AnimeSuki.com Forum

AnimeSuki Forum (http://forums.animesuki.com/index.php)
-   Sports & Entertainment (http://forums.animesuki.com/forumdisplay.php?f=153)
-   -   Japanese Mahjong Thread (http://forums.animesuki.com/showthread.php?t=82472)

Malintex_Terek 2009-06-07 15:41

Japanese Mahjong Thread
 
By popular demand, this shall be AnimeSuki's mahjong thread. Feel free to ask questions or stage games from here.

This is going to be rather haphazard at first given that I've got finals later this week, but here are some helpful topics for the beginner and expert alike. I'm going to edit it through the day today.

Rules

Setup

There are 4 players to each Japanese mahjong game. The players sit at each side of a square table, designated as a house, which come in four flavours ordered as such -



西東

The houses are the Ton (東), Nan (南), Xia (西), and Pei(北). The order is read from the 東 and proceeds clockwise (i.e., after 東 discards a tile, 南 is the second house to draw). The dealer, or person who gives out the tiles and draws first, is always the 東 house. There are two types of rounds. In a tonpuusen, each player gets one chance at dealer, with the houses rotating clockwise after someone who is not dealer wins. If the dealer wins, he/she has an option to exercise renchan, which is where the dealer donates 100 points to the point pond to remain as dealer for another round. A hanchan is basically two tonpuusen back to back, but in the second tonpuusen the round wind tile rotates to the next house in the sequence (usually 南).

By convention in English-speaking communities, instead of referring to the houses as "Ton House" or "Nan House" we just call them East, South, West and North. This is to reduce confusion since each house has an associated wind tile which is called by the names Ton, Nan, Xia, Pei.

Tiles

Japanese mahjong is played with 136 tiles rather than 144, meaning unlike Chinese, Hong Kong, and other variants there are no flower bonus tiles. The tiles are all arranged in 4 walls of 2 stacks consisting of 17 tiles, and are placed in front of the players. Tiles are organized into four suits: Pin (circles), Sou (bamboo), Man (characters), and the Honour tiles. The formal name for Man tiles is Wan, and they are used interchangeable. Honours are officially called juhai but more often than not they're called either fanpai or yakuhai, which actually refers to a specific subset of juhai and specific han, which will be discussed later.

Where can I play?

Tenhou.net

http://tenhou.net/0/?L7447
http://arcturus.su/tenhou

Vexx 2009-06-07 16:08

I've got this book: The Red Dragon and the West Wind, which focuses on Chinese and American Mahjong but also discusses Japanese-style Mahjong. I've not yet found a book in english that focuses on Japanese-style rules.

So any book recommendations for Japanese rules would be appreciated. My son happened to trip across a year 1924 wooden tile set of mahjong from China ($1 garage sale) -- so we're mucking with that before we decide whether to shell out the big bucks for a modern set.

Malintex_Terek 2009-06-07 16:42

There are no good Japanese mahjong books in English, nor strategy guides for that matter. This is because there are very few cultural centers for Japanese immigrants that maintain traditions from the first immigrants - people forget the game or have no opportunity to play and introduce new people. Since the vast majority of people who play in English-speaking countries are Chinese or Jewish, very little material has been published in English for that sort of material.

Dutch is a different story, though. :heh:

Deathkillz 2009-06-07 16:47

$1 for something as ancient as that? *Faints*

I myself has only picked up on Chinese mahjong after begging my friends to teach me how to play. Such an addictive game too as once I got the hang of things we just carried on playing for 10 hours straight.

The japanese version seems to have a lot more rules than the chinese version (making it more complicated with the amount of hands allowed) and quite a nightmare of a scoring system too...I still need to learn it myself but there's noone to teach me this time round :heh:

Rias 2009-06-07 17:21

That website is pretty good...you don't have to sign up for much and there's a good number of players.

I've been searching for a english site that lets you play Japanese rules of MJ...which I could never find :heh:

felix 2009-06-07 17:25

Quote:

Where can I play?

Tenhou.net

http://tenhou.net/0/?L7447
Is "Japanse Mahjong" Flash by GameDesign (english) the Japanse variant or just a name for it, since I can't yet get my head around (all) those pesky kanji tiles. There are no flower tiles, so it should be close just want confirmation.

Malintex_Terek 2009-06-07 17:38

Quote:

Originally Posted by Deathkillz (Post 2440436)
The japanese version seems to have a lot more rules than the chinese version (making it more complicated with the amount of hands allowed) and quite a nightmare of a scoring system too...I still need to learn it myself but there's noone to teach me this time round :heh:

Scoring itself isn't a beast in and of itself, but determining rankings at the end (A +44, B +13, C -16, D -41) is the tough part.

