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So You Want To Play Mahjong 1.5

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At a glance
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The key takeaways are that Mahjong is a tile-based game played with 4 players involving sets, pairs and different types of tiles. It involves strategy, memory, and calculation skills.

The different types of tiles are the suits - Pin (dots), Sou (bamboos), Man (characters) along with Dragons, Winds and Honors/Terminals.

A hand is won in Mahjong by forming four melds (sets) of three tiles each and a pair. The fourteenth tile can be drawn or claimed from a discarded tile.

So you want to play Mahjong

Well, Mahjong is a very complicated science

The suits
Japanese (also known as Riichi) Mahjong is made up of 136 tiles which are as follows. There is four of each tile.

Pin Zu. Pin [Dots];

Sou Zu. Sou [Bamboos];

Whats important to remember is that the 1-sou is typically a bird or chicken.

Man Zu. Wan [Characters];

The numbers can be tricky at first. The use of mnemonics will make them easier to learn.

Kaze [Winds];

Respectively East (Ton), South (Nan), West (Sha), North (Pei). Again, youre just gonna have to get used to these.

Sangenpai [Dragons];

Respectively, Red (Chun), Green (Hatsu), White (Haku). These are easy, though, often in Riichi Mahjong, the Haku will not be a box, but rather a blank tile. Theyll try to trick you with this.

Game procedure
Mahjong is played with four players (though two and three player variants exist). A complex system you dont care about involving dice and Winds decides who sits where and who gets to be the dealer. The 136 tiles are pushed randomly around the centre of the table for a while, then each player constructs a wall. This wall is two tiles tall and seventeen tiles wide, obviously all the tiles in the wall are face down. These four walls are then pushed into a square in the centre of the table, and more rolling decides from where the tiles are drawn. In every game, there is a Dead Wall (Rin Chan) of fourteen tiles, which will never be drawn into the hand of a player. The dealer (East) is then dealt fourteen tiles, 4, then 4, then 4, then 2. Each other player, starting at South, is dealt 13, 4, then 4, then 4 then 1. East then discards, and the game proceeds as normal. Each player, when it is their turn, will draw one tile from the relevant part of the wall and discard one tile from their 14. The discards are placed in front of you, left to right, and a new line is begun whenever you want really. To win, your hand must contain four sets (Mentsu) of three tiles (or four in the case of Kan) and a pair (Atama).

The sets can be three of a kind, such as

, or a run of three, such as

A typical winning hand might look like this:

Obviously, this hand has fourteen tiles. As you can only hold 13 at any given time when it is not your turn, this fourteenth tile must be drawn by yourself (Tsumo) on your turn, allowing you to declare a fourteen tile hand, or you can claim any tile foolishly discarded by another player to complete your hand (Ron). A hand which is in a position to win upon any single discard is known as being in Tenpai.

If you win by Tsumo, the cost is divided among the players, if you win by Ron, the discarder pays the full cost. If a game ends with no one winning, the dealership will be retained if the dealer is in Tenpai (see Glossary). If not, the dealer passes to the next wind. There are advantages as well as disadvantages to holding dealership, primarily; you will earn 50% more points for any hand you can complete. Conversely, however, you will have to pay twice your compatriots in the case of someone elses Tsumo win. The game starts in East round. This means that East counts as a Yaku Hai (later) for all players, and counts as two Han for East. Once everyone has been East, the round will change to South, and East will become another trash wind for everyone except the dealer, while South will become a Yaku Hai. In a Han Chan, the game ends when South Round is finished, unless no player is above 30,000 points, in which case West and North are played until someone goes above 30,000.

Calling tiles
As another player discards, if you want the tile they just had, and can immediately attach it to a set, you can call it from them. PON! This is declared when you have a pair of tiles and wish to upgrade it to a 3-of-a-kind. You take the tile from your opponents discard line and put it beside your pair, exposed, on the side of the table. You then discard and the game continues from the player who would take the draw directly after your own in regular play. For example, say you were South and had this hand:

And your friend across from you just discarded a Hatsu. You would call Pon and expose your Hatsu tiles, then discard, and West would take the next turn. If you called off the player to your right, it is exposed like this:

If you called off the player across from you, it is exposed like this:

And if you called from the player to your left, it is exposed like this:

This helps to keep track of what everyone has discarded. In this scenario, your hand would become this:

With one tile left to discard, and the Hatsu visible to every player.

