Wednesday, December 05, 2007

New ReachMahjong Website

Reach Mahjong has remodeled and we will no longer be posting new columns on this blog. Please check our website: Reach Mahjong: The Only Way to Play for your favorite blogs plus tons of new content! Here is the press release for the new RM:

ReachMahjong.com Celebrates its First Birthday and Reopens its Doors

 

On December 3rd, 2007, Reach Mahjong: The Only Way to Play reopened at http://reachmahjong.com/ with a brand new design, content management system and new columns and articles for the thousands of regular readers already loyal to the site.



Active ImageReach Mahjong (RM) first opened in December of 2006 as a website devoted to the Japanese style of Riichi Mahjong. Upon opening, RM had 3 regular columns written by professional Mahjong players Jenn Barr and Garthe Nelson and the third written by Jenn’s student of the game, Gemma Collinge. The site included rules explanations, articles about newsworthy events in Japan and beyond, links to important Mahjong websites and interviews with professional players. Some important coverage included this year’s World Series of Mahjong and Open European Mahjong Championship. In its inaugural year, RM is already known worldwide as the best English source for Reach/Riichi strategy and many new players that have emerged this year have admitted to learning all they know from RM.

 

Active ImageThe new Reach Mahjong: The Only Way to Play has kept all the great columns from the first year and has added a great new line-up for the second year. Jenn Barr has maintained her leading role overseeing everything that goes on the site while Yakitori Online forums founder Andy Barzhagi has joined the team as the IT specialist and official blogger. In addition to Andy’s blog which is expected to start within a few days of opening, RM has added a weekly “What would you discard” question updated by Gemma Collinge which provides space for readers to leave comments and discuss discards of certain hands and a section for book reviews. An official Ron2 tutorial (the online game endorsed by the Japan Professional Mahjong League), the world’s first Mahjong Podcasts and a new glossary, more comprehensive than before will be added later this month. With the new content management system, RM updates are expected to be much more timely than before, bringing the world not only the best English strategic information on the game, but bringing it to you fast.

 

The new design of RM is pleasing to the eye and makes navigation quick and easy. “Reach Mahjong has always prided itself on content and now we have the beauty to go with the brains,” says Jenn Barr. The green background meant to represent the felt of the Mahjong table and the token 1,000 point scoring stick at the bottom never lets the reader forget why they came to this site. The bar menu now includes drop-downs for easy navigation, each page features a “Navigator” so that users can glide from subject to subject, and there is now space for rotating banners and RM is looking for banner-exchange opportunities with other Mahjong sites. The tab menu at the top of the screen gives viewers easy access to RM’s partner sites: MahjongMart and Yakitori Online. MahjongMart (http://mahjongmart.com/) was founded in October, 2007 by Jenn Barr and Andy Barzhagi to provide authentic Japanese Mahjong sets to locations outside of Japan. Yakitori Online (http://yakitorionline.com/) is the busiest online forum founded by Andy Barzhagi in June, 2007, dedicated solely to the Japanese version of Reach/Riichi Mahjong. RM plans to continue partnership with these 2 sites and lead the way in spreading the play of Japanese Reach/Riichi Mahjong throughout the English-speaking world.

 

All inquiries and content submissions (including tournament information, links and banner exchange) should be directed to Jenn Barr

Thursday, November 08, 2007

In Garthe's Hands #16

November 9, 2007




In Garthe's Hands #16



I return this week to more hands that it may be a while before you ever get to see in the field. You may wonder why you should even bother remembering such hands if the possibility of finishing them is really so small. Indeed, they may not get finished often, but they will still have an impact, even when they aren't finished. The reason is that they tend to be nearly impossible to finished concealed; after a couple bumps, everyone already has a pretty good idea of where the hand is headed and will be very careful with tiles that are likely to finish the hand. I give to you All Terminals and its little brother All Terminals and Honors.