Typically, the more complex the rules are, the less of a factor luck is and so the "easier" the game is.

In my view -

Chinese Classic: 90% skill, 10% luck
Chinese Modern: 75% skill, 25% luck.
Japanese Classic: 50% skill, 50% luck.
Japanese Modern: 40% skill, 60% luck.
Hong Kong: 10% skill, 90% luck.

Hence, why I prefer the "Japanese Classic" style of mahjong (pre-Red 5's, Head Bump versus Double Ron) seen in Akagi and Tetsuya. It allows for all players to have a random chance of winning, and their skill make up the difference from there.

Japanese style is the most balanced between rules/luck.

Quote:

Originally Posted by Rias (Post 2440482)
That website is pretty good...you don't have to sign up for much and there's a good number of players.

#mahjong@rizon.net manages that particular lobby. We have a bot in there called "7447bot". To bring down people from IRC into the lobby to play, make sure your chat is ON ("/chat ON") and type in a request.

Quote:

Originally Posted by Rias (Post 2440482)
I've been searching for a english site that lets you play Japanese rules of MJ...which I could never find

Prior to late 2007, the de facto website of choice for play was MahjongTime. However, MahjongTime isn't what it used to be and has a number of problems associated with it, the least of which is requiring payment. I don't think that'll be a huge deal for the people at AnimeSuki, but the rates for registration on ron2 and Tenhou are much more reasonable (equivalent to $5 a month for unlimited play) versus the play-per-game aspect of MahjongTime.

The only advantage MahjongTime offers over Tenhou is in-game chat, which is why #mahjong was founded.

Quote:

Originally Posted by Cats (Post 2440486)
Is "Japanse Mahjong" Flash by GameDesign (english) the Japanse variant or just a name for it, since I can't yet get my head around (all) those pesky kanji tiles. There are no flower tiles, so it should be close just want confirmation.

No, that is a computer-opponent flash game.

You're playing against real people in Tenhou.

Christen 2009-06-07 17:39

http://www.reachmahjong.com

Should be able to get you started if you don't know how to play yet. Everything else will be experience.

Deathkillz 2009-06-07 17:46

Quote:

Originally Posted by Malintex_Terek (Post 2440509)

In my view -

Chinese Modern: 75% skill, 25% luck.

Hong Kong: 10% skill, 90% luck.

Oh really? Why is there such a gap?

felix 2009-06-07 17:54

Japanese Mahjong set,

http://img41.imageshack.us/img41/8262/mjd1.png . http://img41.imageshack.us/img41/6664/mjd2.png . http://img41.imageshack.us/img41/5633/mjd3.png

http://img41.imageshack.us/img41/3818/mjf1i.png . http://img41.imageshack.us/img41/8243/mjf2.png . http://img41.imageshack.us/img41/9794/mjf3.png . http://img41.imageshack.us/img41/7613/mjf4.png

http://img41.imageshack.us/img41/7352/mjt1.png . http://img41.imageshack.us/img41/5156/mjt2.png . http://img41.imageshack.us/img41/524/mjt3.png . http://img41.imageshack.us/img41/2328/mjt4.png . http://img41.imageshack.us/img41/5774/mjt5.png . http://img41.imageshack.us/img41/9308/mjt6.png . http://img41.imageshack.us/img41/1323/mjt7.png . http://img41.imageshack.us/img41/4905/mjt8.png . http://img41.imageshack.us/img41/7295/mjt9.png

http://img41.imageshack.us/img41/2073/mjs1.png . http://img41.imageshack.us/img41/5375/mjs2.png . http://img41.imageshack.us/img41/1985/mjs3.png . http://img41.imageshack.us/img41/2342/mjs4.png . http://img41.imageshack.us/img41/8770/mjs5.png . http://img41.imageshack.us/img41/1672/mjs6.png . http://img41.imageshack.us/img41/9215/mjs7.png . http://img41.imageshack.us/img41/9282/mjs8.png . http://img41.imageshack.us/img41/5779/mjs9.png

http://img35.imageshack.us/img35/3571/mjw1.png . http://img35.imageshack.us/img35/8981/mjw2.png . http://img35.imageshack.us/img35/1473/mjw3.png . http://img35.imageshack.us/img35/8650/mjw4.png . http://img35.imageshack.us/img35/9049/mjw5.png . http://img35.imageshack.us/img35/2674/mjw6.png . http://img35.imageshack.us/img35/9486/mjw7.png . http://img35.imageshack.us/img35/2589/mjw8.png . http://img35.imageshack.us/img35/5975/mjw9.png

(images use imageshack links so easy copy/paste)

Gamplay Combinations

Gameplay winning hands
The last tile when you complete your hand will not require a discard so even though you have 13 tiles, you will have combinations equivalent to 14 (if not more with Kon's).

