Help
Moderator: Shirluban
Help
I recently started playing mahjong (the japane version, called riichii i think?)
I think i am starting to understand the basics rules but there is something that bothers me. Why is that situation not a win?
I ve read some faq and stuff, and i think that it is because i apperently need a yaku, in order to win. But i dont understand what is a yaku. Even though i tried to understand. Can anyone explains me ?
Thanks a lot (:
I think i am starting to understand the basics rules but there is something that bothers me. Why is that situation not a win?
I ve read some faq and stuff, and i think that it is because i apperently need a yaku, in order to win. But i dont understand what is a yaku. Even though i tried to understand. Can anyone explains me ?
Thanks a lot (:
Re: Help
Yaku are a series of hand combinations and situations (like riichi itself); you can find the list according to EMA rules at the end of this manual: https://www.ermc2019.com/wp-content/upl ... 016-EN.pdf.
Your hand would have a yaku if you declared riichi, or if you had another triple instead of , since having four triples and a pair is a yaku.
Your hand would have a yaku if you declared riichi, or if you had another triple instead of , since having four triples and a pair is a yaku.
Re: Help
In some other Mahjong variants, you can win simply by getting 4 sets/sequences + 1 pair. However, in Japanese ("Riichi") Mahjong, not only you have to get 4 sets/sequences + 1 pair, but you also have to satisfy at least one of “yaku” conditions.
If you can prepare you hand for winning with 4 sets/sequences + 1 pair just by collecting tiles, without stealing a single tile from other players, then you will be able to declare “riichi”. Winning with declared “riichi” already gives you a “yaku”, so in this case there is no problem. You can pick the winning tile by yourself or get it from another player.
But if you start stealing other players’ tiles then “riichi” will not work. You will need some other “yaku”. The most practically useful “yaku” are following:
If you can prepare you hand for winning with 4 sets/sequences + 1 pair just by collecting tiles, without stealing a single tile from other players, then you will be able to declare “riichi”. Winning with declared “riichi” already gives you a “yaku”, so in this case there is no problem. You can pick the winning tile by yourself or get it from another player.
But if you start stealing other players’ tiles then “riichi” will not work. You will need some other “yaku”. The most practically useful “yaku” are following:
- a set of “dragons” (中 or 發 or the blank tile). This will always work.
- a set of “winds” (E東 or S南 or W西 or N北). This will only work if it is your “seat wind” or if it is the current “round wind”, otherwise it will not. If it is a computer game, it should display E or S somewhere, most likely in the middle of the table, which would be the “round wind”. The "round wind" is the same for all the players. Also, it should display E, S, W, N as the “seat winds” of each player. Each player has a different "seat wind".
- “tanyao”: no dragons, no winds, no “1”, no “9”. All the tiles are between “2” and “8” only.
- “honitsu”: only one suit + dragons and/or winds. For example, a set of South and everything else is bamboos. If you manage to get everything one suit without dragons/winds at all (for example, everything is bamboos only), this will be “chinitsu”, which is even better (will give you a lot of points).
- “chitoitsu”: instead of 4 sets/sequences + 1 pair, your hand is 7 different pairs; you will obviously have to pick them up by yourself
- “toitoi”: no sequences at all; the hand is 4 sets + 1 pair
- “chanta”: every set/sequence/pair in your hand has a dragon or a wind or a “1”or a “9” in it.
Re: Help
We were at the same spot one time, don't worry. A good tip is this: Don't call a tile just because you can. If you don't have a yaku in mind, you may end up without one, as with the original hand there.
Once you get comfortable in knowing how to win, you can start thinking about learning how not to lose, which is harder.
Once you get comfortable in knowing how to win, you can start thinking about learning how not to lose, which is harder.