Rule variations: Difference between revisions
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==Rulesets== | |||
WoRR | * WoRR | ||
Ema2 | :Word Riichi Rules for the tourney in France, 2014. This ruleset is still in development. Not all details have been decided yet. | ||
JpmlA | * Ema2 | ||
JpmlB | :European Mahjong Association (EMA) Riichi Competition Rules (RCR) from 2012 | ||
NPM | * JpmlA | ||
Skoui | :Japan Professional Mahjong League (JPML) ruleset A | ||
SkouC | * JpmlB | ||
MuMa | :Japan Professional Mahjong League (JPML) ruleset B | ||
RmuA | * NPM | ||
RmuB | :Nihon Pro Mahjong (NPM) | ||
RmuC | * Skoui | ||
101 | :Saikouisen, the oldest Japanese professional league | ||
Tenho | * SkouC | ||
Skyos | :Saikouisen Classic | ||
Korea | * MuMa | ||
Uspml | :Mu Mahjong | ||
Montr | * RmuA | ||
Kuitan | :Real Mahjong Unit (RMU) ruleset A | ||
* RmuB | |||
:Real Mahjong Unit (RMU) ruleset B | |||
* RmuC | |||
:Real Mahjong Unit (RMU) ruleset C | |||
* 101 | |||
:Ruleset of 101, another Japanese league | |||
* Tenho | |||
:Tenhou.net, a popluar internet game site | |||
* Skyos | |||
:Saikyousen, a tournament in Japan run by Takeshobo | |||
* Korea | |||
:Korean Mahjong League (KML) | |||
* Uspml | |||
:United States Professional Mahjong League (USPML) | |||
* Montr | |||
:Mahjong Montreal, Canada | |||
==Kuitan== | |||
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. | ||
Line 25: | Line 43: | ||
nashi – Not allowed | nashi – Not allowed | ||
option – Tenhou.net offers both rules in different games. You can play kuitan nashi only if you play akadora nashi, see below. 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 games. You can play kuitan nashi only if you play akadora nashi, see below. The Korean rules write "[concealed hand only selective]", which sounds as if kuitan were an optional rule. | ||
Atodzuke | |||
==Atodzuke== | |||
Allow the hand to win even if there exists no yaku that is satisfied with all wait tiles. Atodzuke nashi, also called sakidzuke ari, requires all winning possibilities to satisfy at least one same yaku. Sakidzuke requires some | Allow the hand to win even if there exists no yaku that is satisfied with all wait tiles. Atodzuke nashi, also called sakidzuke ari, requires all winning possibilities to satisfy at least one same yaku. Sakidzuke requires some | ||
Line 31: | Line 50: | ||
ari – Atodzuke: Allow determination of yaku after determining the winning tile. | ari – Atodzuke: Allow determination of yaku after determining the winning tile. | ||
nashi – Sakidzuke: Require a fixed yaku no matter how the hand wins. | nashi – Sakidzuke: Require a fixed yaku no matter how the hand wins. | ||
Kuikae | |||
==Kuikae== | |||
Allow 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). | Allow 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 38: | Line 58: | ||
swap – Forbid discarding the same tile, allow switching chii. | swap – Forbid discarding the same tile, allow switching chii. | ||
nashi – Forbid discarding the same tile, forbid switching chii. | nashi – Forbid discarding the same tile, forbid switching chii. | ||
Start score | |||
==Scoring== | |||
===Start score=== | |||
Each player has this many points at the start of a hanchan. | Each player has this many points at the start of a hanchan. | ||
Line 44: | Line 66: | ||
0 – Start at zero points, but allow players to go into the negatives without consequences | 0 – Start at zero points, but allow players to go into the negatives without consequences | ||
25k–30k – Reaching a negative score aborts the hanchan. | 25k–30k – Reaching a negative score aborts the hanchan. | ||
Goal score | |||
===Goal score=== | |||
Used at the end of a hanchan for the next two rules: If oka is used, first place gets a bonus payment, called the oka, of 3 × (goal − start score), paid evenly by the others. If shaaba is used, the game continues into the west round if no player has reached the goal score after the south round. | Used at the end of a hanchan for the next two rules: If oka is used, first place gets a bonus payment, called the oka, of 3 × (goal − start score), paid evenly by the others. If shaaba is used, the game continues into the west round if no player has reached the goal score after the south round. | ||
Line 54: | Line 77: | ||
End the hanchan prematurely if a player has less than 0 points at the end of a hand. | End the hanchan prematurely if a player has less than 0 points at the end of a hand. | ||
Oka | ===Oka=== | ||
Jackpot for getting first. All three other players pay one third of this to first place after the end of the hanchan. These points are exchanged in addition to the uma. | Jackpot for getting first. All three other players pay one third of this to first place after the end of the hanchan. These points are exchanged in addition to the uma. | ||
