi player ignores a winning tile, then temporary furiten is applied. Different rules apply as to when this status wears off.


Line 145: Line 112:
* Call – The players next own discard ends temporary furiten, but also any player's call of [[Naki|chii, pon, or kan]], even for a concealed [[Kan|kantsu]], ends temporary furiten.
* Call – The players next own discard ends temporary furiten, but also any player's call of [[Naki|chii, pon, or kan]], even for a concealed [[Kan|kantsu]], ends temporary furiten.


==Kuikae==
== Kuikae ==
{{main|Kuikae}}
{{main|Kuikae}}
{{rulevar
 
|WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= <!--For ease of adding columns-->
}}
This allows a player to call pon or chii on a tile, then afterwards discard the same tile, or a tile which would have completed the two revealed tiles at the other end of the sequence (switching chii).
This allows a player to call pon or chii on a tile, then afterwards discard the same tile, or a tile which would have completed the two revealed tiles at the other end of the sequence (switching chii).


Line 156: Line 121:
* Nashi – Forbid discarding the same tile, forbid switching chii.
* Nashi – Forbid discarding the same tile, forbid switching chii.


==Kuitan==
== Kuitan ==
{{main|Kuitan}}
{{main|Kuitan}}
{{rulevar
 
|WRR=Ari |EMA= |JPML=Ari |NPM=Ari |Saikou=Ari |Mu=Ari |RMU=Ari |101=Ari |Tenhou=Option |Saikyou=Ari |KML=Option |USPML=Ari |Montr= <!--For ease of adding columns-->Ari
}}
Allow the 1-han yaku tanyao (all simples) to be awarded to an open hand.
Allow the 1-han yaku tanyao (all simples) to be awarded to an open hand.


* Ari – Allowed
* Ari – Allowed
* Nashi – Not allowed
* Nashi – Not allowed
* Option – Tenhou.net offers both rules in different settings.  One of the game rooms is set for both kuitan nashi snd akadora nashi. However, there is no setting for one or the other exclusively.  The Korean rules write "concealed hand only selective", which sounds as if kuitan were an optional rule.
* Option – Tenhou.net offers both rules in different settings.  One of the game rooms is set for both kuitan nashi and akadora nashi. However, there is no setting for one or the other exclusively.  The Korean rules write "concealed hand only selective", which sounds as if kuitan were an optional rule.


==Naki==
== Naki ==
{{main|Naki}}
{{main|Naki}}
{{rulevar
 
|WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= <!--For ease of adding columns-->
}}
Variation may apply on tile calls.  If several players call chii, pon, or ron on the same tile, this rule decides who will get the tile. Kan calls are treated like pon calls.
Variation may apply on tile calls.  If several players call chii, pon, or ron on the same tile, this rule decides who will get the tile. Kan calls are treated like pon calls.


Line 177: Line 138:
* Time – Pon trumps chii if called at the same time, otherwise the first call stands. Ron trumps anything, even if called slightly later.
* Time – Pon trumps chii if called at the same time, otherwise the first call stands. Ron trumps anything, even if called slightly later.


==Scoring==
== Scoring ==
{{main|Scoring variations}}
{{main|Scoring variations}}


Scoring allows some flexibility to the rules regarding the start and end scores.  Likewise, the oka and uma may be adjusted as well.
Scoring allows some flexibility to the rules regarding the start and end scores.  Likewise, the oka and uma may be adjusted as well.


==Tochuu ryuukoku==
== Tochuu ryuukyoku ==
{{main|Tochuu ryuukoku}}
{{main|Tochuu ryuukyoku}}
{{rulevar
 
|WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= <!--For ease of adding columns-->
}}
Abort a hand and repeat it at the next honba (number of table counters) in case of nine terminals and honors, same wind discards, four riichi declarations, or four kantsu declarations. Some rules abort the hand upon a triple ron; that is not covered by this rule, instead see triple ron.
Abort a hand and repeat it at the next honba (number of table counters) in case of nine terminals and honors, same wind discards, four riichi declarations, or four kantsu declarations. Some rules abort the hand upon a triple ron; that is not covered by this rule, instead see triple ron.