Let's begin with the Limit hand, All Terminals. That's right, limit means it's another hand that will get you the most points possible if you can finish it. The name says it all: the hand is entirely made up of terminals, meaning, 1's and 9's. Because there are only 6 of these types of tiles, a 1 and a 9 in each of the three suits, this hand can only be finished as 4 triples plus the head. Because of the extreme unlikelihood of being able to draw 13 of the 24 available tiles yourself, bumping tiles is allowed. However, bumping twice will make everyone pretty suspcious, and after a third bump, you're not likely to see anyone dropping a 1 or 9 for the rest of the hand. I have seen this hand finished a total of once and it wasn't even at the same table I was playing but the one behind me. I may have seen it ready once also so it is indeed another in the Extremely Rare category.



Because All 1's and 9's is so difficult, it's nice that it has a slightly easier version too: All Terminals and Honors. It's as easy to figure out from it's name as it's big brother, it's entirely made up of 1's, 9's and honor tiles. It will also generally be in the all triples shape though because there are is a total of 13 types of tiles to use, 7 Pairs will also be a possibility. This hand is actually only worth 2 points but because it will also always contain at least one other 2 point hand (All pairs or All triples) it is essentially worth 4 points. It is similar to Little Dragons in this respect. This hand is also fairly rare for similar reasons. Generally at least 2 triples will need to be bumped and as soon as that happens, everyone becomes much more careful with the remaining 1's 9's and honor tiles. But it can become a monster if a couple of the groups are Value tiles, one of the groups is Lucky dragons, it's a half flush, or all of the above. Try giving it a shot when any of those situations are near, or if the Limit hand seems to have become impossible.




Here are some examples:



All Terminals



Limit hand so it's 16000 points from each player if the dealer won, 8000/16000 if drawn by a non-dealer

All Terminals and Honors



We have Red and White dragons, Half flush, All triples and All Terminals and Honors for a total of 24000 if the dealer won, or 16000 if it was won by a non-dealer

And one question:



1-dots was the lucky dragon (dora). The dealer drew the winning tile himself. It's the first hand of the east round. How many points did he get?

Friday, October 26, 2007

Jenn's Corner #17: New Developments

Reach is becoming bigger and bigger and ReachMahjong.com is helping to lead the way! Coming up on our 1st Birthday (sometime in December), Reach Mahjong: The Only Way to Play has been part of lots of great new plans and is working on more as we speak!

First, I'd like to announce the opening of MahjongMart.com: Your 'jong Experts. Andy from Yakitori Online and I have teamed together to bring you a brand new online store offering Mahjong goods at reasonable prices. We already have a variety of tiles including an affordable version of tiles inspired by the character Washizu in the popular Manga/Anime: Akagi and an easy to use, easy to carry Junk Mat, which includes a place to keep your scoring sticks in plain site. Each tile set purchased on our site comes with a 12-page English rule booklet that covers the basics of the game and explains scoring. The book includes 4 reference cards with tile explanations on the front for your friends who can't read the Chinese characters on the tiles and a list of the Hand Points on the back for quick score-counting and help while you play. A score card is also included with the Dealer's score-chart on one side and Non-Dealer's on the other. Reach Mahjong was never so easy to teach and play!
Check out our Press Release!

Next, ReachMajong.com has been working on a new design and we will be ready to open next month. The new format will make it easier to get news to you faster and update our columns in a more timely manner. We will include an interview link system with our partner-site Yakitori Online as well as a new strategy section to compliment our rules section. There will also be an official Ron2 tutorial to help non-Japanese speakers navigate the site. This is a temporary solution until the full English version is ready to go. We have a million ideas and our excellent staff is growing, so look forward to a fully-functioning Mahjong portal, bringing you all the latest in Reach Mahjong.

In other news, our second season at JPML started this month and we have lots of tournaments going on! Our League tournament happens on the first weekend of each month. I'm happy to report that both Garthe and I did well in the first session (there are 5 sessions in each season) of D2 league and are both ahead in the point count. Garthe currently up 16.7 points in 15th place and I am up 81.7 points in 4th place. Each season the top players in each level move up to the next level, so cheer us on!

