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How to Play Japanese Riichi Mahjong |
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Mahjong has a large number of variants around the world. There's classic Chinese mahjong, there's American mahjong, and there's the style of mahjong played in Saki called "Riichi Mahjong" which is the most common style played in Japan.
For terminology I will be following the official rules of riichi mahjong by the European mahjong association: http://mahjong-europe.org/filer/riichirules.pdf The setup: Spoiler Alert! Click to show or hide There are 136 tiles total, which consist of 4 copies of 34 unique tiles. 1 through 9 of circles (tiles with pictures of small circles on them). 1 through 9 of bamboo (tiles with pictures of bamboo rods. The 1-bamboo traditionally also has a picture of a bird). 1 through 9 of characters (tiles with the Chinese character for 10,000. In Japanese mahjong sets they are labeled in katakana) 4 winds (tiles with the Chinese characters for east, south, west, and north) 3 dragons, which consist of the red dragon (a red Chinese character "chuu" or "chung" which means "middle"), the white dragon (a blank tile), and the green dragon (a gree Chinese character "fa" which means "growth"). That's 9*3+7=34 different tiles. There are 4 copies of each one giving 136 tiles total. Sticks (or chips): Each player gets 30,000 points worth of sticks at the start of the game; 1 stick worth 10,000, 2 worth 5,000, 9 worth 1,000 and 10 worth 100 points. At the beginning of the game, each player sets aside a certain amount of points that ends up going to whoever has the most points at the end of the game as a bonus. Usually this is 5,000 points from each player. In some variations the bonus is split it between the player who got first and the player who got second. The flow of the game: Spoiler Alert! Click to show or hide A standard length game of riichi mhjong is played over 2 rounds, with at least 4 hands in each round. The first round is the "east wind" round and the second round is the "south wind" round. The wind direction of the round factors into the scoring and will be covered later. The players are seated in certain positions as East, South, West, and North (in that order counterclockwise), and after the hand is over the seating positions are rotated (Exception: If the player sitting East wins that hand, then the seat positions do not change and there is a bonus hand played in that round. This can happen up to 8 times... A bonus hand is also played in the case of a draw when only East has a waiting hand(see below) ). When the player that was east for the first hand in a round becomes east a second time, you enter the next round and the prevailing wind changes. Originally the game was played over 4 rounds, one for each compass direction, however since that takes a very long time only 2 rounds are played in modern games. Games with only one single east wind round may also be played to speed things up. At the end of the game, the player with the most points wins, and is awarded the bonus points set aside at the beginning of the match. The start of a hand: Spoiler Alert! Click to show or hide To begin, a 17x17 square wall of tiles, face down, two deep, is made in front of the players. A pair of dice is rolled to determine where to begin taking tiles, and the players each form their hands by taking tiles from the wall until everyone has 13 tiles. 14 tiles are separated from the back-end of the wall, called the "dead wall", and the top tile from the third stack from the end is turned over, called the "dora indicator." For an explanation of this, see the section on "dora" later. The player seated East begins by taking a 14th tile from the (living) wall, and then chooses a tile from their hand to discard. The player counterclockwise then does the same thing, and the hand proceeds in this order unless a player declares a pung or kong (see below). If all the tiles from the wall are used up (except the dead wall), or if 4 kongs have been declared, the hand ends in a draw. Otherwise the hand ends when a player declares a mahjong. The object of the game: Spoiler Alert! Click to show or hide The object is to make mahjong, which means 4 sets and 1 pair. The sets can be of 3 types: Chow: 3 tiles in the same suit in numerical order. (e.g. 2 bamboo, 3 bamboo, 4 bamboo) Pung: 3 identical tiles Kong: 4 identical tiles You can claim the discards of your opponents if they will let you make a chow, pung, or kong. (exception: if you are making a chow, the discard has to be from the player immediately proceeding you, i.e. to your left). If you do that, you must declare "chow", "pung" or "kong", and place the tiles face up in front of you on the table. The set is now "declared" and that factors into the scoring later. (It's always better to have sets that are concealed.) If you declare a kong, because that