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<div style="float:right; margin:0 0 1em 1em;">__TOC__</div>
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'''Japanese mahjong''' {{kana|麻雀、 麻将、 or マージャン}}, or '''riichi mahjong''', is the Japanese variation to the 4-player table game of mahjong. Best described as a combination of gin rummy and poker - it is a game that combines the elements of calculation and strategy with elements of risk assessment, observation skills, and luck. It is traditionally played with tiles.
'''Japanese mahjong''' {{kana|麻雀、 麻将、 or マージャン}}, or '''riichi mahjong''', is the Japanese variation to the 4-player table game of mahjong. Best described as a combination of gin rummy and poker, it is a game that combines the elements of calculation and strategy with elements of risk assessment, observation skills, and luck. It is traditionally played with tiles.


The Japanese variation is primarily played in Japan, though it is available worldwide through internet sites and video games. Throughout the past 20 years, the game has increased prominence in western cultures through mahjong-centric media.
The Japanese variation is primarily played in Japan, though it is available worldwide through internet sites and video games. Throughout the past 15 years, the game has gained increased prominence in western cultures through mahjong-centric media.


==History==
==History==
Line 14: Line 14:
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 synonymous with "poker hands" - they are patterns/criteria that score points. For example, a "pair" in poker means having two of the same number card. [[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 equates to more points.
*A hand must have at least one [[yaku]]. Yaku can be synonymous with "poker hands" - they are patterns/criteria that score points. For example, a "pair" in poker means having two of the same number card. [[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.


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 game.
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 game.


The rules to the game is complex. Gameplay is generally similar to most Asia-originated variants of mahjong. For a more detailed overview, see [[rules overview]] or the rest of this article.
The rules to the game is complex. Gameplay is generally similar to most Asia-originated variants of mahjong. For a more detailed overview, see the [[rules overview]] the page, or the rest of this article.


===Differences===
===Differences===
The game of mahjong itself has numerous variations across the world, including an attempted standardization of "World Mahjong". Virtually every country in East Asia and the United States has a form of mahjong. While they all have the same general principles, they each have very distinct rule variations.
The game of mahjong itself has numerous variations across the world, including an attempted standardization of "World Mahjong". Virtually every country in East Asia and the United States has a form of mahjong. While they all have the same general principles, they each have very distinct rule variations.


Japanese mahjong features a few aspects of the game which are not found in most variants of mahjong:
Japanese mahjong sets itself apart with a few key mechanics:
* [[Riichi]]
* [[Riichi]]
* [[Dora]]  
* [[Dora]]  
Line 42: Line 42:
Of special interest are the [[terminal]] tiles - these are the 1 and 9 tiles of each suit. Sequences cannot "wrap around" from 9 -> 1 (i.e. you can't have an 891 sequence), so these tiles are harder to use. Terminals are subject to a few special [[yaku]]. Numbers from 2-8 are known as simples.
Of special interest are the [[terminal]] tiles - these are the 1 and 9 tiles of each suit. Sequences cannot "wrap around" from 9 -> 1 (i.e. you can't have an 891 sequence), so these tiles are harder to use. Terminals are subject to a few special [[yaku]]. Numbers from 2-8 are known as simples.


'''[[Jihai]] (honor tiles/word tiles):''' these can be 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 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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{{main|Japanese mahjong setup}}
{{main|Japanese mahjong setup}}


Set up is not required when playing using online sites, and can be make easier with an automatic table.
When playing with physical tiles, setup is required. Online mahjong sites will set the game up for you, while the process can be made easier with an automatic table.


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.


==Gameplay==
==Gameplay==
===Game flow===
===Turns===
After the initial setup, the game may begin. The dealer (East) begins their first turn, then play proceeds counter-clockwise (to the right). The play order is East -> South -> West -> North.
After the initial setup, the game may begin. The dealer (East) begins their first turn, then play proceeds counter-clockwise (to the right). The play order is East -> South -> West -> North.


Line 67: Line 67:
*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.
*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 call a win off your discarded tile ([[ron]]) if they have a valid hand. They may also call [[chii]], [[pon]], or [[kan]] to advance their hand.
This continues until the [[#End of a hand|round ends]].