KAN! This is called when you have a concealed 3-of-a-kind in your hand and wish to make into what is known as a Kan, or four-of-a-kind, either by calling or by drawing the fourth tile. You can also upgrade a called 3-of-a-kind to a Kan if you draw the fourth tile. I shouldnt need to illustrate another example. However, interesting rules come into play when this happens. Primarily, rather than simply discarding, as Kan are one tile larger than the usual set size of three, you must take another draw. However, this draw does not come from the conventional wall, but rather from the dead wall, as in this diagram.

The blue section is the dead wall of fourteen tiles (bear in mind that it will not always be segregated like that). As the tiles were dealt along the red line, draws from the dead wall are taken along the green line. A new Dora is also flipped, which I will move onto later. What is important to remember is that the dead wall must be fourteen tiles. As a maximum of three Kan can be declared in a live game (the fourth ends in the game in a draw except in the case of a Suu Kan Tsu, later), the pink tiles in the otherwise live wall can become dead. CHI! A run of three tiles can also be called off another players discard, which is known as a Chi. However, you can only call a Chi off the player to your immediate left. As such, all Chis are exposed as this, regardless of numerical sequence;

A Pon or Kan will always take precedence over a Chi.

The Yaku
The fundamental rule of Japanese Mahjong is that every hand must possess at least one Yaku, or Han. Basic Han Tsumo (1 Han) [Self Draw] A completely concealed hand which is won on your own draw. Riichi (1 Han) [Reach, but no one calls it that] A completely concealed hand with a declared Riichi. When a Riichi is declared, the player must discard every tile they draw unless it is their winning tile. Sets can no longer be declared. The tile used to go into Riichi is always discarded sideways. A 1,000 point stick is also thrown into the centre of the table, which the winner of that round gets. If the game ends in the stalemate, the 1,000 point stick is added to a pot and won by the next victorious player. Riichi also allows Reverse Dora (later). Daburii (1 additional Han) [Double Riichi] If you are able to declare a Riichi with your initial starting hand before any set is declared (including concealed Kans), it is called a Double Riichi (Daburii), and is worth two Han. Open Riichi (1 additional Han) [Open Reach? I dont know] An optional, but not always included dimension of this Yaku is the Open Riichi. With this, a player exposes their entire hand, making the tile they need to win obvious. This is again worth two Han. Ippatsu (1 additional Han) [One Shot] If you win within one turn of your Riichi discard (before or with your next draw), you get an additional Han. This is nullified if any calls are made at all, even concealed Kans. Pinfu (1 Han) {30Fu if Ron, 20Fu if Tsumo} [Pointless] A completely concealed hand comprised entirely of runs, and waiting on two separate tiles, such as this;

In this case, the player is waiting for a four or seven Pin to complete the 5-6 Chi. The pair in this hand cannot be a Wind or Dragon tile that would give the player a Han in a set (see Yaku Hai). Tan Yao (1 Han) [All Simples] A hand comprised entirely of the numerical tiles between two and eight, excluding completely all Winds, Dragons, 1s and 9s. This hand can be exposed in most rules.

Yaku Hai (1 Han) [Yaku Tile] A hand with a Dragon, players Wind or Wind of the Round in a three-of-a-kind set. This Yaku is fulfilled purely by that set; the rest of the hand can be anything.

Toi Toi (2 Han) [All Pon] A hand consisting entirely of 3s and 4s of a kind. This hand can, and almost certainly must be exposed.

Hon Itsu (3 Han concealed, 2 Han with any exposed meld) [Single suit and honours] A hand consisting entirely of one suit and Wind/Dragon tiles. This hand loses one Han if any part of it exposed, however, the hand still counts as concealed if it is won on another players discard.

Chin Itsu (6 Han concealed, 5 Han with any exposed meld) [Single suit] Similar to the Chin Itsu, but without Wind/Dragon tiles.