set has 4 tiles, you need an extra tile, so after declaring a kong you draw a replacement tile from the back end of the dead wall before you make your discard. (Optional: At the same time, the tile next to the dora indicator is turned over as a second dora indicator.) When a player has a kong in their hand completely hidden, they can do a "concealed kong" whenever it's their turn, and draw the extra tile from the dead wall. This does not count as revealing the kong and it can be strategic to wait to do this until later in the hand (because the extra dora indicator might give another player extra points if they declare mahjong first.) Riichi: If you have a completely concealed hand (i.e. you have not declared a chow, pung or kong), and need only a single tile to make a mahjong, you can decalare "riichi". When you do this, you put a 1,000 point stick on the table as an extra bet, and from then on any tile you draw from the wall must be discarded until you make mahjong or someone else wins, or in other words, you are not allowed to change anything in your hand except for wait for someone to discard the winning tile or for you to draw the winning tile. Winning: There are two ways to declare mahjong. One is when drawing a tile yourself from the wall. This is called "tsumo". The second way is by claiming another player's discard. This is called "ron". This effects the way the points are distributed. In riichi mahjong, it is also a requirement that your hand have at least one "yaku". See below for a list of yaku. If you don't have a yaku, you cannot declare mahjong. After someone declares mahjong, they count the point value of their mahjong, and the other 3 players (in the case of tsumo) or 1 player (in the case of ron) pay the winner the appropriate amount. See the section below for scoring. Also, riichi bets and bonus round counters are distributed to the winner. Scoring: Spoiler Alert! Click to show or hide Scoring is complicated. This is especially important in Saki. It's so complicated, in fact, that most Japanese players use large charts to help them figure out the proper scores. Outline of how to score a hand: 1. Count the number of minipoints in your hand. 2. Count the number of fan in your hand. 3. Round minipoints up to nearest 10, then multiply by 2^(number of fan+2). This is your hand's base value. Or, if you have a table, look up the value in the appropriate table depending on whether you are sitting East and whether you won with a tsumo or ron. Some terminology: 1's and 9's are called "terminals". Dragons and winds are called "honors". Anything that isn't a terminal or an honor is called a "simple". A hand that is not concealed is called "open". Counting Minipoints: Spoiler Alert! Click to show or hide 0 points for a chow. 2 points for a pung of simples. 4 points for a pung of honors. 8 points for a kong of simples. 16 points for a kong of honors. These points are all 2x if the sets are concealed. 2 extra points for: Pair of dragons Pair of seat/prevalent wind Edge wait, closed wait, or pair wait. (I.e. the final tile in the mahjong was the "only" tile that would make a mahjong) Tsumo (except in case of pinfu, see below) Open pinfu You also always get one of these below 30 points for winning with a concealed hand 25 points for having 7 pairs (this is a special hand, see below) 20 points otherwise. Total the number of minipoints you have and round up to the nearest 10 (exception for the unique 25 minipoint hand). If you have more than 4 fan (see below), counting minipoints is irrelevant because you will always be in a limit score situation (see below) Counting Dora: Spoiler Alert! Click to show or hide The tile 1 after in numerical order (or east-south-west-north, red-green-white) of the "dora indicator" is the dora, and for each copy of that tile in your hand you get 1 fan. (Optional: If there are more than 1 dora indicator revealed because people have declared kongs and revealed extra ones, those are also dora. Also Optional: If the player who declared mahjong declared riichi, then the tiles underneath any dora indicators are revealed and ALSO become dora indicators. This leads to a theoretical total number of dora of 24 dora!) (Optional: Red Fives: One each of the 5 bamboo, 5 circle, and 5 character are colored red. These also count as dora.) Counting Yaku: Spoiler Alert! Click to show or hide Yaku are bonuses you get for having special hands. The more rare the hand more yaku you get. There are a total of 25 different types of hands that give different numbers of yaku, and you can stack them in which case the total number of yaku add. For a complete listing of yaku, see the appendix chart here in the link above. Some examples: Half Flush: A mahjong consisting of only one suit plus winds/dragons. Counts as 2 yaku. Riichi: declaring riichi counts as 1 yaku Fully concealed hand: Declaring tsumo with a fully concealed hand 1 