Tibet rules: Difference between revisions

No edit summary
(One intermediate revision by the same user not shown)
Line 135: Line 135:
=== Simplified scoring system ===
=== Simplified scoring system ===


If your players are feeling competitive, they might ask to play while keeping score. While there's a lot of different ways of setting up a scoring system (and indeed, scoring is one of the main ways in which different variations of mahjong distinguish themselves), a simplified version of the Riichi scoring table will be introduced here:
If your players are feeling competitive, they might ask for a way to keep score. While there's a lot of different ways of setting up a scoring system (and indeed, scoring is one of the main ways in which different variations of mahjong distinguish themselves), a simplified version of the Riichi scoring table will be introduced here:


{| class="wikitable"
{| class="wikitable"
|-
|-
!'''Total Han''' !! 0 !! 1 !! 2 !! 3 !! 4-5 !! 6+
!'''Total Han''' !! 0 han !! 1 han !! 2 han !! 3 han !! 4-5 han !! 6+ han
|-
|-
| '''Dealer win, tsumo''' || 2 from all || 5 from all || 10 from all || 20 from all || 40 from all || 60 from all
| '''Dealer win, tsumo''' || 2 from all || 5 from all || 10 from all || 20 from all || 40 from all || 60 from all
Line 150: Line 150:
|}
|}


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.)
To unpack the table, on a self-drawn ''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.)


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.
The overall value of a hand is determined by its ''han'' tally. Hands earn ''han'' based on the scoring patterns, or ''[[yaku]]'', that they satisfy; scoring patterns reward hands or sets that are consistent or exceptional, and more difficult patterns are worth more ''han''. 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 and row.


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


* '''Concealed Hand''' (''menzen''): [1 ''han''] Hand has no ''chii'' or ''pon'' calls before winning (but can win on ''ron'' as well as ''tsumo'').
* '''Concealed Hand''' (''menzen''): [1 ''han''] Hand has no ''chii'' or ''pon'' calls before winning (but can win on ''ron'' as well as ''tsumo'').
Line 162: Line 162:
* '''Full Flush''' (''[[chinitsu]]''): [2 ''han''] The hand's tiles are only from a single suit.
* '''Full Flush''' (''[[chinitsu]]''): [2 ''han''] The hand's tiles are only from a single suit.


After introducing the characters numeric suit and moving up to the full thirteen-tile hand size, you can add one more pattern:
After introducing the characters numeric suit and moving up to the full thirteen-tile hand size, we can add one more pattern:


* '''Half Flush''' (''[[honitsu]]''): [2 ''han''] The hand's tiles are from a single numeric suit, plus any number of dragon tiles (including as its pair).
* '''Half Flush''' (''[[honitsu]]''): [2 ''han''] The hand's tiles are from a single numeric suit, plus any number of dragon (honor) tiles (including as its pair).
** '''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.


'''Additional Notes'''
'''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!
* 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. This should encourage you 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.)
* 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.
* 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.
* Playing a set of hands where each player has had a chance to be dealer forms a single round. (Don't forget that when the dealer wins, they get to stay as dealer.) A game usually lasts for one or two rounds.
* A single round consists of a set of hands where each player has had a chance to be dealer. (Don't forget that when the dealer wins, they get to stay as dealer.) A game usually lasts for one or two rounds.


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


With all of the rules above, players are at the point where they're playing actual games of mahjong. In order to get all the way to Riichi 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.
With all of the rules above, players are at the point where they're pretty much just playing actual mahjong. In order to get all the way to Riichi mahjong, there are first 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 this point in this article, 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 ===
=== 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.
* '''[[Japanese mahjong setup|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. Otherwise, the wall-breaking and starting hand draw procedure applies as standard (no dead wall or dora indicator until those rules are introduced). A key point for new players: while turn order is counter-clockwise, tiles are drawn from the wall in clockwise order.


* '''[[Kazehai|Wind tiles]]''': Like the dragon tiles, winds are honor tiles that cannot form sequences. Unlike dragons, however, their value is conditional on your seat and the round of play. Wind triplets that do not match your seat or the round wind can still be used to advance your hand towards completion, but are not inherently worth ''han''. The dealer is always the East seat, and the winds advance in order of play to South, West, and North. Note that this does not reflect the compass directions when looking at the ground, but rather the celestial compass when looking up towards the sky.
* '''[[Kazehai|Wind tiles]]''': Like the dragon tiles, winds are honor tiles that cannot form sequences. Wind tiles can also be used in Half Flush hands just like dragons. Unlike dragons, however, their value is conditional on your seat and the round of play. Wind triplets that do not match your seat or the round wind can still be used to advance your hand towards completion, but are not inherently worth ''han''. The dealer is always the East seat, and the winds advance in order of play to South, West, and North. Note that this does not reflect the compass directions when looking at the ground, but rather the celestial compass when looking up towards the sky.
 
