Rules overview

Revision as of 18:26, 3 August 2013 by KyuuAA (talk | contribs) (Simplification)

Japanese mahjong is quite complex with its many rules and special cases. This section provides an overview of the game, but a beginner will not be ready to play after reading just this. For more detailed documentation on the rules, see Japanese mahjong, as well as other articles covering various game topics.

This article is a brief and quick layout to the most basic rules of the game, just to get new players started.

Tiles and suits

  • Mahjong is played by four players
  • These tiles work similar to playing cards
  • All in all, there are 34 tile types, and there are 4 copies each
  • In total, there are 136 tiles
  • The following are the three main suits, plus a class of "honor" tiles:
36 tiles in the man suit
36 tiles in the pin suit
36 tiles in the sou suit
28 honor tiles

Setup

  • After tiles are shuffled, the players build walls of face-down tiles
  • Each wall is 17 tiles long, double stacked
  • The four walls serve as a stockpile to draw tiles from
  • Each player starts with 25000 points
  • One 10,000 point stick
  • Two 5,000 point sticks
  • Four 1,000 point sticks
  • Ten 100 point sticks

Starting the deal

  • At the start of each hand after the walls are built, players are dealt 13 tiles each
  • One player throughout the game is designated as the dealer, marked by an indicator
  • The dealer is begins by rolling the dice, to determine the wall break

== Dealing the tiles

  • The dealer is always seated East
  • Player to the right of the dealer is South
  • Player across the dealer is West
  • Player to left of the dealer is North
  • Regular turn order: East, South, West, North
  • Per the turn order, each player gets 4 tiles per turn, until each has 12 tiles
  • Finish the deal process by drawing one tile each, for 13 tiles in the hand
  • Dealer always gets first draw and discard

Objective

On each turn, the player picks a new tile from the wall, then discards an unnecessary one. It is sometimes possible to call and pick up an opponent's discard instead of drawing from the wall.

The first player to obtain a winning combination of 14 tiles scores points from his opponents: If the winning tile was drawn from the wall, the opponents share the payment. If the winning tile was a discard, the discarder must pay the entire hand value himself.

After a win, all tiles are reshuffled, and the next hand may begin. The player with the most points after a number of hands wins the session.

Hands and yaku

Winning hands of 14 tiles contain four melds of 3 tiles each, plus a pair. The pair consists of any two identical tiles. A three-tile meld may either be a consecutive sequence of same-suited tiles, or just any three identical tiles.

In the cases of kokushi musou and Chii toitsu, however, the regular composition of the hand is ignored.

In addition, a winning hand must have at least one yaku. A yaku is a special condition under which the win occurs, or a distinguished pattern within the hand's tiles.

Strategy

There are many ways to build a winning hand, some being more difficult and higher-scoring than others. Choosing which type of hand to go for, therefore what to discard each turn. takes judgment. Calling tiles from opponents may speed up the hand, but may make it worth less.

Discarding an opponent's winning tile is costly, because the entire value of the hand must be payed by the discarder. To defend against this, players can try to discard only safe tiles, thus destroying their own hands. Other times, players may decide to ignore their opponents and keep on building their own hands.

Learning to play

After learning the rules, you can play online or join an offline group.

Specific rulesets

The core rules allows for some variation in the finer details. Before playing, one has to be familiar with the specific ruleset used.