AI Mahjong Guide - Version 1.00 - 10 Oct 2015 - by Barticle at hotmail.com .----------------------------------------------------------------------------. | ___ _____ __ __ ___ _ _ _____ _____ _ _ _____ | | / _ \ |_ _| | \/ | / _ \ | | | ||_ _|| _ || \ | || ___| | | | |_| | | | | || |_| || |_| | | | | | | || \| || | _ | | | _ | | | | |\/| || _ || _ | | | | | | || || | | | | | | | | | _ _| |_ _ | | | || | | || | | | _| | | |_| || |\ || |_| | | | |_| |_|(_)|_____|(_) |_| |_||_| |_||_| |_||___| |_____||_| \_||_____| | | | '----------------------------------------------------------------------------' 01 INTRODUCTION 04 GAMEPLAY 07 MAHJONG GUIDE 10 RULE OPTIONS 02 FEATURE LIST 05 FREE PLAY MODE 08 OPTIONS AND STATS 11 CONTACT 03 MAIN MENU 06 RANKING MATCH MODE 09 RULE-SETS 12 THANKS .------------------------------------------------------------------------------. | To jump to any section of this document use your web browser's Find function | | (with Ctrl+F on a PC or Cmd+F on a Mac probably) and search for the letter S | | followed by the exact section number - for example "s05" to find Section 05. | '------------------------------------------------------------------------------' .------------.-----------------------------------------------------------------. | Section 01 | INTRODUCTION s01 | '------------'-----------------------------------------------------------------' This is a guide to the 2004 Japanese video-game AI Mahjong for the Sony PSP. The game was released in December 2004 for the Japanese launch of the PSP console. AI Shogi and AI Igo (Go) in the same series are also available for the PSP. As usual I've used both Japanese and English mahjong terminology throughout this guide, generally with the Japanese term first and the common English equivalent afterwards in brackets.* Following ninety years of tradition in English-language mahjong texts I refer to the three types of set as Chow (a run or sequence of three tiles in the same suit), Pung (a "triplet" of three identical tiles) and Kong (a "quad" of four identical tiles). As with any Japanese mahjong game, you'll need to be able to read the Japanese kanji characters for the numbers 1 to 9 and the four winds (compass directions) plus the katakana words Chii, Pon, Kan, Riichi, Tsumo and Ron. To limit the length of this document I've decided to omit full details of the rules and equipment of mahjong on the assumption that anyone buying this game will probably already be familiar with them. If you are new to the game, or you play a version other than the modern Japanese "Riichi" rules that appear in this game, then you might like to read my complete guide to the terminology and rules of Japanese mahjong. It's available as a 78-page, illustrated, hyperlinked PDF and can be accessed from the United States Pro Mahjong League download page. http://www.uspml.com/site/downloads.htm (Barticle's Japanese Mahjong Guide) If you want to discuss Japanese mahjong then join the international community of enthusiasts on Reach Mahjong's English forums. Hope to see you there. :) http://www.reachmahjong.com/en/forum If you found this guide useful you can show your support by using the recommend function. If you have any feedback (especially suggestions for additions or improvements) then please feel free to contact me via email or GameFAQs message. This guide is designed to be viewed using a monospaced (non-proportional or fixed-width) font, preferably Courier New. Some sections of the document will display incorrectly if you are using a proportional font like Times New Roman. *However I have invented my own names for the most rare Yaku (scoring elements). .------------.-----------------------------------------------------------------. | Section 02 | FEATURE LIST s02 | '------------'-----------------------------------------------------------------' Since it can be difficult to find any detailed information in English about the content of a foreign game I like to include a quick description of the gameplay features when I write a guide for a Japanese game - so here it is! o Free Play mode (see Section 05) including local multiplayer for 2 to 4 players o Ranking Match mode (see Section 06) o modern Japanese mahjong rules including Riichi, Dora and tiered limits o player aids including hints, hand analysis, discard alerts and rewind function o eight fixed rule-sets and one custom rule-set (see Section 09) o 79 adjustable rule options (see Section 10) but no Yakitori o extensive stats log including Yaku counts (see Section 08) o waits indicator but no Furiten or Dora alerts o comprehensive illustrated tutorial and glossary of terminology o 20-page full colour manual o Japanese language only The game only has two play modes but it makes up for that by having a massive array of rule options and an excellent range of helpful player aids. .------------.-----------------------------------------------------------------. | Section 03 | MAIN MENU s03 | '------------'-----------------------------------------------------------------' From the title screen the game launches straight into the main menu. You are not required to pick a save slot, enter your name, etc, like some other games. The main menu has the following four options: .-------------------. | Free Play | - see Section 05 '-------------------' .-------------------. | Ranking Match | - see Section 06 '-------------------' .-------------------. | Mahjong Guide | - see Section 07 '-------------------' .-------------------. | Options and Stats | - see Section 08 '-------------------' As with most Japanese Playstation games you'll need to use Circle to confirm and Cross to cancel so pick an option with d-pad up/down and confirm with Circle. .---------------------------------------------------------------------------. | The game automatically loads your gameplay options settings but all other | | data must be saved and loaded manually - see Section 08 for more details. | '---------------------------------------------------------------------------' .------------.-----------------------------------------------------------------. | Section 04 | GAMEPLAY s04 | '------------'-----------------------------------------------------------------' This section describes the process of playing mahjong in either game mode. Game Screen ¯¯¯¯¯¯¯¯¯¯¯ During play the main body of the screen represents the virtual tabletop. Your opponents' hands and melded sets are shown around the left, top and right sides of the screen and the full dead wall is displayed in the centre. The red bars for each player show their seat-wind, name and points along with their green/yellow/red "excite meter" which seems to indicate how close they are to completing their hand and how valuable it is, i.e. it shows how much of a threat that player poses. It's like everyone has really bad poker-faces. :) The pale blue bar below your hand is used to display hints (see below). The red rectangle is the round-wind marker, usually showing east or south. It's placed in front of the first player to be dealer and stays there. The two dice that were thrown at the start of the hand to determine the location of the wall break are placed to the front and right of the current dealer. The text on the blue yin-yang symbol to the left of the dead wall is the hand counter, showing East 1, South 3, etc. (NB the "1" looks more like a seven!) The red octagon to the right of the dead wall shows the number of Riichi stakes on the table, the Honba count and the number of tiles remaining in the wall. If you're playing with the Wareme rule (see rule option 3.4 in Section 10) there will be a weird eight-pointed marker above the octagon with a red triangle that points towards the current Wareme player.* Each player's discard tiles are arranged in traditional rows of six. The wallpaper and tile colours can be changed in the options (see Section 08). *You can also use the dice to determine the Wareme player by counting out the number on the dice counter-clockwise around the table starting on the dealer. Controls ¯¯¯¯¯¯¯¯ Hold Square to pay respects. Sorry, wrong game! :) Remember to use Circle to confirm and Cross to cancel throughout the game. The game has relatively few controls compared to other mahjong titles. d-pad left/right - move cursor to select tile d-pad up/down - move cursor to select command or menu choices thumbstick - same functions as d-pad (but only if enabled in options) Circle button - discard tile / select command / confirm menu choice Tiles are discarded with a single button press so make sure you have the right one highlighted. Cross button - cancel command pop-up / restore command pop-up Command pop-ups appear in the bottom-right corner of the screen whenever you have the opportunity to call a tile, declare a Kong, declare Riichi or declare a win. The bottom option on a pop-up is always cancel or its equivalent. If you cancel a pop-up during your turn (i.e. Riichi, Tsumo or Kan) you can restore it by pressing Cross again. Triangle button - toggle HUD brightness (Free Play mode only) You can use this to reduce the brightness of the players' name bars and your hint bar (see below). This should help to extend your battery life a little. Square button - toggle menu (see below) In-Game Menu ¯¯¯¯¯¯¯¯¯¯¯¯ The menu can be accessed by pressing Square and has the following functions. 1. End Match This top option terminates the current match instantly - the game doesn't even ask you to confirm before it does it! You can quit a match without penalty in Ranking Match mode. If you want to restart a match really quickly just press Square followed by Circle five times (Free Play) or three times (Ranking Match). 2. Toggle Automatic Discards after Riichi When this option is enabled the game will automatically discard all tiles after reaching except for possible winning tiles or exceptionally a tile which could be used to declare a concealed Kong (see rule option 5.1). 