Disclaimer: I'm very much unexperienced so if I goofed it please correct me. Thankyou.

felix 2009-06-07 17:56

Quote:

Originally Posted by Malintex_Terek (Post 2440509)
No, that is a computer-opponent flash game.

You're playing against real people in Tenhou.

I'm asking if its accurate. I don't want to play against real people when I'm at total newb level. (lol)

*oh great now I forgot what I really wanted to ask*

edit

Oh right, umm,

1. Is there a difference in value between the three 1-9 sets?
2. Is there a basic hint as to what I need so as to not be forced to fully conceal the hand and call riichi to win with a 1 toitsu 4 set?

Rias 2009-06-07 18:10

Quote:

Originally Posted by Malintex_Terek (Post 2440509)

Prior to late 2007, the de facto website of choice for play was MahjongTime. However, MahjongTime isn't what it used to be and has a number of problems associated with it, the least of which is requiring payment. I don't think that'll be a huge deal for the people at AnimeSuki, but the rates for registration on ron2 and Tenhou are much more reasonable (equivalent to $5 a month for unlimited play) versus the play-per-game aspect of MahjongTime.

The only advantage MahjongTime offers over Tenhou is in-game chat, which is why #mahjong was founded.

I remember Mahjongtime...but I also remember that the engine (at least for japanese MJ) was written badly. It had several bugs that made playing on ti frustrating.

Malintex_Terek 2009-06-07 18:48

Thanks Cats, I have some smaller tile graphics stored away somewhere.

Quote:

Originally Posted by Deathkillz (Post 2440524)
Oh really? Why is there such a gap?

Chinese Classic is the original game from which all variants stem, except America which all but threw out the rules for CC. Chinese Official is a modern derivative of Chinese Classic, but it still preserves a lot of the rules.

Hong Kong almost has no rules. :heh: When there are fewer rules, there's more possible winning hands so the game becomes more unpredictable and one has less control over the flow. In terms of winning, I think of HK as just a step up from slot machines. :cool:

Quote:

Originally Posted by Cats (Post 2440541)
I'm asking if its accurate. I don't want to play against real people when I'm at total newb level. (lol)

That flash game is the best computer-opponent Japanese mahjong game you can find on the internet, and is the best practice outside of real players. Some of the terminology is a bit weird, but otherwise it's a great tool to use.

Quote:

Originally Posted by Cats (Post 2440541)
1. Is there a difference in value between the three 1-9 sets?

Game-play wise, no. The designs are meant to represent different amounts of coin though, with Wan > Sou > Pin.

Quote:

Originally Posted by Cats (Post 2440541)
2. Is there a basic hint as to what I need so as to not be forced to fully conceal the hand and call riichi to win with a 1 toitsu 4 set?

I'm not sure if I understand the question, but 4 sets and 1 pair is the only winning combination with the sole exception of the Chiitoitsu (7 Pair) hand.

You can Riichi if your hand is completely closed (no calls), you have enough points, the game isn't in its last round and you're in Tenpai. You can't Riichi any other way, the hand must be completely closed.

Quote:

Originally Posted by Rias (Post 2440565)
I remember Mahjongtime...but I also remember that the engine (at least for japanese MJ) was written badly. It had several bugs that made playing on ti frustrating.

There's a laundry list of problems with MT, which why I advise to not even bother. The social structure of the place also ruins the gaming experience.

Deathkillz 2009-06-07 19:13

Quote:

Originally Posted by Malintex_Terek (Post 2440611)
Chinese Classic is the original game from which all variants stem, except America which all but threw out the rules for CC. Chinese Official is a modern derivative of Chinese Classic, but it still preserves a lot of the rules.

Hong Kong almost has no rules. :heh: When there are fewer rules, there's more possible winning hands so the game becomes more unpredictable and one has less control over the flow. In terms of winning, I think of HK as just a step up from slot machines. :cool:

It is common for HK players to use a "3 fan minimum" rule to play which ups the game in skill imo.

Also what comes into play are a lot of special rules such as those which determine how one should play a hand when sitting in "x" wind of "y" round so potentially there is a lot of chaos and additional information to remember ie if you are sitting in east seat and the round is east and you have a pon of east tiles then that is 2 fans added to the winning hand.

HK style doesn't allow for a combination that consists of pons and chows in different suits so that again makes it more difficult to play and a winning hand of only chows of different suits are given 1 fan (meaning you are still missing 2 for a winning hand).

