Tibet rules: Difference between revisions

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'''Tibet rules''' are a family of variations of mahjong designed for teaching the game to players who are completely new to mahjong. By starting with a very simple set of rules and objective, and then gradually moving up in complexity, new players are able to jump immediately into playing and building their understanding of how mahjong works.
'''Tibet rules''' are a family of variations of mahjong designed for teaching the game to players who are completely new to mahjong. By starting with a very simple set of rules and objective, new players are able to jump immediately into playing and building their understanding of how mahjong works. Gradually, complexity is introduced in game size until they are ready to take on the full game.


== Teaching the basics ==
== Teaching the basics ==
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During play, you will normally only have four tiles in your hand. On your turn, you will draw a face-down tile into your hand. If that tile creates a completed hand, you say ''tsumo'', reveal your hand, and claim the win. Otherwise, you choose one tile from your hand to discard face up. This tile can be the tile you just drew, or one that was previously in your hand. After you discard, if that tile would complete another player's hand, they can claim it to win. In that case, they should say ''ron'', and reveal their hand to show how the discard would complete it. If nobody declares ''ron'', then the next player takes their turn; in mahjong, turns are taken in a counter-clockwise order, moving to the right. The hand continues with each player making a draw, then a discard, and continuing until someone wins, or all tiles have been drawn. In the latter case, the hand just ends in a draw with no winner.
During play, you will normally only have four tiles in your hand. On your turn, you will draw a face-down tile into your hand. If that tile creates a completed hand, you say ''tsumo'', reveal your hand, and claim the win. Otherwise, you choose one tile from your hand to discard face up. This tile can be the tile you just drew, or one that was previously in your hand. After you discard, if that tile would complete another player's hand, they can claim it to win. In that case, they should say ''ron'', and reveal their hand to show how the discard would complete it. If nobody declares ''ron'', then the next player takes their turn; in mahjong, turns are taken in a counter-clockwise order, moving to the right. The hand continues with each player making a draw, then a discard, and continuing until someone wins, or all tiles have been drawn. In the latter case, the hand just ends in a draw with no winner.


It's worth emphasizing one more time how you win a hand. If you win by drawing your own winning tile, you say ''tsumo''. If you win by seeing an opponent's discard, you say ''ron''. Pay attention to when your hand is ready to accept a winning tile; this state is called ''[[tenpai]]''. Before you hit ''tenpai'', you're dependent on your own draws to advance your hand; when you are in ''tenpai'', you can now use other peoples' discards to finish things up.
It's worth emphasizing one more time how you win a hand. If you win by drawing your own winning tile, you say ''tsumo''. If you win by seeing an opponent's discard, you say ''ron''. Pay attention to when your hand is ready to accept a winning tile; this state is called ''[[tenpai]]''. Before you hit ''tenpai'', you're dependent on your own draws to advance your hand; when you are in ''tenpai'', you can now use the other players' discards to finish things up.


