Japanese mahjong: Difference between revisions

update a few places
(update a few places)
Line 33: Line 33:
{{main|Mahjong equipment}}
{{main|Mahjong equipment}}


There are 34 unique tile types in riichi mahjong, and 4 copies of each tile, for a total of 136 tiles. They can be split into two categories:
There are 34 unique tile types in riichi mahjong, and 4 copies of each tile type, for a total of 136 tiles. They can be split into two categories:


'''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.
Line 53: Line 53:
{{main|Japanese mahjong setup}}
{{main|Japanese mahjong setup}}


When playing with physical tiles, setup is required. The process can be made easier with an automatic table. Alternatively, online mahjong sites will set the game up for you,
When playing with physical tiles, setup is required. The process can be made easier with an automatic table. When playing online, the game is set up for you.


To set up the game, first, shuffle the tiles. Then, stack four walls that are 17 tiles long and 2 tiles high. Each player is responsible for their own wall. A dice roll is used to determine the initial dealer, as well as the '''wall break''' at the beginning of the hand. From where the wall breaks, deal each player 13 tiles to produce their [[haipai|starting hands]], and separate the [[dead wall]]. Play begins once the dealer makes the initial draw and discard.
To set up the game, first, shuffle the tiles. Then, stack four walls that are 17 tiles long and 2 tiles high. Each player is responsible for their own wall. A dice roll is used to determine the initial dealer, as well as the '''wall break''' at the beginning of the hand. From where the wall breaks, deal each player 13 tiles to produce their [[haipai|starting hands]], and separate the [[dead wall]]. Play begins once the dealer makes the initial draw and discard.
Line 66: Line 66:
*You may declare [[riichi]] and/or [[kan]] if eligible. (More on these later)
*You may declare [[riichi]] and/or [[kan]] if eligible. (More on these later)
*Discard one tile.
*Discard one tile.
*Opponents may be able to [[Naki|claim your discarded tile]]. If the tile is not claimed, the next player begins their turn as normal.
*After discarding, your opponents may be able to [[Naki|claim your discarded tile]]. If the tile is not claimed, the next player begins their turn as normal.
**Opponents can win off your discarded tile ([[ron]]) if they have a valid hand. They may also call [[chii]], [[pon]], or [[kan]] to take the tile and advance their hand.
**Opponents can win off your discarded tile ([[ron]]) if they have a valid hand. They may also call [[chii]], [[pon]], or [[kan]] to take the tile and advance their hand.


Line 87: Line 87:


*'''Sequences:''' Sequences are 3 consecutive number tiles of the same suit. Sequences may not "wrap around" from 9 to 1, so sequences of 891 or 912 are not allowed. Honor tiles cannot be used in sequences.
*'''Sequences:''' Sequences are 3 consecutive number tiles of the same suit. Sequences may not "wrap around" from 9 to 1, so sequences of 891 or 912 are not allowed. Honor tiles cannot be used in sequences.
{| class=wikitable style="width:30%; min-width:215px;"
{| class=wikitable style="width:50%; min-width:430px;"
! Closed !! Open
!colspan=2| Closed !!colspan=2| Open
|-
|-
|align=center| {{#mjt:123m}} ||align=center| {{#mjt:4'35p}}
|align=center| {{#mjt:123m}} ||align=center| {{#mjt:678p}} ||align=center| {{#mjt:4'35p}} ||align=center|  {{#mjt:4'56s}}
|-
|align=center| {{#mjt:678p}} ||align=center|  {{#mjt:4'56s}}
|}
|}


*'''Triplets:''' Triplets are three identical tiles. Any type of tile may be used in a triplet.
*'''Triplets:''' Triplets are three identical tiles. Any type of tile may be used in a triplet.
{| class=wikitable style="width:30%; min-width:215px;"
{| class=wikitable style="width:50%; min-width:430px;"
! Closed !! Open
!colspan=2| Closed !!colspan=2| Open
|-
|align=center| {{#mjt:111p}} ||align=center| {{#mjt:66'6z}}
|-
|-
|align=center| {{#mjt:777m}} ||align=center| {{#mjt:333'z}}
|align=center| {{#mjt:111p}} ||align=center| {{#mjt:777m}} ||align=center| {{#mjt:66'6z}} ||align=center| {{#mjt:333'z}}
|}
|}