And I don't think there are more possible winning hands in HK mahjong than Japanese mahjong...the options available to HK players aren't that many when you play with the "3 fan minimum" rule so there is hard to win with quick, cheap hands unlike the Japanese counterpart.

It is a little unfair to say that it is pure luck and lol at the slot machine comparison :rolleyes:

Malintex_Terek 2009-06-07 19:31

Increasing the fan requires more skill and patience, but the game as a whole becomes easier since it becomes a lot more predictable to figure out what people are aiming for.

Example, if we set the minimum fan to 13, what would everyone be aiming for? :)

Quote:

Originally Posted by Deathkillz (Post 2440638)
HK style doesn't allow for a combination that consists of pons and chows in different suits so that again makes it more difficult to play and a winning hand of only chows of different suits are given 1 fan (meaning you are still missing 2 for a winning hand).

That's only a factor in Chinese Classic/Official, dual suit Pon and Chi aren't allowed in JP either. In fact, aside from the scoring (which HK holds in common with CO), Riichi and Dora, HK and JP have the same rules.

Quote:

Originally Posted by Deathkillz (Post 2440638)
And I don't think there are more possible winning hands in HK mahjong than Japanese mahjong...the options available to HK players aren't that many when you play with the "3 fan minimum" rule so there is hard to win with quick, cheap hands unlike the Japanese counterpart.

I don't know if 3 fan is standard or not, but all the HK games I've played were 1 fan minimum and that lead to ridiculous hands like an open pinfu without even a tanyao. :uhoh:

Quote:

Originally Posted by Deathkillz (Post 2440638)
It is a little unfair to say that it is pure luck and lol at the slot machine comparison :rolleyes:

Sorry about that. :cool:

Mystique 2009-06-07 19:37

I dunno if it's cause of "Saki" that has brought Japanese Mahjong to light, but I've been caught up in this world a little bit over late 2007/early 2008, when trying to fansub a anime series called
"Lengendary Gambler Testsuya"

We got ep 1 and 2 tl'ed, edited and TS'ed but after months of searching I couldn't find a TC'er who was incredbly knowledable about the game and could interpret between the two languages.
Then luck had it, I find a TC'er but no longer have a translator, we we have all the raws and kara and scripts and I've made a .pdf file explaining the rules
"Mahjong for Idiots" basically xD
Page 1 is here:

http://img132.imageshack.us/img132/6880/mjp1copy.th.jpg
(was needed for myself as well tbh, lol - Feel free to criticise M Terek if there are some off points, although this had been run past another professional Japanese Mahjong player when i was designing this page)
- But at present that project is stalled, it may resume if I find the "one" to help get us back on track someday.
Quote:

The tab menu at the top of the screen gives viewers easy access to RM’s partner sites: MahjongMart and Yakitori Online. MahjongMart (http://mahjongmart.com/) was founded in October, 2007 by Jenn Barr and Andy Barzaghi to provide authentic Japanese Mahjong sets to locations outside of Japan. Yakitori Online (http://yakitorionline.com/) is the busiest online forum founded by Andy Barzhagi in June, 2007, dedicated solely to the Japanese version of Reach/Riichi Mahjong.
Sadly yakitori seems to be down or the guys are no longer running it, but as the quote says, they were solely dedicated on bringin Japanese Mahjong to the Western world and it was through those guys that i was gaining assistance :)

Anyways, I played a children's version of this (Pahjang?) - using the Disney set back in October xD
Gave me a simple rundown of what this game is about, on a basic level in terms of concept, it's not too dificult ^^
..
Just when they start using all kinds of 'sets' when they wanna 'tsumo' (draw) - theeeeen it begins to get complicated :heh:

Malintex_Terek 2009-06-07 19:59

Wei-Hwa Huang's website was what I originally used to learn, but as one would expect there are some errors and it's very out of date. It's still a good reference site, though.

As for Yakitori Online, it went down because the owner wasn't getting loads of cash from would-be Japanese mahjong players. :rolleyes: It wasn't a very helpful website either, partly because most of the "meets" were conducted at ron2. I only attended one of those "meets"...and ended up winning. :heh:

Deathkillz 2009-06-07 20:01

Quote:

Originally Posted by Malintex_Terek (Post 2440649)
Increasing the fan requires more skill and patience, but the game as a whole becomes easier since it becomes a lot more predictable to figure out what people are aiming for.

