A BEGINNER’S
GUIDE TO RIICHI MAHJONG
What is Riichi Mahjong?
Riichi mahjong is a Japanese variant of the ancient Chinese
game of mahjong. It is a tabletop game that is played by four players, with each
player having a hand which they must try and complete to win points from the
other players. It shares similarities with Rummikub,
and card games such as gin rummy and poker.
Riichi mahjong can be a fairly complex game for beginners to
pick up. The aim of this guide is to teach enough of the key aspects and basics
for someone who is new to the game to start playing on a computer client such
as the Gamedesign Flash game, rather than to be a comprehensive guide to all the
rules and edge-cases that exist in the game.
The Tiles
Riichi mahjong is played with 34 different tiles, of which
there are four of each type, to make up 136 tiles used in total. The majority
of the tiles consist of the numbers 1 to 9 in three ‘suits’, which are:
Souzu (aka Sou, Bamboo, Sticks):
(Note that the 1
Sou is represented with a bird, usually a peacock or
owl, rather than a single stick)
Pinzu (aka Pin, Circles, Dots):
Manzu (aka Man, Characters, Cracks):
(The numbers are
represented with the Chinese/Japanese number characters)
In addition to
the three suits, there are Honour/Value tiles, which
are made up of two subsets:
Winds:
(East,
South, West, North respectively)
Dragons:
(Green,
Red, White respectively)
Riichi mahjong does not use the flower or season tiles found in
Chinese sets, nor the joker tiles used in American Mah
Jongg. As an optional rule, riichi
mahjong can also be played with one five from each suit being replaced with a
red five tile.
The Hand
Players are
dealt 13 tiles each. At the start of their turn, each player will draw a tile
from the wall, or claim the discard from another player, which will temporarily
give them 14 tiles. At this point, if they have a complete hand of four groups
and one pair (3+3+3+3+2=14), and have a valid yaku (explained below), they can declare they have won.
If the player doesn’t have a finished hand, they must discard and will go back
to 13 tiles.
The core aim of a player while playing mahjong is to create a winning
hand by forming sets. There are three types of set:
Sequence (Shuntsu)
This is the
easiest set to form, and consist of a run of three consecutive tiles of the
same suit, for example:
A sequence
cannot wrap around the ends of a suit, cannot be made of tiles from different
suits and cannot be made from honour tiles, so the
following are not valid sequences:
Triplet (Koutsu)
A triplet
consists of three of the same tile, eg:
Kan (Kantsu)
A kan is four of the same tile, eg:
As a kan uses up four tiles instead of the
usual three for sets, to form part of a winning hand it needs to be declared,
and the player receives an extra tile from the dead wall to make up for the
extra tile inside the set (otherwise the player will have one too few tiles to
make four sets plus one pair). A closed kan is declared by showing all four tiles, and then
flipping over a tile at either end. Closed kans do not have to be called as soon as they are formed
in the hand – a player can choose when to declare them, though they must be
declared before the player can win.
Playing
At the start of
the game all tiles are shuffled and placed in rows (called “walls”) face-down
on the table (see Setting Up below, if playing with physical tiles). Once
starting hands have been dealt, the dealer takes a tile from the end of the
wall. He then either wins from this tile, or discards a tile of their choosing,
placing the discarded tile in front of them. Discards are placed in rows in
front of each player, in chronological order, and typically in rows six tiles
long.
When a player
discards a tile, other players may call it if they wish to use it to complete a
set. A tile can only be picked up if it is the final tile in a complete set,
which must be displayed face up to the side of the player’s remaining hand.
Once a set is called (melded), it no longer forms an active part of the players hand and the tiles that form that meld may not be
discarded or swapped. If the tile is not called, then play goes anti-clockwise,
and the player to the dealer’s right then picks up a tile from the end of the
wall, and will then either discard or complete their hand to win. If the tile
is called, the turn switches to the player who called, and play resumes from
their position, skipping any players who would otherwise have had a turn.
Play continues
until either a player wins, or all tiles in the wall are dealt (except for the
dead wall – the last 14 tiles in the wall), in which case the hand is drawn. If
the dealer wins, or is in tenpai (one tile
away from winning – a 14th tile will complete their hand) in the case of a
draw, then they retain their dealership, else dealership passes to the player
on their right. The first round is East round, and once all players have been
dealer once (i.e. the dealer is the person who started the game as dealer
initially) the game becomes South round. Typically a
game will consist of an East and a South round.