Uma | ===Uma=== | ||
This is a placing bonus for first and second place after a hanchan. First place receives (larger amount × 1,000) points from forth place, and second place receives (lower amount × 1,000) from third place. These points are exchanged in addition to the oka. | This is a placing bonus for first and second place after a hanchan. First place receives (larger amount × 1,000) points from forth place, and second place receives (lower amount × 1,000) from third place. These points are exchanged in addition to the oka. | ||
Line 71: | Line 94: | ||
ari – Continue into west round. | ari – Continue into west round. | ||
nashi – Always stop after south 4th hand. | nashi – Always stop after south 4th hand. | ||
Akadora | |||
===Akadora=== | |||
Use some red fives in place of normal fives as extra dora. | Use some red fives in place of normal fives as extra dora. | ||
Line 84: | Line 108: | ||
ari – Flip the first ura dora indicator. | ari – Flip the first ura dora indicator. | ||
nashi – Don't flip it. Riichi declarers will know in advance how much their hand is worth. | nashi – Don't flip it. Riichi declarers will know in advance how much their hand is worth. | ||
Kandora | ===Kandora=== | ||
After declaring a kantsu, another dora indicator is flipped in the dead wall. All four players can benefit from this. | After declaring a kantsu, another dora indicator is flipped in the dead wall. All four players can benefit from this. | ||
Line 92: | Line 116: | ||
late – After declaring ankan (concealed kantsu), flip the next dora indicator immediately. After declaring a minkan (open kantsu per call on a discard or per extension of a minkou), flip the next dora indicator only after declaring tsumo, declaring another kan, or discarding. The new dora indicator is in effect for any type of win. | late – After declaring ankan (concealed kantsu), flip the next dora indicator immediately. After declaring a minkan (open kantsu per call on a discard or per extension of a minkou), flip the next dora indicator only after declaring tsumo, declaring another kan, or discarding. The new dora indicator is in effect for any type of win. | ||
nashi – Don't flip any dora indicators upon declaring kantsu. | nashi – Don't flip any dora indicators upon declaring kantsu. | ||
Kanuradora | ===Kanuradora=== | ||
Winning riichi declarers may flip the tile underneath each kan dora indicator and treat that as another dora indicator. | Winning riichi declarers may flip the tile underneath each kan dora indicator and treat that as another dora indicator. | ||
Ryanhan shibari | |||
==Abortive draw== | |||
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. | |||
Yakitori | |||
Have players who do not win a hand during the entire hanchan pay a penalty to those who do, or to whoever is first. This is not used in any listed ruleset. | |||
==Agari== | |||
===Ryanhan shibari=== | |||
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 102: | Line 139: | ||
ari – Require two han from yaku at five or more honba. | ari – Require two han from yaku at five or more honba. | ||
nashi – One han from yaku is always enough. | nashi – One han from yaku is always enough. | ||
Renchan | ==Renchan== | ||
agari – The hand is repeated only when East wins. | agari – The hand is repeated only when East wins. | ||
Line 108: | Line 145: | ||
nanba – The hand is repeated when East wins, or when East is tenpai upon exhaustive draw, or when there is any exhaustive draw during the nanba (south round). | nanba – The hand is repeated when East wins, or when East is tenpai upon exhaustive draw, or when there is any exhaustive draw during the nanba (south round). | ||
option – The rules allow two possible options, agari and tenpai. | option – The rules allow two possible options, agari and tenpai. | ||
Agari yame | ===Agari yame=== | ||
Allow the dealer to end the hanchan prematurely if he wins the south 4th hand and ends up in first place, or if that hand becomes an exhaustive draw and the dealer ends up first. | Allow the dealer to end the hanchan prematurely if he wins the south 4th hand and ends up in first place, or if that hand becomes an exhaustive draw and the dealer ends up first. | ||
Line 114: | Line 151: | ||
ari – Allow the dealer to end the hanchan prematurely. | ari – Allow the dealer to end the hanchan prematurely. | ||
nashi – The game must continue until the seat winds rotate again. | nashi – The game must continue until the seat winds rotate again. | ||
Double ron | ===Double ron=== | ||
Score two winning declarations at the same time. | Score two winning declarations at the same time. | ||
Line 131: | Line 159: | ||