Moderately more advanced Han Sanshoku Dojun (2 Han concealed, 1 Han exposed) [Three Colour Straight] A hand featuring the same number sequence run in all three suits.

Ikki Tsukan (2 Han concealed, 1 Han exposed) [One Colour Straight] A hand featuring a 1-9 run in one suit.

Ii Pei Kou (1 Han concealed, worthless in an exposed hand) [Double Run] A hand with the same Chi repeated. The entire hand must be concealed to get a Han from this Yaku.

Ryan Pei Kou (3 Han concealed, worthless in an exposed hand) [2x Double Run] A hand with two separate Ii Pei Kou. Again, the entire hand must be concealed.

Chanta (2 Han/1 Han exposed) [End in every meld] A hand of which all the sets feature a terminal (1 or 9) or Wind/Dragon tile, with Chis of 1-2-3 and/or 7-8-9 present. The pair of this hand must also be terminal or a Wind/Dragon tile.

Jun Chan (3 Han concealed, 2 Han exposed) [Terminal in every meld] Similar to a Chanta, but without Wind/Dragon tiles.

Honroutou (5 Han stacked with Toi Toi) [Exclusively Terminals and Honours] This hand is also similar to a Chanta/Jun Chan, but does not have Chis of 1-2-3 or 7-8-9. I should point out that a hand consisting entirely of terminals, or one entirely of Wind/Dragon tiles would be a Yaku Man (13 Han), though this is very rare. This hand will almost certainly need to be called.

Chii Toitsu (2 Han) [Seven Pair Hand] This hand is irregular, but still quite a common occurrence. Rather than being a hand of four sets and a pair, this hand contains seven paired tiles. The Tenpai of this hand (see Glossary) consists of six pairs and a single tile which is being waited on. This Yaku can stack with incidental bonuses like Honroutou or Chin Itsu, but not from Meld bonuses like Sanshoku Dojun or Ii Pei Kou.

Sanshoku Dou Kou (2 Han) [Three Colour Three-of-a-Kind] A hand with three Pons or Kans of the same number (in different suits, naturally, as it would be quite difficult otherwise).

San Ren Kou (2 Han) [Three Consecutive Pons or Three Identical Chis] A hand with three consecutive threes-of-a-kind of the same suit, or three identical Chis.

San An Kou (2 Han) [Three Concealed Pons] A hand with three concealed threes-of-a-kind. The final set can be called, however, the three Pons must be native to the hand. If you complete the third Pon off another player, you do not get this bonus, even in a Ron scenario.

San Kan Tsu (2 Han) [Three Kans] A hand with three Kans, called or otherwise.

Shou San Gen (4 Han when stacked with two Yaku Hai) [Little Three Dragons] A hand with two Pons or Kans of two dragon tiles, and the final one completing the pair of the hand. I should mention that this hand is somewhat of a consolation prize for the Dai San Gen, another Yaku Man monster.

Conditional Han.
These Han are almost always luck based quirks of the game, and unreliant on tiles. Remember that these Han can satisfy the 1 Han criterion for a hand (as in Akagi, episode 13), though aiming for them is an unusual and difficult avenue. Hai Tei (1 Han) [Last Tile] Winning on the very last tile of the game, either if it is your own draw or someone elses discard. As long as it is the tile of which the discarding will leave 14 tiles in the wall, it is Hai Tei. Rin Chan Kai Hou (1 Han) [Dead Wall Win] Winning on a draw taken from the dead wall after the declaration of a Kan. The person who dealt into the Kan pays the full payment for the win. Chankan (1 Han) [Kan Steal] This one is irregular. If someone has a Pon declared in their hand, as you know, if they draw the fourth tile, they can promote it to a Kan. If they try and promote a Pon of your winning tile, you can claim that tile as a Ron. Nagashi Man Gan (5 Han) If the game ends in a stalemate, and your entire discard pile is Ones, Nines, Winds and Dragons, you automatically win that round with a Man Gan hand, regardless of your actual hand. However, this necessitates that no one calls any of your discards, and that you do not call any discards yourself. While I do not remember the name for it, Easts eighth consecutive win is a Yaku Man. Some variations end the game at this point, while others allow East to continue, winning a Yaku Man every hand henceforth.

