Tibet rules: Difference between revisions

add a very janky 13-tile hand + riichi + fuirten + tile call rulset
(filling out the standard path)
(add a very janky 13-tile hand + riichi + fuirten + tile call rulset)
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== Increasing complexity ==
== Increasing complexity ==
===7 tile hands===
Once the players are comfortable with four-tile mahjong hands, increase the base hand size to seven tiles. In these rules, the goal is to create a winning hand of eight tiles: two sets (each either a sequence or triplet) and one pair. Since we're still working with a single suit, there are some tricky ''tenpai'' patterns that can result.
Once the players are comfortable with four-tile mahjong hands, increase the base hand size to seven tiles. In these rules, the goal is to create a winning hand of eight tiles: two sets (each either a sequence or triplet) and one pair. Since we're still working with a single suit, there are some tricky ''tenpai'' patterns that can result.


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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 as well that you can also start 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 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 as well that you can also start 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.


===10+ tile hands===
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 of three tiles (each a sequence or triplet), 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 of three tiles (each a sequence or triplet), and one pair.
With 10 tile hands, it's technically possible to have an even more complicated wait. However, such waits are too rare to be worth thinking about. First off, all 10 tiles need to be of the same suit, and then they have to align perfectly to get a giant wait.
Naturally, after 10 tiles, it is time to upgrade to 13 tiles - the hand size used in regular riichi mahjong. Additionally, you'll soon want to add the third suit: the character tiles. The character tiles are numbered with Chinese/Japanese kanji from 1-9. If learners are unfamiliar with the numbering, try to use a mahjong set with tile indexes (e.g. a small 1 in the 1-man tile).
  {{ #mjt:123456789m }}
===Introducing Riichi + Calls===
After playing with 13-tile hands with 3 suits, it also makes sense to introduce riichi, fuirten, and tile calls.
A suggested ''simplified'' ruleset is as follows:
*Tile calls are introduced.
**[[Chii]]: ''Chii'' is the call to complete a sequence. When the player ''directly before you in turn order'' discards a tile that could complete a sequence, you may call ''chii''. Reveal the incomplete sequence, take the discarded tile, and set the set of 3 aside. This group cannot be changed. Then, discard 1 tile.
**[[Pon]]: ''Pon'' is the call to complete a triplet. If you have a pair of tiles, you may call ''pon'' when ''any'' player discards the 3rd copy of the paired tile. Reveal the pair of tiles, take the discarded tile, and set the group of 3 aside. This group cannot be changed. Then, discard 1 tile.
:Calling either ''chii'' or ''pon'' opens the hand. This prevents you from calling ''riichi''.
:In addition: when making either tile call, you must orient that called tile in a special way. Turn the called tile horizontally, then place it towards the player who took the tile. For chii, always place the called tile to the left. For pon, put it in the left/middle/right when calling from the left/across/right player, respectively. It's ok if sequences are "out of order" because of this.
{| class="wikitable" width=50%
|-
| align=center| Chii || Pon (Left P) || align=center| Pon (Across P) || align=center| Pon (Right P)
|-
| align=center| {{#mjt:3'12p}} || {{#mjt:1'11p}} || align=center| {{#mjt:11'1p}} || align=center| {{#mjt:111'p}}
|}
*Riichi: A player may declare riichi when their hand is in ''tenpai'' and has not been opened. Riichi does not cost anything right now.
*Simplified points: When winning, a hand that declares ''riichi'' scores 2 points. All other types of hand score 1 point. No yaku are required yet.
*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 fuirten.


== External Links ==
== External Links ==
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