Tibet rules are a family of variations of mahjong designed for teaching the game to players who are completely new to mahjong. By starting with a very simple set of rules and objective, and then gradually moving up in complexity, new players are able to jump immediately into playing and building their understanding of how mahjong works.

Teaching the basics

Tibet rules start with a game played with only a single numeric suit, the circles. Each tile has a value from 1 to 9; there are four copies of each tile, for a total of thirty-six tiles.

          

The objective of the game is to assemble a hand of five tiles, consisting of one pair and one set of three tiles. Pairs are two tiles with an identical number, while sets can be sequences of three consecutive tiles, or triplets of three identical tiles. Note that 1 and 9 do not connect to one another; these can only be at the end of sequences and not in their middle.

  • Example of a pair:   

Examples of complete hands:

  •       (note that despite having three 3s, we count two of them as a pair, using the last one as part of a sequence)

During play, you will normally only have four tiles in your hand. On your turn, you will draw a face-down tile into your hand. If that tile creates a completed hand, you say tsumo, reveal your hand, and claim the win. Otherwise, you choose one tile from your hand to discard face up. This tile can be the tile you just drew, or one that was previously in your hand. After you discard, if that tile would complete another player's hand, they can claim it to win. In that case, they should say ron, and reveal their hand to show how the discard would complete it. If nobody declares ron, then the next player takes their turn; in mahjong, turns are taken in a counter-clockwise order, moving to the right. The hand continues with each player making a draw, then a discard, and continuing until someone wins, or all tiles have been drawn. In the latter case, the hand just ends in a draw with no winner.

It's worth emphasizing one more time how you win a hand. If you win by drawing your own winning tile, you say tsumo. If you win by seeing an opponent's discard, you say ron. Pay attention to when your hand is ready to accept a winning tile; this state is called tenpai. Before you hit tenpai, you're dependent on your own draws to advance your hand; when you are in tenpai, you can now use other peoples' discards to finish things up.

Examples of tenpai hands:

     Waiting for:   (a single tile wait to complete the pair)
     Waiting for:   (a closed sequence wait)
     Waiting for:    (a two-sided sequence wait)
     Waiting for:    (a dual pair wait, completing by upgrading one into a triplet)
     Waiting for:    (a dual single wait: if we take 678 as a sequence, we can complete the hand by pairing the 9; if we treat 789 as a sequence, we can complete the hand by pairing the 6)
     Waiting for:     (a combination wait: if we treat the 666 as a triplet, we can claim 5 for a pair; if we set aside a 66 pair, we can claim 4 or 7 to finish the sequence implied by 56)

Additional Notes

  • 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!
  • 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.
  • 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 tile calls yet.

Increasing complexity

7 tile hands

Once the players are comfortable with four-tile mahjong hands, increase the base hand size to seven tiles. In these rules, the goal is to create a winning hand of eight tiles: two sets (each either a sequence or triplet) and one pair. Since we're still working with a single suit, there are some tricky tenpai patterns that can result.

Examples of tenpai hands:

        Waiting for:   (a single tile wait to complete the pair)
        Waiting for:    (a two-sided sequence wait)
        Waiting for:    (a dual pair wait, completing by upgrading one into a triplet)
        Waiting for:     (a three-way sequence wait: if we see 567 as a complete set, we wait to complete the 34 sequence off a 2 or 5. If we see the 345 as a complete set, we wait to complete the 67 sequence off a 5 or 8.)
        Waiting for:    (a dual single wait: if we take 678 as a sequence, we can complete the hand by pairing the 9; if we treat 789 as a sequence, we can complete the hand by pairing the 6)
        Waiting for:     (a triple single wait: this works a similar way to the dual single wait. If we treat 345 as a sequence, it becomes a 6789 dual single wait. If we treat 789 as a sequence, it becomes a 3456 dual single wait.)
        Waiting for:     (a complex combination wait: with a 777 triplet, the remaining 2345 is the dual single pattern. But with a 77 pair and 234 sequence, the remaining 57 can be completed by filling in the 6.)

Once players are comfortable with playing with seven-tile hands, the next step to take is to introduce a second numeric suit: the bamboo tiles. Note that the 1 is indicated by a bird (usually a peafowl or sparrow depending on design), and the 8's bamboo are arranged in an M/W pattern.

           

Pairs, sequences, and triplets cannot be made by "mixing" suits -- each set or pair can only be made from a single suit. However, the hand as a whole can have sets or the pair in multiple suits. In practice, despite there being more possibilities for hands, this will be easier than the single-suited, seven-tile hand game. A second suit means that it's less likely for complex group patterns, which makes it easier to figure out which of your tiles will end up in each set or pair of the completed hand. There's an argument that can be made as well that you can also start here, at the two-suit, seven-tile game, as it also provides a clearer distinction between a set and the pair, since the final hand will have a different number of each type of hand element.

10+ tile hands

Regardless, once players are comfortable at this level, the next step is to increase the hand size to ten tiles. A completed hand will have eleven tiles, consisting of three sets of three tiles (each a sequence or triplet), and one pair.

With 10 tile hands, it's technically possible to have an even more complicated wait. However, such waits are too rare to be worth thinking about. First off, all 10 tiles need to be of the same suit, and then they have to align perfectly to get a giant wait.

Naturally, after 10 tiles, it is time to upgrade to 13 tiles - the hand size used in regular riichi mahjong. Additionally, you'll soon want to add the third suit: the character tiles. The character tiles are numbered with Chinese/Japanese kanji from 1-9. If learners are unfamiliar with the numbering, try to use a mahjong set with tile indexes (e.g. a small 1 in the 1-man tile).

           

Introducing Riichi + Calls

After playing with 13-tile hands with 3 suits, it also makes sense to introduce riichi, fuirten, and tile calls.

A suggested simplified ruleset is as follows. This specific ruleset should be adjusted depending on the player group.

  • Tile calls are introduced.
    • 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.
Chii Pon (Left P) Pon (Across P) Pon (Right P)
               
  • 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.
  • 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.
  • Furiten: If a player had discarded a tile that their current hand could've won with, they are in furiten. A hand in furiten may not call ron by any means. Even if the player's discarded tile and the opponent's tile are different, you may not call ron. A hand in fuirten may win from tsumo (self-draw) as normal, or change its wait so that it is no longer in fuirten.

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