Yaku Man hands.


These are the true monsters of the Mahjong Hand world. With 13 Han, they are limit hands, and cannot score any higher regardless of extra Han. However, these hands are all highly unlikely to materialise. While the thrill you will feel with them will be unmatched, dont try to form one of these monsters every game. If the possibility appears to be closing, chasing the transient glory will merely disable you. Tenhou [Blessing of Heaven] A dealer-only hand. If you draw a hand that you can declare a Tsumo on before a single tile has been dealt, regardless of how worthless it may be; it is a Yaku Man. Chiihou [Blessing of Earth] The non-dealer equivalent of Tenhou. If you win on your first draw, your hand becomes a Yaku Man. This hand becomes null if any tile is called before your turn, including concealed Kans. Renhou [Blessing of Man] A hand won off one of the first four discards of a game. Again, this hand becomes null if any tile is called before your winning tile is dealt. Some variants have this hand as a Man Gan or Bai Man instead of Yaku Man. Kokushi Musou [Thirteen Orphans] The second irregular hand; this one consisting of one of every terminal, Wind and Dragon, as well as a pair of any of the preceding tiles. If you are able to compose your hand with one of every thirteen with no pairs and no terminal, Wind or Dragon discards (so as to prevent Furi Ten, later), you will be waiting on the thirteen separate tiles to complete the pair, though this is highly unlikely. What will usually happen is that you will draw a pair of one the tiles and wait on the missing one. With the following hand, the player had a pair of the 1-Pin and was waiting on the Red Dragon.

Chuuren Poutou [Nine Gates/Terminal Gates] A hand consisting of 1-1-1-2-3-4-5-6-7-8-9-9-9 of any single suit, as well as any other tile from the suit. As with the Kokushi Musou, this hand has the capability to get into a huge wait, but is unlikely to. While it may be difficult to imagine, the 1-1-1-2-3-4-5-6-7-8-9-9-9 setup is waiting on nine tiles (as illustrated by this .gif http:// upload.wikimedia.org/wikipedia/en/e/e0/Nine-Gates-anim.gif). What is more likely to happen is a setup such as 111-22-3-4 6-7-8-999, which will wait on a five of the suit. While the former is preferable, the latter is also a Yaku Man.

Suu An Kou [Four Concealed Pons] A hand consisting of four concealed threes-of-a-kind. Absolutely no part of this hand can be called, obviously. Again, this hand has two setups which allow separate circumstances of winning. If you have four in hand threes-of-a-kind and are waiting to complete a pair, you can win by Ron. However, if you have a San An Kou (three concealed Pons) and two pairs, and are waiting for a tile to complete one of the pairs, a Ron victory will not count as a Suu An Kou, but merely a San An Kou Toi Toi. To win with this latter setup, you must make a Tsumo for the hand to classify as Yaku Man.

Suu Kan Tsu [Four Kans] A hand with four declared Kans. This hand is quite irregular, as the fourth Kan usually ends the game. In some rules, the hand is won whenever the last Kan is declared, in others, the abortive draw is ignored if only one person holds all the Kans, and is postponed until the declaration of the fifth Kan, at which point all the players will promptly shuffle their tiles properly.

Dai San Gen [Big Three Dragons] A hand with all three dragons in a three or four-of-a-kind set.

Dai Suushi [Big Four Winds] A hand with all of the winds in a three or four-of-a-kind set. This is also one step away from a Tsu Ii Sou.

Shou Suushi [Little Four Winds] A hand with three of the winds in a three or four-of-a-kind set, and the last forming the pair.

Ryuu Ii Sou [All Green] Blame the Americans. This is a hand made entirely of the Sou tiles without red or blue paint and, optionally, the green dragon. The tile designs I am using came from Wikipedia, which failed to take this hand into account. From these images, it is the Sou tiles without red paint, namely 2, 3, 4, 6 and 8.

Tsu Ii Sou [All Honours] A hand consisting entirely of Wind or Dragon three or four-of-a-kind melds. The pair must also be a Wind or Dragon.

Chinroutou. [All Terminals] A hand consisting entirely of one or nine three or four-of-a-kind melds, again, the pair must also be terminal.