===Discard pile===
===Discard pile===
{{main|Kawa}}
{{main|Kawa}}


Every player's discard is organized and [[discard pile|arranged in front of them]]. By convention, players line up their discarded tiles in rows of six. This is not a necessary, but it is preferred. The arranged discard pile is used for two primary purposes: as record of a player's discards, and as an indicator of [[Genbutsu|safe-tiles]] for [[defense|defensive play]]. Additionally, players can learn and are able to discern player hand states by reading the discard piles.
Every player's discard is organized and [[discard pile|arranged in front of them]]. By convention, players line up their discarded tiles in rows of six. This exact arrangement is not necessary per-se, but it is preferred. The arranged discard pile is used for two primary purposes: as record of a player's discards, and as an indicator of [[Genbutsu|safe-tiles]] for [[defense|defensive play]]. Additionally, players can learn and are able to discern player hand states by reading the discard piles.
 
===Furiten===
{{Discard pile
|align    = right
|title    = Example discard pile
|tilerow1 = 1s6527z7s
|tilerow2 = 23p3s6z4s1m
|tilerow3 = 4z
|source  = 2-pin in this discard applies furiten to the example hand
}}
{{main|Furiten}}
 
The '''furiten rule''' applies to player's hands and the tile discards, by which specific discarded tiles may indicate a player in '''furiten'''.  For this reason, players must discard their tiles in arranged rows, normally of 6 tiles per row.  If a player has a winning tile in the player's discard pile, then the player is in furiten. While in furiten, the player's ability to win off a discard is disabled. In other words, the player cannot claim ron.
 
In addition, the disabling of ron by furiten applies to all winning tiles, not just a particular tile in the discard. If the player's hand looks like this:
 
* Example tenpai hand:
:{{#mjt:34567p333m678s44z}}  Waiting for: {{#mjt:2p}} - {{#mjt:5p}}, or {{#mjt:8p}}
 
This example hand is a tenpai hand waiting three tiles . If any of those tiles are in the player's discard pile, then the player cannot claim ron. A player can get out of furiten by changing the hand composition.
 
This rule forces players to take extra consideration, when making discards.  Often, a player must have good reason to discard particular tiles, especially when they are already part of a tile group.


==Hand development==
==Hand development==
{{main|Shanten|Tenpai|Tile efficiency}}
{{main|Shanten|Tenpai|Tile efficiency}}


The process of drawing and discarding, as well as making claims to discard is the process of hand development. As a player, after the initial deal of hands, players have a ''start hand''. So, the aim of a player is to develop this hand into a '''[[tenpai]]''' hand, and eventually a '''complete hand'''. Typically, a complete mahjong hand is composed of '''4 tile groups and a pair'''. The hand may be open or closed and have '''at [[Yaku|minimum 1-yaku]]'''. This is a total of 13 tiles plus 1 (the winning tile), like so:
As players draw and discard tiles, they "develop" their hand, getting closer and closer to winning.
 
:{{#mjt:234m666s11p567p11z}} May win with: {{#mjt:1p}} or {{#mjt:1z}}
 
Per [[atozuke|the yaku rule]], it is impossible to win with the first tile by discard unless [[riichi]] has been declared.  However, the the second tile may be claimed for a win under any circumstance in the [[East round]], or for the [[dealer]].
 
A hand that is one tile away from being complete is in [[tenpai]]. A hand that is one tile away from tenpai is one [[shanten]]. A hand that is two tiles away from tenpai is two shanten, and so on. Experienced players may sense how likely they are to win a hand based on their initial shanten number.
 
There are two notable '''exceptions''' to the 4 tile groups and a pair pattern. Players can try to form [[Chiitoitsu|seven pairs]] or the rare [[Kokushi musou|thirteen orphans]] hand. Both of these hands are closed by default.


===Tile groupings===
===Tile groups===
{{main|Mentsu}}
{{main|Mentsu}}


'''Mentsu''' {{kana|面子}} are the tile groups used to form mahjong hands.  Each individual tile group must be composed of a single suit or type of mahjong tile. All groups, except [[kan|kantsu]], are composed of groups of 3 tiles.
Usually, a winning hand is a hand that contains 4 groups (either sequences or triplets) and 1 pair.