3. Toggle Tsumogiri Highlighting When this option is enabled the game will highlight in yellow any tile that the player discarded immediately after they drew it from the wall. 4. Toggle Discard Gaps When this option is enabled the game will leave a gap in a player's discard pool where another player called Chii/Pon/Kan to steal a tile. 5. Show Rule Options This displays all 84 rule settings in the current rule-set. Even if you're playing with the custom rule-set the options cannot be changed during play. 6. Show Game Options This displays the game options menu (see Section 08) but it is not possible to amend any options during play. 7. Toggle Hints* When this option is enabled the game will provide hints on the blue bar. - If it's your turn this will show the best tile to discard. - If you have the opportunity to call a tile it will tell you whether to call (and which tile to discard afterwards) or to pass. - If you're Tenpai it will show your winning tiles (waits) and how many of each are available (counting red threes/fives/sevens separately). - If you have the opportunity to declare a win it will show the value of your winning hand (if you've declared Riichi this will be shown as a range of values to allow for the possible benefit of hitting Ura Dora). 8. Show Dangerous Tiles* When this option is enabled the game will highlight some of the tiles in your hand (using a traffic-light scheme) when an opponent is Tenpai (ready). Obviously the tiles marked red are considered the most dangerous to discard. 9. Shanten & Tenpai Analysis* This function provides a detailed analysis of your hand. If your hand is not Tenpai (ready) the lower half of the screen will show your current Shanten (e.g. 2 Shanten = two away from Tenpai), the best tiles to discard to achieve Tenpai and how many different tiles are available that would reduce your Shanten. If some Yaku are possible it will show entries for each, again with the recommended discards, the Shanten (which could be different for each Yaku) and the number of useful tiles remaining. If there are several entries here you can scroll with d-pad up/down. Your hand is shown at the top of the screen and you can cycle through the tiles using the cursor. The display at the bottom of the screen shows what the shape of your hand will be after discarding the selected tile. The game's recommend discard/s are shown in the blue bar at the top and the current Dora bonus tile/s are shown in the top-right corner. __ If your hand is Tenpai a different display is used. Your full hand is still shown at the top of the screen but now there will be small markers under the tiles which indicate the best tile/s to discard in order to optimise the number of different waits, the profit points and the expected value. Now the lower half of the screen shows the Yaku for which your winning hand would qualify, the number of possible winning tiles, the hand value and the number of unique tiles that would complete your hand. You can press Circle to toggle between Ron and Tsumo in order to see the effect on the value of your hand. If your hand is concealed you can press Square to toggle the effect of Riichi and then press Triangle to toggle the effect of winning with Ippatsu. If you have a choice of discards that would all leave you with a Tenpai hand you can press d-pad left/right to cycle through them and see the changes. If you have more than one potential winning tile for the selected discard you can press d-pad up/down to cycle through them and see the changes. 10. Rewind* You can use this option repeatedly to rewind the game one turn at a time if you made a bad decision or your discard backfired. This does not change the sequence of tiles in the wall so you will receive the same tiles when you replay (unless you take a new action which changes the player turn order). *These assists are unavailable in Ranking Match mode - no cheating! Score Screen ¯¯¯¯¯¯¯¯¯¯¯¯ After a win is declared the game shows a breakdown of the hand as follows: Ron or Tsumo win --> [&*@"=] £#:&%* K7 winner and loser --> $#:~+%" [] <-- active Dora winning hand --> [][][][][][][] [] [][][][][][] <-- open sets total Fu and Han --> 30# 5# $%&: 8000# _______ <-- total hand value (_______) <-- show all hands Yaku (and Han value) --> % 1# (_______) <-- see Fu breakdown Dora (and Han value) --> K7 4# (_______) <-- "OK" (continue) The text at the top-left corner says whether it was a Ron or a Tsumo win. The name of the player that won the hand is given in the centre at the top of the window. If it was a Ron win the discarder's name will be given below them. All active Dora bonus tiles are shown in the top-right corner - these are the actual Dora now, not the indicator tiles. The winning hand is shown across the centre of the window, with any open sets on the right and the winning tile to the right of the closed portion of the hand. Immediately below the tiles are the total Fu (minipoints) and Han (doubles) for the hand and its total value. Any limit applied is not indicated. All Yaku (scoring elements) and Dora are itemised in the bottom-left corner. If there are more than three items here you'll see faint up/down arrows and you can press d-pad left to enter the list and d-pad up/down to scroll. In Free Play mode there will be three buttons in the bottom-right corner (but in Ranking Match mode the top button is unavailable). Use the top one to reveal all hands, the middle one to view a full breakdown of how the Fu were awarded (not with a Seven Pairs hand) and the third one to continue to the next screen. The next screen shows all points paid/received for the hand. For each player it shows the following five rows, with gains in blue and losses in red. 1. Old points total 2. Points from winning hand 3. Points from Riichi stakes 4. Points from Honba 5. New points total You'll see the points transferred slowly between players but you can press Circle to skip this. You can then either press Circle to continue playing or Cross to return to the previous screen. Final Scores ¯¯¯¯¯¯¯¯¯¯¯¯ Many Japanese mahjong games convert the points totals at the end of a match into what I call the "final scores" format. AI Mahjong does better than most games in illustrating this process although it doesn't give a complete breakdown of the initial stages in the calculations. 1. Regardless of the starting score (rule option 1.1), each player always buys into a match with a 30,000 pts. In this first stage the buy-in is subtracted from each player's score to show their profit or loss from the match. The scores are also abbreviated by dividing them by 1,000 so the remaining numbers represent thousands of points. Additionally the scores will usually be rounded according to whichever setting is applied (rule option 1.6). For example if a player finished a match with 40,000 pts their profit would be 10,000 pts and their abbreviated score at this stage would be +10. 2. The player that won the match receives a bonus called the Oka which is based on the points remaining from the 30k buy-ins after the starting scores were deducted, e.g. with 25k starts the Oka is (30k - 25k) x 4 = 20,000 pts. If the starting scores are 30,000 pts then no Oka is paid. 3. Finally the payments are made for the Uma (rule option 1.2), for example with the standard 10-20 Uma the player in 3rd place pays 10k to 2nd and the player in 4th pays 20k to 1st. The bottom row of the table shows the final scores after these calculations. .------------.-----------------------------------------------------------------. | Section 05 | FREE PLAY MODE s05 | '------------'-----------------------------------------------------------------' Free Play mode is the first option off the main menu. Here you can play one-off matches with your own choice of opponents and rules. Local multiplayer is also integrated into this mode (although I haven't been able to test it). The first screen prompts you to specify how many real people and how many COM (computer-controlled) characters will be playing. .------------------------. | 4 People / 0 COM | = multiplayer (three friends) '------------------------' .------------------------. | 3 People / 1 COM | = multiplayer (two friends) '------------------------' .------------------------. | 2 People / 2 COM | = multiplayer (one friend) '------------------------' .------------------------. | 1 Person / 3 COM | = single-player (solo) '------------------------' .------------------------. | 0 People / 4 COM | = demo mode '------------------------' Pick the fourth option if you're playing solo or the fifth option if you want to watch the computer playing against itself (from the perspective of one player). Next for solo play you need to select three of the twelve characters to be your opponents. You can use the array of eight options at the bottom of the screen to pick three players by category. The following options are available: 1. Welcome 2. Strongest 3. On Good Form 4. Declining Fortune 5. Female 6. Indecisive 7. Damaten 8. Aesthetic (Damaten or "silent Tenpai" is when you build a concealed Tenpai (ready) hand but do not declare Riichi so your opponents may not realise you're Tenpai.) You can also pick all three opponents individually if you prefer using the grid at the top of the screen. You'll need to de-select one or more players first with Circle before choosing new ones. Once you have three characters selected you need to pick the left option (Yes) on the pop-up to confirm. Next you need to select your rule-set from the nine available (see Section 09). Use the L/R buttons to cycle through the numbered options 1/9, 2/9, etc. The first eight rule-sets are totally fixed and you can review all the rule options by paging with d-pad up/down. The final "Original" rule-set (9/9) however is completely customisable - you can scroll through each rule option individually with d-pad up/down and change the settings (see Section 10) with left/right. .------------.