Dai Sharin [Great Wheel] A seven-pair hand of which all components are consecutive numbers from the same suit. Occasionally, only the Pin Zu suit is allowed for this hand.

Suu Ren Kou [Consecutive Pons] Four consecutive threes-of-a-kind of the same suit. The pair may or may not have to be consecutive depending on the rules.

Ishoku Yonjun [4 Identical Chis] Four identical Chi sequences.

Shi San Puuta [13 Unrelated Tiles] A hand consisting of tiles through which no single Chi could be formed, and just one pair. This can only be called on your first turn, barring calls and concealed Kans as always.

Double Yakuman
Some rules allow certain Yaku Man to be worth twice as much, such as a the thirteen and nine sided wait variants of the Kokushi Musou and Chuuren Poutou hands respectively, though this is uncommon.

Dora Another pivotal system of Riichi Mahjong is that of Dora. The tile on the top row two over from the side from whence the tiles were dealt is flipped, and additional Han will be given to tiles corresponding to it. This screenshot shows the Dora tile in Saikyo no Mahjong 3D. The sketchily pink bordered tile is the current Dora, while the blue bordered tiles will become Dora oneby-one upon the declaration of Kan. The green tile is the current active Ura Dora, while the green tiles will become Ura Dora upon Kan declaration.

Heres a screenshot of two active Dora for reference. One tile has also been drawn from the Dead Wall, as is clear in the picture. The bonus Han tile (referred to as the Dora tile, while the tile in the dead wall is the Dora Indicator [Dora Hyouji Hai]) is as follows;

For numerical tile assignments, the Dora are easy to remember; it is simply the tile one number above the Indicator. A Three Man indicator would make the Four Man the Dora tile, a Seven Sou indicator would make an Eight Sou Dora, and so forth. If the number is a nine, the one of that suit becomes Dora. For Dragon and Wind tiles, the Dora assignments are as follows:

-> Hatsu -> Chun

-> -> Haku

-> Ton -> Nan

-> -> Sha

-> -> Pei

It is vital to note that Dora do not fulfill the One Han minimum for hands. They are merely additional score for an already legitimate hand. Kan Dora Every time a Kan is declared, a new Dora tile is flipped. If the Kan is concealed, the Dora tile is flipped before the Dead Wall draw and discard. If the Kan is called, or promoted, the Dora is flipped after the discard. Ura Dora [Reverse Dora] If a person who is in Riichi wins, the tiles below the Dora indicators in the dead wall also count towards their hand as legitimate Dora. However, only Ura Dora indicators below active Dora indicators are ever used. This is one of the many advantages of Riichi. Akahai [Red Tiles/Red Fives] This is an optional rule used quite often among harder core players. Essentially, one of each of the fives from each suit will have red markings rather than the typical colours. These count as Dora, regardless of the actual Dora, and can stack with it. The screenshot below shows a red Five Man. Again, this does not satisfy the one Han criterion.

Taki [North Waythrowing] Ive only ever seen this rule on Tenhou.net three player games. Essentially, every North that is drawn is put to the side and replaced by a new tile from the extended Dead Wall. This adds an extra Han to any hand, and is put under Dora in the final scoring. Its been a while since Ive played, but I believe the text reads Taki when this happens. I could be wrong. The Kazoe Yaku Man [Counted Yaku Man] With (or even without) Dora, there is another Yaku Man path open. If you are able to amass 13 Han through legitimate hand building and luck, you can still get your outrageous points.

Tenpai and No Ten bappu


At the end of every stalemated game, those in Tenpai get paid 3,000 points as a group by those in No Ten as a group (Glossary). If one person is in Tenpai, he receives 1,000 from each player. If one person is in No Ten, he will pay 1,000 to each player. If it is an even 2/2 split, each Tenpai player will receive 1,500 from a No Ten player. This bonus makes striving for Tenpai at the end of the game a priority if you cannot win, and in certain circumstances it may be better to avoid declaring a win if the Tenpai Bappu is likely to be worth more. Bear in mind that even if your Tenpai lacks a Han, you will still get the bonus. For each time there is a stalemate, whether the dealer is in Tenpai or not, 100 points are thrown into a kind of pot by each of the players. These coins will accumulate, and are taken by the winner. These points stack with loose Riichi deposits and Ren Chan counters.