*'''Consecutive same suit Sequences'''. Sequences must be in consecutive numbers per the following examples:
*'''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:30%; min-width:215px;"
! Closed !! Open
! Closed !! Open
Line 124: Line 95:
|}
|}


*'''Same suit triplets'''. Triplets are three-of-a-kind. As such, the tiles must be of the same kind both in number and suit. Per examples:
*'''Triplets:''' Triplets are three identical tiles. Any tile may be used in a triplet,
{| class=wikitable style="width:30%; min-width:215px;"
{| class=wikitable style="width:30%; min-width:215px;"
! Closed !! Open
! Closed !! Open
Line 133: Line 104:
|}
|}


*'''Quads''' occur, when a player is in possession of all four tiles of a specific tile type.  With possession of all four of a tile type, a player has the option to invoke special rules applied to this tile grouping. Even though, the tile group consists of four tiles, it is, in an actual sense, counted as three-of-a-kind plus one extra, where players are actually awarded special privileges for possessing four of one type of tile.
*'''[[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".
**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).
**Because calling kan reveals kandora, quads are risky to form. While the kandora may benefit you, it also benefits all of your opponents.


===Quads===
===Winning hands===
{{main|Kan}}
As mentioned above, most winning hands are composed of four groups and one pair. If no quads are formed, this is 14 tiles in total. In addition, '''all winning hands must have at least one [[yaku]]'''.


A special set of rules and procedures applies to [[kan|quads]]. When in special possession of all four tiles of a specific type, a player may invoke these rules, or otherwise, decline the option.  Like many aspects of the game, this is a risk-reward option.  When choosing to invoke the "quad rules", a player may declare after the current tile draw, if four tiles or the fourth tile is in the hand.  If a player possesses three tiles and a player discarded a fourth, then the player may invoke the "quad rules" on that discard.
'''Wining Hand example:'''


After the declaration for a quad, then a player gains special access to the [[dead wall]].  This is one of the first four tiles to the left of the dora-indicator. Afterwards, if the the extra tile does not complete the hand, the player must discard and play moves on to the right. As a sidenote, for each call kan, the player's tile count increases by one for each quad. Yet once again, a quad counts as a triplet plus one.
:{{#mjt:234m666888s33567p}} - 2 sequences ({{#mjt:234m}}) + {{#mjt:567p}}), 2 triplets ( ({{#mjt:666s}}) + {{#mjt:888s}}), 1 pair ({{#mjt:33p}}


Furthermore, when a player calls or declares a kan, an additional dora indicator tile is flipped. This is called the kandora. Some rules may allow the kandora to be flipped immediately after the kan call. Other rules have stricter procedures on when the kandora tile is flipped. Some make the distinction between the open kan and the closed kan. Finally, a tile is shifted from the end of the regular wall to the dead wall, in order to maintain 14-tiles in the dead wall. Because of the additional dora, a play using quads can be very risky or rewarding.
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:
 
'''Three complete groups + 1 incomplete group + 1 pair'''
 
:{{#mjt:234m666888s3356p}} - May win off: {{#mjt:4p}} or {{#mjt:7p}} to complete a sequence.
 
'''Four complete groups + 1 tile waiting to be paired'''
 
:{{#mjt:234m666888s3567p}} - May win off: {{#mjt:3p}} to complete the pair.
 
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.
 
There are two notable exceptions to the 4 tile groups and a pair pattern: [[Seven Pairs]] and [[Thirteen Orphans]].


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


As part of the game, players have the ability to claim other player's discards.
As part of the game, players have the ability to claim other player's discards through [[chii]], [[pon]], and [[kan]].
 
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.
 
===Riichi===
{{main|Riichi}}
When the hand is closed and the hand is tenpai, you may declare [[riichi]].
*Cons: Riichi declares that you are about to win, and you are required to bet 1000 points. The 1000-point bet goes to whoever wins next (which may or may not be you). Also, you are not allowed to change your hand anymore. Therefore, you may end up dealing into other players.
*Pros: Riichi is a yaku, allowing otherwise yakuless hands to win. It is always worth at least one han, and gives the chance for even more han, which can greatly increase the value of the hand.
: 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.
 