A new season of Champions League started as well and Garthe made an appearance the first weekend. Champs League is a league open to all JPML members with no predetermined ranking system. There are 15 sessions of 4 games each and each player must play in at least 5 sessions. The games are timed: 50 minutes for each East/South round. JPML A-Rules are used, so no First-Turn Wins for Reach and no Quad-Drags (Kan-dora) or Hidden Drags (Hidden-dora). All players are matched up against each other regardless of experience, ability or ranking. I'll be joining this season from November, so cheer us on there too!

And finally, one of JPML's biggest tournaments, open to pro's and amateurs alike throughout Japan in its entirety, OUI, has already started. Qualifiers are currently taking plays throughout Japan and Garthe and I will try to qualify the 2nd weekend of November. Unlike the Masters tournament in April (also open to the entire country), OUI uses A-Rules, meaning no first-turn wins or extra drags (dora). The current defending champion is Takki. The year before that, Takaharu Oui (no pun on the name) won the tournament. Wish us luck on that one as well! And if you are in Japan, there may still be time to qualify, so send me an e-mail if you’re interested.

For now, I'm busy, busy, busy! Lots of stuff to work on and I'm running good in poker so trying to make the money while I can. Keep in touch all!

Thursday, October 11, 2007

Gemma's Journal #15

October 11, 2007




Gemma's Journal #15



Teaching Week One


Finally, back in Taipei! Unfortunately my last Mahjong buddies all left me for mainland China, however, I now have a whole new group of Canadians who are more than a little keen to learn and enjoy the fantastic game which is Mahjong!



So, now that my journal has taken you through the trials and tribulations of me, as a beginner, learning Mahjong, now you get to hear my experience of teaching it to other beginners. Maybe I can even convince them to write some words on what they thought of the game, and perhaps even an evaluation of my teaching methods!



I suppose the aim of my next entries is to give an example of teaching Mahjong to encourage you all to go and recruit some more players. I'm not sure how good my teaching will be, so advice will be welcome along the way! I do hope that this will be a contribution of sorts to the community and if nothing else at least we will have three more players!



My students are a mixed bunch. One has actually played a little Mahjong before with me, one has played some computer Mahjong and the other is a complete beginner. Two do not speak Chinese and one is learning. So I'm expecting that they'll advancing at different rates and this is my main concern at the beginning; to make sure none of them are left behind, yet balancing that out with steady progress.



Lesson One is pretty much decided I suppose. We basically just played with the tiles for half an hour. I gave each of them a suit and got them to find 1 through 9 of that suit to get them used to the tiles and what they looked like. I think it's easy for people who've been playing for a while that it does take a bit of time to get used to the patterns. For example, the one of bamboos is always an issue and even the eight of bamboos was making my students squint at the tiles!



Then we looked at the honor tiles. I tried not to fuss them too much with what each one exactly meant at that point as the non-Chinese speaking were having enough trouble with the numbers on the grands (wans). (I was using a Chinese set with no arabic numbers. I do in fact have a set from the UK with the Arabic numbers written in the corner. That would have been a life-saver this week!)



After that, we looked at what made a basic hand. This seemed to not be too much trouble although I'm not sure I was doing a good job of explaining!



Then, we set up the table and played! We played a first few rounds with our hands open so that we could talk about what we were doing, then when they were confident we played out hands closed. I think overall it went well. All three seemed to have no real problems with the basic progression of play. I think the biggest problem that was encountered was most definitely lack of English on some of the tiles. However, that could have easily been overcome with a different set.



We started talking about hands but, as I didn't want to overload them with information, I avoided it and have saved it all for next week. I mostly wanted everyone comfortable with the feel of Mahjong and accustom people to the tiles.


I can predict there are going to be a lot more problems in the making!


Anyway, have any of you taught Mahjong? Any advice for me? Let me know your thoughts!

Wednesday, October 03, 2007

Jenn's Corner #16

October 3, 2007




Jenn's Corner #16



Note: There was information that I forgot to add to the final 2 problems in Garthe's last column. I've fixed the problem, so please take a look and write your answers in the comment section.



Now for MY column.