-----------------------------------------------------------------. | Section 06 | RANKING MATCH MODE s06 | '------------'-----------------------------------------------------------------' Ranking Match mode is the second option off the main menu. In this mode your goal is to rank-up by achieving a series of targets. The player aids such as the hint and rewind functions and the excite meters are not available in this mode. On the main screen the top-left box shows your current goal. For example on the first level you need to achieve an average final score (see Section 04) of -5.0 or higher over your most recent two matches. If you fail to meet the target on your first and second matches you can try again on your second and third, or third and fourth, etc - or you can just reset your progress (see below). The bottom-left box shows your progress towards the current goal. If the target is to obtain a specified average this will show your current average (and number of matches played) or if the target is to go positive in a certain number of matches this will show how many more positive matches are required. The floral purple grid on the right shows your positions and final scores from your five most recent matches played. The third and fourth characters in the red framed box at the top of the screen show your current ranking. There are three options at the bottom of the screen. Use the first one to start a match (you can choose three different opponents if you want), use the second one to reset your progress on the current level (left option to confirm) or use the third one to wipe your career and start again (left option to confirm). Ranking matches are played with the 2004 Standard rule-set (see Section 09) with 25,000 pts starting scores so the match winner always picks up a 20k Oka bonus. Also a 10-20 Uma is applied so the player in 1st gets 20k and 2nd gets 10k while 3rd pays 10k and 4th pays 20k (so you should try to avoid placing 3rd or 4th). After completing the first level you're promoted to 9th Kyuu which is followed by 8th Kyuu, 7th Kyuu, etc, each level presenting a tougher challenge than the one before it. Presumably after 1st Kyuu you progress onto the Dan ranks but I haven't had the time to get that far yet. (stay tuned for future updates...?) Rank | Clear Requirement ==========+================================================================ Entry | average final score -5.0 or more over two consecutive matches ----------+---------------------------------------------------------------- 9th Kyuu | average final score -2.0 or more over two consecutive matches ----------+---------------------------------------------------------------- 8th Kyuu | average final score 0.0 or more over four consecutive matches ----------+---------------------------------------------------------------- 7th Kyuu | positive final scores in two consecutive matches ----------+---------------------------------------------------------------- 6th Kyuu | average final score +4.0 or more over four consecutive matches ----------+---------------------------------------------------------------- 5th Kyuu | positive final scores in three consecutive matches ----------+---------------------------------------------------------------- 4th Kyuu | TBC ----------+---------------------------------------------------------------- 3rd Kyuu | TBC ----------+---------------------------------------------------------------- 2nd Kyuu | TBC ----------+---------------------------------------------------------------- 1st Kyuu | TBC Don't forget the lack of auto-save - that's especially critical in this mode where you could so easily lose all your hard-earned progress! I would suggest that you update your Ranking Match save file (see Section 08) after every match. By continually "banking" your progress like that you can always reload from your save if you have a particularly bad match. ;) .------------.-----------------------------------------------------------------. | Section 07 | MAHJONG GUIDE s07 | '------------'-----------------------------------------------------------------' The third option off the main menu accesses a mahjong tutorial. Use d-pad left/right and Circle to select a category at the top. Use d-pad up/down and Circle to select a topic on the left. Use L/R to scroll up/down each page. The fifth category is a glossary of mahjong terminology with 75 definitions. .------------.-----------------------------------------------------------------. | Section 08 | OPTIONS AND STATS s08 | '------------'-----------------------------------------------------------------' The final choice on the main menu is labelled Options but it also gives access to all your player stats in addition to the load/save functions. 1. Gameplay Settings 2. Competition Results 3. Load Data - Free Play / Ranking Match / Game Settings / Rule Settings 4. Save Data - Free Play / Ranking Match / Game Settings / Rule Settings Details of the gameplay options menu and stats log are given below. The game has four separate save files for your Free Play stats, Ranking Match progress, game options (see below) and "Original" custom rule-set configuration. You can save or load each of these individually from this screen. Your options settings will be loaded automatically when you switch on the game but otherwise there is no auto-save and no auto-load! Crazy, I know. If you want to continue your career in Ranking Match mode you'll need to manually save your Ranking Match data file before you switch off and then load it next time. The same applies to your stats from Free Play mode and your custom rule settings. You can load/save your data by highlighting the third/fourth choice, selecting one of the four options (see below) using d-pad left/right, pressing Circle to accept and then picking the left option (Yes) to confirm. Free Play (this option starts with "Fu" which looks like "7") Ranking Match (this option has six characters - mostly Kanji) Game Settings (this is the shortest option - it has four Kanji) Rule Settings (this is the longest option - mostly Katakana) Gameplay Settings ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The game has thirteen options spread over two pages in the following order. The default options are marked here with asterisks. Use d-pad up/down to select an option and d-pad left/right to cycle through the available values. Press Cross when finished to confirm and exit. Your options settings can also be viewed (but not changed) during play. I don't believe there is any option to turn the music off! :6 ______________________________________________________________________ page 1/2 1. Name: Table Type Options: Standard* / Plain / Mahjong Tiles 1 / Mahjong Tiles 2 / AI Mahjong 1 / AI Mahjong 2 / Starry Sky / Wooden Floor / Asian / Carbon / Concrete / Bricks / Tiles / Simple / Pop 1 / Pop 2 / Art Deco 1 / Art Deco 2 / Iron / Blocks Info: This lets you change the appearance of your tabletop background. These are mostly awful but the "Mahjong Tiles" ones are pretty cool. 2. Name: Tile Type Options: Bamboo* / Blue / Navy / Black / Purple / Green / Red / Yellow / Ash Info: This lets you change the colour of your tile backs. 3. Name: Tile Discard Speed Options: Slowest / Slow / Normal / Fast* / Fastest Info: This lets you change the speed of your opponents' moves. 4. Name: Dice Animation Options: On* / Off Info: This lets you hide the dice roll/s at the start of each hand. 5. Name: "Excite" Display Options: On* / Off Info: This lets you disable the green/yellow/red "excite meters" for each player (the meters will still be shown but will no longer light up). These are automatically disabled in Ranking Match mode. 6. Name: Discard Animation Options: On / Off* Info: This lets you change the way your opponents' discards are animated. When this option is enabled you will be able to see whether a player discarded the tile they just drew (Tsumogiri) or a tile from within their hand. Also each discarded tile will be placed face-up on the table before it's moved into the discard pool. 7. Name: Tenpai in a Draw Options: when others Tenpai* / selection necessary / selection always Info: This lets you add the option of not revealing a Tenpai (ready) hand. When a hand ends in an exhaustive draw usually any players that have a Tenpai (ready) hand will reveal their tiles to show that they can receive No-ten Bappu (see rule option 3.1 in Section 10). In Free Play mode you then have the choice of forcing any other players to show their tiles too. Pick the left option to reveal all No-ten hands. You should then pick the right option to continue. This gameplay option has three settings. When you choose the third one the game gives you the choice of not showing your Tenpai hand (unless you declared Riichi in which case your hand is always shown automatically to show that it wasn't illegal No-ten Riichi). Pick the left option to display your hand or the right option to decline - the latter may cause you to miss or pay No-ten Bappu points. I'm not sure about the other two settings for this option - I think these might depend on whether other players were Tenpai or not but it is really hard to test since usually at least one opponent is always Tenpai in a draw. ______________________________________________________________________ page 2/2 8. Name: Sound Effects Options: On* / Off Info: This lets you disable the cursor and tile sound effects. 9. Name: Calling Alert Sounds Options: On* / Off Info: This lets you mute the alert sound on Chii/Pon/Kan pop-ups. 10. Name: Player Voices Options: On* / Off Info: This lets you mute all voice effects. This makes it harder to follow your opponents' actions as there are no text pop-ups for their calls and declarations. Disabling this option automatically disables the next one too. 11. Name: Emotion Voices Options: On* / Off Info: This lets you mute the extra excited comments your opponents make sometimes, for example their reactions to Ron wins. 12. Name: Your Voice Options: Male* / Female Info: This lets you change the gender of your own character's voice. 