Examples of ''tenpai'' hands:
Examples of ''tenpai'' hands:
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* For the time being, having all four of the same tile in hand does not hold any special significance. Quads or ''kan'' will be introduced much later, after the end of the standard Tibet rules path.
* For the time being, having all four of the same tile in hand does not hold any special significance. Quads or ''kan'' will be introduced much later, after the end of the standard Tibet rules path.
* Only the most recent discard can be used to call on a win. You can't go back to a discard from previous turns to win!
* Only the most recent discard can be used to call on a win. You can't go back to a discard from previous turns to win!
* If the person with the first turn (the dealer) won the hand, they get to stay as dealer for the next hand. Otherwise, the first player moves counter-clockwise, to the player on the previous dealer's right.
* Each player should organize their discards in front of themselves in a row, making sure that the order of their discards is maintained. (Later, when there are more tiles, each row should be six tiles long, starting a new one below the previous one with the following discard.)
* If the person with the first turn (the dealer) won the hand, they get to stay as dealer for the next hand. Otherwise, the role of the first player moves counter-clockwise, to the player on the previous dealer's right.
* For experienced teachers: don't introduce, enforce, or worry about ''[[furiten]]''. Focus on helping players get to any kind of ''tenpai''. At the end of each hand, review everyone's hands. If a player is in ''tenpai'', see if they can name what they're waiting on. If they're not in ''tenpai'', see if they know what tiles would have helped them get there. (There is no way to be even further than ''[[iishanten]]'' with four tiles in a single suit.) If the players are struggling with seeing how to progress their hands, then play with open hands, and only allow self-drawn ''tsumo'' wins. But don't jump in too quickly -- it's important for players to explore the space for themselves and experience the decision-making challenges of mahjong first-hand.
* For experienced teachers: don't introduce, enforce, or worry about ''[[furiten]]''. Focus on helping players get to any kind of ''tenpai''. At the end of each hand, review everyone's hands. If a player is in ''tenpai'', see if they can name what they're waiting on. If they're not in ''tenpai'', see if they know what tiles would have helped them get there. (There is no way to be even further than ''[[iishanten]]'' with four tiles in a single suit.) If the players are struggling with seeing how to progress their hands, then play with open hands, and only allow self-drawn ''tsumo'' wins. But don't jump in too quickly -- it's important for players to explore the space for themselves and experience the decision-making challenges of mahjong first-hand.
* Similarly, do not introduce [[scoring]], [[riichi]], or [[naki|tile calls]] yet.
* Similarly, do not introduce [[scoring]], [[riichi]], or [[naki|tile calls]] yet.
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* {{machi|pattern = 2345777p |tilewaits = 256p}} (a complex combination wait: with a 777 triplet, the remaining 2345 is the dual single pattern. But with a 77 pair and 234 sequence, the remaining 57 can be completed by filling in the 6.)
* {{machi|pattern = 2345777p |tilewaits = 256p}} (a complex combination wait: with a 777 triplet, the remaining 2345 is the dual single pattern. But with a 77 pair and 234 sequence, the remaining 57 can be completed by filling in the 6.)


'''Side Note''': If you are teaching a full table of four players, then with seven-tile hands, there will only be eight tiles left over after each player draws their starting hand (36 - 4 * 7 = 8). This lack of tiles can create a somewhat unsatisfactory game experience, so you may want to introduce the next step at the same time you move up to seven-tile hands.
'''Side Note''': If you are teaching a full table of four players, then with seven-tile hands, there will only be eight tiles left over after each player draws their starting hand (36 - 4 * 7 = 8). This lack of tiles can create a somewhat unsatisfactory game experience, so you may want to introduce the bamboo tiles from next step at the same time you move up to seven-tile hands.


Once players are comfortable with playing with seven-tile hands, the next step to take is to introduce a second numeric suit: the bamboo tiles. Like the circles, the bamboo tiles are numbered from 1 to 9, with four copies of each tile. Note that the 1 is indicated by a bird (usually a peafowl or sparrow depending on design), and the 8's bamboo are arranged in an M/W pattern.
Once players are comfortable with playing with seven-tile hands, the next step to take is to introduce a second numeric suit: the bamboo tiles. Like the circles, the bamboo tiles are numbered from 1 to 9, with four copies of each tile. Note that the 1 is indicated by a bird (usually a peafowl or sparrow depending on design), and the 8's bamboo are arranged in an M/W pattern.
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   {{ #mjt:123456789s }}  
   {{ #mjt:123456789s }}  


Pairs, sequences, and triplets cannot be made by "mixing" suits -- each set or pair can only be made from a single suit. However, the hand as a whole can have sets or the pair in multiple suits. In practice, despite there being more possibilities for hands, this will be easier than the single-suited, seven-tile hand game. A second suit means that it's less likely for complex group patterns, which makes it easier to figure out which of your tiles will end up in each set or pair of the completed hand. There's an argument that can be made that you can start teaching from here, at the two-suit, seven-tile game, as it also provides a clearer distinction between a set and the pair, since the final hand will have a different number of each type of hand element.
Pairs, sequences, and triplets cannot be made by "mixing" suits -- each set or pair can only be made from a single suit. However, the hand as a whole can have sets or the pair in multiple suits. In practice, despite there being more possibilities for hands, this will be easier than the single-suited, seven-tile hand game. A second suit means that it's less likely for there to be complex group patterns, and it's easier to figure out which of your tiles will end up in each set or pair of the completed hand. Since there are two sets and only one pair, there's also a clearer distinction between each type of hand element. For these reasons, it is possible to start teaching with two suits and seven-tile hands, instead of starting with the one-suit, four-tile hand introduction.