check – Like ari, but the fourth player must reveal a non-winning hand, so that he cannot intentionally avoid the triple ron abortive draw. | check – Like ari, but the fourth player must reveal a non-winning hand, so that he cannot intentionally avoid the triple ron abortive draw. | ||
nashi – Atama hane: head bump, recognize only the first win to the discarder's right. | nashi – Atama hane: head bump, recognize only the first win to the discarder's right. | ||
Triple ron | ===Triple ron=== | ||
Score three winning declarations at the same time. | Score three winning declarations at the same time. | ||
Line 142: | Line 170: | ||
Allow players to declare riichi while they are fuiten due to their own earlier discards. | Allow players to declare riichi while they are fuiten due to their own earlier discards. | ||
Temp. furiten | ==Temp. furiten== | ||
If a non-riichi player ignores a winning tile, he becomes temporarily furiten. There are different rules to when this status wears off. | If a non-riichi player ignores a winning tile, he becomes temporarily furiten. There are different rules to when this status wears off. | ||
Line 148: | Line 176: | ||
turn – The player's next own discard ends temporary furiten. If his turn is skipped due to other players' pon calls, he remains temporarily furiten. | turn – The player's next own discard ends temporary furiten. If his turn is skipped due to other players' pon calls, he remains temporarily furiten. | ||
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. | 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. | ||
Call precedence | ==Call precedence== | ||
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. | 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 154: | Line 182: | ||
pon – Like pon above, but keep in mind that this is a computer game (C), not a ruleset for live play. | 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. | time – Pon trumps chii if called at the same time, otherwise the first call stands. Ron trumps anything, even if called slightly later. | ||
Kiriage mangan | ==Kiriage mangan== | ||
Score 4 han, 30 fu as a mangan, as well as 3 han, 60 fu. The exact values for these hands are 7,700 points on a non-dealer ron, split as 2,000 and 3,900 on a non-dealer tsumo, and 11,600 points on a dealer ron, split as 3,900 for all on a dealer tsumo. | Score 4 han, 30 fu as a mangan, as well as 3 han, 60 fu. The exact values for these hands are 7,700 points on a non-dealer ron, split as 2,000 and 3,900 on a non-dealer tsumo, and 11,600 points on a dealer ron, split as 3,900 for all on a dealer tsumo. | ||
Line 160: | Line 188: | ||
ari – Round up to mangan, i.e., score 8,000 or 12,000 points. | ari – Round up to mangan, i.e., score 8,000 or 12,000 points. | ||
nashi – Score the exact values. | nashi – Score the exact values. | ||
Leftover riibo | ==Leftover riibo== | ||
If the last hand of the hanchan is a draw, there may be leftover riichi sticks on the table. This rule decides what happens with them. | If the last hand of the hanchan is a draw, there may be leftover riichi sticks on the table. This rule decides what happens with them. | ||
Line 168: | Line 196: | ||
tiebr. – The table winner gets the sticks. If several players tie for first place, better places are assigned according to initial winds. | tiebr. – The table winner gets the sticks. If several players tie for first place, better places are assigned according to initial winds. | ||
back – The sticks go back to the players who bet them. | back – The sticks go back to the players who bet them. | ||
Scorekeeping | ==Scorekeeping== | ||
Keep track of player's scores during a hanchan. | Keep track of player's scores during a hanchan. | ||
Line 176: | Line 204: | ||
tenbo – Scoring sticks (tenbo) are exchanged after each hand. | tenbo – Scoring sticks (tenbo) are exchanged after each hand. | ||
comp. – This is a computer game and it keeps track of scores automatically. | comp. – This is a computer game and it keeps track of scores automatically. | ||
Ippatsu | ==Yaku== | ||
===Ippatsu=== | |||
Score an additional han for winning a riichi declaration within the next go-around. | Score an additional han for winning a riichi declaration within the next go-around. | ||
Line 182: | Line 211: | ||
ari – Score ippatsu as an extra 1-han yaku. | ari – Score ippatsu as an extra 1-han yaku. | ||
nashi – Don't score ippatsu. | nashi – Don't score ippatsu. | ||
Daburu riichi | ===Daburu riichi=== | ||
Score riichi as 2 han yaku instead of 1 han if called within the first uninterrupted go-around of a hand. | Score riichi as 2 han yaku instead of 1 han if called within the first uninterrupted go-around of a hand. | ||
Line 188: | Line 217: | ||
ari – Score daburu riichi as 2 han instead of 1 han. | ari – Score daburu riichi as 2 han instead of 1 han. | ||
nashi – Always score 1 han per riichi declaration. | nashi – Always score 1 han per riichi declaration. | ||
