Rule variations: Difference between revisions

1,035 bytes removed ,  30 December 2015
m
mNo edit summary
(6 intermediate revisions by 2 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==
The following rulesets are taken into accountWhile more groups and organizations exist with their own rulesets, these are the rules selected for this list.
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).
 
* [[World Riichi Rule]] (WRR)
:World Riichi Rule for the [[2014 World Riichi Mahjong Competition|tourney]] in France, 2014.
* [[European Mahjong Association]] (EMA)
:[[EMA_rules|Riichi Competition Rules]] (RCR) as of 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 C.  Only 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.


===Agariyame===
===Agariyame===
{{main|Agariyame}}
{{main|Agariyame}}


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 had has been played.
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.
* 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.
* 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===
Line 69: Line 52:
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==
9,929

edits