Japanese mahjong: Difference between revisions

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==History==
==History==
Mahjong as a whole is only a roughly 100 year old game. Originating in China, the game managed to spread across the country, East Asia, and even to the United States during the 1920s. The riichi variant itself only started emerging in Japan after World War 2. The modern riichi variant today began in the 1960's, while the addition of red 5's started appearing in the 1980's. It originated as a gambling game, though play for fun or sport are also common.
Mahjong as a whole is only a roughly 100 year old game. Originating in China, the game managed to spread across the country, East Asia, and even to the United States during the 1920s. The riichi variant only started emerging in Japan after World War 2. The modern riichi variant played today began in the 1960's, while the addition of red 5's started appearing in the 1980's. It originated as a gambling game, though play for fun or sport are also common.


==Basic Overview==
==Basic Overview==
{{main|Rules overview}}
{{main|Rules overview}}


The object of riichi mahjong is to score the most points. At the start of each round, players draw and discard tiles, competing to be the first to get a winning hand. Then, the hand is scored based on its value. If the hand is won directly off another player's discard, the discarder must pay the winning payer. If a player draws their own winning tile, everyone else splits the payment. After a player wins, hands reset, and the next round starts. Once the final round ends, the game ends, and whoever has the most points wins first place.
The object of riichi mahjong is to score the most points. At the start of each round, players draw and discard tiles, competing to be the first to get a winning hand. When a player wins, the hand is scored based on its value. If the hand is won directly off another player's discard, the discarder must pay the winning payer. If a player draws their own winning tile, everyone else splits the payment. After a player wins, hands reset, and the next round starts. Once the final round ends, the game ends, and whoever has the most points wins first place.


There are two requirements to win a hand:
There are two requirements to win a hand:
*A hand needs a "winning shape". With a few exceptions, players must make a hand with that contains [[tile group]]s (either [[Shuntsu|sequences]], 1-2-3; or [[koutsu|triplets]], 3-3-3) and one pair (3-3). This is similar to how gin rummy is played. In mahjong, you need 4 tile groups + 1 pair to win.
*A hand needs a "winning shape". With a few exceptions, players must make a hand with that contains [[tile group]]s (either [[Shuntsu|sequences]], 1-2-3; or [[koutsu|triplets]], 3-3-3) and one pair (3-3). This is similar to how gin rummy is played. In mahjong, you need 4 tile groups + 1 pair to win.
*A hand must have at least one [[yaku]]. Yaku can be compared to "poker hands" - they are patterns/criteria that score points. For example, a "pair" in poker means having two of the same number. [[Toitoi]] ("All Triplets") is when the hand consists entirely of triplets (that is, having 4 triplets in total). In general, yaku that that are harder to get scores more [[han]], which calculates to more points.
*A hand must have at least one [[yaku]]. Yaku can be compared to "poker hands" - they are patterns/criteria that score points. For example, a "pair" in poker means having two of the same number. [[Toitoi]] ("All Triplets") is when the hand consists entirely of triplets (that is, having 4 triplets in total). In general, yaku that that are harder to get scores more [[han]], which translates to more points.