Ren Chan
If the dealer wins his first game, 100 points are thrown in by each player as a pot. The next victorious player will take these. However, if the dealer wins again, he will take the pot and the wager for the next game increases to 200. This stacks indefinitely, and can turn an innocent hand into a monster.

Furi Ten
This is a crucial rule in Japanese Mahjong. If the tile you need to win is in your dealt tiles, you cannot declare a Ron. You can only make a Tsumo. This, however, can reach across melds. If you have a

as your last, incomplete set, and were waiting on a or , you would not be able to declare a Ron on the Four Pin if a Seven Pin was among your dealt tiles. If any tile to complete your Tenpai is in your pond, any other tile is blocked automatically by Furi Ten.

Atama Hane
An uncommon rule regarding two players calling the same tile for a Ron. With the Head Bump system, the player closest anticlockwise (he who would take the next chronological draw) gets to complete their hand while the other person fails to win. In most systems, however, both players will win off the discard, and the unlucky soul who dealt it will have to pay for both hands.

Abortive Draws Certain circumstances will automatically end the game. Occasionally, this will be done deliberately to avoid danger. Kyuushu Yauchuhai Touhai If a player draws nine or more distinct 1s, 9s, Wind or Dragon tiles in their opening hand, they can force the game to be redealt out of sheer misfortune. This can only happen on their turn, and is nullified by any calls, including concealed Kans. Also, this hand would be an ideal shape to go for a Kokushi Musou, but the decision is your own. San Cha Hou If three players call the same tile for a Ron on the same discard, the round is automatically drawn. Suu Fontsu Renda If all four players discard the same wind tile on their first turn, without the declaration of concealed Kans, the round is drawn. Suu Cha Riichi If all four players declare a Riichi, the round is drawn. Suu Kan Sanra If a fourth Kan is declared, the round is drawn, except if all four have been declared by one person, in which case it is a Suu Kan Tsu situation.

Brief Glossary
Tenpai Being one tile from a complete hand, such as this;

Which is waiting on a

or

to complete one of two Pons.

No Ten Being in a position in which you will not be able to declare a win on any tile. Most of the game will usually be spent in this state. Shan Ten This is the number of ideal tiles from Tenpai you are. If you only need one tile to get into Tenpai, you are in 1 Shan Ten. If you need two tiles, you are in 2 Shan Ten. Wait The tile you need to win, categorised as follows; Type Open wait Closed wait Edge wait Single wait Dual Pon wait Description Chi waiting for a tile to either end, i.e. 2-3 needs 1 or 4 Chi waiting for a tile in the middle, i.e. 2-4 needs 3 Chi waiting for a tile in only one possible end, i.e. 1-2 tai 8-9 Single tile waiting for another for pair Waiting on tiles to complete one of two pairs.

Scoring
Fu This is the point value counted before Han. Fu is calculated as follows; Points 10 4 2 2 8/4 4/2 32/16 16/8 2 Description Fully closed hand (Ron is accepted but no called melds) Own and round wind pair Colour, round wind or own wind pair Tsumo Every closed/open Pon of Ends (1, 9, Winds, Colours) Every closed/open Pon of Middles (2-8 of Suits) Every closed/open Kan of Ends Every closed/open Kan of Middles Closed, Edge or Single wait

However, a regular hands minimum Fu value will be 30. A Chii Toitsu will have 25Fu, while a Pin Fu Tsumo will have a mere 20. Fu is also rounded up to the nearest ten. Han 3-5 (with sufficient Fu) 6, 7 8, 9, 10 11, 12 13 Name Man Gan Hane Man Bai Man San Bai Man Yaku Man

There is a chart to calculate Fu against Han included overleaf. The columns are Fu, while the rows are Han. The top chart is for non-dealer wins, in which the first bracketed number is what the dealer pays, and the second what the others pay in the event of a Tsumo. The lower chart is for dealer wins, in which the number is the flat payment for everyone in case of a Tsumo.