===Furiten===
{{Discard pile
|align    = right
|title    = Example discard pile
|tilerow1 = 1s6527z7s
|tilerow2 = 23p3s6z4s1m
|tilerow3 = 4z
|source  = 2-pin in this discard applies furiten to the example hand
}}
{{main|Furiten}}
 
'''Furiten''' is a rule that prevents a player from winning off other's discards.
 
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]]. 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 could not actually win off the tile you discarded. It is still possible to win by drawing the tile yourself.
 
For example, say a player's hand looks like this:
 
* Example tenpai hand:
:{{#mjt:34567p333m678s44z}}  Waiting for: {{#mjt:2p}} - {{#mjt:5p}}, or {{#mjt:8p}}


Finally, a hand is distinguishable between an '''open hand''' and '''closed hand'''. A closed hand is a player's hand, that had yet to make any claim on a discard. A hand in this state is fully concealed from the other players. In the event a player makes a claim on a discard, then the player's hand changes from a closed hand to an open hand.  
This example hand is a tenpai hand waiting three tiles. If any of those tiles are in the player's discard pile, then the player cannot claim ron. A player can get out of furiten by changing the hand composition.


Usually, a player's hand value decreases in the event of an open hand, but this may not always be the case, especially for some [[yakuman]] hands. Japanese mahjong strategy centers on knowing when to appropriately make the above calls. Knowledge of the yaku plays a large part in this decision making process.
This rule forces players to take extra consideration when making discards. Often, a player must have good reason to discard particular tiles, especially when they are already part of a tile group.


==End of a hand==
==End of a hand==
The procedure of drawing, discarding, and maintaining a hand ends with many different scenarios. The ideal for any player is the completion of the hand and winning it. A hand may end when all the tiles, except for the dead-wall tiles, are drawn, or when a player chombos, meaning making an illegal play. After the end of the hand, points are exchanged accordingly. Then afterwards, the tiles are reshuffled to setup the next hand, or [[renchan]].
The procedure of drawing, discarding, and maintaining a round 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]].


===Winning a hand===
===Winning a hand===
Ideally, players seek to win hands. Once again, a winning hand is composed of a [[tenpai]] hand; and a winning tile may be claimed. Of course, a player must actively declare the win '''(ron or tsumo)''', or else, the player may also decline the win. Though, the latter option may be used for specific and strategic instances. This can also be attained by the dead-wall draw with the special tsumo of [[rinshan kaihou]] yaku. Two other special win claims can be attained by ron via [[chankan]].  
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]].
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 winners are also possible for a hand. This event occurs when more than one player is waiting on the same tile(s), and the wins are both claimed by discard. This event is called a '''double ron''' or even '''triple ron'''. [[Rule variations|Some rules]] may allow double, but not triple. In this case, the losing player must pay the winning players according to their respective hand values. Likewise, honba applies for both of them as well. Otherwise, some rules may apply the head bump rule, or '''[[atamahane]]'''. In this case, only one of the players may claim the win over the other. The former winner may claim the win over the latter, or vice-versa depending on the rules agreed upon.
Depending on the rules, multiple player may win from a hand. This occurs when more than one player is waiting on the same tile, and that tile is discarded. This event is called a '''double ron''' or even '''triple ron'''. Some rules allow double ron but denies triple ron. Some rules allow triple ron. Other rulesets apply the head bump rule ([[atamahame]]) - only one player wins the hand. When atamahame is used, the player closest in turn order to the next player claims the win.


===Exhaustive draw===
===Exhaustive draw===
{{Main|Ryuukyoku}}
{{Main|Ryuukyoku}}


Also, known as '''ryuukyoku''', the hand ends in a draw.  In this case, all the tiles from the wall are drawn, except for the 14 tiles in the dead wall. The player(s) in tenpai receive points from those in noten.  However, that needed tile was never claimed. Nearly 40% of professional games go to an exhaustive draw due to players immediately dropping out of the race when a player declares riichi.
'''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.


