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== Casual Room == | == Casual Room == | ||
'''Casual Room''' {{kana|交流の間}} <small style="color:#999;">(''Kouryuu no ma'')</small> provides a casual gameplay, without requiring creating a friendly room and find sufficient players manually. The ruleset is identical to normal gameplay | '''Casual Room''' {{kana|交流の間}} <small style="color:#999;">(''Kouryuu no ma'')</small> provides a casual gameplay, without requiring creating a friendly room and find sufficient players manually. The ruleset is identical to normal gameplay. There is no rank change or copper payment, but you cannot gain bond points or chest rewards. | ||
Casual Room is long-term available. | Casual Room is long-term available. | ||
== DoraDorara == | == DoraDorara == | ||
'''DoraDorara''' {{kana|ドラさんモード}} <small style="color:#999;">(''Dorasan moudo'')</small> is a special room with 3 dora indicators revealed in advance | '''DoraDorara''' {{kana|ドラさんモード}} <small style="color:#999;">(''Dorasan moudo'')</small> is a special room with 3 dora indicators revealed in advance. The maximum amount of dora still remains at 5 (plus the 5 uradora), so only the first two kans reveal dora indicators. | ||
== Chaotic Wall Break == | |||
'''Chaotic Wall Break''' {{kana|龍の割目}} <small style="color:#999;">(''Ryuu no wareme'')</small> is a special room with three dora indicators revealed in advance, as well as applying a special [[wareme]] rule. The dora work in the same way as in [[#DoraDorara]]. | |||
One player is designated as the wareme. The payment to and from the wareme player is doubled (excluding honba and riichi bets). Due to the lack of physical wall position, the game determines the wareme player in a different way. In each round, one random player get a wareme marker. This switches randomly every five turns. The same player can be chosen when the marker switches. | |||
== Open Hand Match == | == Open Hand Match == | ||
'''Open Hand Match''' {{kana|配牌公開}} <small style="color:#999;">(''Haipai koukai'')</small> is a special room with the starting hand <small style="color:#999;">(''haipai'')</small> revealed in the beginning. When a round begins, each player's starting hand is revealed, and the starting tiles remain visible in the rest of round. | '''Open Hand Match''' {{kana|配牌公開}} <small style="color:#999;">(''Haipai koukai'')</small> is a special room with the starting hand <small style="color:#999;">(''haipai'')</small> revealed in the beginning. When a round begins, each player's starting hand is revealed, and the starting tiles remain visible in the rest of round. Drawn tiles are concealed as usual. | ||
Other opponents will see the drawn tiles separated from the known tiles, so there is no need to worry about auto-sort. The known tiles will generally make it easier for players to defend, decreasing the frequency of [[ron]]. | |||
== Path of Trial == | == Path of Trial == | ||
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== Battle of Asura == | == Battle of Asura == | ||
'''Battle of Asura''' {{kana|修羅の戦}} <small style="color:#999;">(''Shura no sen'')</small> is a special mode with | '''Battle of Asura''' {{kana|修羅の戦}} <small style="color:#999;">(''Shura no sen'')</small> is a special mode with two major changes: | ||
*The charleston - at the start of the hand, players must select 3 tiles of their choice to exchange with another opponent. | |||
*Resumed play - after a player wins a hand, the round does not end. It only ends when three players have won, tiles are drawn into [[ryuukyoku]], or when a player falls into a negative score. Players that win can no longer draw tiles or lose points. | |||
**The point system works like [[sanma]]. If at least one player has won the hand, wins by tsumo are reduced in value. A win by ron always receives full points. | |||
== Bloodshed Skirmish == | == Bloodshed Skirmish == | ||
'''Bloodshed Skirmish''' {{kana|赤血の戦}} <small style="color:#999;">(''Sekketsu no sen'')</small> applies gameplay of Sichuan Bloody Rules: ''Battle to the Bloody End'' (血战到底). | '''Bloodshed Skirmish''' {{kana|赤血の戦}} <small style="color:#999;">(''Sekketsu no sen'')</small> applies the gameplay of Sichuan Bloody Rules: ''Battle to the Bloody End'' (血战到底). The ruleset and the scoring system are completely different from riichi mahjong. Unlike riichi, offense is heavily preferred, and many defensive strats are no longer useful (some even punished with a heavy penalty). | ||
=== Gameplay === | === Gameplay === | ||
Each match has only four rounds. | *Each match has only four rounds. | ||
