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=Riichi Mahjong Primer=
=Riichi Mahjong Primer=
<div style="float:right; margin:0 0 1em 1em;">__TOC__</div>


This article will attempt to describe how to play riichi mahjong (Japanese Mahjong) online in a clear and concise way. Therefore, any instructions related to setting up the game are omitted for this guide.
This article will attempt to describe how to play riichi mahjong (Japanese Mahjong) online in a clear and concise way. Therefore, any instructions related to setting up the game are omitted for this guide.
<div style="float:right; margin:0 0 1em 1em;">__TOC__</div>


==Game Overview==
==Game Overview==
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**The number of circles is the number of the tile.
**The number of circles is the number of the tile.
*'''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 of this suit is a bird. The other tiles are green lines, the number of lines is the number of the tile.




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**With dragon tiles, it is not important to know the meaning of the characters are. Thus, they can be referred to as "White", "Green", and "Red" respectively.
**With dragon tiles, it is not important to know the meaning of the characters are. Thus, they can be referred to as "White", "Green", and "Red" respectively.
*'''Winds''' - {{#mjt:1234z}}  
*'''Winds''' - {{#mjt:1234z}}  
**These tiles are labelled in the Chinese characters for the 4 cardinal directions. In order, they are East, South, West, North. Knowing the direction of the wind tiles *is* important. Like the character tiles, the winds can be labelled N S W E in the top right corner if the website allows.
**These tiles are labelled in the Chinese characters for the 4 cardinal directions. In order, they are East, South, West, North. Knowing the direction of the wind tiles *is* important. Like the character tiles, the winds can be labelled E S W N in the top right corner if the website allows.


==Winning Hands==
==Winning Hands==
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A hand can technically gain points with [[dora]] tiles. But if a hand has only dora tiles, and no yaku, it still can't win.
A hand can technically gain points with [[dora]] tiles. But if a hand has only dora tiles, and no yaku, it still can't win.


The simplest yaku is [[riichi]]. So long as you have not called an opponent's discarded tile (you haven't done "[[chii]]", "[[pon]]", and haven't pressed "[[kan]]" when it's not your turn), you may declare riichi when you have a ready hand.
More yaku will be covered later in the guide.
 
===Riichi===
The simplest yaku is [[riichi]]. So long as you have not called an opponent's discarded tile (you haven't done "[[chii]]", "[[pon]]", and haven't pressed "[[kan]]" when it's not your turn), you may declare riichi when you have a ready hand. Riichi comes with a few stipulations:


More yaku will be covered later in the guide.
* Riichi announces that you have a ready hand to other players.
* Calling riichi costs 1000 points. The first player to win will claim these 1000 points (if you win with your own riichi, you get the 1000 points back).
* Once you declare riichi, you cannot change your hand. You must discard what you draw, unless you draw your winning tile.


==Furiten==
==Furiten==
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===Discard Furiten===
===Discard Furiten===
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:
'''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}}
{{#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 discarded 2. 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.
Say you discarded the {{#mjt:2p}} in the past. You cannot win off ''any'' tile because you could've won with the discarded 2. 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 discarded by others.


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.
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.'''
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.''


To get yourself out of discard furiten, you may change your hand's shape so that it is no longer able to win with any of your previously discarded tiles.
To get yourself out of discard furiten, you may change your hand's shape so that it is no longer able to win with any of your previously discarded tiles.


Players will often get into furiten if they do not know the yaku, or have a non-guaranteed yaku. Therefore, knowledge of the yaku is important.
Players will often get into furiten if they do not have a yaku, or have a yaku that was not guaranteed. Therefore, knowledge of the yaku is important.


===Other Furiten===
===Other Furiten===
There are two other types of furiten:
There are two other types of furiten:


* If you decline to take the first possible win after declaring [[riichi]], you enter permanent furiten.
* If you decline to take the first possible win after declaring [[riichi]], you enter furiten permanently.
* If you decline to take a win with a non-riichi hand, you enter furiten until your next draw. (This applies even if winning with that tile couldn't give you a yaku.)
* If you decline to take a win with a non-riichi hand, you enter furiten until your next draw. (This applies even if winning with that tile couldn't give you a yaku.)