Example, if we set the minimum fan to 13, what would everyone be aiming for? :)

Being able to predict what a person is aiming for doesn't make it easy for you to win with a hand and that is the point to mahjong anyway, you try create situations where you can set up a win that gives a minimal chance to others. I can deny others of the tiles that they need but how does my hand come about then if that is all I'm concentrating on. I have said that doing a "3 fan minimum" ups the game a little but that doesn't mean that you limit your own options to anything but the pure minimum ending hands. Outside factors like collecting your own wind tiles and whether you have any flower tiles come into play that complicates matters so even a cheap 1 fan chow only hand can win if you satisfy other conditions.

And I'm talking about a sensible minimum which seems to be the norm :rolleyes:
Quote:

I don't know if 3 fan is standard or not, but all the HK games I've played were 1 fan minimum and that lead to ridiculous hands like an open pinfu without even a tanyao. :uhoh:
From what I've heard, it is standard (amongst casual players at least...no idea if everything goes for serious tournament type settings).

ps...saiGAR 2008? you need a new message change :heh:

Mystique 2009-06-07 20:05

Quote:

Originally Posted by Malintex_Terek (Post 2440690)
Wei-Hwa Huang's website was what I originally used to learn, but as one would expect there are some errors and it's very out of date. It's still a good reference site, though.

As for Yakitori Online, it went down because the owner wasn't getting loads of cash from would-be Japanese mahjong players. :rolleyes: It wasn't a very helpful website either, partly because most of the "meets" were conducted at ron2. I only attended one of those "meets"...and ended up winning. :heh:

Yeah, it was made over a year ago, I'd need to update the link on that 'help file' and check a few notes to bring it up to date again, but I assume the generic concept and the names are correct for most part, which should be able to get the ball running for newbies hopefully. :)
Especially when one begins hearing fun things like:

Tsumo! Rokusen toushi!
Tsumo! Baiman!
Chii Toitsu Tenpai


- To name but a few :)
Thanks for the update on the yakitori website tho. ^^

bayoab 2009-06-07 20:24

Quote:

Originally Posted by Malintex_Terek (Post 2440509)
Scoring itself isn't a beast in and of itself, but determining rankings at the end (A +44, B +13, C -16, D -41) is the tough part.

That's much easier to do than the actual game scoring. It just requires knowing:
a) What the point payout score is (Usually 30000(30) for 4, 40000(40) for 3)
b) What the first place bonus is (Usually +20000(20))
c) Any rank based penalty or bonuses (Ex: Gamedesign uses a +/-10000(+/-10) penalty/bonus. First gets a +20000(+20) bonus, Second +10000(+10), Third -10000(-10) penalty, Fourth -20000(-20))

Calculation is very easy:
(Variation a: )
Round your points to the nearest thousand and divide by one thousand.
Subtract the payout score (/1000) from that value.
Apply any penalties or bonuses.

(Variation b: )
Round your points to the nearest thousand.
Subtract the payout score from it.
Apply any penalties and bonuses.
Divide by 1000.

Proto 2009-06-07 22:47

Quote:

View Post
1. Is there a difference in value between the three 1-9 sets?
There are some of the more extravagant hands that you can only get with an specific tile, like the bamboo all green or the pin's big wheels, but other than that they are the same for practical purposes. I haven't checked all the thread to see if this link has been posted, but for more information on the types of hands you can get head here

felix 2009-06-07 23:35

Quote:

Originally Posted by Malintex_Terek (Post 2440611)
I'm not sure if I understand the question, but 4 sets and 1 pair is the only winning combination with the sole exception of the Chiitoitsu (7 Pair) hand.

You can Riichi if your hand is completely closed (no calls), you have enough points, the game isn't in its last round and you're in Tenpai. You can't Riichi any other way, the hand must be completely closed.

Kokushi musō, isn't 4 sets 1 pair, is it not a winning yakuman hand?. The question is related to what Quarkboy already pointed out in the Saki thread. Namely, you need a yaku so that the hand is valid, hence riichi. Thus the question, is there a hint to getting a yaku? Looking at the duzen yaku/yakuman combinations on wikipedia I can't spot the sub pattern(s), yet.

Peanutbutter 2009-06-07 23:38

Who's playing on Tenhou here? Care to share your current rank, rate, winning percentages and all? :heh:

Maybe we can even arrange a few games or so on Tenhou. ;)

Tri-ring 2009-06-07 23:57

JP Majong strategy and tactics are similar to Competition Bridge.
You use deduction as a tool to speculate the other competitor's hand and develop a hand accordingly to enheighten chance of finishing a hand while blocking others. You also need to bluff others so they evade in trying to develop a high ranking hand and/or lure them into throwing you winning block.
The objective is to end Hanchan with the most points NOT making high hands since there are bonus points given to the top dog at the end of Hanchan.

bayoab 2009-06-08 01:30

Quote:

Originally Posted by Cats (Post 2440970)
Kokushi musō, isn't 4 sets 1 pair, is it not a winning yakuman hand?. The question is related to what Quarkboy already pointed out in the Saki thread. Namely, you need a yaku so that the hand is valid, hence riichi. Thus the question, is there a hint to getting a yaku? Looking at the duzen yaku/yakuman combinations on wikipedia I can't spot the sub pattern(s), yet.

