Kyoku: Difference between revisions

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'''Kyoku''' {{kana|局}} is the identifier for each mahjong hand played during the game.  It uses a combination of the wind round, a number 1-4, and the '''[[honba]]''' count {{kana|本場}}.  As an example, the very first hand is always East Round 1, Honba 0 {{kana|{{kyoku|E|1|0}}}}.  As the first hand of the game, it is impossible for it to have an alternative designation. All subsequent hands may differ due to the different ways the game plays out, barring [[renchan]].
A '''kyoku''' {{kana|局}} is one "hand" or "round" of play, such as East 2 Honba 0 or South 3 Honba 1. A kyoku starts when tiles are dealt, and ends when a player wins a hand, when [[exhaustive draw|tiles run out]], or when an [[abortive draw]] occurs. While sometimes referred to as rounds, they should not be confused with [[ba|wind rounds]] ([[ba]]).


For every wind rotation, the designation for the wind round increases by one. After East Round 1, then the game moves onto East Round 2. This indicates that the player to the right of the initial dealer has become the new dealer.  This continues onto East Round 4, which is the last round for East. If the game continues from here, then the designation becomes South Round 1. Here, the initial dealer once again became the dealer.  Only this time, it is the South Round.  Most games end after South Round 4.  If necessary, the game continues into the West Round.
Kyoku are identified by the round wind, a number from 1-4, and the '''[[honba]]''' count {{kana|本場}}. East 1, Honba 0 {{kana|{{kyoku|E|1|0}}}} is always the first hand of the game.
* The [[round wind]] advances, in order of East -> South -> West -> North, after the round # would increase past 4.
* The round # increases when the dealer does not [[renchan]] (repeat).
* Honba count increases when the dealer [[renchan]]s, when an [[exhaustive draw]] occurs, or when an [[abortive draw]] occurs.


Barring certain conditions, the dealer has the ability to retain position and deny a wind rotation in the next hand. In this case, renchan occurs.
If the dealer wins East 1, Honba 0, a renchan occurs, so the next kyoku would be East 1, Honba 1. If a non-dealer won in East 1, Honba 0, the round # would advance to East 2, Honba 0. If a non-dealer won in East 1, Honba 1, it would also advance to East 2, Honba 0. After East 4 comes South 1.
 
The most common game length, known as [[hanchan]], lasts for 2 round winds - the game will end after South 4 (assuming no renchan).


== Ikkyokusen ==
== Ikkyokusen ==

Latest revision as of 19:29, 15 September 2024

Hand # Japanese English
0 東 1 局 0 本場 East 1
1 東 2 局 0 本場 East 2
2 東 2 局 1 本場 East 2 Bonus 1
3 東 3 局 0 本場 East 3
4 東 3 局 1 本場 East 3 Bonus 1
5 東 4 局 0 本場 East 4
6 南 1 局 0 本場 South 1
7 南 1 局 1 本場 South 1 Bonus 1
8 南 2 局 0 本場 South 2
9 南 2 局 1 本場 South 2 Bonus 1
10 南 3 局 0 本場 South 3
11 南 3 局 1 本場 South 3 Bonus 1
12 南 4 局 0 本場 South 4
Extra west round
13 西 1 局 0 本場 West 1
14 西 2 局 0 本場 West 2
15 西 2 局 1 本場 West 2 Bonus 1
16 西 3 局 0 本場 West 3
17 西 4 局 0 本場 West 4
Source

A kyoku 「局」 is one "hand" or "round" of play, such as East 2 Honba 0 or South 3 Honba 1. A kyoku starts when tiles are dealt, and ends when a player wins a hand, when tiles run out, or when an abortive draw occurs. While sometimes referred to as rounds, they should not be confused with wind rounds (ba).

Kyoku are identified by the round wind, a number from 1-4, and the honba count 「本場」. East 1, Honba 0 「 東 1 局 0 本場」 is always the first hand of the game.

  • The round wind advances, in order of East -> South -> West -> North, after the round # would increase past 4.
  • The round # increases when the dealer does not renchan (repeat).
  • Honba count increases when the dealer renchans, when an exhaustive draw occurs, or when an abortive draw occurs.

If the dealer wins East 1, Honba 0, a renchan occurs, so the next kyoku would be East 1, Honba 1. If a non-dealer won in East 1, Honba 0, the round # would advance to East 2, Honba 0. If a non-dealer won in East 1, Honba 1, it would also advance to East 2, Honba 0. After East 4 comes South 1.

The most common game length, known as hanchan, lasts for 2 round winds - the game will end after South 4 (assuming no renchan).

Ikkyokusen

For extra fast games, players may just determine the outcome on a single hand.

External links