User:KyuuAA/Riichi achievement list: Difference between revisions
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:* +150 game | :* +150 game | ||
:* +200 game | :* +200 game | ||
* Just a Hundred | |||
: Finish a game with +100 after a single hand | |||
* Over 9000 | |||
: Accumulate over 9000 +/- for a lifetime | |||
* Phoenix Sen-ten | * Phoenix Sen-ten | ||
: Comeback to win after dropping under 1000 points during a game | : Comeback to win after dropping under 1000 points during a game | ||
Line 21: | Line 25: | ||
: 3 han mangan hand | : 3 han mangan hand | ||
* Reverse Saki | * Reverse Saki | ||
: When someone else calls a kan that results in you getting +/- 0 | : When someone else calls a kan that results in you getting +/- 0 | ||
* Yakitori Win | * Yakitori Win | ||
: Win a game without winning a hand | : Win a game without winning a hand | ||
Line 34: | Line 38: | ||
* Back to Square Two | * Back to Square Two | ||
: Finish a game with the same number of starting points as the beginning, after a combination of point losses and gains equal to that of zero involving point exchanges of mangan or greater | : Finish a game with the same number of starting points as the beginning, after a combination of point losses and gains equal to that of zero involving point exchanges of mangan or greater | ||
* Absolute Comeback | |||
: Enter [[oorasu]] with less than 1000 points and win the game | |||
==Discards== | ==Discards== | ||
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* Pairless Seven | * Pairless Seven | ||
: Chii Toi without starting with a pair | : Chii Toi without starting with a pair | ||
* Perfect Seven | |||
: Win Chii Toi without having a pair in the discards | |||
==Riichi-based== | ==Riichi-based== | ||
* Riichi Four | * Riichi Four | ||
: Riichi four consecutive hands and win with each | : [[Riichi]] four consecutive hands and win with each | ||
* Triple Riichi Smash | * Triple Riichi Smash | ||
: Escape a triple riichi situation (3-players in riichi) by winning with a baiman+ hand | : Escape a triple riichi situation (3-players in riichi) by winning with a baiman+ hand | ||
* Double Riichi Ron | * Double Riichi Ron | ||
: Call Ron on someone's dicarded Double Riichi tile | : Call Ron on someone's dicarded Double Riichi tile | ||
* Ippatsu Hat-trick | |||
: Win with [[ippatsu]] for three consecutive hands | |||
==Kan-based== | ==Kan-based== | ||
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* Moon Target | * Moon Target | ||
: Riichi Haitei Ippatsu Tsumo (see The Koromo) | : Riichi Haitei Ippatsu Tsumo (see The Koromo) | ||
* Moon Control | |||
: Make the necessary tile calls to adjust oneself to attaining haitei, after other player(s) had made at least one tile call. Naturally, win the hand with haitei. | |||
==Other yaku combinations== | ==Other yaku combinations== | ||
Line 140: | Line 152: | ||
* Dragonless Greens | * Dragonless Greens | ||
: Ryuu Iisou, without hatsu | : Ryuu Iisou, without hatsu | ||
* Nagashi Kokushi | |||
: Begin with a kokushi tenpai, 1-shanten, 2-shanten, or 3-shanten; and then proceed to produce nagashi mangan | |||
* Endless Nine | * Endless Nine | ||
: Chuuren Poutou, starting without any terminals | : Chuuren Poutou, starting without any terminals | ||
Line 173: | Line 187: | ||
* Yakuman Anyways | * Yakuman Anyways | ||
: "Win" a yakuman hand but decline the win, only to score yakuman later anyways | : "Win" a yakuman hand but decline the win, only to score yakuman later anyways | ||
* Yakuman Overrun | |||
: Develop and score a yakuman hand against double riichi | |||
==Opponent== | ==Opponent== | ||
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==Folly== | ==Folly== | ||
* Death by Yakuman | * Death by Yakuman | ||
: | : Fall into negative points due to a direct (ron) yakuman. | ||
* Yakuman Challenger | * Yakuman Challenger | ||