13. Name: Analogue Pad Options: On / Off* Info: This lets you enable the thumbstick (same functions as d-pad). *This is the default setting for the game option. Competition Results ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ On the first stats menu there are thirteen choices. These represent you and the twelve opponent characters - you can view the same range of stats for anyone. Pick the first option (top-left) if you want to view your own Free Play stats. After selecting a player you'll be on the first of three sections indicated at the bottom of the screen. Press d-pad left/right to cycle through them. Gameplay Stats / Recent Results / Detailed Stats You can also use the option in the top-right corner to delete the stats - select that option, press Circle then pick the left choice (Yes) to confirm. o Gameplay Results 1. Number of matches played 2. Average final score* 3. Percentage of wins (?) 4. Percentage of matches where you finished top (1st) 5. Percentage of matches where you finished last (4th) *The process for determining the final scores is explained in Section 04. o Recent Results For each of your ten most recent matches this page shows your final position - 1st, 2nd, 3rd or 4th - and your final score. The bar at the bottom gives your average position and average score. o Detailed Stats This section is much larger than the other ones - it even has its own menu to navigate through the categories. You can either pick the option you want or open any category and then use d-pad left/right to cycle through the others. 1. Hand wins 2. Riichi 3. Damaten 4. Calls 5. Payments 6. Draws 7. Winning Yaku The layout of each of these seven categories is given below. In the first six categories the three columns show your overall stats, dealer stats (when you were east) and non-dealer stats (when you weren't east). 1. Hand wins 1. Total number of hands played 2. Number of hands won 3. Percentage of hands won 4. Average value of hands won 5. Percentage of hands won by Ron 6. Average value of hands won by Ron 7. Percentage of hands won by Tsumo 8. Average value of hands won by Tsumo 2. Riichi 1. Total number of hands played 2. Number of hands where player declared Riichi 3. Percentage of hands where player declared Riichi 4. Percentage of hands where player won after declaring Riichi 5. Average value of hands won after declaring Riichi 6. Percentage of hands won by Ron after declaring Riichi 7. Average value of hands won by Ron after declaring Riichi 8. Percentage of hands won by Tsumo after declaring Riichi 9. Average value of hands won by Tsumo after declaring Riichi 10. Average number of turns until player declares Riichi 3. Damaten (i.e. "silent Tenpai" = closed Tenpai hand without Riichi) 1. Total number of hands played 2. Number of Damaten hands 3. Percentage of Damaten hands 4. Percentage of Damaten hands where player won 5. Average value of Damaten hands won 6. Percentage of Damaten hands won by Ron 7. Average value of Damaten hands won by Ron 8. Percentage of Damaten hands won by Tsumo 9. Average value of Damaten hands won by Tsumo 4. Calls (i.e. calling Chii/Pon/Kan to steal opponents' discards) 1. Total number of hands played 2. Number of open hands 3. Percentage of open hands 4. Percentage of open hands where player won 5. Average value of open hands won 6. Percentage of open hands won by Ron 7. Average value of open hands won by Ron 8. Percentage of open hands won by Tsumo 9. Average value of open hands won by Tsumo 10. Average number of turns until player calls 5. Payments 1. Total number of hands played 2. Number of times an opponent declared a Ron win on player's discard 3. Percentage of times an opponent declared a Ron win on player's discard 4. Average payment when opponents declared Ron wins on player's discards 6. Draws 1. Total number of hands played 2. Number of hands that ended with an abortive draw 3. Number of hands that ended with a draw 4. Percentage of hands that ended in a draw 5. Percentage of times when player's hand was Tenpai (ready) in a draw (For explanations of the five types of abortive draw permitted in Japanese mahjong see rule options 3.5, 3.6, 3.7, 3.8 and 4.3 in Section 10.) 7. Winning Yaku This final sections records the number of times the player achieved each of the Yaku (scoring elements) and Yakuman (limit-hands) in winning hands. These are listed in two columns over four pages. Dora bonus tiles in winning hands are also counted here (on page 1). Page 1/4 1. Menzen Tsumo (Fully Concealed) Tanyao (All Simples) 2. Riichi Iipeikou (Pure Double Chow) 3. Ippatsu ("one-shot" win) Yakuhai (wind/dragon Pung) 4. Rinshan Kaihou (After a Kong) Dora bonus tiles 5. Chankan (Robbing the Kong) Daburu Riichi (Double Riichi) 6. Haitei (Last-Tile Tsumo) San Shoku Doujun (Mixed Triple Chow) 7. Houtei (Last-Tile Ron) Ikkitsuukan/Ittsuu (Pure Straight) 8. Pinfu Chanta (Mixed Outside Hand) Page 2/4 1. Toi-Toi Hou (All Pungs) Ryanpeikou (Twice Pure Double Chow) 2. San Shoku Doukou (Triple Pung) Honitsu (Half-Flush) 3. Honroutou (Terminals & Honours) Chinitsu (Full Flush) 4. San Ankou (Three Concealed Pungs) Renhou (Human Win) 5. San Kantsu (Three Kongs) Nagashi Mangan (All T&H Discards) 6. Shou San Gen (Little 3 Dragons) Tenhou (Heavenly Win) 7. Chii Toitsu (Seven Pairs) Chiihou (Earthly Win) 8. Junchan (Pure Outside Hand) Chuurenpoutou (Nine Gates) Page 3/4 1. Junsei Chuuren (Pure Nine Gates) Chinroutou (All Terminals) 2. Dai San Gen (Big Three Dragons) Ryuuiisou (All Green) 3. Dai Suu Shii (Big Four Winds) Kokushimusou (Thirteen Orphans) 4. Shou Suu Shii (Little Four Winds) Kokushi 13 (Thirteen Orphans 13-sided) 5. Suu Ankou (Four Concealed Pungs) Kanburi (Ron after Kong) 6. Suu Ankou Tanki (4CP pair wait) San Renkou (Three Consecutive Pungs) 7. Suu Kantsu (Four Kongs) Ii Sou San Shun (Pure Triple Chow) 8. Tsuuiisou (All Honours) Otakaze San Kou (3 Guest-Wind Pungs) Page 4/4 1. Shiisan Puutaa (Junk Hand) Ryansou Chankan (2s Robbing the Kong) 2. Shou Sharin (Little Wheels) Uushin Tsuukan (Five-Heart Straight) 3. Dai Sharin (Big Wheels) Uupin Kaihou (5p After a Kong) 4. Suu Renkou (4 Consecutive Pungs) Puuchii Puupon* (Non-Chii Non-Pon) 5. Ii Sou Suu Shun (Pure Quad Chow) Shiiaruraotai (Twelve Open Tiles) 6. Hyakuman Goku (1 Million Stones) Shanronchonchuu (Dragon Contest) 7. Paa Renchan (Eight Continuances) Fuukasetsugetsu (Nature's Beauty) 8. Iipin Raoyue (1p Last-Tile Tsumo) Banryokusouchuu Ittenkou (Red Flower) The weird and wonderful rare Yaku/Yakuman here are described in Section 10. *Perhaps it's buried in one of the preset rule-sets but I haven't seen "Puuchii Puupon" anywhere else in the game - perhaps it was removed before launch? .------------.-----------------------------------------------------------------. | Section 09 | RULE-SETS s09 | '------------'-----------------------------------------------------------------' The game has nine rule-sets which can be selected in Free Play mode - in the first eight sets all rules are fixed but the ninth set can be fully customised. Ranking Match mode seems to always use the 2004 Standard rule-set. This section gives a brief summary of the key features in each rule-set. In all fixed rule-sets Kuitan is Ari (you can claim Tanyao on an open hand). For descriptions of each individual rule option see Section 10. ________________________________________________________________________________ o 2004 Standard [1/9] Overall this is literally quite a "standard" rule-set. Matches are played over two rounds (Hanchan) with no bankruptcy. The starting scores are 25,000 pts (so the match winner receives an Oka bonus of 20,000 pts) and the Uma payments are 10-20. Ippatsu, Kan Dora, Ura Dora and Kan Ura Dora are all permitted. Red fives are not used. The dealer gets a Renchan (continuance) for winning a hand or for having a Tenpai (ready) hand in an exhaustive draw. ________________________________________________________________________________ o 2004 One-Round Match [2/9] Matches are played over one round but can end early due to bankruptcy. The starting scores are 25,000 pts (so the match winner receives an Oka bonus of 20,000 pts) and the Uma payments are 10-30. Ippatsu, Kan Dora, Ura Dora and Kan Ura Dora are all permitted. Three red fives are used. The dealer gets a Renchan for winning a hand. ________________________________________________________________________________ o 2004 Inflation [3/9] Matches are played over two rounds with no bankruptcy. The starting scores are 25,000 pts (so the match winner receives an Oka bonus of 20,000 pts) and the Uma payments are 20-60. Each hand starts with two Dora indicators flipped. Ippatsu, Kan Dora, Ura Dora and Kan Ura Dora are all permitted. Six red fives and the Wareme doubling rule are used. The dealer gets a Renchan for winning a hand or for having a Tenpai hand in an exhaustive draw. ________________________________________________________________________________ o Mahjong Union Mu Cup* [4/9] Matches are played over two rounds with no bankruptcy. The starting scores are 30,000 pts (no Oka) and the Uma payments are 4-12. Ippatsu, Kan Dora, Ura Dora and Kan Ura Dora are all disallowed. Red fives are not used. The dealer gets a Renchan (continuance) for winning a hand or for having a Tenpai hand in an exhaustive draw. Honba points are not paid. *The "Mu Cup" competition (mu = Greek letter) has been running since 1997. ________________________________________________________________________________ o Japan Mahjong Saikouisen* Official [5/9] Matches are played over two rounds with no bankruptcy. The starting scores are 30,000 pts (no Oka) and the Uma payments are 10-30. Ippatsu, Kan Dora, Ura Dora and Kan Ura Dora are all permitted. Red fives are not used. The dealer gets a Renchan (continuance) for winning a hand or for having a Tenpai hand in an exhaustive draw. *The Saikouisen (Supreme Rank Battle) competition has been running since 1976. ________________________________________________________________________________ o Ryuuousen* Official [6/9] The rule options are identical to the Saikouisen rule-set above. *The Ryuuousen (Hatsu King Battle) competition has been running since 1992. ________________________________________________________________________________ o Ban-Ban Associates Game Regulations A [7/9] Matches are played over two rounds with no bankruptcy. The starting scores are 30,000 pts (no Oka) and the Uma payments are 5-10. Ippatsu, Kan Dora, Ura Dora and Kan Ura Dora are all disallowed. Red fives are not used. The dealer gets a Renchan (continuance) for winning a hand or for having a Tenpai hand in an exhaustive draw. Honba points are not paid. ________________________________________________________________________________ o Ban-Ban Associates Game Regulations B [8/9] The rule options are the same as the Ban-Ban A set except that Ippatsu, Kan Dora, Ura Dora and Kan Ura Dora are all permitted. ________________________________________________________________________________ o Original [9/9] In contrast to the other eight rule-sets where all rule options are fixed, all rules are fully customisable in this last set. The default settings for this rule-set are marked with asterisks in Section 10. If you want to use your custom rule-set again in future you'll need to save it and then load it manually every time you start the game (see Section 08). ________________________________________________________________________________ .