Rule variations: Difference between revisions

Jump to navigation Jump to search
2,453 bytes removed ,  30 December 2015
m
(18 intermediate revisions by 3 users not shown)
Line 1: Line 1:
Given the complexity to the rules of [[Japanese mahjong]], the rules are even made more complicated by the existence of rule variations enforced among different groups and organizations.
Given the complexity to the rules of [[Japanese mahjong]], the rules are even made more complicated by the existence of rule variations enforced among different groups and organizations.


==Rulesets==
==Overview==
* [[World Riichi Rule]] (WRR)
The general rules of the game are complex enoughHowever, they are made even more complex, as various rules of the game can be toggled to different settings or simply by "on" or "off" (ari or nashi respectively).
:Word Riichi Rule for the [[2014 World Riichi Mahjong Competition|tourney]] in France, 2014.
* [[European Mahjong Association]] (EMA)
:[[EMA_rules|Riichi Competition Rules]] (RCR) from 2012
* [[Japan Professional Mahjong League]] (JPML)
:JPML has two rule sets (A and B), but only ruleset A is noted.
* [[Nihon Pro Mahjong]]
:Nihon Pro Mahjong (NPM)
* [[Saikouisen]] (Saikou)
:The oldest Japanese professional league
:Saikouisen Classic rules
* MuMa (Mu)
:Mu Mahjong
* [[Real Mahjong Unit]] (RMU)
:RMU has three rulesets: A, B, and COnly A is noted.
* [[101 Kyougi Renmei|101]] (101)
:Ruleset of 101, another Japanese league
* [[Tenhou.net rules|Tenhou.net]] (Tenhou)
:A popluar internet game site
* [[Saikyousen]] (Saikyou)
:A tournament in Japan run by Takeshobo
* [[Korean Mahjong League]] (KML)
* [[United States Professional Mahjong League]] (USPML)
* [[Club Riichi de Montréal]] (Montr)
:Montreal, Canada


==Agari==
==Agari==
A set of variations dictate how hands produce winning hands.


===Agari yame===
===Agariyame===
{{rulevar
{{main|Agariyame}}
|WRR= |EMA= |JPML= |NPM=Ari |Saikou= |Mu= |RMU=Ari |101= |Tenhou=Ari |Saikyou=Ari |KML=Ari |USPML=Ari |Montr=Ari <!--For ease of adding columns-->
}}
Allow the dealer to end the hanchan prematurely if he wins the south 4th hand and ends up in first place, or if that hand becomes an exhaustive draw and the dealer ends up first.


* Ari – Allow the dealer to end the hanchan prematurely.
Allow the dealer to end the hanchan prematurely, while in possession of the lead in the round [[Oorasu|South 4]] or in the [[West round]] after one hand has been played.
 
* Lead – Allow the dealer to end the hanchan prematurely, with the last dealer is in the lead.
* End – The dealer may end the game after one hand in the final round, regardless of point standing.
* Nashi – The game must continue until the seat winds rotate again.
* Nashi – The game must continue until the seat winds rotate again.
===Atozuke===
{{main|Atozuke}}
Atozuke handles the rule for yakuless hands to gain yaku on discards.  This is most common on hands waiting on more than two tiles, where one discarded tile produces yakuhai. 
* Ari – Allow the hand to gain yaku on the winning tile.
* Nashi – Yaku must be embedded in the hand before the winning tile.


===Double ron===
===Double ron===
{{rulevar
|WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= <!--For ease of adding columns-->
}}
Score two winning declarations at the same time.
Score two winning declarations at the same time.


Line 52: Line 34:
===Furiten riichi===
===Furiten riichi===
{{main|Furiten}}
{{main|Furiten}}
{{rulevar
 
|WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= <!--For ease of adding columns-->
}}
Allow players to declare riichi while they are furiten due to their own earlier discards.
Allow players to declare riichi while they are furiten due to their own earlier discards.


Line 62: Line 42:
===Ryanhan shibari===
===Ryanhan shibari===
{{main|Ryanhan shibari}}
{{main|Ryanhan shibari}}
{{rulevar
 
|WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= <!--For ease of adding columns-->
}}
Impose a two-han minimum at five or more honba (number of table counters). The two han must both come from yaku.
Impose a two-han minimum at five or more honba (number of table counters). The two han must both come from yaku.


Line 71: Line 49:


===Triple ron===
===Triple ron===
{{rulevar
 
|WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= <!--For ease of adding columns-->
}}
Score three winning declarations at the same time.
Score three winning declarations at the same time.


* Ari – Discarder of the winning tile must pay all three hands separately. See double ron ari for distribution of riichi sticks.
* Ari – The discarder of the winning tile must pay all three hands separately. See double ron ari for distribution of riichi sticks.
* Atama – [[Atamahane]], or head bump. Only the first win to the discarder's right is recognized.
* Atama – [[Atamahane]], or head bump. Only the first win to the discarder's right is recognized.
* Abort – Do not score any hand, instead abort the hand with an [[abortive draw]].
* Abort – No hands are scored, and instead, the hand is [[abortive draw|aborted]].
 