: Declare riichi against obvious or exposed yakuman hands | : Declare riichi against obvious or exposed yakuman hands. | ||
* Tenhou Decline | * Tenhou or Chihou Decline | ||
: Double riichi furiten | : Double riichi furiten. | ||
* Yakuman Decline | * Yakuman Decline | ||
: Decline the win to a yakuman | : Decline the win to a yakuman. | ||
* Double Double Riichi Furiten | |||
: Do double riichi furiten - twice - in your lifetime. | |||
* Pow, Right in the Kisser | * Pow, Right in the Kisser | ||
: Playing into a Pao Rule | : Playing into a Pao Rule. | ||
* Discarded Kokushi | * Discarded Kokushi | ||
: Calling Kyuushuu Kyuuhai with a Kokushi | : Calling Kyuushuu Kyuuhai with a 2-shanten Kokushi or better. | ||
* So Close, yet So Far | * So Close, yet So Far | ||
: Score between 29,500 to 29,900 in Orasu, and fail to win the game | : Score between 29,500 to 29,900 in Orasu, and fail to win the game, in the West round. | ||
* Double Renhou | * Double Renhou | ||
: Declare double riichi, only to fall into double ron on riichi discard | : Declare double riichi, only to fall into double ron on riichi discard. | ||
* Double Baiman | * Double Baiman | ||
: Play into double ron, where both are baiman+ | : Play into double ron, where both are baiman+. | ||
* Double Riichi Furiten Death | |||
: Call double riichi, into furiten. Then die into another player's yakuman. | |||
==Real life== | ==Real life== | ||
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: Win with a dealer baiman or more in the first hand, and then go on to lose the match | : Win with a dealer baiman or more in the first hand, and then go on to lose the match | ||
* The Nodoka | * The Nodoka | ||
: Win a perfect game. | : Win a [[perfect game]]. | ||
* The Hisa | * The Hisa | ||
: Win a hand after deliberately discarding a 5+ way wait for a hell pair wait. | : Win a hand after deliberately discarding a 5+ way wait for a hell pair wait. | ||
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* Rising Sun (Legend of Koizumi) | * Rising Sun (Legend of Koizumi) | ||
: Kokushi-13 winning with 1-pin | : Kokushi-13 winning with 1-pin | ||
* Chombo Deny | * Chombo Deny (Tetsuya) | ||
: Deliberately deny a player's baiman+ hand via chombo | : Deliberately deny a player's baiman+ hand via chombo |
Latest revision as of 03:30, 25 November 2015
The following are a list of "achievements" to mahjong. This list is devised by myself with the help of others across the Internet.
Scoring
- Double Baiman
- Be one of two double ron winners, with both hands baiman or greater
- Plus Minuses
- +90 game
- +100 game
- +125 game
- +150 game
- +200 game
- Just a Hundred
- Finish a game with +100 after a single hand
- Over 9000
- Accumulate over 9000 +/- for a lifetime
- Phoenix Sen-ten
- Comeback to win after dropping under 1000 points during a game
- Deathly Win
- Comeback to win after dropping to 0 points exactly during a game
- Power Nomi
- 1 han 110 fu hand
- Double Power
- 2 han 110 fu hand
- Smallest Mangan
- 3 han mangan hand
- Reverse Saki
- When someone else calls a kan that results in you getting +/- 0
- Yakitori Win
- Win a game without winning a hand
- Deep Hole
- Knock a player less than negative 80
- Zero Finish
- Finish a game with exactly 0 points
- Tie for the Win
- Have a tied score for first place, but win based off of the tie-breaker
- Back to Square One
- Finish a game with the same number of starting points as the beginning, after a combination of point losses and gains equal to that of zero
- Back to Square Two
- Finish a game with the same number of starting points as the beginning, after a combination of point losses and gains equal to that of zero involving point exchanges of mangan or greater
- Absolute Comeback
- Enter oorasu with less than 1000 points and win the game
Discards
- Nagashi
- Nagashi mangan
- Empty Pile