Thirteen Orphans is a winning yakuman hand and is the other exception.

And there is no pattern to the yaku. They are pretty much arbitrary based on things like "having" or "not having" something (Tan yao, chanta, etc), meeting a specific event sequence (haitei, rinshan kaihou, riichi), having a certain set of tiles (the dragons, the prevailing wind, your own wind, etc), or having something that is extremely unlikely (all greens, thirteen orphans, etc).

The only thing is you can turn any 4 sets of 3 and a pair into a yaku with riichi, but it must be closed. Once you are dealing with an open hand, you are heavily restricted.

Malintex_Terek 2009-06-08 02:08

Quote:

Originally Posted by Deathkillz (Post 2440694)
Being able to predict what a person is aiming for doesn't make it easy for you to win with a hand and that is the point to mahjong anyway, you try create situations where you can set up a win that gives a minimal chance to others. I can deny others of the tiles that they need but how does my hand come about then if that is all I'm concentrating on. I have said that doing a "3 fan minimum" ups the game a little but that doesn't mean that you limit your own options to anything but the pure minimum ending hands. Outside factors like collecting your own wind tiles and whether you have any flower tiles come into play that complicates matters so even a cheap 1 fan chow only hand can win if you satisfy other conditions.

It makes it tough to win, but tough to lose as well. The opposite is true for very loose to no rules; easy to win, easy to lose.

With a 3 fan minimum, it becomes very easy to defend. The only open hands that could quality under those restrictions are Hon Itsu Toi Toi, Toi Toi + Fanpai, Chin Itsu or Sanshoku Jun Chan. So, as soon as someone calls something it becomes easy to not deal into their hands.

Defense is more important in Japanese mahjong than other gambling games, and that's a cardinal rule tough to drill into people. Especially the "experts". People want to show off with big hands...it's almost human nature. So they get hasty and end up dealing into another person's big hand. :o

Quote:

Originally Posted by Deathkillz (Post 2440694)
ps...saiGAR 2008? you need a new message change :heh:

I disable signatures so I'm often unaware of what's lurking there. I'm at a loss of what to put both here and AP, there's not a lot happening right now worth advertising.

Quote:

Originally Posted by Cats (Post 2440970)
Kokushi musō, isn't 4 sets 1 pair, is it not a winning yakuman hand?. The question is related to what Quarkboy already pointed out in the Saki thread. Namely, you need a yaku so that the hand is valid, hence riichi.

You can use Riichi with Kokushi Musou. I just tend to exclude it because yakuman are in a different category from regular han.

Quote:

Originally Posted by Cats (Post 2440970)
Thus the question, is there a hint to getting a yaku? Looking at the duzen yaku/yakuman combinations on wikipedia I can't spot the sub pattern(s), yet.

Typically the rarer the hand, the more value it has. But stuff like Jun Chan, Chanta, Sanshoku aren't things one would normally aim for, since they are tough to get and are not worth that much. They are more of a lucky coincidence sort of yaku that improves an already standard hand.

By far, the most common hand in Japanese mahjong is the Pinfu. It's closed, can be combined well with dora, Tan Yao, Riichi and uradora. Easy mangan or haneman hand for most people, in 4P it's murder to deal into.

Next most common hand is anything + Yakuhai. Then Toi Toi comes third.

Secca 2009-06-08 08:46

Were there actually 5 less tiles in play because of Dora in the middle?

Malintex_Terek 2009-06-08 11:56

14 tiles are taken out of play in the "dead wall". The Dora indicator is in the dead wall, so it's counted as one of those tiles.

Secca 2009-06-08 12:23

What's the dead wall? They serve any purpose?

Malintex_Terek 2009-06-08 12:55

The dead wall removes the possibility of "tile counting" since what tiles taken out of the game are random. This isn't the case in other variants which go until all tiles have been exhausted from the wall.

If I recall correctly,

136 tiles
-14 tiles (dead wall)
-13 tiles x 4 (deal)
=17 rounds of 4 draws each.
=2 extra draws at the end

So if there are no calls, the game goes for 17.5 rounds, ending at the South House.

4Tran 2009-06-08 13:56

Quote:

Originally Posted by Cats (Post 2440541)
I'm asking if its accurate. I don't want to play against real people when I'm at total newb level. (lol)

GameDesign uses the about the same ruleset as found in Akagi, and it's almost the same ruleset found in Saki. The main difference is that it doesn't have the red 5 dora tiles.

