Tibet rules: Difference between revisions

ron priority, head bump, simple scoring clarifications
(expanding simplified scoring system, framework for remaining rules players need to learn for the full ruleset)
(ron priority, head bump, simple scoring clarifications)
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== Approaching the full-sized game ==
== Approaching the full-sized game ==


There are multiple possible paths here for what to add in order to bring players up to full-sized mahjong. From this point onwards, the rules start to deviate from "Tibet Rules" and start to go towards actual "Riichi Mahjong".
There are multiple options for what to add in order to bring players up to full-sized mahjong. Some of the rules in this section will start to break away from the "Tibet Rules" sphere, and towards playing Riichi Mahjong.


=== Thirteen-tile hands and the characters suit ===
=== Thirteen-tile hands and the characters suit ===
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Note as well that ''pon'' can be called to complete any triplet, not just the dragons. Just be careful not to break apart any elements in your hand such as sequences that end up with you being further away from completing your hand! It's always optional whether or not you decide to make a call. But if you do call, make sure you do it quickly, before the next player draws their next tile. After a player has drawn their tile, it's too late to make a call.
Note as well that ''pon'' can be called to complete any triplet, not just the dragons. Just be careful not to break apart any elements in your hand such as sequences that end up with you being further away from completing your hand! It's always optional whether or not you decide to make a call. But if you do call, make sure you do it quickly, before the next player draws their next tile. After a player has drawn their tile, it's too late to make a call.
Additionally, ''ron'' takes precedence over ''pon''. Even if the discarded tile would complete a pair or sequence, winning is still more powerful than player just completing a triplet.


=== Calling for sequences (chii) ===
=== Calling for sequences (chii) ===
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The procedure after making a ''chii'' call is just like with ''pon''. Set aside all three tiles, turning the called tile on the left. Then, discard a tile and turns continue counter-clockwise. In the example above, we've called the 3 discarded by the person on our left to complete a sequence with the 24 that we had in our hand. It's important (for the full Riichi ruleset) that the tile we called be oriented towards the player we called it from, even if the set-aside set looks "out of order".
The procedure after making a ''chii'' call is just like with ''pon''. Set aside all three tiles, turning the called tile on the left. Then, discard a tile and turns continue counter-clockwise. In the example above, we've called the 3 discarded by the person on our left to complete a sequence with the 24 that we had in our hand. It's important (for the full Riichi ruleset) that the tile we called be oriented towards the player we called it from, even if the set-aside set looks "out of order".


It is possible for a tile to be claimed by someone wanting to call ''pon'' at the same time as ''chii'' (e.g. a 333 triplet of bamboo in the example). If two players want the same tile, the ''pon'' caller gets priority and their call goes through. (In other words, ''pon'' > ''chii''.) For that reason, if you want to call ''chii'', it's a good idea to wait a second or two before making your call, just in case someone else wants to make a ''pon'' call. If you've given enough time for someone else to call, you should be free to claim your tile without needing to take things back.
It is possible for a tile to be claimed by someone wanting to call ''pon'' at the same time as ''chii'' (e.g. a 333 triplet of bamboo in the example). If two players want the same tile, the ''pon'' caller gets priority and their call goes through. Similarly, a player calling ''ron'' gets their win over a player calling ''chii''. (In other words, ''ron'' > ''pon'' > ''chii''.) For that reason, if you want to call ''chii'', it's a good idea to wait a second or two before making your call, just in case someone else wants to make a ''pon'' or ''ron'' call. If you've given enough time for someone else to call, you should be free to claim your tile without needing to take things back.


=== Simplified scoring system ===
=== Simplified scoring system ===
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To unpack the table, on a ''tsumo'', each player pays the winner; on a ''ron'', only the discarder pays, and they pay for everyone's contribution. The dealer is individually responsible for twice the amount against each other player, so they ultimately get 1.5x the score of non-dealers on a win.
To unpack the table, on a ''tsumo'', each player pays the winner; on a ''ron'', only the discarder pays, and they pay for everyone's contribution. The dealer is individually responsible for twice the amount against each other player, so they ultimately get 1.5x the score of non-dealers on a win. (Note that this isn't exact due to rounding at small ''han'' values.)