Line 192: Line 151:
* Nashi – Do not recognize any of these abortive criteria. Play every hand until a winning declaration or exhaustive draw. Do not allow a fifth kan declaration nonetheless.
* Nashi – Do not recognize any of these abortive criteria. Play every hand until a winning declaration or exhaustive draw. Do not allow a fifth kan declaration nonetheless.


==Yaku==
== Yaku ==
{{main|Yaku variations}}
{{main|Yaku variations}}


Line 198: Line 157:


== External links ==
== External links ==
[http://asdfasdf.ethz.ch/~simon/riichi/committee/worldrules.php Source page]
* [https://ooyamaneko.net/en/mahjong/rratw/index.php Riichi rules around the world] - Chart of riichi rule variations between various platforms.


[[Category:Rule variations]]
[[Category:Rule variations]]

Latest revision as of 18:11, 12 October 2024

Rule variations are adjustments to the game's rules. Due to the wide variety of organizations that offer mahjong, there are many variations.

Overview

While the standard rules of Japanese mahjong are already complex, they are furthered complicated by the amount of variations. There is no one governing body for mahjong rules, so it is natural for many variations to exist. Many "fringe" variations, such as shuugi and yakitori, are almost exclusively used in gambling settings.

Most optional rules have two settings: "ari" (on) or "nashi" (off). For example, Atozuke ari means you are allowed win under the state of atozuke, while atozuke nashi means you aren't allowed to win.

Agari

A set of variations dictate how hands produce winning hands.

Agariyame

Allow the dealer to end the hanchan prematurely, while in possession of the lead in the round South 4 or in the West round after one hand has been played.

  • Lead – Allow the dealer to end the hanchan prematurely, with the last dealer is in the lead.
  • End – The dealer may end the game after one hand in the final round, regardless of point standing.
  • Nashi – The game must continue until the seat winds rotate again.

Atozuke

Atozuke handles the rule for yakuless hands to gain yaku on discards. This is most common on hands waiting on more than two tiles, where one discarded tile produces yakuhai.

  • Ari – Allow the hand to gain yaku on the winning tile.
  • Nashi – Yaku must be embedded in the hand before the winning tile.
  • ? - A hand must have a yaku confirmed by the time the first call completes (exception: "whole hand yaku", e.g. honitsu, can be incomplete on first call).

Double ron

Score two winning declarations at the same time.

  • Ari – Discarder of the winning tile must pay both hands separately. Riichi sticks are collected by the first winner to the right. Some rules entitle the other winner to one of these riichi sticks if he has declared riichi during this hand.
  • Check – Like ari, but the fourth player must reveal a non-winning hand, so that a triple ron can be avoided.
  • Close – Atamahane, or head bump. Only the first win closest to the discarder is recognized.
  • Far – Applying the head bump rule in reverse, where the player farther from the discarder overrides the closer player.

Furiten riichi

Allow players to declare riichi while they are furiten due to their own earlier discards.

  • Ari – Allowed
  • Nashi – Disallowed

Last turn riichi

Allow players to declare riichi after their last draw in the current round (i.e. more than 0, but less than 4 tiles in the live wall).

  • Ari – Allowed. In this case ippatsu can combine with houtei. Declaring riichi after drawing the last tile in the wall is never allowed.
  • Nashi – Disallowed

Ryanhan shibari

Impose a two-han minimum at five or more honba (number of table counters). The two han must both come from yaku.

  • Ari – Require two han from yaku at five or more honba.
  • Nashi – One han from yaku is always enough.

Triple ron

Score three winning declarations at the same time.