*'''[[Kan|Quads]]:''' Quads are a special form of triplet. They are four identical tiles. Even though a quad is four tiles, it is treated as a triplet with one extra tile. Therefore, when making a quad, one extra tile is drawn to keep "four groups + 1 pair".
*'''[[Kan|Quads]]:''' Quads are a special form of triplet. They are four identical tiles. Even though a quad is four tiles, it is treated as a triplet with one extra tile. Therefore, when making a quad, one extra tile is drawn to keep the "four groups + 1 pair" shape.
**In order to form a quad, you ''must'' call [[kan]]. Four of the same tile in your hand is not a group. You can only declare kan if you have 4 of the same tile, or have 3 of the same tile and a fourth is discarded.
**In order to form a quad, you ''must'' call [[kan]]. Four of the same tile in your hand is not a group. You can only declare kan if you have 4 of the same tile, or have 3 of the same tile and a fourth is discarded.
**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).
Line 118: Line 114:
:{{#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 by default. 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:'''
Line 130: Line 126:
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.
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]] <small>([[chiitoitsu]])</small> and [[kokushi musou|Thirteen Orphans]] <small>([[kokushi musou]])</small>.


===Claiming discards===
===Claiming discards===
{{main|Naki}}  
{{main|Naki}}  


As part of the game, players have the ability to claim other player's discards through [[chii]], [[pon]], and [[kan]].
Players have the ability to claim other player's discards through [[chii]], [[pon]], and [[kan]].
*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.
Line 167: Line 163:
When ''any'' of the tiles you've discarded could've completed a winning hand, you become ''completely'' unable to win off of another player's discard. In other words, you cannot win by [[ron]]. However, while in furiten, it is still possible to win by drawing the tile yourself.  
When ''any'' of the tiles you've discarded could've completed a winning hand, you become ''completely'' unable to win off of another player's discard. In other words, you cannot win by [[ron]]. However, while in furiten, it is still possible to win by drawing the tile yourself.  


Note that it does not matter if the tile you discarded and the tile the opponent discarded are different, when you are in furiten, all tile types are affected. It does not matter if you couldn't actually win off the tile because you did not have a yaku, if the discarded tile could complete the "winning shape", it is furiten.
* It does not matter which tile "caused" the furiten. If you are in furiten, you cannot win off any tile.
* It does not matter if you couldn't win off the discarded tile due to a lack of yaku. If a tile could complete the "4 group + 1 pair" shape, it triggers furiten, even if you couldn't actually win with said tile.


For example, say a player's hand looks like this:
For example, say a player's hand looks like this:
Line 179: Line 176:


==End of a hand==
==End of a hand==
The procedure of drawing, discarding, and maintaining a hand ends with a few different scenarios. A player can win the hand, the tiles can run out, or a few "abortive draws" force the game to be restarted. Afterwards, the tiles are reshuffled to setup the next hand, or [[renchan]].
The hand can end under a few different circumstances:
 
===Winning a hand===
Ideally, players seek to win hands. Once again, a winning hand is a [[tenpai]] hand that gains its winning tile. A player must actively declare the win '''(ron or tsumo)'''. In a few niche cases, you may want to decline winning (e.g. when you'd bankrupt a player).
 
It is most important to note: '''winning a hand requires a minimum of one [[yaku]].''' Failure to meet this requirement may be subject to [[chombo|a penalty]].
 
Depending on the rules, multiple players may win at the same time. This event, known as '''double ron''' or even '''triplet ron''', occurs when multiple players wait on the same tile, and that tile is discarded. Some rules allow double ron but not triple ron. Some rules allow triple ron. Other rulesets apply the head bump rule ([[atamahane]]), where only one player wins the hand. When atamahane is used, the player closest in turn order to the next player claims the win.


