Hordes

Joined 3 March 2024
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# You may declare "[[riichi]]" if conditions allow and if you want.
# You may declare "[[riichi]]" if conditions allow and if you want.
# Discard 1 tile.
# Discard 1 tile.
# Other players may call the discarded tile if they can and want to.
 
# If the discarded tile is not called, the next player starts their turn.
After you discard, your turn is over. Other players may call the discarded tile if they can and want to. If the discarded tile is not called, the next player starts their turn.


==Tiles==
==Tiles==
There are 36 types of tiles, and 4 of each type, for a total of 136 tiles. They can be grouped into two major categories:
There are 36 types of tiles, and 4 of each type, for a total of 136 tiles. They can be grouped into two major categories:


'''Number Tiles'''. Each "suit" of numbered tile has tiles from 1-9. They can be used to form sequences, triplets, and pairs.
'''Number Tiles'''. Each "suit" of numbered tile has tiles from 1-9. They can be used to form sequences, triplets, and pairs.
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*'''Souzu (Bamboo, Bams, Sticks)''' - {{#mjt:123456789s}}  
*'''Souzu (Bamboo, Bams, Sticks)''' - {{#mjt:123456789s}}  
**The 1-sou is a bird. The other tiles are green lines, the number of lines is the number of the tile.
**The 1-sou is a bird. The other tiles are green lines, the number of lines is the number of the tile.


'''Honor Tiles'''.  Each honor tiles has a different character on it. They can be used to form triplets and pairs, but not sequences.
'''Honor Tiles'''.  Each honor tiles has a different character on it. They can be used to form triplets and pairs, but not sequences.
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The {{#mjt:4567p}} section of the hand may be viewed as either ({{#mjt:456p}} sequence + {{#mjt:7p}} tile waiting to be paired) or ({{#mjt:567p}} sequence + {{#mjt:4p}} tile waiting to be paired). Therefore, it can win off either the 4 or the 7.
The {{#mjt:4567p}} section of the hand may be viewed as either ({{#mjt:456p}} sequence + {{#mjt:7p}} tile waiting to be paired) or ({{#mjt:567p}} sequence + {{#mjt:4p}} tile waiting to be paired). Therefore, it can win off either the 4 or the 7.
===To Win===
When another player discards a tile you can win with, call "[[ron]]". ''You may not declare ron if you are in [[#Furiten|furiten]]'' (see below for details).
When you draw the tile you can win with, call "[[tsumo]]".


==Yaku==
==Yaku==
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More yaku will be covered later in the guide.
More yaku will be covered later in the guide.
==Furiten==
When you are in [[furiten]], you cannot win off other players' discards. ''You can still win by self-draw, however''.
The most common way to enter furiten is '''when you previously discarded a tile that you can now complete a winning shape with.''' For example:
{{#mjt:34567p333m678s44z}}  Waiting for: {{#mjt:2p}}, {{#mjt:5p}}, or {{#mjt:8p}}
Say you discarded the {{#mjt:2p}} in the past. You cannot win off ''any'' tile because you could've won with the 2-pin. If an opponent discards {{#mjt:8p}}, you cannot win. You did not discard the {{#mjt:8p}}, but you discarded a tile you could've won with - therefore, you cannot win with any tile.
It does not matter if the discarded tile wouldn't give any yaku. If you could've completed a winning shape with the tile, you are in furiten.
While furiten may be an annoying mechanic, it helps players defend against others. '''Because of the furiten rule, any tile another player discarded is 100% safe against that specific player.'''
==Tile Calls==
'''Chii''' - The call to complete a sequence. First, you need 2 tiles that can complete a sequence. Then, the player right before you (the player to your left) must discard a tile that completes the squence. You may only call chii to the player to your left.
'''Pon''' - The call to complete a triplet. You must have 2+ tiles of the same type, then any opponent needs to discard another tile of that type. You may call pon from any player's discard.
After calling chii or pon, you discard a tile immediately, and it becomes the next player's turn. Therefore, when calling pon, you may skip other players' turns.
Usually, you are unable to "swap call" - you cannot discard a tile that would complete the set you just called. For example, if you had call 4-sou with a 23-sou semi-sequence, you cannot discard a 1. If you pon a 5-man, you cannot discard another 5-man.
'''Kan''' - Kan is the call to complete a quad. It is complicated - new players don't need to worry about it. For the studious, there are three types of kan.
*Open kan - You have 3 tiles of the same type, then any opponent needs to discard another tile of that type. Works like pon does.
*Closed kan - You have 3 tiles of the same type, then draw the 4th one.
*Added kan - You previously called pon and draw the 4th tile of the same type.
Despite having 4 tiles, a kan is treated as a single set. Whenever you call kan, you draw a new tile, and your hand size increases by 1. Therefore, after 1 kan call, a ready hand will be 14 tiles, and a winning hand will be 15 tiles.
Calling kan will also reveal a new [[dora]] indicator. This may increase the value of anyone's hand, not just your own.
==Wind Rotations==
{{Main|Ba}}
At the start of the game, players are assigned East/South/West/North randomly.
When the East player wins, the player's seat winds remain the same for the next round. When nobody wins and the East player has a ready hand, the seats also remains the same.
When a non-East player wins, the winds rotate in reverse player order. The East player becomes North. South becomes East. West becomes South. North becomes West.
===Game Wind===
The game itself has a wind, too. The game starts in the East wind.
After each player has been the East seat once, the game's wind changes. Like player order, the game's wind goes from East -> South -> West -> North.
Because the player seats do not change when the East player wins, whenever the East player does win, the game is extended by one round.
===Game Length===
A "[[hanchan]]" (half game; South game) is the most common length in riichi mahjong. After the South wind ends (8 game rounds minimum), the game ends.
However:
*If a player falls below 0 points, usually the game ends right then and there.
*If no player has reached the "target score" (usually 30,000 points), then the game continues to the West round. After the West round, the game may end (depending on the website) even if the target score is not yet.
==Other Game Mechanics==
===Dealers===
The [[Oya|dealer]] is always the player in the East seat. In online clients, the game is set up automatically, so the dealer does not set up the game. However, being dealer grants various bonuses:
*Dealers gain roughly x1.5 points for every hand they get.
*As mentioned: when a dealer wins, or when the round ends and the dealer has a ready hand, the winds do not change. A dealer can theoretically win forever until a player is bankrupt.
However, when another opponent wins by self-draw ("tsumo"), the dealer pays twice as much as the non-dealers.
===Dora===
At the start of each round, a [[dora]] indicator is revealed. The tile ''after'' the revealed dora indicator is the dora tile. For every dora tile in your hand, you gain 1 han.
For example, if {{#mjt:1p}} is the dora indicator, {{#mjt:2p}} is the dora. Having {{#mjt:2p}} in your hand will increase your hand's value.
*Number tiles: {{#mjt:123456789p}}, where {{#mjt:9p}} indicator means {{#mjt:1p}} is the dora.
*Dragons: {{#mjt:5z}} -> {{#mjt:6z}} -> {{#mjt:7z}} -> {{#mjt:5z}}
*Winds: {{#mjt:1z}} -> {{#mjt:2z}} -> {{#mjt:3z}} -> {{#mjt:4z}} -> {{#mjt:1z}} (the same as the player order)
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