  • Ari – The discarder of the winning tile must pay all three hands separately. See double ron ari for distribution of riichi sticks.
  • Atama – Atamahane, or head bump. Only the first win to the discarder's right is recognized.
  • Abort – No hands are scored, and instead, the hand is aborted.

Chombo

Variations on chombo may involve its general usage. Common and casual games may not even enforce chombo due to the setting. On the other hand, high profile settings may require stricter enforcement and harsher point penalties.

Enforcement

Point deductions may be applied immediately after the incident, the hand, or factored after the game to avoid time delay during the game.

  • Immediate – Chombo applied immediately.
  • Hand – Deduction after the hand.
  • Game – Deduction at the end of the game with raw points.
  • Uma – Deduction applied after the calculation of the end game score.
  • Null – Chombo disregarded.

Points

Point variation on the penalty points may be applied.

  • Standard – The penalized must pay the equivalent to a mangan tsumo.
  • Mod – Modified amounts to the point penalty may be specified.

Toppling tiles

A penalty may be applied to toppling tiles of off the dead wall.

  • Ld6c – If at least one tile from the dead wall is toppled, then the hand is declared dead. If six or more are toppled, then chombo is applied.
  • Comp – This is a computer game. The rules infraction cannot occur.

Wall toppling

A penalty may be applied to toppling tiles of off the live wall.

  • 6c – If six or more are toppled, then chombo is applied..
  • Comp – This is a computer game. The rules infraction cannot occur.

Dora

Variations on dora involves a few implementations; and they all affect the number of dora used. The most common variation involves the akadora (red five) regarding its inclusion or exclusion. Other variations places options on the kandora and even the uradora. Lesser variations may include additional dorahyouji (dora indicators) at the beginning of each hand.

Furiten

If a non-riichi player ignores a winning tile, then temporary furiten is applied. Different rules apply as to when this status wears off.

  • Turn – The player's next own discard ends temporary furiten. If the turn is skipped due to other players' pon calls, temporarily furiten is retained.
  • Call – The players next own discard ends temporary furiten, but also any player's call of chii, pon, or kan, even for a concealed kantsu, ends temporary furiten.

Kuikae

This allows a player to call pon or chii on a tile, then afterwards discard the same tile, or a tile which would have completed the two revealed tiles at the other end of the sequence (switching chii).

  • Full – Allow to discard any tile.
  • Swap – Forbid discarding the same tile, allow switching chii.
  • Nashi – Forbid discarding the same tile, forbid switching chii.

Kuitan

Allow the 1-han yaku tanyao (all simples) to be awarded to an open hand.

  • Ari – Allowed
  • Nashi – Not allowed
  • Option – Tenhou.net offers both rules in different settings. One of the game rooms is set for both kuitan nashi and akadora nashi. However, there is no setting for one or the other exclusively. The Korean rules write "concealed hand only selective", which sounds as if kuitan were an optional rule.

Naki

Variation may apply on tile calls. If several players call chii, pon, or ron on the same tile, this rule decides who will get the tile. Kan calls are treated like pon calls.

  • Pon – Like pon above, but keep in mind that this is a computer game (C), not a ruleset for live play.
  • Time – Pon trumps chii if called at the same time, otherwise the first call stands. Ron trumps anything, even if called slightly later.

Scoring

Scoring allows some flexibility to the rules regarding the start and end scores. Likewise, the oka and uma may be adjusted as well.

Tochuu ryuukyoku

Abort a hand and repeat it at the next honba (number of table counters) in case of nine terminals and honors, same wind discards, four riichi declarations, or four kantsu declarations. Some rules abort the hand upon a triple ron; that is not covered by this rule, instead see triple ron.

  • Ari – Abort and reshuffle in these situations.
  • Nashi – Do not recognize any of these abortive criteria. Play every hand until a winning declaration or exhaustive draw. Do not allow a fifth kan declaration nonetheless.

Yaku

Different yaku may be subject to rule variation. Some are simply not considered standard.

External links