yaku Twice Pure Double Chow: Two different pairs of identical chows plus a pair, 3 yaku Yakuman: A few hands are SO special they get a special type of yaku called "yakuman". These have their own special point chart. There is even a hand called the Four Big Winds (four pungs/kongs of winds) that gives 2 yakuman, which can result in a 96,000 point win). For a listing of all 13 yakuman hands see the rules sheet linked to above. Counting Fan: Spoiler Alert! Click to show or hide You get a fan for each yaku and each dora in your hand. Final base point tally and point distribution: Spoiler Alert! Click to show or hide Take the number of minipoints, multiply by 2^(2+number of fan). This is your base score. Now, the way you get paid depends on 2 things: Are you currently sitting east? and Did you go out tsumo, or ron? Put simply, the player who sits east gets double points from people, but also pays double points. If you go out with a tsumo, all three players pay you the base score. If you go out ron, the player who discarded the winning tile pays on behalf of all three losing players. All payments are rounded up to the nearest 100. E.g. The winner is sitting north, and has a 40 minipoint, 2 yaku hand. This gives them a base score of 640. If the player went out with a ron from west, then west has to pay north 640*4 (1 for west, 2 for east, and 1 for south) = 2560->2600 points. If north went out on a tsumo instead, then west and south pays him 700 points, while east pays him 1300. If you are using the handy charts, just look things up in the correct chart. Extra points: Whoever wins takes any 1,000 point riichi sticks that are on the table. If this is a bonus round, an additional 300*(number of consecutive bonus rounds) points is added to the base score. Tenpei: If the hand is a draw, any player that is "waiting" for one last tile to make a mahjong is paid by the non-waiting players a total of 3,000 points. Limit scores: If you have more than 4 fan, then there is a special set of scores tables called limit tables. The actual calculations are somewhat tricky, but all that matters is to look up the value on the limit score table in the rules sheet above. 5 fan is called "mangan", 6-7 fan is "haneman", 8-10 is "baiman", 11-12 is "sanbaiman", and 13 or more is a yakuman. E.g. for a baiman, you get a base score of 4,000. For yakuman it's 8,000. This means that if east goes tsumo with a double yakuman, they'd receive 32,000 points from each player... for a total of 96,000 points. Plus-Minus scoring: Spoiler Alert! Click to show or hide At the end of the game, the final points are rounded to the nearest 1000 (500 rounds down), and for each ,1000 points above or below 30,000, you get + or - 1. The person with the most points gets a bonus of +20 (the 20,000 points set aside in the beginning). To get plus-minus zero like Saki always does requires you score between 29,600 and 30,500 points and NOT be in first place. And that's it! There are a few other rules, like furiten or chombo, but you can read about them in the rules sheet I linked to above. Hopefully this can help you understand a bit better what's going on in Saki, and where all those random numbers come from. |
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Uhh, furiten is vital, without explaining that to people of other variants, they'll think Riichi is full of '"random hands" and "special circumstances"
Comparing it to Hong Kong style, it's slightly more complicated, and a lot less boring. (hurr, toi-toi or color hands (honitsu/chinitsu) only = 90 % of HK style) Furiten is: the inability to claim any of your discards to win, and more importantly, voids winning by discard (ron) if ANY of your waits are affected. The rule also applies for neglecting discards in riichi (permanent) or not (temporary). |
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>mahjong-europe
none of that Clearly Saki is using the Tom Sloper Mah-jongg Ruleset featured here: http://www.sloperama.com/mjfaq.html |
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Wasizu wrote: >mahjong-europe none of that Clearly Saki is using the Tom Sloper Mah-jongg Ruleset featured here: http://www.sloperama.com/mjfaq.html What's the difference? Looks like the rules are the same to me. Just some of the terminology is translated differently. |
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Quarkboy wrote: Wasizu wrote: >mahjong-europe none of that Clearly Saki is using the Tom Sloper Mah-jongg Ruleset featured here: http://www.sloperama.com/mjfaq.html What's the difference? Looks like the rules are the same to me. Just some of the terminology is translated differently. True, I guess MINIPOINTS and PUNG are universal. |
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........................................ it would help more if i were to play first hand or have an instruction video or some picture of the game play.