Regardless, once players are comfortable at this level, the next step is to increase the hand size to ten tiles. A completed hand will have eleven tiles, consisting of three sets and one pair.  
Regardless, once players are comfortable at this level, the next step is to increase the hand size to ten tiles. A completed hand will have eleven tiles, consisting of three sets and one pair.  
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=== Dragon tiles and calling for triplets (pon) ===
=== Dragon tiles and calling for triplets (pon) ===


As an alternative to introducing the characters suit to players, you can instead introduce them to the dragons first. There are three types of dragon, identified by their unique faces. Understanding the meaning of these tiles is not important, you can just treat them as symbols. Due to this fact, introducing them first can push back the need for outside reference cards and keep the flow of learning moving forward.
As an alternative to introducing the characters suit to players, you can instead introduce them to the dragons first. Dragons are one half of the honors tile type, which do not have numeric values. There are three types of dragon, identified by their unique faces. Understanding the meaning of these tiles is not important, you can just treat them as symbols. Due to this fact, introducing them before the characters suit can push back the need for outside reference cards and keep the flow of learning moving forward.


   {{ #mjt:567z }}
   {{ #mjt:567z }}


The main thing to note for these tiles is that they can only form triplets and pairs. You can't take one tile of each type and make a set; it's as invalid as trying to make a sequence by mixing up tiles of different numeric suits.
The main thing to note for these tiles is that they can only form triplets and pairs. One tile of each type '''does not''' make a set; it's as invalid as trying to make a sequence by mixing up tiles of different numeric suits.


'''Side note''': Since there are only twelve tiles added with the dragons, you might still want to hold off on going from ten-tile hands to the full thirteen until the characters numeric suit is introduced.
'''Side note''': Since there are only twelve tiles added with the dragons, you still might want to hold off on going from ten-tile hands to the full thirteen until the characters numeric suit is introduced.


Due to dragons' inability to form sequences, it's difficult to make use of these tiles just by drawing tiles on your own. It'd be nice to be able to use other players' discards to advance your own hand, right? This makes for a great opportunity to teach players a new type of call: ''pon''. After another player discards a tile that would complete a triplet, you may call ''pon''. Reveal the pair matching the discard from your hand, and set them to the side. The tile you claimed should be placed with those two tiles, rotated depending on which player you called it from. (The reasons why we do this will become important in the full Riichi rules.)
Due to the dragon tiles' inability to form sequences, it's difficult to make use of these tiles just by drawing them on your own. It'd be nice to be able to use other players' discards to advance your own hand, right? This makes for a great opportunity to teach players a new type of call: ''pon''. After another player discards a tile that would complete a triplet, you may call ''pon''. Reveal the pair matching the discard from your hand, and set them to the side. The tile you claimed should be placed with those two tiles, rotated depending on which player you called it from. (The reasons why we do this will become important in the full Riichi rules.)


{| class="wikitable" width=480px
{| class="wikitable" width=480px
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'''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. 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!
* 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 requires that a hand include some kind of scoring pattern 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. If you think that it will cause more friction for your players to unlearn ''menzen ron'' without ''riichi'', then feel free to substitute this pattern with [[Riichi]] instead (see the later section on this article for implementation tips). 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.
* 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.
* 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 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.
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 forward, specific details on teaching and instruction will be more brief, acting as an overview of the remaining facets of the game that have not yet been introduced.


=== Common core mahjong rules ===
=== Common core mahjong rules ===


* '''[[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.
* '''[[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. Other than the number of tiles, the wall-breaking and starting hand draw procedure should apply 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. 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.
* '''[[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.
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