As for what the ''han'' value represents, hands earn ''han'' based on the scoring patterns, or ''[[yaku]]'', that they satisfy. When a hand's sets are consistent or exceptional, that consistency or exceptionality is rewarded. To score a hand, add up the total ''han'' from all of the patterns satisfied by the hand, then look up its point value from the corresponding column.
The overall value of a hand is determined by its ''han'' value. Hands earn ''han'' based on the scoring patterns, or ''[[yaku]]'', that they satisfy; scoring patterns reward hands that are consistent or exceptional in its sets. To score a hand, add up the total ''han'' from all of the patterns satisfied by the hand, then look up its point value from the corresponding column.


At the ten-tile hand game with two numeric suits and dragons, use the following patterns:
At the ten-tile hand game with two numeric suits and dragons, we'll start with the following patterns:


* '''Concealed Hand''' (''menzen''): [1 ''han''] Hand has no ''chii'' or ''pon'' calls before winning. ('''Note for teachers''': This differs from the standard Riichi rules in that it allows for ''menzen ron'' wins. If this bothers you or you think that it will create additional friction to unlearn this later, you can consider teaching the ''riichi'' declaration here, ignoring ''furiten'' until it becomes relevant.)
* '''Concealed Hand''' (''menzen''): [1 ''han''] Hand has no ''chii'' or ''pon'' calls before winning (but can win on ''ron'' as well as ''tsumo'').
* '''All Simples''' (''[[tanyao]]''): [1 ''han''] Hand has no 1s, 9s, or dragon honors. Or, in other words, the hand only contains numeric tiles between 2 and 8, inclusive.
* '''All Simples''' (''[[tanyao]]''): [1 ''han''] Hand has no 1s, 9s, or dragon honors. Or, in other words, the hand only contains numeric tiles between 2 and 8, inclusive.
* '''Dragon Triplet''' (''[[yakuhai]]''): [1 ''han'' each] Hand contains a dragon triplet. Stacks for multiple dragon triplets.
* '''Dragon Triplet''' (''[[yakuhai]]''): [1 ''han'' each] Hand contains a dragon triplet. Stacks for multiple dragon triplets.
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** '''Full Flush''' becomes worth [5 ''han''] to reflect its increased difficulty with a third numeric suit.
** '''Full Flush''' becomes worth [5 ''han''] to reflect its increased difficulty with a third numeric suit.


For now, it is not required to have a ''yaku'' in order to win a hand. However, note that while a hand's value doubles from 1-''han'' to 4-''han'', the 0-''han'' value is only about 1/3 the 1-''han'' hand value. So you should be encouraged to try and aim for having at least 1 ''han'' in your hand if you can see an opportunity for it; the full Riichi ruleset also enforces a 1-''han'' minimum so it can be good to be prepared for that additional restriction in the future!
'''Additional Notes'''
* At this learning stage, there is no requirement to have a ''yaku'' in order to win a hand. However, note that while a hand's value doubles for each ''han'' from 1-''han'' to 4-''han'', the 0-''han'' value is only about 1/3 the 1-''han'' hand value. You should be encouraged to try and aim for having at least 1 ''han'' in your hand if you can see an opportunity for it; the full Riichi ruleset also enforces a 1-''han'' minimum so it can be good to be prepared for that additional restriction in the future!
* If two players want to call ''ron'' on the same tile at the same time, priority goes to the person whose turn would come soonest after the discarding player. (Experienced players will recognize this as the [[atamahane|head bump]] rule.)
* Teachers with Riichi Mahjong experience will note that the "Concealed Hand" pattern also allows for ''menzen ron'' wins, and doesn't distinguish them from ''[[menzen tsumo]]''. We also haven't introduced the ''riichi'' call yet. Feel free to substitute this pattern with [[Riichi]] instead, if you think that it will cause more friction for your players to unlearn ''menzen ron'' without ''riichi''. While the concept of ''furiten'' is important with ''riichi'', you can hold off on introducing it until it becomes relevant, since it is an advanced rule to understand.


== Completing the journey to Riichi Mahjong ==
== Completing the journey to Riichi Mahjong ==


At this point, players should have a foundational understanding of Mahjong, enough to take the remaining steps towards the full Riichi Mahjong ruleset. From here, specific details on teaching and instruction are brief: this is more an overview of the remaining facets of the game that have not yet been introduced.
With all of the rules above, players are at the point where they're playing actual games of mahjong. There are a few more 'core' rules to learn that are found in most common variants of mahjong, followed by a number of rules that are specific to the full Riichi Mahjong ruleset. From here, specific details on teaching and instruction will be more brief: this is more an overview of the remaining facets of the game that have not yet been introduced.
 