===Abortive draw===
===Abortive draw===
Line 181: Line 196:
{{main|Scoring|Han|Fu}}
{{main|Scoring|Han|Fu}}


Out of all the mahjong variants, this is the most complicated scoring system. Winning hands are awarded points based on their composition. So, the appropriate amount of points are exchanged between players according to the tables in the [[Scoring|scoring rules]] of the game. The scoring for this game features two variables: [[han]] and [[fu]].  These two factor into the game's scoring equation and other factors to generate the game's [[scoring table]]. Naturally, the point exchanges are already handled by software and mahjong game sites. Even some automatic tables are capable of scoring calculations.  Otherwise, players go on to [[Score table memorization|memorize the point values]].
Out of all the mahjong variants, riichi has the most complicated scoring system. Winning hands are awarded points based on their composition. So, the appropriate amount of points are exchanged between players according to the tables in the [[Scoring|scoring rules]] of the game. The scoring for this game features two variables: [[han]] and [[fu]].  These two factor into the game's scoring equation and other factors to generate the game's [[scoring table]]. Naturally, the point exchanges are already handled by software and mahjong game sites. Even some automatic tables are capable of scoring calculations.  Otherwise, players go on to [[Score table memorization|memorize the point values]].


Dealers receive roughly 50% more points when winning than non-dealers. However, if a non-dealer wins by 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]].
Dealers receive roughly 50% more points when winning than non-dealers. However, if a non-dealer wins by 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]].

Revision as of 17:08, 6 April 2024

Japanese mahjong 「麻雀、 麻将、 or マージャン」, or riichi mahjong, is the Japanese variation to the 4-player table game of mahjong. Best described as a combination of gin rummy and poker, it is a game that combines the elements of calculation and strategy with elements of risk assessment, observation skills, and luck. It is traditionally played with tiles.

The Japanese variation is primarily played in Japan, though it is available worldwide through internet sites and video games. Throughout the past 15 years, the game has gained increased prominence in western cultures through mahjong-centric media.

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.

Basic 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.

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 groups (either sequences, 1-2-3; or 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 synonymous with "poker hands" - they are patterns/criteria that score points. For example, a "pair" in poker means having two of the same number card. 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.

Mahjong is a zero-sum game - whenever a player gains points, the other players lose a total of that many points. Therefore, developing hands quickly and minimizing point losses are important aspects to the game.

The rules to the game is complex. Gameplay is generally similar to most Asia-originated variants of mahjong. For a more detailed overview, see the rules overview the page, or the rest of this article.

Differences

The game of mahjong itself has numerous variations across the world, including an attempted standardization of "World Mahjong". Virtually every country in East Asia and the United States has a form of mahjong. While they all have the same general principles, they each have very distinct rule variations.

Japanese mahjong sets itself apart with a few key mechanics:

Mahjong tiles and suits

Standard Japanese mahjong tiles

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:

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.
  • Pinzu (dots/circles) - Look like coins/circles. The number 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.

Of special interest are the terminal tiles - these are the 1 and 9 tiles of each suit. Sequences cannot "wrap around" from 9 -> 1 (i.e. you can't have an 891 sequence), so these tiles are harder to use. Terminals are subject to a few special yaku. Numbers from 2-8 are known as simples.

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).
  • Sangenpai (dragon tiles) - White, Green, and Red.

Modern Japanese mahjong sets also come with four red five dora tiles. One number five character tile, two number five circle tiles, and one number five bamboo tile are replaced with their matching red tiles. These red dora tiles can replace the appropriate number of standard five-tiles. Usage of the red dora tiles is optional.

Many mahjong sets also come with flower and season tiles, but these are not used in riichi mahjong.

Game setup

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

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 starting hands, and separate the dead wall. Play begins once the dealer makes the initial draw and discard.

Gameplay

Turns

After the initial setup, the game may begin. The dealer (East) begins their first turn, then play proceeds counter-clockwise (to the right). The play order is East -> South -> West -> North.

A rough outline of each turn is as follows:

  • Draw one tile.
  • If the drawn tile is a tile that completes a valid winning hand, you may win.
  • You may declare riichi and/or kan if eligible. (More on these later)
  • Discard one tile.
  • Opponents may be able to 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.

This continues until the round ends.

Discard pile

Every player's discard is organized and arranged in front of them. By convention, players line up their discarded tiles in rows of six. This exact arrangement is not necessary per-se, but it is preferred. The arranged discard pile is used for two primary purposes: as record of a player's discards, and as an indicator of safe-tiles for defensive play. Additionally, players can learn and are able to discern player hand states by reading the discard piles.