Mahjong is a zero-sum game - whenever a player gains points, the other players lose a total of that many points. Therefore, [[tile efficiency|developing hands quickly]] and [[defense|minimizing point losses]] are important aspects to the games. Sometimes, it is best to [[betaori|give up winning]] in order to prevent paying for others' hands.
Mahjong is a zero-sum game - whenever a player gains points, the other players lose a total of that many points. Therefore, [[tile efficiency|developing hands quickly]] and [[defense|minimizing point losses]] are important aspects to the games. Sometimes, it is best to [[betaori|give up winning]] in order to prevent paying for others' hands.
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'''Number tiles (suits):''' there are three different suits of number tiles. Each number suit has tiles from 1 thru 9. Number tiles can be used to create sequences and triplets.
'''Number tiles (suits):''' there are three different suits of number tiles. Each number suit has tiles from 1 thru 9. Number tiles can be used to create sequences and triplets.
*'''Manzu''' (characters) - Manzu are labeled on the top with Chinese characters from 1-9.
*'''Manzu''' (characters) - Manzu are labeled on the top with Chinese characters from 1-9.
*'''Pinzu''' (dots/circles)<!--Dots is used in most translations. Coins seems to be the best from a historical viewpoint and they do look like coins. But pinzu may actually mean circles in Japanese.--> - Look like coins/circles. The number of circles is the number of the tile.
*'''Pinzu''' (dots/circles)<!--Dots is used in most translations. Coins seems to be the best from a historical viewpoint and they do look like coins. But pinzu may actually mean circles in Japanese.--> - Look like coins/circles. The amount of circles is the number of the tile.
*'''Souzu''' (bamboos) - The face of the one of bamboo has a bird design on it. Other copies of the suit are numbered by the amount of sticks.
*'''Souzu''' (bamboos) - The face of the one of bamboo has a bird design on it. Other copies of the suit are numbered by the amount of sticks.


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'''[[Jihai]] (honor tiles/word tiles):''' these can be further split into two categories. Honor tiles cannot be used to create sequences, only triplets.
'''[[Jihai]] (honor tiles/word tiles):''' these can be further split into two categories. Honor tiles cannot be used to create sequences, only triplets.
*'''[[Kazehai]]''' (wind tiles) - labeled Ton (east), Nan (north), Xia (west), Pei (north).
*'''[[Kazehai]]''' (wind tiles) - labeled in the four cardinal directions: Ton (east), Nan (north), Xia (west), Pei (north).
*'''[[Sangenpai]]''' (dragon tiles) - White, Green, and Red.
*'''[[Sangenpai]]''' (dragon tiles) - White, Green, and Red.


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**When forming a quad, there are a few special procedures. First, call "kan" during your turn. Then, reveal the quadruplet and set it aside. Then, draw one tile from the dead wall into your hand. You must also reveal a [[kandora]] (see [[dora]] for more info on this). Finally, you discard like normal (or call kan again).
**When forming a quad, there are a few special procedures. First, call "kan" during your turn. Then, reveal the quadruplet and set it aside. Then, draw one tile from the dead wall into your hand. You must also reveal a [[kandora]] (see [[dora]] for more info on this). Finally, you discard like normal (or call kan again).
**Because calling kan reveals kandora, quads are risky to form. While the kandora may benefit you, it also benefits all of your opponents.
**Because calling kan reveals kandora, quads are risky to form. While the kandora may benefit you, it also benefits all of your opponents.
* '''Pairs:''' Pairs are two identical tiles. Any type of tile may be used.


===Winning hands===
===Winning hands===
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:{{#mjt:234m666888s33567p}} - 2 sequences ({{#mjt:234m}}) + {{#mjt:567p}}), 2 triplets ( ({{#mjt:666s}}) + {{#mjt:888s}}), 1 pair ({{#mjt:33p}}
:{{#mjt:234m666888s33567p}} - 2 sequences ({{#mjt:234m}}) + {{#mjt:567p}}), 2 triplets ( ({{#mjt:666s}}) + {{#mjt:888s}}), 1 pair ({{#mjt:33p}}


A winning hand is 14 tiles, however, in mahjong, you can only hold 13 tiles in your hand. Therefore, players must get to '''[[tenpai]]''' (ready hand) - a hand that is one tile away from winning - first. Once reaching tenpai, you can win the hand by either drawing a winning tile, or winning from an opponent's discard. With a normal hand structure, there are two ways to get to tenpai:
A winning hand is 14 tiles. However, in mahjong, you can only hold 13 tiles in your hand. Therefore, players must get to '''[[tenpai]]''' (ready hand) - a hand that is one tile away from winning - first. Once reaching tenpai, you can win the hand by either drawing a winning tile, or winning from an opponent's discard. With a normal hand structure, there are two ways to get to tenpai:


'''Tenpai #1 - 3 complete groups + 1 incomplete group + 1 pair:'''
'''Tenpai #1 - 3 complete groups + 1 incomplete group + 1 pair:'''
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:{{#mjt:234m666888s3567p}} - May win off: {{#mjt:3p}} to complete the pair. (This type of tenpai is generally rarer than tenpai #1)
:{{#mjt:234m666888s3567p}} - May win off: {{#mjt:3p}} to complete the pair. (This type of tenpai is generally rarer than tenpai #1)


A hand that is one tile away from being complete is in tenpai. A hand that is one away from tenpai (two from winning) is 1-[[shanten]]. A hand that is two away from tenpai (three from winning) is 2-shanten, and so on. A hand with a high shanten count is far away from winning, and may be too slow to be worth winning.
A hand that is one tile away from being complete is in tenpai. A hand that is one away from tenpai (two from winning) is 1-[[shanten]]. A hand that is two away from tenpai (three from winning) is 2-shanten, and so on. A hand with a high shanten count is far away from winning, and may be too slow to be worth winning. When you are making a hand, you should focus on making incomplete groups and completing them.


There are two exceptions to the 4 tile groups and a pair pattern: [[chiitoitsu|Seven Pairs]] and [[kokushi musou|Thirteen Orphans]].
There are two exceptions to the 4 tile groups and a pair pattern: [[chiitoitsu|Seven Pairs]] and [[kokushi musou|Thirteen Orphans]].
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*Chii: Call to complete a sequence. Chii can only be done to discards from the player directly before you in turn order (the player left of you).
*Chii: Call to complete a sequence. Chii can only be done to discards from the player directly before you in turn order (the player left of you).
*Pon: Call to complete a triplet. Pon may be done on any player's discards. Pon may cause a player's turn to be skipped.
*Pon: Call to complete a triplet. Pon may be done on any player's discards. Pon may cause a player's turn to be skipped.
*Kan: Call to complete a quad. See the [[kan]] page for the procedure.
*Kan: Call to complete a quad. See the [[kan]] page for the procedure. Not all kans are claimed from another player's discard.


When you have claimed an opponent's discard, your hand becomes '''open'''. When the hand is opened, some yaku are impossible to get, and other yaku are reduced in value. Open hands can complete faster, and some yaku do not reduce in value when opened. Any hand that is not open is considered closed. A key part of the game's strategy is deciding if you want to open the hand.
When you have claimed an opponent's discard, your hand becomes '''open'''. When the hand is opened, some yaku are impossible to get, and other yaku are reduced in value. Open hands can complete faster, and some yaku do not reduce in value when opened. Any hand that is not open is considered closed. A key part of the game's strategy is deciding if you want to open the hand.
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: Being the first declare riichi is especially powerful. Since only one player can win the hand, being first to tenpai gives a speed advantage. Plus, other players do not know the value of your hand, so even if your hand is cheap, declaring riichi can scare off opponents. It is best not to rely on scare tactics, but it is a consideration.
: Being the first declare riichi is especially powerful. Since only one player can win the hand, being first to tenpai gives a speed advantage. Plus, other players do not know the value of your hand, so even if your hand is cheap, declaring riichi can scare off opponents. It is best not to rely on scare tactics, but it is a consideration.


Riichi is a huge part of the game's strategy. It is the single most common yaku. Even if you do not know any other yaku, you can always use riichi if you have a closed hand. However, it is not always a good idea to declare riichi. In addition, you should watch out when other players call riichi.
Riichi is a major part of the game's strategy. It is the single most common yaku. Even if you do not know any other yaku, you can always use riichi if you have a closed hand. However, it is not always a good idea to declare riichi. In addition, you should watch out when other players call riichi.


===Furiten===
===Furiten===
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