I've spent a large amount of my time lately playing and watching a lot of poker. I have already mentioned how much I think learning poker has helped my mahjong game. Everyday I spend watching tournaments, playing live or online and discussing poker, I find more similarities to the two games. One thing that many poker players have learned is that playing a variety of poker games helps you notice things in your main game that you would never notice before. For example, playing Omaha instead of Texas Hold'em. The same holds true in mahjong.



Besides the A-Rule and B-Rule variations in JPML, the commonly used cash-game rules (similar to JPML's B-Rules) there are also a variety of 3-player and 2-player games.



The easiest way to play a 3-player game is to use the MFC 3-player rules because the Hand Points are all the same as the 4-player game. Take out the numbers 2-8 of the Grands (cracks), making the deck 108 tiles instead of 136. Declaring Chow is not allowed in the 3-player version. If the Drag (dora) Indicator is 1-Grands, then the Drag (dora) will be 9-Grands. Other than that everything will play the same. For self-drawn wins, the score will be split in half by the other 2 players. Hands won on a discard will be pad by the discarder as usual.

The 3-Colored Runs hand will be impossible and since 1/3 of the simples (2-8 tiles) are gone, Inside Hands won't happen as much. You'll find yourself going for bigger hands and lots of Flushes and Half-Flushes. The swings will be much larger than in A-Rule games because people will be going for big hands most of the time. There will be lots of limit hands too.



Slimming down the deck like this is great for looking closer at your game and tendencies. There are less tiles, so less to think about. Try it out and you might find holes in your 4-player game. You'll definitely find yourself playing differently than you did before.



There are other versions of 3-player mahjong. My favorite includes using the White Dragons as jokers. That game is great for training yourself in difficult waits and planning ahead in your hands.



Join in and tell us what your favorite Mahjong variations are. I can't wait to try some of them out!

Friday, September 21, 2007

In Garthe's Hands #15

September 22, 2007




In Garthe's Hands #15



Had a hard time deciding where to put today's column. It was originally just a response to Gemma's column, but then it was getting so long, it seemed like it might just be better to put it in with the columns. Hope I'm not stealing any of your thunder there, Gemma.

So the topic of course, is the All Pairs hand. I have certainly shared Gemma's frustration with it and have complained about its orneriness (ornerity? ornerosity?) quite a bit myself. To review, it's one of only 2 hands in Reach Mahjong which will not be of the normal form: 4 groups of 3 (runs or triples), plus a "head" or pair. This is one of the reasons that it's difficult to see when players are aiming for it and makes it something of a wild card in the Mahjong group of hands. A completed hand will simply be 7 pairs of different tiles. When I say different, I mean that it is unacceptable for 2 of the pairs to be the same tiles, in essence, a concealed quad remaining hidden in your hand. Personally I find this restriction a bit arbitrary and lame, but there it is. Here is an example of a finished hand:



It is surprising how hard it is to complete this hand despite how close one may seem in the beginning. I'll start thinking about it as a possibility with even just 2 or 3 pairs if a lot of the singles I have are outside or honors. And the road to 4 or 5 pairs is often very short. It's that 6th pair to make the hand ready, and the final tile to win that are the real problems. I'll always be waiting for something to match a tile already in the hand so at best I have 3 possibilities for each one of those singles. Let's think about it in terms of how many tiles are available and maybe it will become clear why these last tiles are such big hurdles. If I had just a Peace hand that was one away from ready with two open ended waits, there would be 16 possible tiles that make the hand ready. When my All Pairs hand is one away from ready, I'll have 3 singles waiting to pair up meaning that at best, there are only 9 tiles that could possibly make the hand ready. When I get to ready, that Peace hand is going to have 8 possible tiles for the win and the All Pairs will only have 3. (Of course these numbers will be affected by what's already out on the board but for this situation let's just think of the optimal numbers) So from the get go we know that All Pairs is going to be a harder than normal hand to complete.

