Rule variations: Difference between revisions

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Given the complexity to the rules of [[Japanese mahjong]], the rules are even made more complicated by the existence of rule variations enforced among different groups and organizations.
Given the complexity to the rules of [[Japanese mahjong]], the rules are even made more complicated by the existence of rule variations enforced among different groups and organizations.


==Rulesets==
==Overview==
The following rulesets are taken into accountWhile more groups and organizations exist with their own rulesets, these are the rules selected for this list.
The general rules of the game are complex enoughHowever, they are made even more complex, as various rules of the game can be toggled to different settings or simply by "on" or "off" (ari or nashi respectively).


* [[World Riichi Rule]] (WRR)
==Agari==
:World Riichi Rule for the [[2014 World Riichi Mahjong Competition|tourney]] in France, 2014.
A set of variations dictate how hands produce winning hands.
* [[European Mahjong Association]] (EMA)
:[[EMA_rules|Riichi Competition Rules]] (RCR) as of 2012
* [[Japan Professional Mahjong League]] (JPML)
:JPML has two rule sets (A and B), but only ruleset A is noted.
* [[Nihon Pro Mahjong]]
:Nihon Pro Mahjong (NPM)
* [[Saikouisen]] (Saikou)
:The oldest Japanese professional league
:Saikouisen Classic rules
* MuMa (Mu)
:Mu Mahjong
* [[Real Mahjong Unit]] (RMU)
:RMU has three rulesets: A, B, and C.  Only A is noted.
* [[101 Kyougi Renmei|101]] (101)
:Ruleset of 101, another Japanese league
* [[Tenhou.net rules|Tenhou.net]] (Tenhou)
:A popluar internet game site
* [[Saikyousen]] (Saikyou)
:A tournament in Japan run by Takeshobo
* [[Korean Mahjong League]] (KML)
* [[United States Professional Mahjong League]] (USPML)
* [[Club Riichi de Montréal]] (Montr)
:Montreal, Canada


==Agari==
===Agariyame===
{{main|Agariyame}}


===Agari yame===
Allow the dealer to end the hanchan prematurely, while in possession of the lead in the round [[Oorasu|South 4]] or in the [[West round]] after one hand has been played.
{{rulevar
|WRR= |EMA= |JPML= |NPM=Ari |Saikou= |Mu= |RMU=Ari |101= |Tenhou=Ari |Saikyou=Ari |KML=Ari |USPML=Ari |Montr=Ari <!--For ease of adding columns-->
}}
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.
* Lead – Allow the dealer to end the hanchan prematurely, with the last dealer is in the lead.
* End – The dealer may end the game after one hand in the final round, regardless of point standing.
* Nashi – The game must continue until the seat winds rotate again.
* Nashi – The game must continue until the seat winds rotate again.
===Atozuke===
{{main|Atozuke}}
Atozuke handles the rule for yakuless hands to gain yaku on discards.  This is most common on hands waiting on more than two tiles, where one discarded tile produces yakuhai. 
* Ari – Allow the hand to gain yaku on the winning tile.
* Nashi – Yaku must be embedded in the hand before the winning tile.
* ? - A hand must have a yaku confirmed by the time the first call completes (exception: "whole hand yaku", e.g. [[honitsu]], can be incomplete on first call).


===Double ron===
===Double ron===
{{rulevar
|WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= <!--For ease of adding columns-->
}}
Score two winning declarations at the same time.
Score two winning declarations at the same time.


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===Furiten riichi===
===Furiten riichi===
{{main|Furiten}}
{{main|Furiten}}
{{rulevar
 
|WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= <!--For ease of adding columns-->
}}
Allow players to declare riichi while they are furiten due to their own earlier discards.
Allow players to declare riichi while they are furiten due to their own earlier discards.


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===Ryanhan shibari===
===Ryanhan shibari===
{{main|Ryanhan shibari}}
{{main|Ryanhan shibari}}
{{rulevar
 
|WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= <!--For ease of adding columns-->
}}
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.


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===Triple ron===
===Triple ron===
{{rulevar
 
|WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= <!--For ease of adding columns-->
}}
Score three winning declarations at the same time.
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.
* Ari – The discarder of the winning tile must pay all three hands separately. See double ron ari for distribution of riichi sticks.
* Atama – [[Atamahane]], or head bump. Only the first win to the discarder's right is recognized.
* Atama – [[Atamahane]], or head bump. Only the first win to the discarder's right is recognized.
* Abort – Do not score any hand, instead abort the hand with an [[abortive draw]].
* Abort – No hands are scored, and instead, the hand is [[abortive draw|aborted]].
 
