|
Mahjong. Supposedly created by Confucious 2500 years ago but more likely by bored Chinese gamblers in the 19th century. Known in the west as an intimidating game due to the weirdass bone tiles covered in Chinese characters that its played with, mahjong is actually an extremely simple and casual game that should come naturally to anyone that's played poker or rummy. This post will be exclusively about the Japanese variant of mahjong, but if you want to talk about some other kind of mahjong feel free, pretty much every variant agrees on the same basic rules: Each player has a hand of 13 tiles and takes turns drawing and discarding in an attempt to build a winning hand of 4 melds (3 sequential numbers or sets of 3 or 4 of a kind) and a pair. If another player discards a tile that you need to make a meld or to win, you can call it up into your hand. That's it. That's mahjong. Easy. The Tiles and Their Suits: The one through nine of pin: The one through nine of sou: The one through nine of man: The winds: (east, south, west, north) The dragons: (white, green, red) A lot of times the white dragon will be a blank white tile instead. Here's an example of the standard winning mahjong hand, 4 melds and a pair: ()+()+()+()+() Japanese Mahjong, also called Riichi Mahjong, introduces a bunch of complications to this formula that make the game more tactical and stable. Riichi is the Hold'em to Hong Kong Mahjong's 5 Card Draw (and American Mahjong's Mario Party). Most importantly, Riichi Mahjong introduces additional criteria to win called "yaku". There's a whole list of yaku, but essentially they fall into 2 categories: yaku based on certain actions happening in the game, and yaku that work similarly to poker hands, flushes, straights, etc. Here's a few of the yaku you'll see most often (complete list here):
The other major addition in Riichi Mahjong are certain tiles that are worth additional points, "dora tiles". At the beginning of each hand a tile is flipped over on the dead wall indicating which tile will be the dora. Additional indicators get flipped for each quad called, and a player that wins by riichi also gets access to the "ura dora" hidden under the indicators. Suffice to say declaring riichi can be really important in Riichi Mahjong when up to 10 tiles can be in play as doras. Other miscellaneous things to be aware of:
Links:
homeless snail fucked around with this message at 00:39 on Apr 3, 2014 |
# ¿ Apr 2, 2014 22:21 |
|
|
# ¿ May 21, 2024 05:22 |
|
How to play on Tenhou.net Pretty straightforward, put your name in the field, it asks if you're male (男) or female (女) for some reason, click OK to continue. Alternatively you could click on the button on the far left to create a new account, for chatting, stat tracking, and replay recording purposes. A bunch of buttons and Japanese text, for now just ignore everything but the bottom left. Each button represents a different kind of mahjong table you can sit at. Most people tend to play with open tanyao and red doras. You can queue for multiple game types at the same time. The test play menu at the bottom will put you into a game with (really stupid) CPUs, probably not a bad idea to get used to the interface. Here's what a game of mahjong looks like, with a few relevent areas labeled. Your hand is at the bottom, when its your turn click on the tile you want to cut. Occasionally other options will pop up either right above your hand or on top of the relevent tiles. Here's the shortlist of words you need to be able to recognize:
Here's what potential calls look like. The tiles you can meld are highlighted and the type of meld is written above them. In this case someone discarded a 5 pin and its asking if I want to pon (ポン). Click on the meld in your hand to make the call. Click here to go to the private lobby we usually play in.
|
# ¿ Apr 2, 2014 22:21 |
|
lesbian baphomet posted:I enjoy Mario Party and am curious to learn more of this so-called "American" mahjong.
|
# ¿ Apr 2, 2014 22:27 |
|
gaping gape gaper posted:
homeless snail fucked around with this message at 23:43 on Apr 2, 2014 |
# ¿ Apr 2, 2014 23:17 |
|
Incarnate Dao posted:I learned to play Mahjong from a Taiwanese friend, so the rules are a little different. I've been told it is similar to Filipino mahjong. Biggest difference is the hand is bigger, requiring 5 sets and a pair.
|
# ¿ Apr 2, 2014 23:31 |
|
Lestaki posted:I refuse to acknowledge any list of common yaku that excludes Pinfu. Of course, it doesn't help that Pinfu is a bastard to define.
|
# ¿ Apr 3, 2014 00:19 |
|
The Lord of Hats posted:So I've been tooling around with that flash version, and the main thing I've learned is that I am bad at Mahjong. Constructing a good wait is easy enough, but for the life of me I can't figure out how to win once I've made a revealed group. Heck, when is it right to make a revealed group in the first place? I'm no mahjong pro or anything but this is pretty much my basic strategy and it works reasonably well for me: Look at the discard ponds and notice how they're organized in rows of 6 tiles, and in a hand drawn to exhaustion there are 3 rows of discards per player. You can break mahjong into essentially a 3 act game using the rows of discards as a kind of clock. I find it really helps to compartmentalize your strategy like that. In the first act players are feeling each other out and putting together the foundation of their hands. People are generally optimistic enough to not open their hands up in the first act. On the flip side, people tend to make some pretty dangerous cuts early on so this is a great time to call honors for a yakuhai if you can. By the start of the second act players usually have a strategy in mind, whether they're going all out for a particular hand, hedging their bets, or playing defensively. This is when the vast majority of hands open up. There is enough information at this point for people to start reading discards though so cuts tend to be made a little more carefully here. If someone hasn't won by the third act and you aren't in tenpai or are close, this is when you want to go crazy and make as many calls and cuts as possible to get yourself to tenpai. If you aren't going to win you might as well not lose.
|
# ¿ Apr 4, 2014 23:13 |
|
Stelas posted:Yeah, but trying to get to tenpai while you're doing it is worth it, provided you can get there while discarding mostly safe tiles. If you don't have a read on someone's hand, generally speaking you just want to try to discard the same tiles they do, since furiten will generally stop them from being able to call on it. Here's a good article on defensive play that covers that end of the game nicely http://riichiround.blogspot.com/2011/01/riichi-and-defensive-play.html
|
# ¿ Apr 8, 2014 19:55 |
|
The Lord of Hats posted:drat, this made a world of difference. Being able to play for the small win off of a triplet is way easier than trying to assemble a Tsumo every time. Couple edge cases to be aware of I guess, if you have no hope of winning you probably don't want to play a kan because the newly flipped dora could potentially make your opponents' hand stronger. Also if there are already 3 kans on the table, calling a 4th will immediately abort the hand. Sometimes that's advantageous, other times it might be something you want to avoid.
|
# ¿ Apr 9, 2014 08:00 |
|
|
# ¿ May 21, 2024 05:22 |
|
Opening your hand is an insanely important decision, and realizing that is your first and most critical step when learning how to play Mahjong. Heck, the name of the game is Riichi and you can't even call a riichi unless your hand is closed, that's how big a deal the decision to open your hand is. And you're right on, that's mostly going to come from remembering yaku and analyzing how likely/quickly you'll be able to achieve them, and how close you think other people are to finishing theirs.
|
# ¿ Jan 14, 2015 01:33 |