  {{ #mjt:1234z }}


* '''[[Wanpai|Dead wall]]''': With the full set of tiles, not only will the wall be seventeen stacks on a side, but there's enough tiles to introduce the dead wall concept. Now, rather than exhausting the walls entirely before a draw, a draw will end when there are only fourteen tiles left in the wall.
* '''[[Wanpai|Dead wall]]''': With the full set of tiles, not only will the wall be seventeen stacks on a side, but there's enough tiles to introduce the dead wall concept. Now, rather than exhausting the walls entirely before a draw, a draw will end when there are only fourteen tiles left in the wall.
Line 189: Line 191:
=== Riichi-specific rules ===
=== 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]]''': ''Riichi'' is the name of the game, and the most important ''yaku'' to understand. 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. The discarded tile is turned sideways to show that you have called ''riichi''; if that tile is called, your next discard should be turned sideways. 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 [1 ''han''], which can represent a large point boost when stacked with other scoring patterns.
** After introducing Riichi, Concealed Hand should no longer be allowed as a scoring pattern. If your hand is in ''tenpai'', but doesn't have any particular scoring pattern, you should declare ''riichi'' if you want to score more than just the baseline points! The full Riichi ruleset also has a 1-''han'' minimum value required to win a hand, so being able to declare ''riichi'' becomes even more important once you implement that requirement!
** When starting out, declaring ''Riichi'' can be free. Once you get more experience, ''riichi'' should also cost a 10-point bet to declare. If you win the hand, then you get to take back your bet. But if someone else wins, they get your points, even if they won via ''tsumo'' or ''ron'' from another player. And if the hand goes to a draw, then your bet is set aside to be claimed by the winner of the next hand, whomever that might be.
** Remember: you can't call ''riichi'' if you've made a ''chii'', ''pon'', or open ''kan'' call! Often, there's a tradeoff between whether you should keep your hand concealed to try and earn more points, or if you should make calls to speed it up at the cost of potential value.


* '''[[Furiten]]''': If a player had discarded a tile that their current hand could've won with, they are in ''furiten''. A hand in ''furiten'' may not call ''ron'' by any means. Even if the player's discarded tile and the opponent's tile are different, you may not call ron. A hand in fuirten may win from ''tsumo'' (self-draw) as normal, or change its wait so that it is no longer in ''furiten''.
* '''[[Furiten]]''': If a player had discarded a tile that their current hand could've won with, they are in ''furiten''. A hand in ''furiten'' may not call ''ron'' by any means. Even if the player's discarded tile and the opponent's tile are different, you may not call ron. A hand in furiten may win from ''tsumo'' (self-draw) as normal, or change its wait so that it is no longer in ''furiten''.


* '''[[Dora]]'''
* '''[[Dora]]'''


* '''Additional scoring patterns (yaku)'''
* '''Additional scoring patterns (yaku)''': There are a few dozen scoring patterns in Riichi Mahjong, but many of them are fairly rare.
** '''Closed-only scoring patterns''': Fully Concealed Hand (''[[menzen tsumo]]''), [[Pinfu]], Two Identical Sequences (''[[iipeikou]]''). Most of the time, if your hand reaches ''tenpai'' without making any calls, you're probably going to want to call ''riichi''. So you might think of these patterns are bonuses to your hand's value when it is won with ''riichi''.
** '''Uncommon patterns''': Full Straight (''[[ikkitsuukan]]''), Three Similar Sequences (''[[sanshoku doujun]]''), Included Terminals and Honors (''[[chanta]]''), Included Terminals (''[[junchan]]''), Seven Unique Pairs (''[[chiitoitsu]]''). Identifying opportunities for these ''yaku'' is trickier than the bread-and-butter patterns that were introduced at first. However, their higher ''han'' values can make them valuable when those opportunities show up. Note that many of these patterns are worth fewer ''han'' if they are in a hand with open calls. (Such is also the case for the Half Flush and Full Flush hands.)


* '''Scoring in Riichi Mahjong'''
* '''Scoring in Riichi Mahjong'''
44

edits