Open riichi | ===Open riichi=== | ||
Allow players to declare open riichi instead of a normal riichi. Open riichi is worth 2 han instead of the normal 1 han. The declarer must reveal his hand at the same time as he pays the bet of 1,000 points. | Allow players to declare open riichi instead of a normal riichi. Open riichi is worth 2 han instead of the normal 1 han. The declarer must reveal his hand at the same time as he pays the bet of 1,000 points. | ||
Line 194: | Line 223: | ||
ari – Allow open riichi along with normal riichi. | ari – Allow open riichi along with normal riichi. | ||
nashi – Don't allow open riichi. | nashi – Don't allow open riichi. | ||
Nagashi mangan | ===Nagashi mangan=== | ||
Score a mangan upon exhaustive draw for having discarding only yaochuuhai during the entire hand, with none of the yaochuuhai having been called by other players, and without having called any tiles oneself. If this is allowed, there are additional rules decisions necessary: Does it count as a win, or merely as replacement of the noten penalty? Are concealed kantsu allowed? | Score a mangan upon exhaustive draw for having discarding only yaochuuhai during the entire hand, with none of the yaochuuhai having been called by other players, and without having called any tiles oneself. If this is allowed, there are additional rules decisions necessary: Does it count as a win, or merely as replacement of the noten penalty? Are concealed kantsu allowed? | ||
Line 202: | Line 231: | ||
ari KW – Score nagashi mangan as a win (W), voiding noten riichi chombos and collecting riichi bets and honba payments. It is legal to declare a concealed kantsu (K) and still score nagashi mangan. | ari KW – Score nagashi mangan as a win (W), voiding noten riichi chombos and collecting riichi bets and honba payments. It is legal to declare a concealed kantsu (K) and still score nagashi mangan. | ||
nashi – Don't allow nagashi mangan. | nashi – Don't allow nagashi mangan. | ||
Haitei/houtei | ===Haitei/houtei=== | ||
Score the 1-han yaku haitei raoyue for winning with the last tile from the live wall, or score the 1-han yaku houtei raoyui for winning on a discard while the live wall is empty. | Score the 1-han yaku haitei raoyue for winning with the last tile from the live wall, or score the 1-han yaku houtei raoyui for winning on a discard while the live wall is empty. | ||
Line 208: | Line 237: | ||
ari – Both yaku are allowed. | ari – Both yaku are allowed. | ||
nashi – Neither yaku is allowed. | nashi – Neither yaku is allowed. | ||
Haitei rinshan | ===Haitei and rinshan=== | ||
When a kantsu is declared with exactly one tile left in the live wall, that tile, called the haiteihai, is appended to the dead wall and never drawn. This rule makes the replacement tile the haiteihai, so winning with that tile scores both rinshan kaihou (winning after kan) and haitei raoyui (winning with the last tile). | When a kantsu is declared with exactly one tile left in the live wall, that tile, called the haiteihai, is appended to the dead wall and never drawn. This rule makes the replacement tile the haiteihai, so winning with that tile scores both rinshan kaihou (winning after kan) and haitei raoyui (winning with the last tile). | ||
Line 214: | Line 243: | ||
ari – Allow this combination. I consider this a bug in the 2012 EMA RCR. | ari – Allow this combination. I consider this a bug in the 2012 EMA RCR. | ||
nashi – Do not allow this combination. This is Japanese default. | nashi – Do not allow this combination. This is Japanese default. | ||
Tenhou/chihou | ===Tenhou/chihou=== | ||
Score a self-drawn win within a hand's first uninterrupted go-around as a yakuman. | Score a self-drawn win within a hand's first uninterrupted go-around as a yakuman. | ||
Line 228: | Line 257: | ||
4 han – Renhou is a 4-han yaku that combines with all others. Winning with only renhou is valid and worth mangan. | 4 han – Renhou is a 4-han yaku that combines with all others. Winning with only renhou is valid and worth mangan. | ||
nashi – Renhou is not a yaku. The hand is scored normally, there must be at least one other yaku present for a valid win. | nashi – Renhou is not a yaku. The hand is scored normally, there must be at least one other yaku present for a valid win. | ||
Daisharin | ===Daisharin=== | ||
ari – Score this hand as a yakuman. | ari – Score this hand as a yakuman. | ||
nashi – Score this hand normally. With the guaranteed yaku chinitsu, ryanpeiko, and pinfu, is worth at least 11 han. | nashi – Score this hand normally. With the guaranteed yaku chinitsu, ryanpeiko, and pinfu, is worth at least 11 han. | ||
Paarenchan | ===Paarenchan=== | ||
Score the eighth consecutive win of the same dealer as a yakuman. | Score the eighth consecutive win of the same dealer as a yakuman. | ||