------------.-----------------------------------------------------------------. | Section 10 | RULE OPTIONS s10 | '------------'-----------------------------------------------------------------' There's a remarkable list of 84 rules in the game. A few are fixed but most can be adjusted when using the Original custom rule-set (see Section 09). The rule options are always displayed over eleven pages as shown below. You'll notice that several rules have the same two settings available, these are Ari (with) and Nashi (without). If you play Japanese mahjong then you should recognise these terms; if not their usage is simple - for example "Kuitan Ari" means the Kuitan rule is applied and "Kuitan Nashi" means it's disallowed. __|___ | _ /_______ | _|___ |/ \ ARI _|_|_|_|_ | NASHI / |/ \ | | (rule is on) |_|_|_| | (rule is off) \_/ _/ ' / / \ \ \ |___/ Okay, here are all the rules. I hope you're sitting comfortably...! _____________________________________________________________________ page 1/11 1.1 Name: Starting Scores Options: 25,000 pts* (minimum 15,000 pts, maximum 30,000 pts) Info: This sets the number of points that each player holds at the start of each game. This affects the Oka payment that the winner receives at the end of the match - players always buy into a match with 30,000 pts and any excess points form the Oka, e.g. with the standard 25k starting scores the Oka would (30,000 - 25,000) x 4 = 20,000 pts. You can adjust the starting scores in 1,000 pts increments. 1.2 Name: Uma Options: off [nashi] / 4-12 / 5-10 / 10-20* / 10-30 / 20-40 / 20-60 / 30-60 Info: The Uma is an adjustment to the final scores at the end of the game based on the players' placings. The two digits represent thousands of points and the player in 3rd pays the smaller amount to 2nd and the player in 4th pays the larger amount to the match winner. For example with the default 10-20 Uma, 3rd pays 10,000 points to 2nd and 4th pays 20,000 points to 1st. 1.3 Name: Match Length Options: Ton-Puu* (1 round) / Hanchan (2 rounds) / Iichan (4 rounds) Info: This sets the number of rounds that will be played in each match. Ton-Puu is played with a single east round, Hanchan ("half game") has the standard east and south rounds of Japanese mahjong and Iichan has the full four-round duration of the classical Chinese rules. 1.4 Name: Top Settlement Options: off* [nashi] / (minimum 30,000 pts, maximum 33,300 pts) Info: When this rule is set to a numerical value the game will apply a rule which specifies that any match will continue into one or more extra hands until one player achieves the specified target score. You can adjust the target in 300 pts increments. Technically this rule will have a different name depending on the match duration specified in rule option 1.3 above. With Ton-Puu it's Nannyuu, with Hanchan it's Shaanyuu and with Iichan it's Tonnyuu. 1.5 Name: Uma when Points are Tied Options: same arrival / last dealer priority / first dealer priority* Info: This determines how the Uma (see rule option 1.2) is paid when two or more players have the same score at the end of a match. The default (third) setting applies the common rule used in Japanese mahjong when players are tied on points - the higher position goes to the player that was first to have a seat-wind of east in the match. With the second option the opposite is true, the higher position goes to the player that was most recently east. With the first option I assume the tie remains unbroken and the Uma payments are averaged between the players. For example with a 10-20 Uma (+20 +10 -10 -20) if two players were tied for 3rd and 4th they would pay 15k each and if two were tied for 2nd and 3rd there would be no change to their scores. 1.6 Name: Rounding of Final Scores Options: 4 down 5 up* / 5 down 6 up / no change / round up / round down Info: These are options for how the game handles decimals after the points totals for each player are divided by 1,000 in determining the final scores at the end of a match (see Section 04). With the default setting a result of +10.4 would be rounded down to +10 but +10.5 would be rounded up to +11. 1.7 Name: Seat-Winds Rotate when Dealer is No-ten Options: every hand* / off [nashi] / east round only Info: When the dealer (east) wins a hand they "stay on" as dealer - this is called a Renchan (continuance). The opposite case, when the players' seat-winds rotate around the table, is called a Ronchan - this always happens when a non-dealer wins a hand. This rule determines when a Ronchan will be caused by the dealer being No-ten (unready) when a hand ends in an exhaustive draw (when the supply of tiles in the live wall is exhausted). With the third option this will only occur during the first round of the match.* *This is almost equivalent to saying that the dealer gets a Renchan when they are No-ten in the south round - the "Nanba No-ten" rule - but expressing it instead in terms of Ronchan and the east round generalises the statement for any additional west/north rounds that might be caused by the Shaanyuu (or Tonnyuu) rule. 1.8 Name: Continuances only when Dealer Wins Options: on [ari] / off* [nashi] Info: When this rule is applied the dealer (east) can only earn a Renchan (continuance) by winning a hand. Otherwise the dealer can also stay on by having a Tenpai (ready) hand in a draw. _____________________________________________________________________ page 2/11 2.1 Name: Agari Yame Options: on* [ari] / off [nashi] Info: When this rule is used, if the dealer (east) wins the final hand of a match they are given the option to end the match instead of playing a Renchan (continuance) as you would normally after a dealer win. A pop-up will appear after the points from the hand win have been paid. Pick the left option (Yes) to accept and terminate the match. Unlike some other games, this option will be given even if you're not currently in 1st place. By ending the match you lose the potential to take 1st but you also avoid the risk of losing points I guess. Setting this rule to Nashi automatically disables the next rule too. 2.2 Name: Tenpai Yame Options: on* [ari] / off [nashi] Info: This is an uncommon variation of the previous rule whereby the dealer can also end the game early if the final hand ends in an exhaustive draw and they have a Tenpai (ready) hand. I'm not convinced that this rule works properly in the game. I've had several cases where I was the final dealer and I had a Tenpai hand in a draw but I was not given the option of Tenpai Yame, even when I was leading on points and Tenpai Renchan was Ari. 2.3 Name: Hakoware (bankruptcy) Options: on [ari] / off* [nashi] Info: When this rule is applied a match will end early if the score of one or more players drops below zero. When the rule is off the players continue with negative scores. A player with a negative score can still declare Riichi. 2.4 Name: Ryan Han Shibari (two-Han minimum) Options: on [ari] / off* [nashi] Info: Usually modern Japanese mahjong is played with an Ii Han Shibari or one-Han minimum which means that a hand must be worth at least one Han (double) in order to be able to declare a valid win. Furthermore any Han from Dora bonus tiles cannot be counted towards this, so it's effectively a one-Yaku minimum. Each time a hand ends in either a dealer win or a draw a "counter" is placed on the table - this is usually one of the dealer's 100-point scoring sticks (as shown to the right of the dead wall). This is called the Honba count and a number of points usually equal to 300 multiplied by the current Honba is added to the value of any winning hand. When a non-dealer wins a hand, the Honba count resets to zero. Under the Ryan Han Shibari rule, when there are five or more counters on the table a hand must have Yaku (scoring elements) worth two or more Han in order to win. Again, Dora cannot be counted for this. 2.5 Name: Sakizuke (attaching before) [fixed rule] Options: off* [nashi] Info: This is our first fixed rule (with no other settings available). Sakizuke is disallowed which means that its opposite, Atozuke, is allowed - therefore you can declare a valid win with a hand that had no guaranteed Yaku until you finally added the winning tile. 2.6 Name: Riichi Stake [fixed rule] Options: 1,000 pts* Info: The cost of declaring Riichi is fixed at the standard 1,000 pts. 2.7 Name: Riichi Sticks Deposit Options: any win* / Riichi win Info: If one or more players declare Riichi but the hand ends in a draw their Riichi sticks stay on the table in the Kyoutaku (deposit). With the default option the first player to win any hand subsequently will earn any Riichi stakes on the table. With the other setting they can only be collected by a player who declares a win after reaching. 