Hand development

As players draw and discard tiles, they "develop" their hand, getting closer and closer to winning.

Tile groups

Usually, a winning hand is a hand that contains 4 groups (either sequences or triplets) and 1 pair.

  • 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.
Closed Open
  • Triplets: Triplets are three identical tiles. Any tile may be used in a triplet,
Closed Open
  • 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".
    • 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).
    • Because calling kan reveals kandora, quads are risky to form. While the kandora may benefit you, it also benefits all of your opponents.

Winning hands

As mentioned above, most winning hands are composed of four groups and one pair. If no quads are formed, this is 14 tiles in total. In addition, all winning hands must have at least one yaku.

Wining Hand example:

- 2 sequences () + ), 2 triplets ( () + ), 1 pair (

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:

Three complete groups + 1 incomplete group + 1 pair

- May win off: or to complete a sequence.

Four complete groups + 1 tile waiting to be paired

- May win off: to complete the pair.

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.

There are two notable exceptions to the 4 tile groups and a pair pattern: Seven Pairs and Thirteen Orphans.

Claiming discards

As part of the game, players have the ability to claim other player's discards through chii, pon, and kan.

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.

Riichi

When the hand is closed and the hand is tenpai, you may declare riichi.

  • Cons: Riichi declares that you are about to win, and you are required to bet 1000 points. The 1000-point bet goes to whoever wins next (which may or may not be you). Also, you are not allowed to change your hand anymore. Therefore, you may end up dealing into other players.
  • Pros: Riichi is a yaku, allowing otherwise yakuless hands to win. It is always worth at least one han, and gives the chance for even more han, which can greatly increase the value of the hand.
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.

Furiten

Example discard pile



2-pin in this discard applies furiten to the example hand

Furiten is a rule that prevents a player from winning off other's discards.

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. 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 could not actually win off the tile you discarded. It is still possible to win by drawing the tile yourself.

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

  • Example tenpai hand:
Waiting for: - , or

This example hand is a tenpai hand waiting three tiles. If any of those tiles are in the player's discard pile, then the player cannot claim ron. A player can get out of furiten by changing the hand composition.

This rule forces players to take extra consideration when making discards. Often, a player must have good reason to discard particular tiles, especially when they are already part of a tile group.

End of a hand

The procedure of drawing, discarding, and maintaining a round 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.

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 a penalty.

Depending on the rules, multiple player may win from a hand. This occurs when more than one player is waiting on the same tile, and that tile is discarded. This event is called a double ron or even triple ron. Some rules allow double ron but denies triple ron. Some rules allow triple ron. Other rulesets apply the head bump rule (atamahame) - only one player wins the hand. When atamahame is used, the player closest in turn order to the next player claims the win.

Exhaustive draw

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.

Abortive draw

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.

Chombo

The chombo is a penalty to the player, who performs specific illegal procedures. Other illegal procedures may be forgivable if done accidentally, like accidentally drawing a tile from a different part of the wall. However, things like cheating or winning without a yaku are more serious offenses. In the event of a chombo, the player must play out a penalty of points to the amount of a mangan. Otherwise, the rules to chombo may be modified. A more common practice involves docking penalized points after the game to expedite it and not waste time enforcing the penalty.

Hand scoring

Out of all the mahjong variants, riichi has the most complicated scoring system. Winning hands are awarded points based on their composition. So, the appropriate amount of points are exchanged between players according to the tables in the scoring rules of the game. The scoring for this game features two variables: han and fu. These two factor into the game's scoring equation and other factors to generate the game's scoring table. Naturally, the point exchanges are already handled by software and mahjong game sites. Even some automatic tables are capable of scoring calculations. Otherwise, players go on to memorize the point values.

Dealers receive roughly 50% more points when winning than non-dealers. However, if a non-dealer wins by 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

To note the game's progression, game rounds are used.

Wind rounds

Games are organized into wind rounds. For each wind round, every player has the chance to be the dealer once.

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.