*Instead of seat winds rotating towards each player, the dealership is determined by who won the previous round. The first winner becomes east, the second winner becomes south, and so on. If no player wins, the seats are kept. There is no score bonus for being the dealer. | |||
*Honor tiles are not used, meaning only suited tiles are available, including 108 tiles in total. | |||
*Each player is forced to exclude a suit ('''Voided Suit''' {{kana|[https://ja.wikipedia.org/wiki/絶一門 絶一門]}} <small style="color:#999;">(''Zetsuichimon'')</small>), thus making a valid hand with at most two suits. Failing to do so leads to a heavy penalty in exhaustive draw. | |||
*The call of [[chii]] is not allowed. | |||
*There is no [[furiten]], [[dora]], or [[dead wall]] <small style="color:#999;">(''wanpai'')</small> tiles. | |||
*The scoring system and yaku are much different than riichi mahjong (see below for details). | |||
A complete round is processed as follows: | A complete round is processed as follows: | ||
* Choose three tiles in a same suit and switch between players | * Choose three tiles in a same suit and switch between players. You cannot switch tiles of a suit you have less than three tiles of. | ||
* Determine and declare the unwanted suit. | * Determine and declare the unwanted suit. | ||
* Make winning hands without using any tiles from the unwanted suit. | * Make winning hands without using any tiles from the unwanted suit. | ||
* | * Round ends when three players declare a win, running out of tiles from the wall, or any player is bankrupted. | ||
=== Scoring === | === Scoring === | ||
The score of a hand is only determined by han value and if it won via [[tsumo]]. | |||
A hand's base score as follows: | |||
: Formula: <code>Score = 1000 * 2 ^ (Han - 1)</code> | : Formula: <code>Score = 1000 * 2 ^ (Han - 1)</code> | ||
* (1 han) 1,000 points | * (1 han) 1,000 points | ||
* (2 han) 2,000 points | * (2 han) 2,000 points | ||
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* (6 han) 32,000 points | * (6 han) 32,000 points | ||
These points are then converted based on if it won via ron or tsumo: | |||
* Deal-in win <small style="color:#999;">(''Ron'')</small>: Only the deal-in player needs to pay exactly the score to the winner. | * Deal-in win <small style="color:#999;">(''Ron'')</small>: Only the deal-in player needs to pay exactly the score to the winner. | ||
*: Formula: <code>RonPoints = Score</code> | *: Formula: <code>RonPoints = Score</code> | ||
* Self-draw win <small style="color:#999;">(''Tsumo'')</small>: Every current | * Self-draw win <small style="color:#999;">(''Tsumo'')</small>: Every current player pays the score to the dealer, plus an extra 1,000 points for each player. | ||
*: Formula: <code>TsumoPoints = (Score + 1000) * CurrentPlayers</code> | *: Formula: <code>TsumoPoints = (Score + 1000) * CurrentPlayers</code> | ||
In brief, tsumo is worth much more than ron. Also, there is no bonus for being the dealer. | |||
'''Kan:''' | |||
In addition, when a kan is declared, an instant bonus is applied to each kan immediately. | |||
* Straight kan <small style="color:#999;">(''Daiminkan'')</small>: Kan-feeder pays 2,000 points to kan-claimer. | * Straight kan <small style="color:#999;">(''Daiminkan'')</small>: Kan-feeder pays 2,000 points to kan-claimer. | ||
* Added kan from draw <small style="color:#999;">(''Tsumogiri kakan'')</small>: Each non-winner pays 1,000 points towards kan-claimer. However, if this tile deals into others, the bonus is cancelled and no payment will be applied. | * Added kan from draw <small style="color:#999;">(''Tsumogiri kakan'')</small>: Each non-winner pays 1,000 points towards kan-claimer. However, if this tile deals into others, the bonus is cancelled and no payment will be applied. | ||
* Added kan from hand <small style="color:#999;">(''Tedashi kakan'')</small>: No payment. | * Added kan from hand <small style="color:#999;">(''Tedashi kakan'')</small>: No payment. This prevents players from declaring pon, then kakan, to gain more points than a regular open kan. | ||
* Concealed kan <small style="color:#999;">(''Ankan'')</small>: Each non-winner pays 2,000 points towards kan-claimer. | * Concealed kan <small style="color:#999;">(''Ankan'')</small>: Each non-winner pays 2,000 points towards kan-claimer. | ||
However, if the round ends by exhaustive draw, and a kan-declaring payer is not tenpai, any kan payments are refunded. If a kan player is holding an excluded suit, the kan payment is also refunded. | |||
=== Yaku list === | === Yaku list === | ||
