Tibet rules: Difference between revisions

chii calls
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(chii calls)
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* Since we have so few tiles, we're not going to bother with the rituals of wall-building quite yet. To start each hand, just shuffle up all the tiles face-down in the center of the table, and draw straight from the pool.
* Since we have so few tiles, we're not going to bother with the rituals of wall-building quite yet. To start each hand, just shuffle up all the tiles face-down in the center of the table, and draw straight from the pool.
* Only the most recent discard can be used to call on a win. You can't go back to a discard from previous turns to win!
* Only the most recent discard can be used to call on a win. You can't go back to a discard from previous turns to win!
* If the person with the first turn (the dealer) won the hand, they get to stay as dealer for the next hand. Otherwise, the first player moves anti-clockwise, to the player on the previous dealer's right.
* If the person with the first turn (the dealer) won the hand, they get to stay as dealer for the next hand. Otherwise, the first player moves counter-clockwise, to the player on the previous dealer's right.
* For experienced teachers: don't introduce, enforce, or worry about ''[[furiten]]''. Focus on helping players get to any kind of ''tenpai''. At the end of each hand, review everyone's hands. If a player is in ''tenpai'', see if they can name what they're waiting on. If they're not in ''tenpai'', see if they know what tiles would have helped them get there. (There is no way to be even further than ''[[iishanten]]'' with four tiles in a single suit.) If the players are struggling with seeing how to progress their hands, then play with open hands, and only allow self-drawn ''tsumo'' wins. But don't jump in too quickly -- it's important for players to explore the space for themselves and experience the decision-making challenges of mahjong first-hand.
* For experienced teachers: don't introduce, enforce, or worry about ''[[furiten]]''. Focus on helping players get to any kind of ''tenpai''. At the end of each hand, review everyone's hands. If a player is in ''tenpai'', see if they can name what they're waiting on. If they're not in ''tenpai'', see if they know what tiles would have helped them get there. (There is no way to be even further than ''[[iishanten]]'' with four tiles in a single suit.) If the players are struggling with seeing how to progress their hands, then play with open hands, and only allow self-drawn ''tsumo'' wins. But don't jump in too quickly -- it's important for players to explore the space for themselves and experience the decision-making challenges of mahjong first-hand.
* Similarly, do not introduce [[scoring]], [[riichi]], or [[naki|tile calls]] yet.
* Similarly, do not introduce [[scoring]], [[riichi]], or [[naki|tile calls]] yet.
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Since understanding the meaning of these tiles is not necessary, this can push back the need for outside reference cards which might take away from the flow of learning. The main thing to note for these tiles is that they can only form triplets and pairs. You can't take one tile of each type and make a set; it's as invalid as trying to make a sequency by mixing up tiles of different numeric suits.
Since understanding the meaning of these tiles is not necessary, this can push back the need for outside reference cards which might take away from the flow of learning. The main thing to note for these tiles is that they can only form triplets and pairs. You can't take one tile of each type and make a set; it's as invalid as trying to make a sequency by mixing up tiles of different numeric suits.


It'll be quite evident that it's quite difficult to make use of these tiles just by drawing tiles on your own. It'd be nice to be able to use other peoples' discards to advance your own hand, right? This makes for a great opportunity to teach players a new type of call: ''pon''. After another player discards a tile that would complete a triplet, you may call ''pon''. Reveal the pair matching the discard from your hand, and set them to the side. The tile you claimed should be placed with those two tiles, rotated depending on which player you called it from. (The reasons why we do this will become important in the full Riichi rules.)
Due to dragons' inability to form sequence, it's evident that it's difficult to make use of these tiles just by drawing tiles on your own. It'd be nice to be able to use other peoples' discards to advance your own hand, right? This makes for a great opportunity to teach players a new type of call: ''pon''. After another player discards a tile that would complete a triplet, you may call ''pon''. Reveal the pair matching the discard from your hand, and set them to the side. The tile you claimed should be placed with those two tiles, rotated depending on which player you called it from. (The reasons why we do this will become important in the full Riichi rules.)


{| class="wikitable" width=480px
{| class="wikitable" width=480px
|-
|-
| align=center| Left || align=center| Across || align=center| Right
| align=center| from left || align=center| from across || align=center| from right
|-
|-
| align=center| {{#mjt:1'11p}} || align=center| {{#mjt:11'1p}} || align=center| {{#mjt:111'p}}
| align=center| {{#mjt:1'11p}} || align=center| {{#mjt:11'1p}} || align=center| {{#mjt:111'p}}
|}
|}


The called set is now locked in; you only need to complete the rest of your hand in order to win. Calling another player's tile also effectively makes it your turn; you then need to choose a tile from your hand to discard. Note that this means that a ''pon'' call can skip over other players' turns. If you claim a triplet from the player across from you, the player to your left does not get their originally-scheduled turn, and after your discard, the next turn will be taken by the player on your right.
The called set is now locked in; you only need to complete the rest of your hand in order to win. Calling another player's tile also effectively makes it your turn, with the tile we called being the tile you 'drew'; you then need to choose a tile from your hand to discard. Note that this means that a ''pon'' call can skip over other players' turns. If you claim a triplet from the player across from you, the player to your left does not get their originally-scheduled turn, and after your discard, the next turn will be taken by the player on your right.