2.8 Name: Deposit Points at End of Match Options: match winner / not included / return to the source* Info: If any Riichi stakes in the deposit remain unclaimed at the end of a match these are usually added to the winner's points total. With the second option I think they stay on the table and with the third option (the default setting in the custom rule-set) each Riichi stick is returned to the player that reached with it. _____________________________________________________________________ page 3/11 3.1 Name: No-ten Bappu Options: 3,000 pts* / off [nashi] Info: The No-ten Bappu are the payments made when a hand ends in a draw. The players that are Tenpai (ready) each receive a share of 3,000 pts which are paid by the players that are No-ten (unready). With No-ten Bappu set to Nashi, no points are exchanged in a draw. 3.2 Name: Keishiki Tenpai (Tenpai form) [fixed rule] Options: on* [ari] Info: A hand will still be considered Tenpai even if it has no Yaku. This is pertinent to both No-ten Bappu and Renchan (see above). 3.3 Name: Honba Points Options: off [nashi] / 300 pts* / 900 pts / 1,500 pts Info: This rule can be used to change the multiple of points paid when the Honba count has a non-zero value (see rule option 2.4). The default setting in the custom rule-set is the standard 300 pts. 3.4 Name: Wareme (double points on wall break) Options: on [ari] / off* [nashi] Info: When this rule is applied the player whose side of the virtual tile wall was broken at the start of the hand pays/receives double points. This player will be indicated by the red corner on the Wareme marker that's shown near the top-right corner of the screen. The doubling effect of Wareme is applied after the normal score calculation so, for example, if you get ronned on a dealer Mangan when either you or the dealer has the Wareme marker then it would cost you 24,000 points (ouch!) which could easily bankrupt you. Even individual payments on a Tsumo win are affected, for example a normal Tsumo win for a non-dealer Mangan would receive 4,000 pts from the dealer and 2,000 pts each from the other two players, but if the dealer had the Wareme marker their payment would be 8,000 pts. Points from Honba, Riichi sticks and No-ten Bappu are not doubled. 3.5 Name: Suu Cha Riichi (four persons Riichi) Options: on* [ari] / off [nashi] Info: When this rule is applied a Tochuu Ryuukyoku (abortive draw) occurs whenever all four players declare Riichi in the same hand. 3.6 Name: Suu Kan Sanra (four Kongs completed) Options: on* [ari] / off [nashi] Info: When this rule is applied an abortive draw occurs when a total of four Kongs have been made by two or more players in the same hand. 3.7 Name: Suu Fontsu Rendaa (four winds barrage) Options: on* [ari] / off [nashi] Info: When this rule is applied an abortive draw occurs whenever all four players discard the same wind tile on their first turn. 3.8 Name: Kyuu Shu Yao Kyuu Hai Tou Hai (nine varieties, nine tiles) Options: on* [ari] / off [nashi] Info: When this rule is applied a player may elect to declare an abortive draw if, after drawing their first tile, their hand has nine or more different terminals (ones and nines) and honours (winds and dragons). When this occurs you can accept the abortive draw by selecting the top option on the command pop-up that appears. _____________________________________________________________________ page 4/11 4.1 Name: Fifth Kong Prohibition Options: on* [ari] / off [nashi] Info: If the four Kongs abortive draw is disallowed then this rule option must be applied - it is not possible for a fifth Kong to be declared because the dead wall has only four supplement tiles available and four stacks for Kan Dora (and Kan Ura Dora) indicators. The setting for this rule will automatically be changed to Ari if you set rule option 3.6 to Nashi. 4.2 Name: Double Ron Options: on* [ari] / Atama Hane Info: When this rule is applied two players can declare a Ron win on the same tile and both wins will be allowed. The alternative is to apply the Atame Hane (head bump) rule - only the player closest to the discarder's right wins the hand. 4.3 Name: San Cha Hou (three players win) Options: on* [ari] / draw / Atama Hane Info: When this rule is applied three players can declare a Ron win on the same tile and all three wins will be allowed. The alternatives are to apply the Atame Hane rule (see above) or for an abortive draw to be declared. If rule option 4.2 is set to Atama Hane then this rule must be set to either Atama Hane or draw. If this rule is set to either Ari or Atama Hane then rule option 4.2 will be set to the same option. 4.4 Name: Furiten Riichi [fixed rule] Options: on* [ari] Info: You are permitted to declare Riichi when your hand is Furiten. You will be unable to win by Ron but you can still win by Tsumo. 4.5 Name: Passing after Riichi [fixed rule] Options: on* [ari] Info: I think this just means you can pass an opportunity to declare a win after reaching. You will then only be able to win by Tsumo. 4.6 Name: Riichi Ippatsu Options: on* [ari] / off [nashi] Info: This can be used to disable the Ippatsu ("one-shot") bonus Yaku. 4.7 Name: Kuikae with Suji Tile Options: on [ari] / off* [nashi] Info: When the two Kuikae rules are disallowed the game will restrict which tiles you can discard immediately after calling. Suji are pairs of tiles that could complete the same two-sided wait, for example the Suji for a _45_ wait are 3 and 6. When this option is Nashi and you steal a discard tile by Chii using two tiles from your hand the game will block you from discarding the other tile that could form a set with the same two tiles. For example if you had 456 in your hand and called Chii on a 3 using the 45 you would not be able to discard the 6 (until your next turn). 4.8 Name: Kuikae with Same Tile Options: on [ari] / off* [nashi] Info: When this option is Nashi and you steal a discard tile by either Chii or Pon using two tiles from your hand the game will block you from discarding the same tile. For example if you had 456 in your hand and called Chii on a 6 using the 45 you would not be able to discard the 6 (until your next turn). _____________________________________________________________________ page 5/11 5.1 Name: Concealed Kong after Riichi Options: on* [ari] / off [nashi] Info: When this rule is Ari you are permitted to declare a concealed Kong after you have declared Riichi as long as this does not alter the structure of your hand or the nature of the wait/s. If you are playing with additional Dora (see rule options 7.2, 7.4 and 7.5) this will add the potential for both Kan Dora and Kan Ura Dora if you complete the hand. 5.2 Name: Winning with Kokushimusou by Chankan off a Concealed Kong Options: on* [ari] / off [nashi] Info: Kokushimusou is the Japanese name for the Thirteen Orphans limit-hand composed of one each of all six terminal tiles (ones and nines) and seven honour tiles (winds and dragons) plus one duplicate. Chankan is the "Robbing the Kong" Yaku that allows you to declare a Ron win off the tile used to complete an open Kong set. Usually you cannot "rob" a concealed Kong, but when this rule is in use you can, but only when completing a Kokushi hand. 5.3 Name: Kokushimusou Win Priority Options: on [ari] / off* [nashi] Info: I'm not sure exactly what this rule option does. Perhaps it gives priority to a Kokushi win which might otherwise get "head bumped" by Atama Hane (see rule option 4.2) or maybe it exceptionally allows Ron wins when Furiten on a 13-sided Kokushi wait (see rule option 9.1). 5.4 Name: Rinshan Kaihou all Tsumo Wins Options: on* [ari] / off [nashi] Info: You qualify for Rinshan Kaihou (After a Kong) when you win off the supplement tile taken after declaring a Kong set. I think this rule probably makes all such Rinshan wins count as Tsumo wins even if you completed the Kong by calling Kan on a discard. 5.5 Name: Rinshan Kaihou Tsumo Minipoints Options: on* [ari] / off [nashi] Info: When determining the value of a winning hand you usually receive 2 Fu (minipoints) for declaring a Tsumo win on a self-drawn tile. If this rule is applied then you would get the same points when you win off the supplement tile after declaring a Kong set. 5.6 Name: Kuitan (open Tanyao) Options: on* [ari] / off [nashi] Info: When Kuitan is Ari the game allows the scoring element Tanyao (All Simples) on an open hand - a hand with one or more exposed sets. 5.7 Name: Pinfu Tsumo Options: on* [ari] / off [nashi] Info: When Tsumo Pinfu is Ari you can claim the scoring element Pinfu on a Tsumo (self-draw) win. A Tsumo win is normally worth an extra 2 Fu but with this rule you waive the 2 Fu and take the extra Han (double) for meeting the "no points" requirement of Pinfu instead. If this rule is applied you'd score 20 Fu and 2 Han (for Menzen Tsumo and Pinfu), if not you'd score 30 Fu (that's 22 Fu rounded up) and 1 Han (for Menzen Tsumo only). 5.8 Name: Chii Toitsu (Seven Pairs) Options: on [ari] / off [nashi] Info: 2 Han (and 25 Fu)* / 1 Han (and 50 Fu) A value of a Seven Pairs hand is usually calculated with two Han (doubles) and 25 Fu (minipoints) but optionally it can be scored at one Han and 50 Fu instead. Both settings give the same results for low value hands but the main advantages of scoring two Han are that it's easier to hit the Mangan limit and you can satisfy a two-Han minimum (see rule option 2.4) without the need to add Dora or other Yaku. _____________________________________________________________________ page 6/11 6.1 Name: Double-Wind Pair Minipoints Options: 2 Fu* / 4 Fu Info: A pair of tiles that are either your seat-wind or the round-wind is worth 2 Fu. When your current seat-wind coincides with the round-wind this setting determines whether the pair would be worth 2 or 4 Fu. 6.2 Name: Kiriage Mangan (Mangan rounding up) Options: on [ari] / off* [nashi] Info: Usually any hand worth either four Han and 40+ Fu (minipoints) or three Han and 70+ Fu is capped at the Mangan limit. When this rule is applied any hands worth either four Han and 30 Fu or three Han and 60 Fu will also be rounded up to the Mangan limit. This approximation results in a gain of no more than 400 pts. 6.3 Name: Nagashi Mangan (All Terminal & Honour Discards) Options: on* [ari] / on but exposed invalid / off [nashi] Info: Nagashi Mangan can be claimed if a hand ends in an exhaustive draw and all your discards are terminals (ones and nines) and honours (winds and dragons). It's paid at the Mangan limit. With the middle option you can only claim Nagashi Mangan if your hand is closed (no open sets). 