Kazoe yakuman | ===Kazoe yakuman=== | ||
Score a hand with 13 han or more as a yakuman. | Score a hand with 13 han or more as a yakuman. | ||
Line 242: | Line 271: | ||
ari – Score as a yakuman with 8,000 basic points. | ari – Score as a yakuman with 8,000 basic points. | ||
nashi – Score as a sanbaiman with 6,000 basic points. | nashi – Score as a sanbaiman with 6,000 basic points. | ||
Double yakuman | ===Double yakuman=== | ||
Score each of the listed patterns as a double yakuman. | Score each of the listed patterns as a double yakuman. | ||
Line 257: | Line 286: | ||
ari – Add one yakuman per single yakuman, add two yakuman per double yakuman if allowed, and score the sum. | ari – Add one yakuman per single yakuman, add two yakuman per double yakuman if allowed, and score the sum. | ||
nashi – Score only one yakuman per hand, or two yakuman if double yakuman are allowed. | nashi – Score only one yakuman per hand, or two yakuman if double yakuman are allowed. | ||
DaiSG/DaiSS pao | ===DaiSG/DaiSS pao=== | ||
Impose a liability payment on the player who has dealt the third ponned dragon tile, or the fourth ponned wind tile, if the caller wins with daisangen (big three dragons) or daisuushii (big four winds) later. | Impose a liability payment on the player who has dealt the third ponned dragon tile, or the fourth ponned wind tile, if the caller wins with daisangen (big three dragons) or daisuushii (big four winds) later. | ||
Line 263: | Line 292: | ||
ari – Liable player pays full on tsumo, half on ron. | ari – Liable player pays full on tsumo, half on ron. | ||
nashi – No liability for daisangen or daisuushii. | nashi – No liability for daisangen or daisuushii. | ||
Suukantsu pao | ===Suukantsu pao=== | ||
Impose a liability payment on the player who has dealt the fourth kanned tile, if the caller wins with suukantsu (four kantsu) later. | Impose a liability payment on the player who has dealt the fourth kanned tile, if the caller wins with suukantsu (four kantsu) later. | ||
Line 269: | Line 298: | ||
ari – Liable player pays full on tsumo, half on ron. | ari – Liable player pays full on tsumo, half on ron. | ||
nashi – No liability for suukantsu. | nashi – No liability for suukantsu. | ||
Daiminkan pao | ===Daiminkan pao=== | ||
After forming a daiminkan (kan declaration on a discard with three concealed identical tiles), score a win with rinshan kaihou (winning on the replacement tile after a kan call) as a ron against the discarder of the called tile. | After forming a daiminkan (kan declaration on a discard with three concealed identical tiles), score a win with rinshan kaihou (winning on the replacement tile after a kan call) as a ron against the discarder of the called tile. | ||
Line 275: | Line 304: | ||
ari – Score the hand as a ron if won before the next discard. | ari – Score the hand as a ron if won before the next discard. | ||
nashi – Score the hand as a tsumo. | nashi – Score the hand as a tsumo. | ||
Rinshan fu | ===Rinshan fu=== | ||
Award a hand winning with the rinshanpai (kan replacement tile) the usual 2 fu for winning with a self-drawn tile. | Award a hand winning with the rinshanpai (kan replacement tile) the usual 2 fu for winning with a self-drawn tile. | ||
Line 281: | Line 310: | ||
2 fu – Award the hand 2 fu for tsumo. | 2 fu – Award the hand 2 fu for tsumo. | ||
nashi – Don't count any fu for tsumo on the rinshanpai. | nashi – Don't count any fu for tsumo on the rinshanpai. | ||
Double wind pair | ==Double wind pair== | ||
A hand with four groups and a pair might have a double wind pair, i.e., a pair of winds that are both the round wind and the seat wind. This rule decides how many fu such a double wind pair is worth. | A hand with four groups and a pair might have a double wind pair, i.e., a pair of winds that are both the round wind and the seat wind. This rule decides how many fu such a double wind pair is worth. | ||
Wall toppling | ==Chombo== | ||
===Wall toppling=== | |||
What is the penalty for toppling tiles from the live wall? | What is the penalty for toppling tiles from the live wall? | ||
Line 291: | Line 321: | ||
6c – If you topple six tiles or more, you get a chombo. | 6c – If you topple six tiles or more, you get a chombo. | ||
comp. – This is a computer game. The rules infraction cannot occur. | comp. – This is a computer game. The rules infraction cannot occur. | ||
Dead w. toppling | ===Dead w. toppling=== | ||
What is the penalty for toppling tiles from the dead wall? | What is the penalty for toppling tiles from the dead wall? |
Revision as of 10:51, 24 October 2013
Rulesets
- WoRR
- Word Riichi Rules for the tourney in France, 2014. This ruleset is still in development. Not all details have been decided yet.