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==Tile Calls==
==Tile Calls==
Tile calls allow you to add discard tiles
 
===Open Calls===
===Open Calls===
Chii and pon are open calls. They let you claim tiles that opponents discard, allowing you to complete the hand faster, but prevent you from gaining certain yaku (most importantly, riichi), and make other yaku cheaper.
Chii and pon are open calls. They let you claim tiles that opponents discard, allowing you to complete the hand faster, but prevent you from gaining certain yaku (most importantly, riichi), and make other yaku cheaper.
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[[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.
[[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, including opening the hand.
*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, including the fact that it opens your hand.
*Closed kan - You have 3 tiles of the same type, then draw the 4th one. This call does not open the hand, so you may declare riichi after closed kan.
*Closed kan - You have 3 tiles of the same type, then draw the 4th one. This call does not open the hand, so you may declare riichi after closed kan.
*Added kan - You previously called pon and draw the 4th tile of the same type.
*Added kan - You previously called pon and draw the 4th tile of the same type.
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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.
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.


After calling kan, like chii and pon, you may not adjust the tiles used for the kan afterwards.
After calling kan, like chii and pon, you may not change or retrieve the tiles used for the quad after declaring kan.


Calling kan will also reveal a new [[dora]] indicator. This may increase the value of anyone's hand, not just your own.
Calling kan will also reveal a new [[dora]] indicator. This may increase the value of anyone's hand, not just your own.
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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 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.
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. (The player left of you always remains left of you; the player right of you always remains right of you.)


===Game Wind===
===Game Wind===
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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.
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 rounds are notated by order of winds. The first round is East 1. After the first East player fails to retain their seat, it goes on to East 2, then East 3, and East 4. Then after East 4, South 1 starts, and so on.


===Game End===
===Game End===
A "[[hanchan]]" (half game; South game) is the most common game length in riichi mahjong. In a hanchan the game lasts for 2 winds - East and South. After the South wind ends (8 game rounds minimum), the game ends.
A "[[hanchan]]" (half game; South game) is the most common game length in riichi mahjong. In a hanchan the game lasts for 2 winds - East and South. After the South wind ends (South 4; 8 rounds minimum), the game ends.


However:
However:
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==Dora==
==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.
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 extra points (+1 han/tile).


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.
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.
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===Red Fives===
===Red Fives===
In most modern riichi mahjong websites, red fives are introduced. There is one red five in each suit (a red 5 of characters, a red 5 of bamboo, a red 5 in dots).
In most modern riichi mahjong websites, red fives are used. There is one red five in each suit (a red 5 of characters, a red 5 of bamboo, a red 5 in dots).


Having the red five in your hand is worth +1 han, just like a dora tile. Unlike dora, having the red five in your hand gives you value. (I.e. a red five in your hand does not make a 6 more valuable.)
Having the red five in your hand is worth extra points, just like a dora tile. Unlike dora, having the red five in your hand gives you value. (I.e. a red five in your hand does not make a 6 more valuable.)


If a red five is the dora/uradora indicator, nothing special happens; the 6 of that suit is still a regular dora as usual.
If a red five is the dora/uradora indicator, nothing special happens; the 6 of that suit is still a regular dora as usual.
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==Scoring==
==Scoring==
{{Main|Scoring}}
{{Main|Scoring}}
The scoring system is very complex. New players should not worry about the scoring table, instead focusing on making a winning hands.
The scoring system is very complex. New players should not worry about the scoring table, instead focusing on making a winning hands. When playing online, the computer will score hands for you, so there's no need to worry about scoring as an absolute beginner.


Here is how the scoring system works.
Here is how the scoring system works.
*A hand has a given value of "[[han]]" and a given value of "[[fu]]".
*A hand has a given value of "[[han]]" and a given value of "[[fu]]".
**Han: Each [[yaku]] has a specified amount of han. A hand can gain han for multiple different types of yaku. Also, for every dora in the hand, gain +1 han. Add up the han from yaku and dora to get the total han value.
**Han: Each [[yaku]] has a specified amount of han. A hand can gain han for multiple different types of yaku. Also, for every dora in the hand, the hand gains +1 han. Add up the han from yaku and dora to get the total han value.
**Fu is based on the hand's composition. For example, having more triplets may increase fu count. Fu is always rounded up to the next multiple of 10 fu.
**Fu is based on the hand's composition. For example, having more triplets may increase fu count. Fu is always rounded up to the next multiple of 10 fu.