Yaku Chart
As with all the other tables in this guide, this was stolen from the Akagi_Mahjong_Scoring_Charts fellow on Rapidshare. I apologise. The penalty column is the penalty incurred for having any aspect of the hand open. Name Men Tsumo Riichi Open Riichi Tupla-Riichi Ippatsu Chankan Rin Shan Kai Hou Haidei Tsumo Haidei Ron Tenhou/Chiihou Pinfu Iipeikou Ryanpeikou Itsuu Sanshoku Toitoi Sanshokudoukou San An Kou San Kan Tsu Suu An Kou Suu Kan Tsu Tan Yao Chanta Ends Pon & Kan Chi Type Winning Han 1 1 2 2 1 1 1 1 1 S 1 1 1+2 2 2 2 2 2 2 S S 1 2 -1 -1 No No No* No No* S No No No No No No No No No Penalty Short explanation Closed hand + self-draw Special, see above Riichi + showing your whole hand Riichi on first discard To win within 1 round from Riichi Ron from a tile wanted for Kan Self-draw win from Kan extra tile Self-draw win from the last tile Ron from last discard Tsumo/Ron from first draw/disc. Hand consists only of Chis + pair, open wait, pair must not be Ends 2 x identical Chis 2 x 2 identical Chis 123456789 of same suit 3 x same numb. Chis from 3 suits Only Pons and/or Kans + pair 3 x same number Pon ja/tai Kan 3 x closed Pons and/or Kans 3 x Kan 4 x closed Pons and/or Kans 4 x Kan, Tsumo from Kan extra tile, because game ends in draw No Ends End in every meld

Honroutou (7 pairs) Honroutou Jun Chan Chinroutou Yaku Hai Tsu Iisou Shou San Gen Dai San Gen Shou Suushi Dai Suushi Hon Itsu Chin Itsu Chiitoitsu Ryuu Iisou Chuuren Pootoo Kokushi Musou

(1, 9, colours and winds)

2+2 2+3 No -1 S No S No S S S -1 -1

7 pairs consisting of Ends only Ends only Terminal in every meld Terminals only Pon/Kan of colours, own or round wind. Elements only (7 pairs also) 2 x Pon and/or Kan + pair of col. 3 x Pon and/or Kan of colours 3 x Pon and/or Kan + pair of winds 4 x Pon and/or Kan of winds One Suit + Elements only One Suit only 7 Pairs, no doubles allowed S All green: Only colour green + 2, 3, 4, 6 and 8 of Sou allowed 1112345678999 + any tile of the same suit One of every End + one same tile

Terminals (1, 9) Elements (colours and winds)

1+2 S 1 S 2+2 S S S

Suits (Sou, Man, Pin) Special

3 3+3 2 S S S

Where to get sweet MJ


Saikyo no Mahjong 3D If youre just starting out, youll appreciate being able to take as long as you want with your decisions. AI are also a fair degree easier than human opponents. (http://rapidshare.com/files/71943111/Saikyo_no_3D_Mahjong-JP.rar) works as of 21.01.2008. Failing, just Rapidsearch Saikyo. Running the program is fairly straightforward. The uppermost option is to start a game ( being yes and being no is good life knowledge in general, and will come in handy, I guarantee it). Click Yes, then No after selecting opponents (the old guy is probably the toughest), select a tile, click repeatedly and youre ready to play. Below is a basic translation of the interface.

Tenhou www.tenhou.net This is a Japanese, flash-based Mahjong site. Being able to play against real people is a definite boon to the thrill of winning, the soul-obliteration of losing, and every state in between. Navigate to the page and click the large PLAY button (or the button below to open in the same window). Wait for the loading to finish and click . Wait for the loading to finish again and input a name, then click OK. Youll be presented with this;

One Round Only the East round is played. Two Rounds A regular Han Chan game with East and South rounds. Nashi A more restrictive ruleset. Ari A looser ruleset, the one I have taught you. Ari +Red Ari played with the Akahai. Ari +Fast Ari played with much less decision time. 3 Player A three player variant of the game If you wish to create your own, private lobby for a game with friends, simply use this URL (http://www.tenhou.net/make_lobby.html), and take the hyperlink closest to the top of the page. The actual playing interface is a fairly straightforward if youre used to the symbols.

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