6.4 Name: Kazoe Yakuman (Counted Yakuman) Options: on* [ari] / off [nashi] Info: When this rule is applied you can hit Yakuman (top limit) with any hand with Yaku and Dora totalling thirteen or more Han. If this rule is disallowed then any hand worth eleven or more Han would be capped at the Sanbaiman limit instead. 6.5 Name: Multiple Yakuman Options: on [ari] / off* [nashi] Info: If this rule is Ari you would be fully awarded if your hand qualifies for two or more Yakuman (limit-hands). The most likely example would be Tsuuiisou (All Honours) combined with either Shou Suu Shii (Little Four Winds) or Dai San Gen (Big Three Dragons). 6.6 Name: Ryuuiisou (All Green) without Hatsu (green dragon) Options: on* [ari] / off [nashi] Info: Ryuuiisou is the Yakuman composed only of the "all green" tiles - 2, 3, 4, 6 and 8 in the Souzu/Bams suit and Hatsu (green dragon). When this rule is applied the hand is still valid without Hatsu. 6.7 Name: Pao (Yakuman liability) Options: on* (dragons, winds and Kongs) / off [nashi] / on (dragons and winds) Info: Pao is a liability payment which penalises a player for discarding a tile which is taken by an opponent to complete the final set needed to meet the requirements of a Yakuman (limit-hand) but only in cases where all the other required sets are complete and open (so everyone can see the opponent's potential for making the Yakuman). The most common example is when a player has two open dragon Pungs and someone discards the third dragon which he takes for a third Pung to meet the requirement for Dai San Gen (Big Three Dragons). The Pao rule specifies that the discarder must pay even if the hand is eventually completed by Tsumo or by Ron off another player. For a Tsumo win the discarder pays the full amount and for a Ron win both discarders pay half each. With the default option in the custom rule-set this rule is applied to Dai San Gen (Big Three Dragons), Dai Suu Shii (Big Four Winds) and Suu Kantsu (Four Kongs). 6.8 Name: Dead Wall Increase when Kong Declared Options: 0 tiles / 1 tile* / 2 tiles Info: After a player declares a Kong they must draw a Rinshan (supplement tile) from the Wanpai (dead wall) to ensure that they have sufficient tiles in their hand to be able to complete it. Usually the dead wall is then replenished - the final tile from the live wall is added to the dead wall so that it always contains fourteen tiles. With this rule you can change the number of tiles replenished from the live wall to zero or two (leaving the dead wall with thirteen or fifteen tiles respectively after the first Kong). _____________________________________________________________________ page 7/11 7.1 Name: Dora Options: next tile* / same tile Info: One of the first quirks of Japanese mahjong learned by a beginner is that the Dora bonus tile is the next tile after the Dora indicator, for example if the indicator is 4s then the Dora is 5s. This rule lets you change the Dora system so that the Dora is now the same tile as the indicator. The main consequence of this (other than confusion) is that there will only be three Dora available instead of the usual four. Also you would never experience the delight of making a Kong set and flipping the Kan Dora indicator to find that you just picked up four Kan Dora. :( 7.2 Name: Kan Dora Options: on* [ari] / off [nashi] Info: When a player declares a Kong set an additional Kan Dora indicator is flipped on the dead wall. Setting this rule to Nashi also sets 7.3 and 7.5 to Nashi. 7.3 Name: Kan Dora Immediately Options: on* [ari] / off [nashi] Info: This rule governs whether the Kan Dora indicator is flipped straight after a Kong is declared or after the player has discarded safely. 7.4 Name: Ura Dora Options: on* [ari] / off [nashi] Info: When a player wins after declaring Riichi an extra Ura Dora indicator is applied on the bottom row of the dead wall underneath the normal Dora indicator. Setting this rule to Nashi also sets 7.5 to Nashi. 7.5 Name: Kan Ura Dora Options: on* [ari] / off [nashi] Info: When a player wins after declaring Riichi additional Kan Ura Dora indicators are applied on the bottom row of the dead wall underneath any active Kan Dora indicators. 7.6 Name: Two Dora Tiles Opening Options: on [ari] / off* [nashi] Info: This gives you the option of having two Dora indicators flipped on the dead wall at the start of each hand instead of the normal one. If a player wins after reaching then two Ura Dora are applied (unless Ura Dora have been disabled with rule option 7.4). 7.7 Name: Akapai (red tiles) Options: off [nashi] / two 5p / one each 5p 5s 5m / one each 3p 3s 3m / two each 5p 5s 5m* / two 5p, one 5s and one 5m / one each 7p 7s 7m Info: This option lets you replace a specified number of suit tiles with special red versions which are worth one Han each in a winning hand. Rather than just having the common red fives, the game also has the options to use red threes and red sevens. 7.8 Name: One Dice Throw Options: on* [ari] / off [nashi] Info: When this rule is Ari the dealer throws the dice once at the start of each hand - counting the number counter-clockwise around the table (starting on the dealer) determines which side of the tile wall will be broken. It also determines the Wareme player when you are using that rule (see rule option 3.4). When this rule is Nashi the dealer will throw the dice twice - once to count around the table to pick one player and then again to count around from that person to decide where the wall will be broken. The dice animation can be disabled (see Section 08). _____________________________________________________________________ page 8/11 8.1 Name: Honroutou (All Terminals & Honours) Options: two Han* / three Han Info: This Yaku can be claimed on a hand that contains only terminals (ones and nines) and honours (winds and dragons). The standard value is two Han although, since such a hand will always have either an "all Pungs" or "seven pairs" structure, you also get a further two Han for Toi-Toi or Chii Toitsu respectively. 8.2 Name: Ryanpeikou (Twice Pure Double Chow) Options: two Han / three Han* Info: This Yaku is awarded for a hand with two groups of two identical Chow sets, for example 123m 123m 567p 567p 88s (although the game would present this sorted numerically as 112233m 556677p 88s). The standard value is three Han (although arguably it should be more as it's quite uncommon, almost as rare as some of the Yakuman). Although such a hand will always have seven pairs, you cannot also claim Chii Toitsu in addition to Ryanpeikou. 8.3 Name: Renhou (Human Win) Options: off [nashi] / Mangan / Baiman* / Yakuman Info: This Yaku is awarded when a non-dealer (player other than east) has a starting hand that is Tenpai (ready) and declares a Ron win off an opponent's discard before taking their own first turn. With this rule option you can either disallow Renhou or specify its value in terms of three of the five limits. 8.4 Name: Tenhou (Heavenly Win) Options: 4 x Mangan* / 5 x Mangan / Double Yakuman Info: This Yakuman (limit-hand) is awarded when the dealer (east) is able to declare a win with their starting hand. Since this hand is so rare you're given the option to increase its value. The options are a little confusing here because "4 x Mangan" is given as "4 Baiman" because the "Bai" character represents multiplication! However this should be interpreted in the same way that Sanbaiman is literally "three times Man[gan]". So 4 x Mangan is equivalent to the standard Yakuman limit and 5 x Mangan adds a nice little bonus. Here's a comparison of the settings against the standard limits: | Dealer Win | Non-Dealer Win ----------------+----------------+---------------- Mangan | 12,000 pts | 8,000 pts ----------------+----------------+---------------- Haneman | 18,000 pts | 12,000 pts ----------------+----------------+---------------- Baiman | 24,000 pts | 16,000 pts ----------------+----------------+---------------- Sanbaiman | 36,000 pts | 24,000 pts ----------------+----------------+---------------- Yakuman | | ----------------| 48,000 pts | 32,000 pts 4 x Mangan | | ----------------+----------------+---------------- 5 x Mangan | 60,000 pts | 40,000 pts ----------------+----------------+---------------- Double Yakuman | 96,000 pts | 64,000 pts 8.5 Name: Junsei Chuurenpoutou (Pure Nine Gates) Options: 4 x Mangan* / 5 x Mangan / Double Yakuman Info: This is an even rarer variant of Chuurenpoutou (Nine Gates). You have the required 1112345678999 structure for Chuuren and win the hand on the nine-sided wait, waiting on a duplicate of any of those tiles. 8.6 Name: Dai Suu Shii (Big Four Winds) Options: 4 x Mangan* / 5 x Mangan / Double Yakuman Info: This Yakuman is awarded when you have four wind Pungs (and any pair). It can be viewed as a rarer variant of Shou Suu Shii (Little Four Winds) in the same say that the harder versions of Chuuren, Suu Ankou and Kokushi are often rewarded as Double Yakuman. 8.7 Name: Suu Ankou Tanki (Four Concealed Pungs with pair wait) Options: 4 x Mangan* / 5 x Mangan / Double Yakuman Info: This is an even rarer variant of Suu Ankou (Four Concealed Pungs). You have the four complete Pungs in your hand and win the hand on the Tanki (pair wait). 8.8 Name: Suu Kantsu (Four Kongs) Options: 4 x Mangan* / 5 x Mangan / Double Yakuman Info: This Yakuman is awarded when you complete a winning hand containing four Kong sets. It's so incredibly rare it should be worth a lot more than even Double Yakuman! _____________________________________________________________________ page 9/11 9.1 Name: Kokushimusou Juu-San Men (Thirteen Orphans with 13-sided wait) Options: 4 x Mangan* / 5 x Mangan / Double Yakuman Info: This is an even rarer variant of Kokushimusou (Thirteen Orphans). You have one each of every terminal and honour tile for Kokushi and win on the 13-sided wait, waiting on a duplicate of any of those tiles. 