=== Common core mahjong rules ===


* '''Wall building and breaking''': With all three numeric suits and the dragons, there will be 120 tiles on the table. This is enough tiles that just drawing tiles from a pool of face-down tiles in the center of the table might feel a bit disorganized. So you can start going through the rituals of wall-building and breaking at this point. Without the wind tiles, each player should gather thirty tiles after shuffling, and build walls of fifteen tiles long, stacked two tiles high. All other parts of the wall-breaking and starting hand draw procedure apply as standard. A key point for new players: while turn order is counter-clockwise, tiles are drawn from the wall in clockwise order.
* '''Wall building and breaking''': With all three numeric suits and the dragons, there will be 120 tiles on the table. This is enough tiles that just drawing tiles from a pool of face-down tiles in the center of the table might feel a bit disorganized. So you can start going through the rituals of wall-building and breaking at this point. Without the wind tiles, each player should gather thirty tiles after shuffling, and build walls of fifteen tiles long, stacked two tiles high. All other parts of the wall-breaking and starting hand draw procedure apply as standard. A key point for new players: while turn order is counter-clockwise, tiles are drawn from the wall in clockwise order.
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* '''[[Kan|Quads / kan]]''': It is possible to create sets consisting of four identical tiles, but they require additional handling. Since a ''kan'' requires one more tile than a normal set, after a ''kan'' has been declared (which includes if you want to set a quad where you've drawn all four tiles), a replacement tile must be drawn from the back (dead) end of the wall before a discard is declared. (The replacement tile can also complete the calling player's hand, which lets them call ''tsumo''.) Note that a draw is still declared when there are fourteen undrawn tiles left, so after a ''kan'', the last tile in the 'live' wall will become 'dead'.
* '''[[Kan|Quads / kan]]''': It is possible to create sets consisting of four identical tiles, but they require additional handling. Since a ''kan'' requires one more tile than a normal set, after a ''kan'' has been declared (which includes if you want to set a quad where you've drawn all four tiles), a replacement tile must be drawn from the back (dead) end of the wall before a discard is declared. (The replacement tile can also complete the calling player's hand, which lets them call ''tsumo''.) Note that a draw is still declared when there are fourteen undrawn tiles left, so after a ''kan'', the last tile in the 'live' wall will become 'dead'.
=== Riichi-specific rules ===


* '''[[Riichi]]''': If your hand is in ''tenpai'' and does not have any open calls (no ''chii'' or ''pon'' calls, and any ''kan'' calls must have been from having all four tiles in-hand), then you can declare ''riichi'' when making a discard. Declaring ''riichi'' tells your opponents that you are ready to win, which can cause them to change the way to play in order to avoid discarding your winning tile. Additionally, your hand is locked in: tiles that do not let you win must be discarded (exception: a ''kan'' can be declared using a drawn tile, if doing so doesn't change what you could win on). On the other hand, a hand won under the ''riichi'' status confers an additional ''han'', which can represent a large point boost. In the full ruleset, a closed hand without any other inherent ''yaku'' cannot be won on ''ron'', so ''riichi'' is a vital part of being able to win with arbitrary hands -- it's the name of the game, after all!
* '''[[Riichi]]''': If your hand is in ''tenpai'' and does not have any open calls (no ''chii'' or ''pon'' calls, and any ''kan'' calls must have been from having all four tiles in-hand), then you can declare ''riichi'' when making a discard. Declaring ''riichi'' tells your opponents that you are ready to win, which can cause them to change the way to play in order to avoid discarding your winning tile. Additionally, your hand is locked in: tiles that do not let you win must be discarded (exception: a ''kan'' can be declared using a drawn tile, if doing so doesn't change what you could win on). On the other hand, a hand won under the ''riichi'' status confers an additional ''han'', which can represent a large point boost. In the full ruleset, a closed hand without any other inherent ''yaku'' cannot be won on ''ron'', so ''riichi'' is a vital part of being able to win with arbitrary hands -- it's the name of the game, after all!
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