===Exhaustive draw===
* '''Won hand:''' When a player wins, the hand ends. Depending on the rules, multiple players can win a hand ([[double ron]] / [[triple ron]]).
{{Main|Ryuukyoku}}


'''Ryuukyoku''', or exhaustive draw, occurs when all the tiles (except the dead wall) run out. The player(s) in tenpai receive points from those in noten, but do not win the hand. Nearly 40% of professional games go to an exhaustive draw, as players often stop trying to win once another player declares riichi.
* '''[[Exhaustive draw]]:''' When there are no more tiles, except those in the [[dead wall]], the hand ends in an [[exhaustive draw]].


===Abortive draw===
* '''[[Abortive draw]]:''' In a few special cases, like when all 4 players declare [[riichi]], the hand ends in an abortive draw. Most online websites use abortive draws, but not all rulesets do.
{{main|Tochuu ryuukyoku}}


Various conditions may allow players to abort the hand. In other words, a mahjong hand may end prematurely before anyone claims a win or before all the tiles are drawn and discarded. In these events, no points are exchanged; and no penalties are enforced. Instead, the hand ends, and the tiles are reshuffled.
Afterwards, the tiles are reshuffled to setup the next hand.


===Chombo===
===Chombo===
Line 205: Line 193:
In the event of chombo, the player must pay out a penalty of points, usually [[mangan]]. In casual settings, chombo may be ignored. In serious settings, it may be increased. Often, the chombo penalty is done after the game ends, in order to not waste time during the game.
In the event of chombo, the player must pay out a penalty of points, usually [[mangan]]. In casual settings, chombo may be ignored. In serious settings, it may be increased. Often, the chombo penalty is done after the game ends, in order to not waste time during the game.


==Hand scoring==
In most online websites / video games, chombo is impossible, since the game prevents you from breaking the rules.
{{main|Scoring|Han|Fu}}
 
Out of all the mahjong variants, riichi has the most complicated scoring system.
*Hands score [[han]] (based on [[yaku]] and [[dora]] in hand) and [[fu]] (based on certain hand composition).
*A hand scores ''points'' based on the han and fu count.
*Depending on if a hand won on ron or tsumo, other player(s) pay out the hand accordingly.
 
Naturally, when playing online, the point exchanges are automatically handled. Even some automatic tables are capable of scoring calculations.  Otherwise, players go on to [[Score table memorization|memorize the point values]], or look at a [[scoring table]].
 
Dealers receive ~50% more points than non-dealers for all wins. However, if a non-dealer wins by self-draw, then the dealer must pay roughly 50% while non-dealers pay roughly 25% each. The winner of a hand collects any riichi bets on the table and additional points allowed by [[honba]].


==Game Rounds==
==Game Rounds==
Line 222: Line 200:
A game is organized into rounds, which are named after winds. Each round, every player gets a turn to be a dealer. Like player order, the round's wind rotates from East ->  South -> West -> North. For example, East 1 means it is the first round and the first player's dealer turn. East 2 means it is the first round, and the second player's dealer turn. This continues until East 4, then the game continues to South 1.
A game is organized into rounds, which are named after winds. Each round, every player gets a turn to be a dealer. Like player order, the round's wind rotates from East ->  South -> West -> North. For example, East 1 means it is the first round and the first player's dealer turn. East 2 means it is the first round, and the second player's dealer turn. This continues until East 4, then the game continues to South 1.


Every wind round consists of (at minimum) 4 hands of gameplay. East 1 being the first hand, East 2 being the second hand, and so on. However, when a dealer wins a hand, they get to stay dealer, thus extending the game by 1 hand of play. In addition, 1 [[honba]] is added (honba increases winning value slightly). So a game at East 1, 4 honba means the dealer won four times in a row. In many rulesets, the dealer also gets to keep the seat if in [[tenpai]] (and no one won the hand).
This means every wind round consists of a minimum of 4 hands of gameplay: East 1 being the first hand, East 2 being the second hand, and so on. However, when a dealer wins a hand, they get to stay dealer, thus extending the game by 1 hand of play. In addition, 1 [[honba]] is added (honba increases winning value slightly). So a game at East 1, 4 honba means the dealer won four times in a row. In many rulesets, the dealer also gets to keep the seat if in [[tenpai]] (and no one won the hand).
 