Quote:

Originally Posted by Cats (Post 2440541)
1. Is there a difference in value between the three 1-9 sets?

There's only one real difference: a certain combination of Bamboo tiles can qualify as an "All Green" yakuman hand. In all other cases, all three suits are functionally the same.

Quote:

Originally Posted by Cats (Post 2440541)
2. Is there a basic hint as to what I need so as to not be forced to fully conceal the hand and call riichi to win with a 1 toitsu 4 set?

What you need to do is to try to conceal your hand as much as possible. A concealed hand not only scores better than an open hand in most cases, but you're also eligible for other bonuses like extra yaku, declaring riichi, and so forth. The only time that you should ever take someone's discard is if you have a hand that already qualifies as a open-hand yaku, or if you think that you'll get in that situation (usually a yakuhai). If you're just starting out, it's probably best to hold out until you can declare riichi.

The main exception to this is if a hand is about to end, and you just want to get into tenpai (just one tile away from winning), so that you can grab some bonus points.

Quote:

Originally Posted by Cats (Post 2440970)
Kokushi musō, isn't 4 sets 1 pair, is it not a winning yakuman hand?. The question is related to what Quarkboy already pointed out in the Saki thread. Namely, you need a yaku so that the hand is valid, hence riichi. Thus the question, is there a hint to getting a yaku? Looking at the duzen yaku/yakuman combinations on wikipedia I can't spot the sub pattern(s), yet.

Please note that those combinations aren't part of some sort of sub pattern; they are a list of all the possible scoring hands, with variations for suit, etc. If you are playing, you should keep that list handy so that you have a good idea of what possible hands to go for, and when you can afford to pick up discards (and how to score tons of points!).

The kokushi musō hand is quite possibly the most special hand in Mahjong. As a yakuman hand, it's one of the two exceptions to requiring the 4-set rule. It's also the only hand where if you go for it, you're basically throwing away your chance at any other hand, so there's no way to bail from such an attempt. The other exception to the 4-set rule, the 7-pair hand, is nowhere nearly as dangerous since, if you have as many as five pairs, three pons will get you into tenpai. Kokushi musō is only the second-rarest hand of all, but even the rarest, the 9 Gates being far less common, is possible to break up into lesser hands with relative ease.

Given all of these drawbacks there are only two virtues with a kokushi musō hand: the first is that you're only likely to go for it if you are five tiles or less from tenpai. This would mean that you have a trash hand filled with honors and terminals that'd be useless for anything else. The second advantage is that it's virtually impossible to defend against without ruining one's chance of winning the hand, even if one knows that someone is going for it. That's because the pattern of discards is very difficult to read, and because there's a potential of a 13-tile tenpai wait (if you have exactly one of each honor and terminal).

Oh by the way, I managed to get one of these hands a little while ago, and it's an awesome feeling. :p

Quote:

Originally Posted by Secca (Post 2441869)
What's the dead wall? They serve any purpose?

It's the part of the wall that is the last to draw from. The dead wall serves three purposes: they indicate when the hand is over, dora indicators are picked from the dead wall, and any bonus tiles from a kong are picked from the far end of a dead wall. In any Mahjong ruleset which uses flowers, the flower bonus tiles are picked from here as well.

felix 2009-06-08 15:26

No flowers are mixed in with the other tiles in those variants?
Quote:

Originally Posted by 4Tran (Post 2442025)
Please note that those combinations aren't part of some sort of sub pattern; they are a list of all the possible scoring hands, with variations for suit, etc. If you are playing, you should keep that list handy so that you have a good idea of what possible hands to go for, and when you can afford to pick up discards (and how to score tons of points!).

I'm sure I can memorize them, just a little busy right now.

bayoab 2009-06-08 16:57

Quote:

Originally Posted by 4Tran (Post 2442025)
The kokushi musō hand is quite possibly the most special hand in Mahjong. As a yakuman hand, it's one of the two exceptions to requiring the 4-set rule. It's also the only hand where if you go for it, you're basically throwing away your chance at any other hand, so there's no way to bail from such an attempt.

It really depends how far along you are. You can pretty easily bail if say, you have 10 of the 13, you have at least 1 pair, and it's early enough. (You can turn it into chanta rather easily.) Once you are at or near tenpai, it is almost impossible to bail.
Quote:

Kokushi musō is only the second-rarest hand of all, but even the rarest, the 9 Gates being far less common, is possible to break up into lesser hands with relative ease.
Is it really that rare? It's the most common yakuman that I've seen playing and the one that I've almost hit a number of times.