Edit: Spoiler Alert! Click to show or hide |
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If you are asking for help then learn to work yourself.
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lirg123 wrote: ........................................ it would help more if i were to play first hand or have an instruction video or some picture of the game play. Unfortunately there really aren't any good english language resources that cover Japanese mahjong, like a video tutorial or something like that. At least I don't know of any. |
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Quarkboy wrote: lirg123 wrote: ........................................ it would help more if i were to play first hand or have an instruction video or some picture of the game play. Unfortunately there really aren't any good english language resources that cover Japanese mahjong, like a video tutorial or something like that. At least I don't know of any. Yeah, that's totally suck, but here it is anyways. (click below here) http://www.gamedesign.jp/flash/mahjong/mahjong_e.html (Click above here) And i'm still confuse. Note: you could play a game at the top if you either refresh or wait for it. |
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If you are asking for help then learn to work yourself.
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Moderator
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lirg123 wrote: Quarkboy wrote: lirg123 wrote: ........................................ it would help more if i were to play first hand or have an instruction video or some picture of the game play. Unfortunately there really aren't any good english language resources that cover Japanese mahjong, like a video tutorial or something like that. At least I don't know of any. Yeah, that's totally suck, but here it is anyways. (click below here) http://www.gamedesign.jp/flash/mahjong/mahjong_e.html (Click above here) Yeah, that's like the only decent english language one I know of, but it's more like a reference sheet than something that'll actually teach you how to play. |
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Quarkboy wrote: lirg123 wrote: Yeah, that's totally suck, but here it is anyways. (click below here) http://www.gamedesign.jp/flash/mahjong/mahjong_e.html (Click above here) Yeah, that's like the only decent english language one I know of, but it's more like a reference sheet than something that'll actually teach you how to play. Yeah, i short of figure that out. although it's better than nothing. It would be better if they would simply make an anime about poker *LOL* |
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If you are asking for help then learn to work yourself.
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Fourwinds mahjong
http://www.4windsmj.com/kb/kb.htm also just download it and google a free serial its really a good way to learn mahjong since it is a browser independent program visual aids also included also a poor/cheap hand often will simply hinder most players from learning due to the rule called minimum points requirements thats why most of the time a hand full of chow won't be able to go ron |
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This game is so difficult to play, although at least i starting to understand how to play.
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If you are asking for help then learn to work yourself.
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though this isn't specifically for the Japanese Riichi style
On there is a link to a flash thing that goes through it http://www.mahjongtime.com If you register and go here you can also play online with all the styles (i stick to HK and Riichi the US one is kinda stupid) http://www.mahjongtime.com/Mahjong-Play.aspx Enjoy ^^ They should set up a game on here to be honest |
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are there any good sources to play this? not counting mahjongtime because people there are soooo slow and riichi mahjong isnt even played correctly there, plus you have to pay >.>
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kirby3 wrote: are there any good sources to play this? not counting mahjongtime because people there are soooo slow and riichi mahjong isnt even played correctly there, plus you have to pay >.> yeah, but you should really take your time one reading the blog, or whatever. I post a site where you could play NPC and learn a little and it's all free. !!!!!!!!!!!!!!!!PLAY HERE!!!!!!!!!!!!!!!!!! http://www.gamedesign.jp/flash/mahjong/mahjong_e.html !!!!!!!!!!!!!!!!PLAY HERE!!!!!!!!!!!!!!!!!! |
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If you are asking for help then learn to work yourself.
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