==Atozuke==
{{main|Atozuke}}
{{rulevar
|WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= <!--For ease of adding columns-->
}}
Allow the hand to win even if there exists no yaku that is satisfied with all wait tiles. Atozuke nashi, also called sakizuke ari, requires all winning possibilities to satisfy at least one same yaku. Sakizuke requires some
 
* Ari – Atozuke: Allow determination of yaku after determining the winning tile.
* Nashi – Sakizuke: Require a fixed yaku no matter how the hand wins.


==Chombo==
==Chombo==
{{main|Chombo}}
{{main|Chombo}}
{{rulevar
|WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= <!--For ease of adding columns-->
}}
Variations on chombo may involve its general usage.  Common and casual games may not even enforce chombo due to the setting.  On the other hand, high profile settings may require stricter enforcement and harsher point penalties.
Variations on chombo may involve its general usage.  Common and casual games may not even enforce chombo due to the setting.  On the other hand, high profile settings may require stricter enforcement and harsher point penalties.


===Enforcement===
===Enforcement===
Point deductions may be applied immediately after the incident, the hand, or factored after the game to avoid time delay during the game.
Point deductions may be applied immediately after the incident, the hand, or factored after the game to avoid time delay during the game.


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===Points===
===Points===
Point variation on the penalty points may be applied.
Point variation on the penalty points may be applied.


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==Dora==
==Dora==
{{main|Dora|Dora variations}}
{{main|Dora|Dora variations}}
{{rulevar
 
|WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= <!--For ease of adding columns-->
}}
Variations on [[dora]] involves a few implementations; and they all affect the number of dora used.  The most common variation involves the '''akadora''' (red five) regarding its inclusion or exclusion.  Other variations places options on the kandora and even the uradora.  Lesser variations may include additional '''dorahyouji''' (dora indicators) at the beginning of each hand.
Variations on [[dora]] involves a few implementations; and they all affect the number of dora used.  The most common variation involves the '''akadora''' (red five) regarding its inclusion or exclusion.  Other variations places options on the kandora and even the uradora.  Lesser variations may include additional '''dorahyouji''' (dora indicators) at the beginning of each hand.


==Furiten==
==Furiten==
{{main|Furiten}}
{{main|Furiten}}
{{rulevar
 
|WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= <!--For ease of adding columns-->
}}
If a non-riichi player ignores a winning tile, then temporary furiten is applied. Different rules apply as to when this status wears off.
If a non-riichi player ignores a winning tile, then temporary furiten is applied. Different rules apply as to when this status wears off.


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==Kuikae==
==Kuikae==
{{main|Kuikae}}
{{main|Kuikae}}
{{rulevar
 
|WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= <!--For ease of adding columns-->
}}
This allows 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).
This allows 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).


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==Kuitan==
==Kuitan==
{{main|Kuitan}}
{{main|Kuitan}}
{{rulevar
 
|WRR=Ari |EMA= |JPML=Ari |NPM=Ari |Saikou=Ari |Mu=Ari |RMU=Ari |101=Ari |Tenhou=Option |Saikyou=Ari |KML=Option |USPML=Ari |Montr= <!--For ease of adding columns-->Ari
}}
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.


* Ari – Allowed
* Ari – Allowed
* Nashi – Not allowed
* Nashi – Not allowed
* Option – Tenhou.net offers both rules in different settings.  One of the game rooms is set for both kuitan nashi snd akadora nashi. However, there is no setting for one or the other exclusively.  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 settings.  One of the game rooms is set for both kuitan nashi and akadora nashi. However, there is no setting for one or the other exclusively.  The Korean rules write "concealed hand only selective", which sounds as if kuitan were an optional rule.


==Naki==
==Naki==
{{main|Naki}}
{{main|Naki}}
{{rulevar
 
|WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= <!--For ease of adding columns-->
}}
Variation may apply on tile 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.
Variation may apply on tile 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.


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Scoring allows some flexibility to the rules regarding the start and end scores.  Likewise, the oka and uma may be adjusted as well.
Scoring allows some flexibility to the rules regarding the start and end scores.  Likewise, the oka and uma may be adjusted as well.


==Tochuu ryuukoku==
==Tochuu ryuukyoku==
{{main|Tochuu ryuukoku}}
{{main|Tochuu ryuukyoku}}
{{rulevar
 
|WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= <!--For ease of adding columns-->
}}
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.
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.


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