Calling Tiles
When a player discards
the tile, other players may call it if it completes a set or their entire hand.
There are four different types of calls for discarded tiles:
o
Chii: This is the call to complete a sequence. The chii call can only be used for discards
from the player immediately to the left of the player calling
o
Pon: This is the call to complete a triplet. The pon call can be used for discards by
any player
o
Kan: This is the call to complete a kan.
The kan call can
be used for discards by any player. This call is also used when the player has
four of the same tile in their hand and wishes to declare it as a kan, or has a previously melded pon and then draw the fourth tile,
allowing them to upgrade it to a kan.
o
Ron: This is the call when a player is
in tenpai (i.e. only
needs one more tile to win) and another player discards the last tile required
to complete their winning hand. Roncan be called from any player.
After a set has
been called, the tiles are placed face-up to the right of the player who called
them. The called tile is rotated so that it is sideways, and is positioned to
indicate which player discarded it, e.g. if the right tile is turned sideways
then it indicates the player to the right discarded it. For example, the
sequence meld below indicates that the player to the left discarded the 6 sou tile in a 567 set.
Winning
A winning hand consists
of 14 tiles (excluding kans), which will almost
always be four sets plus one pair. A crucial condition for the player is
that the winning hand must contain a yaku. A yaku is
something special about the hand which increases its value. This is a key
difference to Chinese mahjong and serves to stop players from winning quickly
with extremely cheap hands, meaning that higher scoring hands are more
plausible, increasing the strategy and excitement in the game. For beginners,
the easiest to remember and aim for are:
o
Yakuhai (Triplet
of players own wind, wind of round, or dragon)
o
Tanyao (No 1 or 9
tiles, winds, or dragons in hand)
o
Pinfu (Hand is consists of only sequences. Pair is not the player’s own
wind, wind of round, or dragon. Hand is closed. Winning tile wait is two sided
for a sequence)
o
Iipeikou (Same
sequence twice, hand is closed)
o
Chanta (hand has
1, 9, wind, or dragon in each meld and the pair)
o
Riichi (hand is
fully concealed and player makes Riichi bet, see
below)
o
Menzen Tsumo (hand is closed and win is by self-draw)
o
Toitoi (hand is
all triplets plus a pair).
o
Honitsu (hand uses
only a single suit plus honour tiles)
It’s quite
important for a player to become familiar with the more common yaku, and it can be extremely useful to have
a list of yaku to hand to
consult during the game until the player is more experienced.
Each yaku will add a multiplier to the value
of the hand, known as han (or fan), which doubles the value. Some yaku are worth multiple han, and therefore can increase the hand
value by 4 or 8 times.
A player can
either win by the call ron or the
call tsumo. Ron is the call when the winning tile is discarded by
another player. This winning tile can be called regardless of which player
discards it, and regardless of whether it forms a meld or completes the player’s
pair. Tsumo is the
call when the player draws the tile themselves out of the wall at the start of
their turn.
For a full list
of yaku, please see here.
Open & Closed
Hands and sets
can both be described as in either an open state, or a closed state.
A player’s hand
is referred to as ‘closed’ if they have not made any pon, chii or open kancalls from other players. There are several yaku which are worth more if the hand is
closed compared to open, and in the case of pinfu and iipeikou they are only a valid yakuif the hand is closed. A ron call does not cause a closed hand
to become open for the purposes of scoring yaku. A closed hand which is won by tsumo will have one extra yaku(menzen tsumo) than the same hand won by ron.
Typically it is
recommended that new players try and keep their hand closed where possible, and
only call tiles when they have a clear yaku to win with. Although opening the hand by calling
tiles can progress the hand more quickly, it usually restricts the player’s
ability to defend and lowers the potential value of the hand, in particular as
you lose the ability to riichi.
In contrast to
the hand, sets are considered open if any tile within that set was not
self-drawn by the player. For example the yaku Sanankou (three closed triplets) is only valid if all three
triplets were entirely drawn by the player – a ron call on the last triplet will count that triplet as
open and it cannot be considered for the yaku.