==Atozuke==
{{main|Atozuke}}
{{rulevar
|WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= <!--For ease of adding columns-->
}}
Allow the hand to win even if there exists no yaku that is satisfied with all wait tiles. Atozuke nashi, also called sakizuke ari, requires all winning possibilities to satisfy at least one same yaku. Sakizuke requires some
 
* Ari – Atozuke: Allow determination of yaku after determining the winning tile.
* Nashi – Sakizuke: Require a fixed yaku no matter how the hand wins.


==Chombo==
==Chombo==
{{main|Chombo}}
{{main|Chombo}}
{{rulevar
|WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= <!--For ease of adding columns-->
}}
Variations on chombo may involve its general usage.  Common and casual games may not even enforce chombo due to the setting.  On the other hand, high profile settings may require stricter enforcement and harsher point penalties.
Variations on chombo may involve its general usage.  Common and casual games may not even enforce chombo due to the setting.  On the other hand, high profile settings may require stricter enforcement and harsher point penalties.


===Enforcement===
===Enforcement===
Point deductions may be applied immediately after the incident, the hand, or factored after the game to avoid time delay during the game.
Point deductions may be applied immediately after the incident, the hand, or factored after the game to avoid time delay during the game.


Line 107: Line 71:


===Points===
===Points===
Point variation on the penalty points may be applied.
Point variation on the penalty points may be applied.


Line 128: Line 93:
==Dora==
==Dora==
{{main|Dora|Dora variations}}
{{main|Dora|Dora variations}}
{{rulevar
 
|WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= <!--For ease of adding columns-->
}}
Variations on [[dora]] involves a few implementations; and they all affect the number of dora used.  The most common variation involves the '''akadora''' (red five) regarding its inclusion or exclusion.  Other variations places options on the kandora and even the uradora.  Lesser variations may include additional '''dorahyouji''' (dora indicators) at the beginning of each hand.
Variations on [[dora]] involves a few implementations; and they all affect the number of dora used.  The most common variation involves the '''akadora''' (red five) regarding its inclusion or exclusion.  Other variations places options on the kandora and even the uradora.  Lesser variations may include additional '''dorahyouji''' (dora indicators) at the beginning of each hand.


==Furiten==
==Furiten==
{{main|Furiten}}
{{main|Furiten}}
{{rulevar
 
|WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= <!--For ease of adding columns-->
}}
If a non-riichi player ignores a winning tile, then temporary furiten is applied. Different rules apply as to when this status wears off.
If a non-riichi player ignores a winning tile, then temporary furiten is applied. Different rules apply as to when this status wears off.


Line 145: Line 106:
==Kuikae==
==Kuikae==
{{main|Kuikae}}
{{main|Kuikae}}
{{rulevar
 
|WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= <!--For ease of adding columns-->
}}
This allows a player to call pon or chii on a tile, then afterwards discard the same tile, or a tile which would have completed the two revealed tiles at the other end of the sequence (switching chii).
This allows a player to call pon or chii on a tile, then afterwards discard the same tile, or a tile which would have completed the two revealed tiles at the other end of the sequence (switching chii).


Line 156: Line 115:
==Kuitan==
==Kuitan==
{{main|Kuitan}}
{{main|Kuitan}}
{{rulevar
 
|WRR=Ari |EMA= |JPML=Ari |NPM=Ari |Saikou=Ari |Mu=Ari |RMU=Ari |101=Ari |Tenhou=Option |Saikyou=Ari |KML=Option |USPML=Ari |Montr= <!--For ease of adding columns-->Ari
}}
Allow the 1-han yaku tanyao (all simples) to be awarded to an open hand.
Allow the 1-han yaku tanyao (all simples) to be awarded to an open hand.


Line 167: Line 124:
==Naki==
==Naki==
{{main|Naki}}
{{main|Naki}}
{{rulevar
 
|WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= <!--For ease of adding columns-->
}}
Variation may apply on tile calls.  If several players call chii, pon, or ron on the same tile, this rule decides who will get the tile. Kan calls are treated like pon calls.
Variation may apply on tile calls.  If several players call chii, pon, or ron on the same tile, this rule decides who will get the tile. Kan calls are treated like pon calls.


Line 180: Line 135:
Scoring allows some flexibility to the rules regarding the start and end scores.  Likewise, the oka and uma may be adjusted as well.
Scoring allows some flexibility to the rules regarding the start and end scores.  Likewise, the oka and uma may be adjusted as well.


==Tochuu ryuukoku==
==Tochuu ryuukyoku==
{{main|Tochuu ryuukoku}}
{{main|Tochuu ryuukyoku}}
{{rulevar
 
|WRR= |EMA= |JPML= |NPM= |Saikou= |Mu= |RMU= |101= |Tenhou= |Saikyou= |KML= |USPML= |Montr= <!--For ease of adding columns-->
}}
Abort a hand and repeat it at the next honba (number of table counters) in case of nine terminals and honors, same wind discards, four riichi declarations, or four kantsu declarations. Some rules abort the hand upon a triple ron; that is not covered by this rule, instead see triple ron.
Abort a hand and repeat it at the next honba (number of table counters) in case of nine terminals and honors, same wind discards, four riichi declarations, or four kantsu declarations. Some rules abort the hand upon a triple ron; that is not covered by this rule, instead see triple ron.


9,927

edits

Navigation menu