- Your first 12 discards are taken by the other players
- Dora Drop
- Your first 4 discards are dora
- Ura Drop
- Your first 4 discards are ura-dora
- Picky Steal
- Limit hand development to discards called from one player, and winning the hand from the same player
Dora-based
- Dora Magnet
- Win with possession of all revealed dora in a hand
- Triple dora
- Win with possession of at least a single dora marked by 3 dora indicators (either by kan and/or ura)
- Quad dora
- Win with possession of at least a single dora marked by 4 dora indicators (either by kan and/or ura)
- Maxed dora
- Win with possession of a single red-5 marked by 4 dora indicators (either by kan and/or ura)
- Dora Ten
- Score 10+ dora
- Kazoe-Nomi
- Kazoe-yakuman, scoring 1-han with 12+ dora
- Unassisted Baiman
- Baiman without dora
- Unassisted Sanbaiman
- Sanbaiman without dora
- Unassisted Yakuman
- Kazoe-yakuman without dora
Yaku-based
- Kokushi Pinfu
- Take a Kyuushu Kyuuhai dealt hand and transform it into a pinfu
- Double West Win
- Win the game with Double West
- Deja Vu
- Score the same exact hand twice in a game
- Pairless Seven
- Chii Toi without starting with a pair
- Perfect Seven
- Win Chii Toi without having a pair in the discards
Riichi-based
- Riichi Four
- Riichi four consecutive hands and win with each
- Triple Riichi Smash
- Escape a triple riichi situation (3-players in riichi) by winning with a baiman+ hand
- Double Riichi Ron
- Call Ron on someone's dicarded Double Riichi tile
- Ippatsu Hat-trick
- Win with ippatsu for three consecutive hands
Kan-based
- Just Rinshan
- Rinshan nomi
- Kan Kan Tsumo
- Rinshan after 2 consecutive kans
- Kan Kan Kan Tsumo
- Rinshan after 3 consecutive kans (See Saki (1))
- Three Kans
- San Kansu
- Four Kans
- Suu Kansu
- Saki Yakuman
- Yakuman with rinshan
- Just Chankan
- Chankan nomi
- Chankan Plus
- Chankan plus other yaku
- Chankan Hell
- Chankan with a Kachan
- Kan Block
- Deprive another player by possessing all possible waits with kans
Haitei/Houtei
- One Moon
- Haitei nomi
- One River
- Houtei nomi
- Moon Target
- Riichi Haitei Ippatsu Tsumo (see The Koromo)
- Moon Control
- Make the necessary tile calls to adjust oneself to attaining haitei, after other player(s) had made at least one tile call. Naturally, win the hand with haitei.
Other yaku combinations
- Triplet-Quad Combo
- Tanyao, Toi Toi, San Ankou, San Kansu
- End Copies
- Junchan, Sanshoku
- Doubled Ends
- Junchan, Sanshoku, Iipeiko
- Pure Ryan
- Chinittsu, Ryanpeiko
- Pure Ryan Ends
- Chinittsu, Ryanpeiko, Junchan
- Solid Pairs
- Chinittsu, Chii Toitsu
- Four Copies
- Ryanpeiko, with both Iipeikos the same number sequences
- Max Han
- Riichi, Ippatsu, San Ankou, San Kansu, Shousangen, Honittsu, Honroutou, Toi Toi, Double Tong/Nan and Dora 32 (Total han: 51)
Yakuman
- One Dragon
- Daisangen, starting with just a pair of one sangenpai
- Long Thirteen
- Kokushi Musou, starting with less than 6 elements
- Dragonless Greens
- Ryuu Iisou, without hatsu
- Nagashi Kokushi
- Begin with a kokushi tenpai, 1-shanten, 2-shanten, or 3-shanten; and then proceed to produce nagashi mangan
- Endless Nine
- Chuuren Poutou, starting without any terminals
- Furry Chuu
- Churren Poutou while furiten
- Luck yakuman:
- Tenhou, Chihou
- 2X
- Double yakuman
- 3X
- Triple yakuman
- 4X
- Quadruple yakuman
- 5X
- Quintuple yakuman
- The Ultimate Yakuman
- Tenhou, Daisusshi, Suu Ankou, Tsu Iisou (All in one hand)
- OR
- Suu kansu, Daisusshi, Suu Ankou, Tsu Iisou (All in one hand)
- POW
- Score yakuman with the Pao Rule
- Yakuman Cockblock
- Preventing opponent yakuman
- Yakuman Again
- Score yakuman+ with at least two hands during a game
- Yakuman Transition
- Achieve tenpai yakuman, break tenpai, and then morph the hand into another yakuman tenpai
- Yakuman Fail
- Score a yakuman and still lose the game
- Out of Nothing
- Score a yakuman with no part of the hand dealt.