===Tonpuusen===
{{main|Tonpuusen}}


Traditionally, games are the length of one [[hanchan]] - an East and a South round. Therefore, each player gets two turns to hold the dealer seat.
===Game length===
{{main|Hanchan|Tonpuusen}}


For shorter games, players may play a single East round. Here players only have the opportunity to hold the dealer seat once. After the conclusion of four wind rotations, then the game is brought to the end. Yet, the points may invoke the extra round and bring the game into the South Round.
Most games of Japanese mahjong are played in a '''[[hanchan]]''' format -


===End of game===
===End of the game===
[[File:PlusMinus.png|thumb|240px|right|End game results with raw scores and uma scores]]
[[File:PlusMinus.png|thumb|240px|right|End game results with raw scores and uma scores]]
Typically, the game ends after the final hand of the last round, when at least one player has at least 30,000 points. This figure may differ (it can vary from ruleset to ruleset). However, the entire game may end prematurely.  
Typically, the game ends after the final hand of the last round, when at least one player has at least 30,000 points.


A game end may occur under the following conditions:
A game end may occur under the following conditions:
* '''Negative points'''. When any player's points falls below 0, then the game ends immediately. At that point, the player has run out of point sticks. The game can continue when a player has exactly 0 points. (Some rules allow the game to continue even when a player has negative points)
* '''Negative points'''. When any player's points falls below 0, then the game ends immediately. At that point, the player has run out of point sticks. The game can continue when a player has exactly 0 points. (Some rules allow the game to continue even when a player has negative points)
* '''Win and finish'''. On the final hand of the last round, if the dealer wins the hand, the dealer may choose to continue the game or end the game.
* '''Above the target score''. It is the final hand of the last round (in a hanchan, this is South 4), the dealer did not win, and a player is above 30,000 points.
* '''Extra rounds'''. When no player has scored 30,000 points or more, players may opt to continue playing rounds until a player does reach that goal, after which the game ends. (Whether this happens or not will depend on the rules.)
** '''Extra rounds'''. When no player has scored 30,000 points or more, players may opt to continue playing rounds until a player does reach that goal, after which the game ends. (Whether this happens or not will depend on the rules.)
 
Note: the 30,000 "target score" may change from ruleset to ruleset. Some rulesets do not have a target score.


===End game score===
===End game score===
Line 245: Line 223:


When using the [[oka and uma]] systems, players will get a bonus or penalty based on rank. 4th place pays 1st place some amount of points, and 3rd place pays second place some amount of points. These systems were originally designed for gambling, but it can also be used for tournament or competitive play.
When using the [[oka and uma]] systems, players will get a bonus or penalty based on rank. 4th place pays 1st place some amount of points, and 3rd place pays second place some amount of points. These systems were originally designed for gambling, but it can also be used for tournament or competitive play.
==Hand scoring==
{{main|Scoring|Han|Fu}}
Out of all the mahjong variants, riichi has the most complicated scoring system.
*Hands score [[han]] (based on [[yaku]] and [[dora]] in hand) and [[fu]] (based on certain hand composition).
*A hand scores ''points'' based on the han and fu count.
*Depending on if a hand won on ron or tsumo, other player(s) pay out the hand accordingly.
Naturally, when playing online, the point exchanges are automatically handled. Even some automatic tables are capable of scoring calculations.  Otherwise, players go on to [[Score table memorization|memorize the point values]], or look at a [[scoring table]].
Dealers receive ~50% more points than non-dealers for all wins. However, if a non-dealer wins by self-draw, then the dealer must pay roughly 50% while non-dealers pay roughly 25% each. The winner of a hand collects any riichi bets on the table and additional points allowed by [[honba]].


==Variants==
==Variants==
1,714

edits