9.2 Name: Kanburi (Ron after Kong) Options: on [ari] / off* [nashi] Info: This is an optional Yaku worth one Han. It's awarded when you declare a Ron win off a tile discarded by a player after they've just declared a Kong, taken their supplement tile and then discarded. 9.3 Name: San Renkou (Three Consecutive Pungs) Options: two Han / off* [nashi] Info: This is an optional Yaku worth two Han. It's awarded when your hand contains three Pungs in the same suit with sequential numbers, for example 222 333 444. 9.4 Name: Ii Sou San Shun (Pure Triple Chow) Options: two Han / off* [nashi] Info: This is an optional Yaku worth two Han. It's awarded when your hand contains three identical Chows. Since one is based on Pungs and the other on Chows you cannot claim this and San Renkou on the same hand. 9.5 Name: Otakaze San Kou (Three Guest-Wind Pungs) Options: two Han / off* [nashi] Info: This is an optional Yaku worth two Han. It's awarded when your hand contains three guest-wind Pungs. An Otakaze (guest-wind) is one that is neither your seat-wind or the round-wind. Obviously it is only possible to have three guest-wind Pungs when your seat-wind and round-wind coincide, for example when you're east in the east round. 9.6 Name: Shiisan Puutaa (Junk Hand) Options: Yakuman / off* [nashi] Info: This is an optional Yakuman. It's awarded when your starting hand of fourteen tiles contains thirteen tiles that cannot form sets together plus one tile which is a duplicate of one of the thirteen. To give an example, the first time I made Shiisan Puutaa was in the PS3 game Mahjong Taikai IV with the following tiles: 1m 4m 9m 2p 8p 4s 7s east south south west north white green Basically all your numbered suit tiles must be two or more away from their neighbours and you must have exactly one pair. 9.7 Name: Shou Sharin (Little Wheels) Options: Yakuman / off* [nashi] Info: This is an optional Yakuman. It's awarded when you hold either 11223344556677 or 33445566778899 and is usually limited to the Pinzu/Dots suit. 9.8 Name: Dai Sharin (Big Wheels) Options: Yakuman / Double Yakuman / off* [nashi] Info: This is an optional Yakuman. It's awarded when you hold 22334455667788 and is usually limited to the Pinzu/Dots suit. If Shou Sharin (rule option 9.7) is set to Yakuman then Dai Sharin will automatically be set to Double Yakuman. ____________________________________________________________________ page 10/11 10.1 Name: Suu Renkou (Four Consecutive Pungs) Options: Yakuman / off* [nashi] Info: This is an optional Yakuman. It's awarded when your hand contains four Pungs in the same suit with sequential numbers, for example 222 333 444 555. 10.2 Name: Ii Sou Suu Shun (Pure Quadruple Chow) Options: Yakuman / off* [nashi] Info: This is an optional Yakuman. It's awarded when your hand contains four identical Chows. Since one is based on Pungs and the other on Chows you cannot claim this and Suu Renkou on the same hand. 10.3 Name: Hyakuman Goku (One Million Stones) Options: Yakuman / off* [nashi] Info: This is an optional Yakuman. It's awarded when you have a full flush in the Manzu/Craks suit and the numbers on the tiles add to 100 or more. An example would be 555 678 789 999 88 (total 103). The red character on every Manzu tile represents 10,000 so that's where the million in the name comes from: 100 x 10,000. 10.4 Name: Paa Renchan (Eight Continuances) Options: Yakuman / off* [nashi] Info: This is an optional Yakuman. It's awarded for eight consecutive dealer wins. 10.5 Name: Iipin Raoyue (1p Last-Tile Tsumo) Options: Mangan / off* [nashi] Info: This is an optional Yaku worth Mangan. It's awarded when you achieve Haitei Raoyue (winning by Tsumo on the final tile in the live wall) specifically with the 1p (Pinzu/Dots). This is copied from the limit-hand in Chinese classical rules known in English as "Plucking the Moon from the Bottom of the Sea" - the big dot of the 1p tile is the moon and the live wall is the sea. 10.6 Name: Ryansou Chankan (2s Robbing the Kong) Options: Mangan / off* [nashi] Info: This is an optional Yaku worth Mangan. It's awarded when you achieve Chankan ("robbing" the tile used to promote an open Pung into an open Kong) with the 2s (Souzu/Bams). This is copied from the limit-hand in Chinese classical rules known in English as "Scratching a Carrying Pole" - the markings on the 2s tile represent the pole. 10.7 Name: Uushin Tsuukan (Five-Heart Straight) Options: Mangan / off* [nashi] Info: This is an optional Yaku worth Mangan. It's awarded when you win a hand with a 5 tile that completes the "heart" of a 123 4_6 789 straight. Since the basic version of this Yaku appears to be worth only one Han normally I suspect that the game requires the harder version where you must also have a Honitsu (Half-Flush) hand, possibly with a Yakuhai set too. 10.8 Name: Uupin Kaihou (5p After a Kong) Options: Mangan / off* [nashi] Info: This is an optional Yaku worth Mangan. It's awarded when you achieve Rinshan Kaihou (drawing your winning tile as the supplement tile after declaring a Kong) specifically with the 5p (Pinzu/Dots). This is copied from the limit-hand in Chinese classical rules known in English as "Gathering the Plum Blossom from the Roof" - the tile's markings represent the blossom and the supplement tiles are placed on the top (roof) of the dead wall in those rules. ____________________________________________________________________ page 11/11 11.1 Name: Shiiaruraotai (Twelve Open Tiles) Options: Mangan / off* [nashi] Info: This is an optional Yaku worth Mangan. It's awarded when you win a hand on a Hadakatanki wait, i.e. a hand with four open sets and a Tanki (pair wait). Since Shiiaruraotai is recognised as a Yaku in its own right (when this rule option is Ari) you don't need any other scoring elements such as Tanyao or Yakuhai as you normally would with a Hadakatanki hand. In fact if your hand qualifies for any other combinations they will not be awarded - you only get the Mangan for Shiiaruraotai. 11.2 Name: Shanronchonchuu (Dragon Contest) Options: Mangan / off* [nashi] Info: This is an optional Yaku worth Mangan. It's awarded when your hand contains the same two non-overlapping Chows in both the Manzu/Craks suit and the Souzu/Bams suit plus any pair in the Pinzu/Dots suit, for example 234m 678m 234s 678s 33p. The name of the Yaku translates as something like "a pair of dragons arguing over a jewel" - the Chows represent the two dragons and the pair is the jewel. (Remember in Japanese terminology the green, white and red dragons are known as San Gen Pai - they're not "dragons".) 11.3 Name: Fuukasetsugetsu (Nature's Beauty) Options: Yakuman / off* [nashi] Info: This is an optional Yakuman. It's awarded when your hand contains four Pungs - one of seat-wind or round-wind, one of 5p (Pinzu/Dots), one of Haku (white dragon) and one of 1p (Pinzu/Dots) - and any pair. The name of the Yakuman is spelt with four Kanji that mean "wind", "flower", "snow" and "moon" - as represented by the four sets. 11.4 Name: Banryokusouchuu Ittenkou (Red Flower in a Sea of Green) Options: Yakuman / off* [nashi] Info: This is an optional Yakuman. This is a variant of the Ryuuiisou (All Green) limit-hand (see rule option 6.6) but with Chun (red dragon) instead of Hatsu (green). The name is an expression that means "one red flower standing out in a field of green vegetation" or by extension "one item of quality that stands out among other items" or "one woman among many men". *This is the default setting for the rule option in the custom rule-set. .------------.-----------------------------------------------------------------. | Section 11 | CONTACT s11 | '------------'-----------------------------------------------------------------' I welcome all feedback on this guide and any contributions you'd like to make. I'm also happy to receive questions about this or any other mahjong game, or about the rules and terminology of Japanese mahjong. You can email me at barticle at hotmail.com - obviously changing the "at" to an @ and removing the spaces. It would be helpful if you include the word "mahjong" somewhere in the subject line and tell me which game you're playing. I prefer contact by email but if you have trouble with your emails (inbox full, webmail blocked, overzealous spam filter, etc) and/or you don't hear back from me within a few days then feel free to message me via GameFAQs. .------------.-----------------------------------------------------------------. | Section 12 | THANKS s12 | '------------'-----------------------------------------------------------------' I would like to thank the following:- o Mahjong Local Rules Wiki (ja.mjlocal.wikia.com) for info on some novel Yaku o japan-excite (eBay ID) for a smooth transaction o Tangorin.com and Tuttle (as always) for great language resources o Macrowhisker, Polar Seas, Lustmord & Robert Rich and AWVFTS for super sounds I will be happy to give credit and thanks to anyone who makes a contribution. ___________ ___ \______ / ___ / / / / __ \_/ / / / \___ ________ _________/ \__ ___ ______ / / ________ .-------o / __ / \___ // ___/\_ ___// // ___// / / __ / | ANOTHER / / / /_____/ // / / / / // / / / / \/ / '---------/ /-/ // __ // /-----/ /---/ // /---/ /--/ _____/---------. / / / // / / // / / / / // / / / / / GUIDE | / \/ // \/ // / / \_ / // \_ / \ / \________ o-----' \______/ \______/ \_/ \____/ \_/ \____/ \___/ \___________/ -- AI Mahjong Guide Copyright 2015 James R. Barton Initial version 1.00 completed 10 October 2015 All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. This guide may be downloaded and printed for personal, private, non-commercial use only. This work is subject to copyright. It may not be hosted online or otherwise distributed publically or reproduced either in whole or in part without the advance written consent of the author. Any violation would constitute an infringement of copyright and is strictly prohibited. The only websites with the author's consent to publish this guide are GameFAQs (www.gamefaqs.com) and its affiliates (i.e. Gamespot). If you find this file hosted on any other site I would be grateful if you would inform me at the email address given at the top. Thanks!