- Ema2
- European Mahjong Association (EMA) Riichi Competition Rules (RCR) from 2012
- JpmlA
- Japan Professional Mahjong League (JPML) ruleset A
- JpmlB
- Japan Professional Mahjong League (JPML) ruleset B
- NPM
- Nihon Pro Mahjong (NPM)
- Skoui
- Saikouisen, the oldest Japanese professional league
- SkouC
- Saikouisen Classic
- MuMa
- Mu Mahjong
- RmuA
- Real Mahjong Unit (RMU) ruleset A
- RmuB
- Real Mahjong Unit (RMU) ruleset B
- RmuC
- Real Mahjong Unit (RMU) ruleset C
- 101
- Ruleset of 101, another Japanese league
- Tenho
- Tenhou.net, a popluar internet game site
- Skyos
- Saikyousen, a tournament in Japan run by Takeshobo
- Korea
- Korean Mahjong League (KML)
- Uspml
- United States Professional Mahjong League (USPML)
- Montr
- Mahjong Montreal, Canada
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 games. You can play kuitan nashi only if you play akadora nashi, see below. The Korean rules write "[concealed hand only selective]", which sounds as if kuitan were an optional rule.
Atodzuke
Allow the hand to win even if there exists no yaku that is satisfied with all wait tiles. Atodzuke nashi, also called sakidzuke ari, requires all winning possibilities to satisfy at least one same yaku. Sakidzuke requires some
ari – Atodzuke: Allow determination of yaku after determining the winning tile. nashi – Sakidzuke: Require a fixed yaku no matter how the hand wins.
Kuikae
Allow 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.
Scoring
Start score
Each player has this many points at the start of a hanchan.
0 – Start at zero points, but allow players to go into the negatives without consequences 25k–30k – Reaching a negative score aborts the hanchan.
Goal score
Used at the end of a hanchan for the next two rules: If oka is used, first place gets a bonus payment, called the oka, of 3 × (goal − start score), paid evenly by the others. If shaaba is used, the game continues into the west round if no player has reached the goal score after the south round.
goal > start – Oka may be paid, shaaba may used; see those rules. goal = start – Oka is zero, shaaba is never used. Tobi (bankrupt)
End the hanchan prematurely if a player has less than 0 points at the end of a hand.
Oka
Jackpot for getting first. All three other players pay one third of this to first place after the end of the hanchan. These points are exchanged in addition to the uma.
Uma
This is a placing bonus for first and second place after a hanchan. First place receives (larger amount × 1,000) points from forth place, and second place receives (lower amount × 1,000) from third place. These points are exchanged in addition to the oka.
0 – No placement bonus is exchanged. share – Ask Sylvain what this means in detail. I don't know. :-) X/Y – First place receives (X × 1,000) points from fourth place, second place receives (Y × 1,000) points from third place. Shaaba
If nobody has reached the goal score at the end of south 4th hand, then the game continues into the west round. The game immediately stops after any hand during the west round in which a player reaches the goal score. The game never continues into the north round.
ari – Continue into west round. nashi – Always stop after south 4th hand.
Akadora
Use some red fives in place of normal fives as extra dora.
ari – Use three red fives, one per suit. nashi – Don't use any red fives. option – Tenhou.net offers both rules in different games. You can play akadora ari only if you if you play kuitan ari. Uradora
Winning riichi declarers may flip the tile underneath the first dora indicator and treat that as another dora indicator.
ari – Flip the first ura dora indicator. nashi – Don't flip it. Riichi declarers will know in advance how much their hand is worth.
Kandora
After declaring a kantsu, another dora indicator is flipped in the dead wall. All four players can benefit from this.
ari – Flip a new kan dora indicator after declaring a kantsu, but I don't know the exact timing rules. sokun. – Sokunori: After declaring any type of kantsu, flip the next dora indicator immediately. late – After declaring ankan (concealed kantsu), flip the next dora indicator immediately. After declaring a minkan (open kantsu per call on a discard or per extension of a minkou), flip the next dora indicator only after declaring tsumo, declaring another kan, or discarding. The new dora indicator is in effect for any type of win. nashi – Don't flip any dora indicators upon declaring kantsu.