4Tran 2009-06-08 18:02

Quote:

Originally Posted by Cats (Post 2442198)
No flowers are mixed in with the other tiles in those variants?

There are no flowers in the Japanese rulesets, so you should be fine with either Gamedesign or Tenhou.

Quote:

Originally Posted by Cats (Post 2442198)
I'm sure I can memorize them, just a little busy right now.

Well, good luck to you :).

Quote:

Originally Posted by bayoab (Post 2442340)
It really depends how far along you are. You can pretty easily bail if say, you have 10 of the 13, you have at least 1 pair, and it's early enough. (You can turn it into chanta rather easily.) Once you are at or near tenpai, it is almost impossible to bail.

If you are within three tiles of getting a kokushi musō tenpai, then you'd be at least some 8+ tiles from tenpai for any hand other than 7-pairs. That'd be an awful starting hand, and it'd be positively dreadful for a mid-game hand. With 17.5 draws per player per hand, halfway means that you'd get about 9 chances to get the exact 8 tiles you'd need. It's really an either or situation. The one good bit of news is that you'd probably have tons of safe tiles to discard :).

Quote:

Originally Posted by bayoab (Post 2442340)
Is it really that rare? It's the most common yakuman that I've seen playing and the one that I've almost hit a number of times.

The most common yakuman by far should be sū ankō (four concealed three-of-a-kinds) with the rest being somewhat more uncommon, and so on with the nine gates and kokushi musō being the most uncommon. However, this is based on their odds of occurring, and that's what skews the statistics from the personal experience. There's a couple of reasons for this: as you approach tenpai for one of the other yakuman hands, you're probably very close to tenpai for easier hands to get, and so you can bail and get ron all that much quicker. Likewise, you're a lot more likely to see hands with lots of terminals/honors than hands with 6+ dragons in them and so forth, so it's a lot more likely that players go for kokushi musō when there's nothing else appealing in their hand. Still, sū ankō should be the most commonly encountered yakuman as it's the easiest to get.

Malintex_Terek 2009-06-08 18:23

Tenhou's stats indeed rank the Suu An Kou as the most common Yakuman, followed by Dai San Gen and then Kokushi Musou. The Kokushi is actually a very common Yakuman, it's just harder to get because it is very obvious when someone aims for it.

The rarest Yakuman is the Suu Kantsu, using Akagi rules it is darn near impossible. With JPM it's just near impossible.

Tri-ring 2009-06-08 18:39

I believe the most rarest yakuman hand is Tenho followed by Chiho since it consists of pure luck.;)

=EDIT=

Off course if you have super fast hands and are able to do Tsubame gaeshi then Tenho is simple.:p

Eisdrache 2009-06-08 19:19

I learned the hard way about

Furi-Ten

You cant ron if you are waiting for a tile that you have discarded before.
Example: You have 56 Characters, 234 567 88 Circles, 4x white dragon. You have discarded the 4 of characters before. If another player discards the 4 of characters, you cant ron.

But you can call tsumo with a previously discarded tile.

Dont ask me why they made that rule ;_; Thanks to Basaka and Teiran who explained the rule to me. <3

Tri-ring 2009-06-08 19:30

Quote:

Originally Posted by Eisdrache (Post 2442545)
I learned the hard way about

Furi-Ten

You cant ron if you are waiting for a tile that you have discarded before.
Example: You have 56 Characters, 234 567 88 Circles, 4x white dragon. You have discarded the 4 of characters before. If another player discards the 4 of characters, you cant ron.

But you can call tsumo with a previously discarded tile.

Dont ask me why they made that rule ;_; Thanks to Basaka and Teiran who explained the rule to me. <3

The reason is because others will not be able to "read" what you're waiting for through the discarded tiles making it impossible for the others evade.
As I posted before the objective is to end with the most points at the end of Hanchan so evading and trying to stop others from making a hand is a valid and justified option.

Secca 2009-06-08 20:25

I see Furi-Ten. No wonder. I think I have experience that also. Basically I was doing open hand and had 44 (circles) 88 (bamboo) left on my hand. Someone discard an 8 bam, so I Pon and ended having to discard one of the 4. Later someone discard another 4 Cir, but I cannot Ron it and I didn't have any 1 or 9 also. And I tought the computer was cheating. ^_^

bayoab 2009-06-08 21:16

Minor note about Furi-ten:
Tenhou will sometimes (always?) put you in permanent furiten if you ignore a winning discard by an opponent. You are normally allowed to skip an opponents discard but you cannot declare a win until 1 go around later.


All times are GMT -5. The time now is 10:52.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.