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. Mahjong started out as a gambling game, though playing for fun or sport is 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 player for its value. 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 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.
*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 may be 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.


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.
The rules to the game are complex. Japanese mahjong's gameplay is generally similar to most Asia-originated variants of mahjong. For a more detailed overview, see the [[rules overview]] 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 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:
Japanese mahjong sets itself apart with a few key mechanics:
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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.


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.
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. Using the red dora tiles is optional.


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


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:


'''Three complete groups + 1 incomplete group + 1 pair'''
'''Tenpai #1 - 3 complete groups + 1 incomplete group + 1 pair:'''


:{{#mjt:234m666888s3356p}} - May win off: {{#mjt:4p}} or {{#mjt:7p}} to complete a sequence.
:{{#mjt:234m666888s3356p}} - May win off: {{#mjt:4p}} or {{#mjt:7p}} to complete a sequence.


'''Four complete groups + 1 tile waiting to be paired'''
'''Tenpai #2 - 4 complete groups + 1 tile waiting to be paired'''


:{{#mjt:234m666888s3567p}} - May win off: {{#mjt:3p}} to complete the pair.
:{{#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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{{main|Riichi}}
{{main|Riichi}}
When the hand is closed and the hand is tenpai, you may declare [[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.
*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, if you don't win first.
*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 both 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.
: 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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'''Furiten''' is a rule that may prevent a player from winning off other's discards.
'''Furiten''' is a rule that may prevent 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.
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.


For example, say a player's hand looks like this:
For example, say a player's hand looks like this:
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A '''chombo''' is a penalty for an illegal procedure. Chombo are often awarded when a player does something that would prevent the game from continuing normally, e.g. knocking off an entire wall of tiles. In these cases, the hand restarts. Chombo may also be awarded after a hand ends, e.g. for an illegal [[riichi]].
A '''chombo''' is a penalty for an illegal procedure. Chombo are often awarded when a player does something that would prevent the game from continuing normally, e.g. knocking off an entire wall of tiles. In these cases, the hand restarts. Chombo may also be awarded after a hand ends, e.g. for an illegal [[riichi]].


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.
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==
==Hand scoring==
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Out of all the mahjong variants, riichi has the most complicated scoring system.  
Out of all the mahjong variants, riichi has the most complicated scoring system.  
*Hands score [[han]] (based on [[yaku]]) and [[fu]] (based on certain hand composition).
*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.
*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.
*Depending on if a hand won on ron or tsumo, other player(s) pay out the hand accordingly.
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{{main|Ba}}
{{main|Ba}}


A game is organized into rounds, which are named after winds. Each wind round, every player gets a chance to be a dealer. 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 wind round, every player gets a chance 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.


When a dealer wins the round, the game repeats and one [[honba]] is added. 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 round).
When a dealer wins the round, the game repeats and one [[honba]] is added. 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 round).
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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.
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.


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.
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 of 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 is scoring 30,000 or more. This number may differ (depending on ruleset). However, the entire game may end prematurely. This may occur under the following conditions:
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.  
 
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.
* '''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.
* '''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. (Again, 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.)


===End game score===
===End game score===
{{main|Uma}}
{{main|Uma}}
Finally, the player with the greatest number of points at the end wins. For additional scoring, another final [[Uma|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.
Once the game ends, points are tallied, and players get a rank from 1st to 4th.
 
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.


==Variants==
==Variants==
{{main|Rule variations}}
{{main|Rule variations}}


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 [[yaku|hand patterns]].  Others involve different methods of enforcement and point values.
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 [[yaku|hand patterns]].  Others involve different methods of enforcement and point values.


===Three player===
===Three player===
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{{main|Futari mahjong}}
{{main|Futari mahjong}}


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.
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===
===Space Mahjong===
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{{main|Washizu mahjong}}
{{main|Washizu mahjong}}


'''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.
'''Washizu mahjong''' is a variant where three out of four tiles are transparent - other players can see them. This reveals most (but not all) of players' hands.


===Buu Mahjong===
===Buu Mahjong===
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A variant that is much more fast-paced, and considered more suited towards gambling, with the goal of 'sinking' the other players.
A variant that is much more fast-paced, and considered more suited towards gambling, with the goal of 'sinking' the other players.
== Things to Know ==
Compared to other "general" variants of mahjong, such as Hong Kong or Singaporean:
*Yaku are less important for the value of the hand. You need at least one yaku to win, but in general, yaku are less important to focus on. This is because of [[riichi]] and [[dora]]. By using riichi and/or dora, hands can be valuable without sacrificing much speed. Therefore, slower/more difficult yaku have a harder time competing.
**The "[[mangan]] limit" is another contributing factor. Each han roughly doubles the score until ~4 han (specifically, at 8000 points), where you reach mangan. Past this point, each han become less effective at increasing your score. Therefore, 4 han hands are great for efficiency.
*Defense is a major part of gameplay, due to riichi and furiten. Furiten allows players to defend reliably. Riichi gives players a reason to defend - they do not want to deal in to a potentially large hand. Also, the gain from tsumo is not ''that'' much more than ron.
*Placement is important in most places where riichi mahjong is played. The oka and/or uma encourage players to rise in ''place'' rather than rise in points. Going from 2nd to 1st in the last round might be worth the equivalent of a [[yakuman]], depending on the settings. In online clients, placement is often the main factor for determining rating.
A player new to mahjong should focus on the following:
*How to make a winning hand.
*Basic game flow - getting used to gameplay in general.
*Basic [[yaku]], such as [[riichi]], [[tanyao]], and [[yakuhai]].
Once you learn these, you should learn:
*[[Tile efficiency]] - how to build your hand faster (and when to go for speed over value, and vice versa).
*[[Defense]] - which tiles are safer than others. Also, learn to defend and not just push every hand you get.
*Common values for [[scoring]] and the other yaku. Note that some yaku, like [[honroutou]] and [[sankantsu]], are slow, rare, difficult, and not worth very much. Others are more useful.


== Player environments ==
== 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 [[Jansou|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.
The game may be played under a number of different environments. New players may engage under casual settings where rule enforcement is not so strict, and play speed might not be so rigorous. In addition, the pressure of winning is smaller. The formality is increased under tournament settings. In Japan, commercial play is hosted in [[Jansou|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. Naturally, participants are expected to be knowledgeable of the rules and strategies.  


=== Club play ===
=== Club play ===
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