Kanuradora
Winning riichi declarers may flip the tile underneath each kan dora indicator and treat that as another dora indicator.
Abortive draw
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. Yakitori
Have players who do not win a hand during the entire hanchan pay a penalty to those who do, or to whoever is first. This is not used in any listed ruleset.
Agari
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.
Renchan
agari – The hand is repeated only when East wins. tenpai – The hand is repeated when East wins, or when East is tenpai upon exhaustive draw. nanba – The hand is repeated when East wins, or when East is tenpai upon exhaustive draw, or when there is any exhaustive draw during the nanba (south round). option – The rules allow two possible options, agari and tenpai.
Agari yame
Allow the dealer to end the hanchan prematurely if he wins the south 4th hand and ends up in first place, or if that hand becomes an exhaustive draw and the dealer ends up first.
ari – Allow the dealer to end the hanchan prematurely. nashi – The game must continue until the seat winds rotate again.
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 his 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 he cannot intentionally avoid the triple ron abortive draw. nashi – Atama hane: head bump, recognize only the first win to the discarder's right.
Triple ron
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. ata.h. – Atama hane: head bumb, recognize only the first win to the discarder's right. abort – Do not score any hand, instead abort the hand with an abortive draw (tochuu ryuukyoku). Furiten riichi
Allow players to declare riichi while they are fuiten due to their own earlier discards.
Temp. furiten
If a non-riichi player ignores a winning tile, he becomes temporarily furiten. There are different rules to when this status wears off.
turn – The player's next own discard ends temporary furiten. If his turn is skipped due to other players' pon calls, he remains temporarily furiten. 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.
Call precedence
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.
Kiriage mangan
Score 4 han, 30 fu as a mangan, as well as 3 han, 60 fu. The exact values for these hands are 7,700 points on a non-dealer ron, split as 2,000 and 3,900 on a non-dealer tsumo, and 11,600 points on a dealer ron, split as 3,900 for all on a dealer tsumo.
ari – Round up to mangan, i.e., score 8,000 or 12,000 points. nashi – Score the exact values.
Leftover riibo
If the last hand of the hanchan is a draw, there may be leftover riichi sticks on the table. This rule decides what happens with them.
lost – Nobody gets the leftover riichi sticks. share – The players with the highest scores share the sticks equally. There is no information on how fractional sticks are handled for 3 or 4 tying players. tiebr. – The table winner gets the sticks. If several players tie for first place, better places are assigned according to initial winds. back – The sticks go back to the players who bet them.
Scorekeeping
Keep track of player's scores during a hanchan.
option – Each tournament can specify a suitable scorekeeping method. paper – Scores are written down on a scoresheet. tenbo – Scoring sticks (tenbo) are exchanged after each hand. comp. – This is a computer game and it keeps track of scores automatically.
Yaku
Ippatsu
Score an additional han for winning a riichi declaration within the next go-around.
ari – Score ippatsu as an extra 1-han yaku. nashi – Don't score ippatsu.
Daburu riichi
Score riichi as 2 han yaku instead of 1 han if called within the first uninterrupted go-around of a hand.
ari – Score daburu riichi as 2 han instead of 1 han. nashi – Always score 1 han per riichi declaration.
Open riichi
Allow players to declare open riichi instead of a normal riichi. Open riichi is worth 2 han instead of the normal 1 han. The declarer must reveal his hand at the same time as he pays the bet of 1,000 points.
ari – Allow open riichi along with normal riichi. nashi – Don't allow open riichi.
Nagashi mangan
Score a mangan upon exhaustive draw for having discarding only yaochuuhai during the entire hand, with none of the yaochuuhai having been called by other players, and without having called any tiles oneself. If this is allowed, there are additional rules decisions necessary: Does it count as a win, or merely as replacement of the noten penalty? Are concealed kantsu allowed?
ari – Score nagashi mangan, but I don't know the details. ari B – Score nagashi mangan as a replacement of the noten penalty, not as a fully-fledged win. I don't know what happens if you declare ankan, that will likely prevent nagashi mangan. ari KW – Score nagashi mangan as a win (W), voiding noten riichi chombos and collecting riichi bets and honba payments. It is legal to declare a concealed kantsu (K) and still score nagashi mangan. nashi – Don't allow nagashi mangan.