- Examples: Kokushi without starting any of the honor/terminals, Chuuren Poutou without starting a tile of a particular suit, Ryuu Iisou without starting any green tiles, etc.
- Yakuman Anyways
- "Win" a yakuman hand but decline the win, only to score yakuman later anyways
- Yakuman Overrun
- Develop and score a yakuman hand against double riichi
Opponent
- Cast into Hell:
- Sending a player into the negative
- Doublecast to Hell
- Sending two players into the negative
- All Hellbound
- Sending all three players into the negative
Folly
- Death by Yakuman
- Fall into negative points due to a direct (ron) yakuman.
- Yakuman Challenger
- Declare riichi against obvious or exposed yakuman hands.
- Tenhou or Chihou Decline
- Double riichi furiten.
- Yakuman Decline
- Decline the win to a yakuman.
- Double Double Riichi Furiten
- Do double riichi furiten - twice - in your lifetime.
- Pow, Right in the Kisser
- Playing into a Pao Rule.
- Discarded Kokushi
- Calling Kyuushuu Kyuuhai with a 2-shanten Kokushi or better.
- So Close, yet So Far
- Score between 29,500 to 29,900 in Orasu, and fail to win the game, in the West round.
- Double Renhou
- Declare double riichi, only to fall into double ron on riichi discard.
- Double Baiman
- Play into double ron, where both are baiman+.
- Double Riichi Furiten Death
- Call double riichi, into furiten. Then die into another player's yakuman.
Real life
- Real Life Jong
- Play the game in real life
- Tourny
- Tournament participation
Tenhou.net
- R2000
- Joukyuu
- Tokujou
- Houou
- Your highest Kyuu/Dan ranking
- Play 500 games
- Play 1,000 games
- Play 2,000 games
- Play 5,000 games
- Play 10,000 games
Saki character based
- The Kuro
- Win a hand containing all the doras.
- The Saki I
- Win by rinshan kaihou after 3 kans in a row
- The Saki II
- Score +/-0 for 3 games in a row
- The Saki III
- Go from 2-shanten to tenpai relying on the dead wall
- The Saki IV
- Score rinshan at least 3 hands in a row
- The Yuuki
- Win with a dealer baiman or more in the first hand, and then go on to lose the match
- The Nodoka
- Win a perfect game.
- The Hisa
- Win a hand after deliberately discarding a 5+ way wait for a hell pair wait.
- The Koromo
- Win a hand on the last tile, after declaring riichi on the last possible opportunity by discarding the tile you just picked up. In other words, Riichi, Haitei, Tsumo.
- The Toyone
- Every time someone declares riichi, you must immediately follow it up with a riichi of your own, and then win off the first tile discarded by the person who declared riichi. Only counts if this happens at least twice in one hanchan.
- The Sumire
- At the start of every hand, pick a player. You may only win the hand by ron off that player. Place first at the end of a complete hanchan by doing this.
- The Kasumi
- Win a hand having not drawn (including in your initial hand) any tiles of two of the suits. First round wins do not count.
- The Yumi I
- Win with a Kokushi and Chankan off a concealed kan.
- The Yumi II
- Break a tenpai hand and rearrange a new tenpai hand to win via Chankan.
- The Yuu
- Win a hanchan, using only tiles which have red on them.
- The Teru
- Win 5 or more consecutive hands, with every hand being worth more than the one before.
- The Takami
- Set up a situation where Takami would be guaranteed to self draw a yakuman in the final round.
- The Hatsumi
- Get one of the wind-based yakuman both times you are in the north seat.
- The Toki
- Win with an ippatsu tsumo after every time you declare riichi. You must not win with a concealed hand without declaring riichi, and you must not play into another hand at any point. You must win the hanchan by doing this.
Other anime-based
- Rising Sun (Legend of Koizumi)
- Kokushi-13 winning with 1-pin
- Chombo Deny (Tetsuya)
- Deliberately deny a player's baiman+ hand via chombo