There | There are two types of yakus. | ||
Base yakus are the main yaku. | Base yakus are the main yaku. Only one of them can be chosen for each hand, with their han value as high as possible. These yaku cannot be stacked together, neither can a player score them with more han by combining base yaku together. | ||
Bonus yakus are additional. | Bonus yakus are additional. They can be stacked arbitrarily as long as the condition is satisfied. Usually those are occasional yakus aside from Root. However, if some bonus yaku can be always guaranteed by the base yaku, these bonus yaku will be deducted when counting. | ||
==== Base yaku ==== | ==== Base yaku ==== | ||
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=== Penalty === | === Penalty === | ||
When a round goes to an exhaustive draw, a special hand rechecking is applied to all non-winners. | When a round goes to an exhaustive draw, a special hand rechecking is applied to all non-winners. | ||
* Ready <small style="color:#999;">(''Tenpai'')</small>: Incomplete hand is winnable with one extra tile. | * Ready <small style="color:#999;">(''Tenpai'')</small>: Incomplete hand is winnable with one extra tile. | ||
* Voided Suit: All tiles of unwanted suit are fully discarded. | * Voided Suit: All tiles of unwanted suit are fully discarded. | ||
Failing to achieve those conditions will lead to a heavy penalty. | Failing to achieve those conditions will lead to a heavy penalty. | ||
* Not-ready <small style="color:#999;">('' | * Not-ready <small style="color:#999;">(''noten'')</small>: Pays for the ''highest'' possible score <small style="color:#999;">(''takame'')</small> towards ready players, as if they already dealed into others in game (occasional yakus won't be counted, of course). | ||
* Pied: | * Pied: Pay all non-winning opponents, including those who are not-ready. In addition, the payment is set a minimum of 4 han. | ||
=== Strategy === | |||
SBR is much more offensive than riichi mahjong. With such high noten penalties, it is always recommended to try to keep tenpai (or at least, advance towards it). If you give up tenpai, you'll just have to pay it back at the exhaustive draw. Trying to hold a tile from the excluded suit is always risky and almost never recommended. Due to those reasons, and because [[furiten]] is not enabled, defense is much weaker than usual. | |||
There is no score penalty towards opening your hand. Therefore, triplets are more powerful, and [[shanpon]] waits become more common. | |||
A hand using sequences rarely scores yaku. The only yaku that allow sequences are chinitsu, junchan, root, and the other bonus yaku. | |||
== Event Room == | == Event Room == | ||
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** When a game ends, all of the untaken bets will be given to the first place. | ** When a game ends, all of the untaken bets will be given to the first place. | ||
* Nagashi Mangan and Furiten will be only determined by visible discards. | * Nagashi Mangan and Furiten will be only determined by visible discards. | ||
== Dreamland Odyssey == | == Dreamland Odyssey == | ||
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*Azure Bonus is gained for each consecutive tedashi discard (discarding a tile other than the one you drew) in the pond. The bonus is equal to 1 han for 3 discards, 2 han for 6 discards, 3 han for 9 discards, 5 han for 12 discards, 12 han for 18 discards. | *Azure Bonus is gained for each consecutive tedashi discard (discarding a tile other than the one you drew) in the pond. The bonus is equal to 1 han for 3 discards, 2 han for 6 discards, 3 han for 9 discards, 5 han for 12 discards, 12 han for 18 discards. | ||
*Crimson Bonus is gained for each consecutive tsumogiri discard (discarding the tile you drew) in the pond. The bonus is equal to 1 han for 3 discards, 2 han for 5 discards, 3 han for ? discards, 5 han for ? discards, 12 han for 12 discards. | *Crimson Bonus is gained for each consecutive tsumogiri discard (discarding the tile you drew) in the pond. The bonus is equal to 1 han for 3 discards, 2 han for 5 discards, 3 han for ? discards, 5 han for ? discards, 12 han for 12 discards. | ||
A hand can score both the Azure Bonus and the Crimson Bonus. Notethat bonuses consider the amount of consecutive tiles ''in the pond''. Therefore, an opponent [[naki|calling]] a discard means that tile won't count towards either bonus. Also, the tedashi/tsumogiri discards have to be consecutive, so 2 tedashi -> 1 tsumogiri -> 1 tedanshi does not grant Azure Bonus 1. | |||
== Tournament == | == Tournament == |
edits