End of game

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 is scoring 30,000 or more. This number may differ barring house rules.  However, the entire game may end differently than the standard rounds. This may occur under the following conditions:

  • Negative points. When any player's points falls into the negatives, or below zero, then the game ends. At that point, the player has run out of point sticks. The game can continue when a player has exactly 0 points. Some rules may allow continuance of the game regardless, in order to complete the entire wind rotation.
  • 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. A similar rule applies to the last battle of team matches. If the dealer's team is in the lead after the first hand of the very last rotation, the dealer may choose to end the match when the match would otherwise continue due to dealer repeats. In which case, teams will usually opt to end the match.
  • Extra rounds. The game may play out an extra round, when a regular game ends with all of the players under 30,000 points. In the case of tonpuusen, the game extends into the South round. For a hanchan, the game extends into the West round. This overtime round ends as soon as any player has over 30,000 points. If all the points remains below 30,000 after another full round, then another overtime round may be played in the next prevailing-wind.

End game score

Finally, the player with the greatest number of points at the end wins. For additional scoring, another final uma score or +/- score may be applied. While this additional calculation has its origins around gambling, the adjusted points also allows comparison between games. For example, in two different games, a player may score exactly 34,000 points. However, in one game, the player finished 1st; while in the second game, the player finished 2nd. The point adjustment becomes a better reflection on player performance, rather than just using the raw scores.

Variants

Many rules of the game may be subject to various customization and house rules. Many simply resort towards allowing or disallowing certain rules and even hand patterns. Others involve different methods of enforcement and point values.

Three player

Sometimes, games can be played with three players, simply because four players are not available. A modified version to the rules are created to accommodate this scenario.

Two player

For any 1-on-1 situation, even a two-player variation is possible. Though gameplay becomes even more limited than that of the three-player variation. The tile count is even less; and often, it is down to a single suit.

Space Mahjong

A variant that removes limitations regarding terminal tiles by wrapping around, causing them to act like any other numbered tile, while honor tiles also act more like number tiles as well. In addition, you may call chii on any player, as you would with pon.

Washizu

Washizu mahjong is a particular variant, that changes the nature of the tiles. Here, three out of ever four tile type uses transparent tiles. This enables other players to be able to see most of the other players' hands.

Buu Mahjong

A variant that is much more fast-paced, and considered more suited towards gambling, with the goal of 'sinking' the other players.

Player environments

The game may be played under a number of different environments. Light play or new players may engage under casual settings, where rule enforcement is not so strict. Plus, the player pace may not be so rigorous either. Likewise, less emphasis on winning and losing is placed below that of merely enjoying the game and other players' company. Formality to the game is increased under tournament settings. Here, scores are pressed to the utmost importance, with the objective of placing well in the tournament and/or outright winning the event. Naturally, participants are expected to be knowledgeable of the rules and strategies. Commercial play are hosted in mahjong parlors, where players come to pay-to-play. Either at the parlors, casinos, or residences, gambling may be involved, whether it be legal or not legal. Finally, professional play involves televised games; and a staff may take detailed record of games and their results.

Club play

Tournaments

Jansou

Jansou are known as mahjong parlors. They're generally commercial establishments catered for mahjong play. Most jansou are located in Japan, but a small number are located in the United States. Typically, players enter these establishments to play with a fee. They typically apply their own game rules.

Etiquette practices

A number of etiquette guidelines are in place, both written and unwritten depending on the playing environment. Players are recommended to learn and take heed of these guidelines in order to maintain a positive game atmosphere.

Media

An old hand held Nintendo mahjong game.

Blogs

Players have been writing about the game as they play it. Topics cover game activity, strategy, and overall experience.

Books

Books on various game subjects have been written. Many focus on player development regarding game strategy and tactics.

Television

The game has been featured in a number of television series and movies.

Video games

A number of video games featuring mahjong have been developed. The history of mahjong video games stretches as far back as the history of video gaming itself. By the 1980's, mahjong has been big enough in Japan, such that it was natural for the game to progress within the then fledgling video game industry.

External links

Japanese mahjong in Japanese Wikipedia
Their Riichi Rules for Japanese Mahjong contains detailed rules and terminology. A previous version was used by Crunchyroll's Saki anime translator.
Barticle's Japanese Mahjong Guide can be downloaded from the downloads section. It contains even more detailed rules and terminology.
JPML ruleset
A Japanese Mahjong blog for English speakers
Rules from the annual Saikyousen tournament
Another blog regarding various aspects of the game.