So the now the issue: how best to work it into your game. If it's going to be a harder hand to complete, the reward for completing it should be greater too right? How to make it pay off? The most important thing is going to be finding the right tile to wait on, but let's start with one of the other decisions you'll have to make first, namely whether to go for All Triples or All Pairs. Factors affecting this decision will be what kind of pairs are already in the hand, if any of them are triples already, and whether any of them are Lucky Dragons (dora). If I already have 4 pairs with one of the pairs being lucky dragons, I'm going to be a lot more proactive about winning the hand, probably bumping (ponning) tiles the first chance I get and sending myself off in the All Triples direction. If my pairs are more towards the middle, I might consider the fact that other people are probably going to be using those tiles and no matter how long I wait, I may never have a chance to bump them. I tend to dream big, so as soon as one of my pairs becomes a triple, I'm already starting to think about 3 or even 4 Concealed Triples. That silly dream is why I personally end up going for All pairs more because I opt not to bump tiles when they first come out, hoping that I'll draw the last remaining one for the chance at the limit hand. Another big benefit of keeping my hand concealed is that I can Reach when it's ready, and in most games, Reaching allows me a chance at the Hidden Lucky Dragon (Ura-dora) too. My little 1600 pointer can turn into 8000 pretty quickly with a lucky turn there or even become 12000 if I manage to draw it myself. Lots of points to think about and we still haven't even gotten to putting the hand together yet.

So let's say the decision has been made to go for All Pairs. Now we want tiles in our hand that other people are not likely to be using: honors and the end tiles and especially, tiles on the outer side of pairs in our hand. In Reach Mahjong there is a defensive term called a "wall". a “wall” is when all 4 of one tile towards the end (2s, 3s, 7s and 8s) are showing, making the end tiles (1s, 2s, 8s and 9s) unusable in runs and also seemingly safe to discard. This concept of a "wall" is very useful in many situations, one of which being here, when we want tiles that other people can't use. For example, if we have a 3 of dots pair in our hand and can see another 1or 2 of them on the board, we know it's going to be difficult for other players to use the 1 and 2 of dots. We can more reasonably expect those tiles to come out or possibly still be in the deck if they're not already out on the board. Also, when things get dangerous because someone has Reached or someone may be quietly Ready to win without Reaching, these tiles will be useful as safe discards.

Finally when we have to decide on our "wait", there are two things to think about. First, same as before, we want to choose something that people are not likely to be using. Second, especially if we decide to Reach, it may be useful to set a trap. Not only is the 1 of dots probably a good wait anyway, but it looks especially safe to other players if there is a 4 of dots in our discards. Remember the Missed Win Rule (Sacred Discard) prohibits winning not only on a tile that we've already discarded, but also on any tile if any of the winning tiles has been discarded. Because players tend to aim for open-ended waits, any tile 3 above or below a tile in our discards will look a little safer to players looking for something safe to discard. So another example would be choosing to wait on the 8 of bamboos because we have a 5 of bamboos in our discards. This defensive concept is called Piano Keys. The idea is, opened ended waits always consist of a combination of 1-4-7, 2-5-8 or 3-6-9, meaning that a 4, 5 or 6 in a player’s discard makes 1 and 7, 2 and 8 or 3 and 9, seem safe, respectively.

As always, working more Hand points into a hand is the best way to make it really pay off. However, a lot of the standard "extra" hands won't be an option with All Pairs. Obviously, anything using runs or triples is out. Sometimes All Simples will be an option, but I tend not to aim for it because middle tiles tend to be more useful for other players. Remember, we want tiles that are NOT useful for other players. Also, a bunch of middle tiles are probably just going to end up falling into runs and it'll be easier to make it a pay off with a Reach/Simples/Peace combination. A Half Flush combined with All Pairs also seems to often come close but it's much harder than it looks to finish. Usually, something will pair up in another suit, and then that has to be discarded, but then everyone notices that a pair of something came out of my hand and then NO one discards anything from the suit not in my discards. So the best way for me to get lots of points out of it tends to be saving those garbage tiles that nobody wants and trying to make one of the pairs the Lucky Dragon (dora).

Looking at my stats on Mahjong Fight Club (Konami), it's definitely in the a-little-short-of-major category, occurring with slightly less frequency than 3 Colored Runs. If you find you go several games without finishing this hand once, you shouldn't actually find that too surprising. However it is harder for other players to read and it's possible for it to turn into a monster with a little luck so you should try working it into your game. The opportunities will come.