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==Basic Strategy==
==Basic Strategy==
A player completely new to riichi mahjong should focus on learning the gameplay, being able to make a winning hand, and learning the common [[yaku]].
Once you've learned those, it's time for some more intermediate strategy. This article will cover 3 fundamental strategies:
*[[Tile efficiency]]
*[[Defense]]
*[[Situational analysis|Point standing analysis]]
===Defense===
Playing defensively means to discard tiles that other players are less likely to win off of. Often, but not always, playing defensively means giving up your own chance to win.
Defense is important for multiple reasons. When you discard another player's winning tile, you pay the full amount. If another player has a valuable hand, but you have a cheap and slow hand, then it is better to not deal in. Even if the player wins by self-draw, the amount you would pay is much less than the amount you'd pay by dealing in.
The most important part about defense is the [[furiten]] rule. To recap:
*A player cannot win off another's discard if they could win off any of their previously discarded tile.
*A player in riichi if they decline their first possible win, may not win off another's discard for the rest of the game.
*A player not in riichi, if they decline a win, cannot win until their next turn.
'''1. 100% Safe Tiles'''
*Any tile an opponent discarded is 100% safe against that player.
*After a player declares riichi, any tile anyone discards is safe against the riichi'ing player.
'''2. Already played honor tiles'''
Honor tiles cannot be used in sequences - they can only be used in pairs or triplets. Therefore, in order for a player to have a ready hand that waits on an honor tile, they almost always have to have said honor tile in their hand. ("Completing a pair" requires 1 tile in their hand; "completing a triplet" requires 2 tiles in their hand.)
* Therefore, if you can see all four copies of an honor tile, that honor tile is 99.9% safe. Because you can see all four copies of that tile, an opponent cannot have said honor tile in their hand, so they cannot wait on that tile.  (A special hand called [[kokushi musou]] - the 13 Orphans - is the only way one can win off the 4th honor tile.)
* If you can see three copies of an honor tile, that tile is 99% safe. The only way to win is if to complete a pair. A ready hand that waits to complete a pair is not common, plus they must be waiting on the exact copy of the honor tile, so that tile is very safe.
'''3. [[Suji]]'''
When a player has a ready hand, they are most likely waiting to complete a sequence. Knowing this, we can use the furiten to our advantage.
Notice that an incomplete sequence can wait for up to 2 tiles. {{#mjt:23p}} waits on {{#mjt:1p}} and {{#mjt:4p}}; {{#mjt:34p}} waits on {{#mjt:2p}} and {{#mjt:5p}}. Also notice how these tiles are ''always 3-apart'': 4 - 1 = 3, and 5 - 2 = 3.
'''Therefore, when a player is waiting for a tile, they are likely to also wait on a tile that is 3 apart.'''
Conversely, if a tile is 100% safe, tiles that are 3-apart from that tile are safer than normal. Because it is likely for an opponent to wait on two tiles that are 3-apart, when a tile is safe, the tiles 3-apart also become safe.
* When you want to discard a tile numbered (1,2,3) or (7,8,9), a 100% safe tile that is 3-apart simply makes that tile safer. A discarded 4 makes 1 and 7 safer; a discarded 5 makes 2 and 8 safer.
* When you want to discard a tile numbered (4,5,6), these tiles are special - you need ''two'' types of tiles that are 3-apart to be 100% safe to make these safer. A discarded 1 on its own does not make 4 safer, but a discarded 1 and 7 does make 4 safer.
'''4. [[Kabe|Blockade]]'''
There are 4 copies of a given type of tile. Therefore, when all 4 copies of a tile are used up, it is impossible for others to have that tile. Thus, it becomes impossible for an opponent to have a sequence with that tile.
So when all 4 copies of a type tile have been discarded, the tiles ''that are numbered further away from 5'' become safer.
* When all four 3's are discarded, the 1 and 2 of that suit become safer.
* When all four 4's are discarded, the 2 and 3 of that suit become safer. (1 does not become safer.)
* When all four 5's are discarded, no tiles become safer.
A tile may be "used up" when it is discarded, when it is in your own hand, when another player calls pon or kan, or when it's part of the dora indicators. For example: if three copies of the 3-man are discarded, and the fourth 3-man is in your hand, then 1-man and 2-man are safer. Three coipes are discarded; the fourth is in your own hand.
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