Haitei/houtei
Score the 1-han yaku haitei raoyue for winning with the last tile from the live wall, or score the 1-han yaku houtei raoyui for winning on a discard while the live wall is empty.
ari – Both yaku are allowed. nashi – Neither yaku is allowed.
Haitei and rinshan
When a kantsu is declared with exactly one tile left in the live wall, that tile, called the haiteihai, is appended to the dead wall and never drawn. This rule makes the replacement tile the haiteihai, so winning with that tile scores both rinshan kaihou (winning after kan) and haitei raoyui (winning with the last tile).
ari – Allow this combination. I consider this a bug in the 2012 EMA RCR. nashi – Do not allow this combination. This is Japanese default.
Tenhou/chihou
Score a self-drawn win within a hand's first uninterrupted go-around as a yakuman.
ari – Score tenhou and chihou as yakuman. nashi – Score these wins as normal hands. Renhou
This is a yaku for winning on a discard before the winner's first turn in an uninterrupted go-around.
yak. – Yakuman: Score this as a yakuman. No other yaku is necessary. mang. – Mangan: Score this as a mangan. No other yaku is necessary. The hand can be either won with renhou, or with its normal yaku and dora. Winning with the latter is only possible if the hand has at least one han through other yaku and the han from yaku and dora total 6 or more. 4 han – Renhou is a 4-han yaku that combines with all others. Winning with only renhou is valid and worth mangan. nashi – Renhou is not a yaku. The hand is scored normally, there must be at least one other yaku present for a valid win.
Daisharin
ari – Score this hand as a yakuman. nashi – Score this hand normally. With the guaranteed yaku chinitsu, ryanpeiko, and pinfu, is worth at least 11 han.
Paarenchan
Score the eighth consecutive win of the same dealer as a yakuman.
Kazoe yakuman
Score a hand with 13 han or more as a yakuman.
ari – Score as a yakuman with 8,000 basic points. nashi – Score as a sanbaiman with 6,000 basic points.
Double yakuman
Score each of the listed patterns as a double yakuman.
nashi – All yakuman count as single yakuman. See combined yakuman below for another possibility to score a multiple yakuman. D – Daisuushii : Big four winds, four groups of winds. S – Suuankou tanki : Four concealed triplets winning from the single pair wait. K – Kokushi musou shiisanmen machi : Thirteen orphans winning from the thirteen-sided wait on the pair. 9 – Junsei chuuren pooto : Nine heavenly gates winning from the nine-sided wait 1112345678999. Comb. yakuman
Score more than one yakuman if multiple yakuman are achieved by the same hand.
ari – Add one yakuman per single yakuman, add two yakuman per double yakuman if allowed, and score the sum. nashi – Score only one yakuman per hand, or two yakuman if double yakuman are allowed.
DaiSG/DaiSS pao
Impose a liability payment on the player who has dealt the third ponned dragon tile, or the fourth ponned wind tile, if the caller wins with daisangen (big three dragons) or daisuushii (big four winds) later.
ari – Liable player pays full on tsumo, half on ron. nashi – No liability for daisangen or daisuushii.
Suukantsu pao
Impose a liability payment on the player who has dealt the fourth kanned tile, if the caller wins with suukantsu (four kantsu) later.
ari – Liable player pays full on tsumo, half on ron. nashi – No liability for suukantsu.
Daiminkan pao
After forming a daiminkan (kan declaration on a discard with three concealed identical tiles), score a win with rinshan kaihou (winning on the replacement tile after a kan call) as a ron against the discarder of the called tile.
ari – Score the hand as a ron if won before the next discard. nashi – Score the hand as a tsumo.
Rinshan fu
Award a hand winning with the rinshanpai (kan replacement tile) the usual 2 fu for winning with a self-drawn tile.
2 fu – Award the hand 2 fu for tsumo. nashi – Don't count any fu for tsumo on the rinshanpai.
Double wind pair
A hand with four groups and a pair might have a double wind pair, i.e., a pair of winds that are both the round wind and the seat wind. This rule decides how many fu such a double wind pair is worth.
Chombo
Wall toppling
What is the penalty for toppling tiles from the live wall?
6c – If you topple six tiles or more, you get a chombo. comp. – This is a computer game. The rules infraction cannot occur.
Dead w. toppling
What is the penalty for toppling tiles from the dead wall?
1d6c – If you topple at least one tile from the dead wall, you get a dead hand. If you topple six or more, you get a chombo. comp. – This is a computer game. The rules infraction cannot occur.