Riichi
Riichi is the most distinguishing aspect
of riichi mahjong from other variants, hence the
name. If a player has an entirely closed hand (he hasn’t called any tiles from
other players), and is in tenpai (can win
with just one more tile), then they have the option to declare riichi. To call riichi, the player must call it right before
they discard a tile, place a 1000 points stick out in front of their hand, and
turn the tile they discard sideways to indicate when riichi was called. From this point onward
they are essentially playing on autopilot, and they cannot change their hand in
any way. The player picks up a tile on his turn, and if it is not his winning
tile, he must discard it. The only exception to this is that the player can
turn any closed triplet into a closed kan, providing it does not change the tile(s) they are
waiting on to win.
A player who has
called riichi can only
call ron on their
first opportunity. They cannot wait for their winning tiles to be discarded by specific
players if they have already been discarded by somebody else (see furiten below).
Advantages of
calling riichi:
o
Riichi is one yaku, increasing the value of the hand and allowing the
player to win even though his hand would otherwise not contain a yaku.
o
It is potentially a second yaku, ippatsu, if the player wins within one turn of declaring riichi, provided nothing else is called during
that turn.
o
The player has the opportunity to increase the value of
the hand even more with reverse dora (see below) and the potential ippatsu yaku.
o
Riichi can pressure other players into
folding, therefore reducing the likelihood that someone else might win
Disadvantages of
calling riichi:
o
It alerts the other players that the player is in tenpai.
o
It means the player cannot advance the hand any further
if they draw the right tiles.
o
The player loses the 1000 points they bet while calling
if they do not win.
o
The player is forced to deal dangerous tiles if they
cannot win with them.
While the
disadvantages of riichi can seem
worse than the advantages, the additional yaku and reverse dora are generally far more valuable, and it is usually
more beneficial for the player to call riichi than to not, unless they have a hand which would be
worth a lot regardless, or another player may have a high-value hand which
would be bad to deal into.
Dora
The final main
difference between riichi mahjong and other variants
is the presence of dora. The dora is indicated by a face-up tile in
the dead wall, which will mark the next tile in the suit as the dora. For example, if the face up tile is 3 sou, then 4 sou is the dora tile. A 9 tile indicates the 1
tile of the same suit, so 9 pin would indicate 1 pin as the dora. Winds and Dragons cycle as follows:
=> => => =>
(This can be
remembered by being the same order as the direction of play)
=> => =>
(This can be
remembered by being the alphabetical order of green, red, white)
If a tile is
a dora, it retains the
exact same behaviour during the game as it would
otherwise. However, after a player has won, each dora tile contained in their hand will
give the player one han. Importantly
however, dora do not count towards a hand being allowed to win – they do not count as yaku.
Some variants of
mahjong have red fives in play. One 5 sou, one 5 man
and one 5 pin will be coloured entirely red, and
these red fives are one dora. Again, they do
not count as yaku, and only make
a difference after the hand has won.
After the hands
have been dealt, the dora indicator
is flipped over. Extra tiles can be doraduring the game if people declare kans, which cause a second additional
indicator to be flipped over. If both indicators are the same, then each
indicated tile would be be
two dorainstead of one. If the dora is a five, then any red five would
be two dora – both the
red dora and the
indicated dora.
If a player wins
after declaring riichi, then the tiles
in the wall under any displayed doraindicators also become indicators themselves
(called ura-dora), doubling the
number of possible dora for the
winning player. This is one of the main advantages of declaring riichi.
Furiten
A key aspect of
strategy in mahjong is the furiten rule. If a
player is in furiten they may
not call a ron (ie. win) from another player’s discard. However, they may
still win by tiles they draw themselves.
There are three
ways a player can be in furiten:
o
They have previously discarded any potential winning tiles in the current hand,
indicated either by the tile being in their discard rows, or as called tiles in
other players’ open melds
o
One of the potential winning tiles has been discarded
since the player declared riichi.
o
One of the potential winning tiles has been discarded since
their last turn, and they did not call it. This is a temporary furiten until the player next discards a
tile.
It is worth
noting that furiten is a state
applied to the player, not to a specific tile. If a player is in a furiten state, they cannot win on any tile, even if the tile that places the player
in furiten is not the
tile they would like to win on. For example if a
player is waiting on a 3 or 6 sou to complete their
hand, and have previously discarded a 3 sou, then
they are in furitenand cannot
make ron calls on
either the 3 sou ‘or’ the 6 sou.