Note as well that ''pon'' can be called to complete any triplet, not just the dragons. Just be careful not to end up breaking apart any elements in your hand like sequences that end up with you being further away from completing your hand! It's always optional whether or not you decide to make a call. But if you do call, make sure you do it quickly, before the next player draws their next tile. After a player has drawn their tile, it's too late to make a call.
Note as well that ''pon'' can be called to complete any triplet, not just the dragons. Just be careful not to break apart any elements in your hand such as sequences that end up with you being further away from completing your hand! It's always optional whether or not you decide to make a call. But if you do call, make sure you do it quickly, before the next player draws their next tile. After a player has drawn their tile, it's too late to make a call.


=== Calling for sequences (chii) ===


==Introducing Riichi + Calls==
Inevitably, a player will ask, "if we can call ''pon'' to complete a triplet, can we call to complete a sequence?" The answer is yes, using the ''chii'' call. Since sequences are easier to build than triplets, however, ''chii'' can only be called on a discard made by the person to your left.
A suggested simplified ruleset, which introduces [[riichi]], [[furiten]], and [[tile calls]], is as follows. This specific ruleset should be adjusted depending on the player group.


*Tile calls are introduced.
{| class="wikitable" width=160px
**[[Chii]]: ''Chii'' is the call to complete a sequence. When the player ''directly before you in turn order'' discards a tile that could complete a sequence, you may call ''chii''. Reveal the incomplete sequence, take the discarded tile, and set the set of 3 aside. This group cannot be changed. Then, discard 1 tile.
**[[Pon]]: ''Pon'' is the call to complete a triplet. If you have a pair of tiles, you may call ''pon'' when ''any'' player discards the 3rd copy of the paired tile. Reveal the pair of tiles, take the discarded tile, and set the group of 3 aside. This group cannot be changed. Then, discard 1 tile.
:Calling either ''chii'' or ''pon'' opens the hand. This prevents you from calling ''riichi''.
:In addition: when making either tile call, you must orient that called tile in a special way. Turn the called tile horizontally, then place it towards the player who took the tile. For chii, always place the called tile to the left. For pon, put it in the left/middle/right when calling from the left/across/right player, respectively. It's ok if sequences are "out of order" because of this.
{| class="wikitable" width=50%
|-
|-
| align=center| Chii || Pon (Left P) || align=center| Pon (Across P) || align=center| Pon (Right P)
| align=center| from left
|-
|-
| align=center| {{#mjt:3'12p}} || {{#mjt:1'11p}} || align=center| {{#mjt:11'1p}} || align=center| {{#mjt:111'p}}
| align=center| {{#mjt:3'24s}}
|}
|}


*Riichi: A player may declare ''riichi'' when their hand is in ''tenpai'' and has not been opened. Declaring ''riichi'' tells your opponents that you are close to winning, but increases your score in your process. Riichi does not cost anything for right now.
The procedure after making a ''chii'' call is just like with ''pon''. Set aside all three tiles, turning the called tile on the left. Then, discard a tile and turns continue counter-clockwise. In the example above, we've called the 3 discarded by the person on our left to complete a sequence with the 24 that we had in our hand. It's important (for the full Riichi ruleset) that the tile we called be oriented towards the player we called it from, even if the set-aside set looks "out of order".
 
It is possible for a tile to be claimed by someone wanting to call ''pon'' at the same time as ''chii'' (e.g. a 333 triplet of bamboo in the example). If two players want the same tile, the ''pon'' caller gets priority and their call goes through. For that reason, if you want to call ''chii'', it's a good idea to wait a second or two before making your call, just in case someone else wants to make a ''pon'' call.
 
 
==Introducing Riichi + Calls==
A suggested simplified ruleset, which introduces [[riichi]], [[furiten]], and [[tile calls]], is as follows. This specific ruleset should be adjusted depending on the player group.
 
*Riichi: A player may declare ''riichi'' when their hand is in ''tenpai'' and has not been opened. (In other words, Calling either ''chii'' or ''pon'' opens the hand and prevents you from calling ''riichi''. Declaring ''riichi'' tells your opponents that you are close to winning, but increases your score in your process. Riichi does not cost anything for right now.


*Simplified points: When winning, a hand that declares ''riichi'' scores 2 points. All other types of hand score 1 point. No yaku are required yet. You should mention that a yaku is required to win with regular rules, but don't actually require yaku to win.
*Simplified points: When winning, a hand that declares ''riichi'' scores 2 points. All other types of hand score 1 point. No yaku are required yet. You should mention that a yaku is required to win with regular rules, but don't actually require yaku to win.
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