Renchan

Revision as of 16:13, 10 August 2024 by Hordes (talk | contribs)

When a renchan 「連荘」, or dealer repeat, occurs, a new hand is started, but the wind seating does not rotate. Therefore, for each renchan, the game is extended by 1 hand. In addition, a honba is added, slightly increasing the value of the next win.

A renchan occurs when the dealer wins. In many rulesets, they also occur when the dealer retains tenpai when no one wins the hand. They also occur after an abortive draw.

Renchan are a major part of the game's strategy. Dealers get more points for winning, so the dealer is encouraged to renchan to keep their position (each renchan is +1 hand where they are dealer). In addition, the extra hands can allow players more chances to comeback from a losing situation.

Strategy

The dealer is encouraged to win a bit more quickly in order to trigger renchan. Note, however, that the value of renchan is not very big. In an average situation, the expected value of a renchan is around 500 (as a lowball estimate) to 750 points.[1] This is quite small, so you shouldn't change your play by a lot just for an extra renchan.

In non-average situations, such as when nearing all last, renchan can be a lot more valuable. A player who is very far behind is hard-pressed to win many renchan in order to climb back up. Conversely, when late in the game, a player with a big lead may deliberately avoid a renchan to end the game faster (giving other players less chances to make a comeback).

If tenpai renchan is used, then dealers have a greater incentive to remain tenpai by exhaustive draw. This may result in riskier play than usual, since the dealer has more at stake than the other players.

Rule variations

Practically every ruleset allows renchan after a dealer win. Other than that, the rules can vary:

  • Agari renchan: Renchan only occurs after a dealer win.
  • Tenpai renchan: Renchan occurs after a dealer win, or if the dealer is tenpai at exhaustive draw.
  • Ryuukyoku renchan: Renchan occurs after a dealer win or any exhaustive draw (even if dealer is not tenpai). This is mainly used in rulesets when the East round is tenpai renchan, and South round is ryuukyoku renchan.

In addition, if abortive draws are used, an abortive draw always triggers a renchan.

Some rulesets may have different renchan rules depending on whether it is East round or South round. In these rules, renchans are usually harder in East round, and easier in the South round.

If multiple ron is enabled, there may be a variation to the rule that the dealer always get a renchan after winning the hand. Under some rulesets, if a multiple ron occurs and the dealer is one of the winners, a renchan occurs in a multiple ron only if the dealer is the first player in turn order after the player who dealt in, similar to how atamahane awards the win only to the first player in turn order.

If nagashi mangan is used, then its interaction with renchan depends on how it is scored. Under some rulesets, nagashi mangan is scored as a winning hand, in which case renchan occurs if the dealer was the player to complete it. Under other rulesets, nagashi mangan is treated as a replacement for the usual points exchange at an exhaustive draw, in which case the renchan occurs based on the usual rules for an exhaustive draw. This may allow the dealer to complete and score nagashi mangan but, because they are not tenpai, to lose the deal.

External links

  1. Gō, Kobayashi. Super Digital Mahjong. Translation: https://natsuai.com/mahjong/digital/chapter-2-3