Let's get people's opinions. What would you do in the following situations and why?

South seat, 3rd hand of East round, 3000 points out of first place, 5th draw, Lucky Dragon (dora) is 9 of Dots



East Seat, 4th hand of South round, 4000 points out of first place, 5th draw, Lucky dragon (dora) is 8 of Bams
West seat discards 4-Grands(Cracks)



East seat, 3rd hand of East round, even with Dealer in first place, 5th draw, Lucky dragon (dora) is 6 of Dots
North Seat discards the first Red Dragon



Remember, no right or wrong answers so give em a shot.

Thursday, September 06, 2007

Gemma's Journal #14

Sept 6, 2007




Gemma's Journal #14

So, I'm in a bit of an in-between stage of my column. My next plan for my column is that I'll follow the progress of some new students of Mahjong to see how they fair. Hopefully we'll get their comments on the game and learning, and also your comments on my teaching method. It would be even better if I can motivate more people to spread the word as well! My new group of Mahjong players are a mixed bunch with two speaking no Asian languages and one with a good grasp. It'll be interesting I think to see their different reactions and what exactly interests different backgrounds with respect to Mahjong.

However, I've had to come back to the UK briefly and my three new students are waiting for me in Taipei. Therefore I've had to come up with some 'filler' entries... Sorry!

I thought that I would share with you my feelings on the All-Pairs hand. It's been really getting to me recently. I despise it. I can never pull it off, and if I lose big, I can almost guarantee it was a hand where I was trying for All-Pairs. I've summarised my All-Pairs experiences as folows:

1) I get quite a few pairs at the beginning so I become excited and think; "Yay! It's half started for me. Let's try!" But yeah, so I try and try and watch all those tiles that I could have Bumped (pon/peng) to give myself an All-Sets hand go by at the beginning but I'm still feeling confident. There is always a moment when I realise that this was a disastrous decision and it all goes pete tong. (Non-Brits that's your research project for the week! "Pete Tong")

2) Actually the whole thing goes pretty well until the last pair where I manage to obtain multiple "pairs" in my discard pile instead of in my hand.

3) I get nothing that will remotely help me and find that I can't get out of it because of "sacred discard" (furiten) etc...

To add to it all, I don't know whether it's because I'm so stressed out by this hand now, but for some reason in the process of trying to obtain this hand I mess it up by throwing a tile someone else needs. Perhaps I'm just not concentrating...

Then the few times that I do manage to pull off this hand, I'm never satisfied with the reward. Points-Stress ratio is just not good enough! For the days shaved off my life in those five minutes I need more!

Above all, is it just me or does this hand just not fit well with the other hands? I mean I like the way I can make links between hands and I rarely go all out for one particular hand and usually have ideas that I can do with it depending upon the tiles that I draw. The All-Pairs hand I just don't seem to have so many options. It just refuses to work with other hands. It sits there like a thorn in my side. It doesn't look that hard so why do I mess it up! It doesn't even fit in the normal scoring system!

I hate it so much.

I dislike it when other people pull it out on me. I never see it coming. I always predict something else. I make my discard. And there it is opposite the table. I've looked over past games to try and get the patterns from the discard so I can level up on this but no progress.

I hate that hand so so much.

I'm sure someone must like it though! So people go ahead and tell me that I'm wrong. Someone enlighten me. Someone prove to me that the devil did not add the All-Pairs hand to torment Mahjong players! Or, perhaps you have a hand that you equally despise. Share your woes!

Sunday, August 12, 2007

Jenn's Corner #15: OEMC

August 12, 2007




Jenn's Corner #15: OEMC



I took my first trip to Europe, using the excuse that my sister was studying/interning in Italy and stopping in Copenhagen for the 2nd OEMC. This was the first tournament I ever attended that used the Chinese Official rules and also the first tournament I attended that offered no cash prizes for the winners. The organizers are all volunteering and this was amazing to me, coming from a
background where playing Mahjong for money is not only accepted, but considered to be the norm.