Furiten allows players greater defence against dealing into winning hands, as they can be
sure that any tile which the player has previously discarded is safe from being
that player’s winning tile (though other players can still win with it!).
Furiten only affects the ron call. Tiles which have previously
been discarded can still be used for chii, pon and tsumo calls as usual. Calling ron with a hand that is in furiten is penalised
with a chombo penalty
(or, for online mahjong clients, the game usually just won’t let you
win). Chombo penalties
are handled differently depending on the specific rules being played to.
It is also worth
noting that tiles which have been discarded and called by another player still
count towards furiten discards.
For this reason called tiles are typically rotated and
placed to indicate the seating of the player that discarded them (left tile is
rotated for player to the left, right tile to the right, middle tile for
opposing player).
Scoring
Scoring is a
complicated aspect of the game, and unless playing with physical tiles, the
computer will do it for you. Guides already exist on how to score in
detail. As a rule of thumb, the following chart is good enough for beginners to
estimate what a winning hand will be worth:
As is indicated in
the chart, hands won by the dealer are typically worth 50% more than hands won
by a non-dealer player. If the player wins by ron, then the points for the winning hand are paid by the
player who discarded the final tile (this penalty places a high emphasis in riichi mahjong for not discarding other players’ winning
tiles!). If the player draws his winning tile himself, and wins by tsumo, then the score is shared by the other
three players. These payments are split equally if the dealer wins, and not
equally if a non-dealer wins, with the dealer paying half of the value and the
two other non-dealer players each paying one quarter.
Ending The Game
A game typically
finishes under one of two conditions:
o
The final round of South (or, optionally, just East) is played
o
One of the players goes below 0 points
A fairly common
but optional rule is that if no players are over 30,000 points by the end of
South, then the game will continue into West round, and keeps going until any
player gets above 30,000 points.
It is worth
noting that the conditions for ending the game will depend on the exact rules
being played to. For example EMA Tournament rules will
allow players to continue with negative points, and the game ends at the end of
South round regardless of the score situation.
Setting Up
While this is
the first thing required before playing, I’ve left it at the bottom of the
guide because it’s not as important for every single player to know how to set
up the game (and for online clients it’s not required at all). It’s also a bit
confusing to understand in text compared to when the tiles are physically in
front of you, but I’m putting it in for completeness.
For the first
round, one of each wind tile is taken out of the set and placed face down on
the table. These are then shuffled and each player takes a tile to decide the
seating order and dealer. East takes his seat first as dealer, with North to
his left, South to his right, and West opposite (note that this forms a ‘Heavenly
Compass’, with East and West swapped compared to standard compass directions on
the ground). The wind tiles are then placed back onto the table with the rest
of the tiles, which are placed face-down and shuffled.
Once the tiles
are shuffled, each player forms a wall in front of them which is two tiles
high, and seventeen tiles long, keeping the tiles face down. Once each player
has built their wall, these are pushed together at the centre
of the table to form a rough square.
When this square
is formed the dealer, East, takes the dice and rolls them inside the square. He
then counts, starting with his own wall being 1, anticlockwise around the
square (for example, 5 points back to East’s wall, 7 points to West’s and 12
points to North’s) to decide the wall that he will deal from. Once the wall is
chosen, the player sat at that wall then rolls the dice. The total of the two
dice rolls is then counted from the right hand side of the wall, from the
player’s point of view. He then takes the four tiles (in a 2 by 2 block) to the
left of that point and deals them to himself. Then he takes the next four and
deals them to South, and continues in this way clockwise around the wall and
anticlockwise around the table until each player has 12 tiles. He then deals a
single tile to each player.
Once the tiles
have been dealt, the 14 tiles (2×7) to the left of the point at which the wall
was broken form what is known as the dead wall. The top tile, 3 from the right
hand side of this is then flipped over to become the dora indicator.
East then starts
play by picking up his tile from the wall, at the point where he finished
dealing the tiles (East can take this tile while dealing if he wishes). He then
discards a tile, and play continues as described above until somebody wins, or
all the tiles except for those in the dead wall have been dealt, at which point
the game is drawn. Once the game has been won or drawn, all the tiles are
shuffled and the wall and dealing proceeds as for the first round, with
dealership having been passed on if required.