I knew this would be the first time that I would meet many people that I had been in contact with via e-mail for the past year (like Martin Rep and Tina Christensen) and some that I had heard of but never gathered the courage to contact (Tom Sloper) and some that I had met before for brief periods (Benjamin Boas). This was my first trip to a place I had never been where I knew no one. It took me forever to figure out how to get to my hotel and even longer to get over the fact that the internet wouldn't work and the place itself was much different (meaning worse) than the picture on the internet.




Somehow I found my way to the venue for registration. I waited outside and was greeted by the Taiwanese team! They had seen me on the news in Taiwan after my participation in the WSOM (Macau) and started speaking to me in Chinese (even though my interview had been in English). I took this opportunity to practice speaking a bit of Mandarin and make some very good friends from the place I used to live.




Although I wouldn’t be competing, I did have a package waiting for me as a companion. Walking in, I saw the legendary Tom Sloper. He was busy passing out his newly published book to those deserving but he managed to find time to greet me with, “So you’re the famous Jenn!” This coming from the famous Tom! I was surprised and very pleased that he knew who I was and we became fast friends. I also met the rest of Team USA and enjoyed my first Danish meal with some new friends from Austria and France. All I can say is why didn’t you tell me there was horseradish in it??




The famous Tom and the famous Jenn




One thing that surprised me in the opening comments was the emphasis that mahjong should not at all be associated with gambling. This is an opinion that I can never agree with. While I do not believe that all mahjong games must include gambling, I have a great appreciation for the fact that it is easy to incorporate a monetary incentive for winners. I have never considered gambling to be a bad thing and think of it as an important part of my life. To be quite honest, I get a little bit disappointed when people tell me that gambling is bad and should not be associated with the game I love since they are both such huge parts of my life, together and separately. I wonder if it would be something like telling a sommelier that alcohol is bad and not be allowed with meals? I guess I’d have to ask a sommelier... Can someone introduce me?




There were a few interesting occurrences, for instance, the player from Team Osaka that was caught with extra tiles in his lap. I have chosen not to comment extensively on this subject because it was not something I witnessed. I would, however, like to commend Mr. Oda, who continued playing on the 3rd day without a team for support and took 2nd place in the competition. Also, I was granted the honor to ring the gong on the final day. Very excited, I waited by the stage for my cue and when it was finally time, I rang it! But, oh no! I was too quiet! So this time, the gong was rung twice to commence the session. Everyone had a good laugh at my expense (including myself) and it made a great memory to tell all of you about.




The witch at the bonfire




Those feelings aside, I enjoyed the entire event. I met amazing people, got to see my first witch burned in the bonfire, learned how many friends I had not only with mahjong as a common interest, but poker as well. I do feel like this trip accomplished a lot and gave me a good understanding of what Mahjong is like outside of Japan and the US. I hope that I can keep in touch with everyone that I’ve met there and that some of you are reading this as well. I was incredibly impressed with the devotion and passion demonstrated by both the organizers and the participants.

Thursday, August 02, 2007

In Garthe's Hands #14

August 2, 2007




In Garthe's Hands #14



A little tired of reading about hands that you can only dream about? Well before we finish our tour of Fantasy Island (That would be the group of Limit Hands), how about if we return to a hand you'll see almost every other hand or so, Peace. There's a disturbing lack of it in the world today. But at least we can click our tiles together and make a little of it at the Mahjong table. It's second only to Reach and maybe Value tiles, at least in my statistics, so it's definitely something to think about working into your game.




To review, Peace (Pinfu in Japanese) is one of the simplest hands with the most complications. At its simplest, it's just a hand made up of 4 runs and a pair. Then there are the requirements. First remember that the head must not be value tiles. So the dragons will never be part of a Peace hand, and you also won't be able to use the Prevailing Wind tile or your current seat Wind. Next, your wait must be to complete a run and it must be open ended. That means that 12 waiting for the 3, or 57 waiting for the 6 would be unacceptable whereas 23 waiting for the 1 or 4 would be OK; also, a wait such as 5543 waiting for the 5 or 2 would be OK even though you might think of the 543 run as already being complete if another 5 came. In fact, 5554 waiting for the 3, 4 or 6 would also be OK for Peace as long as the tile that completed the hand was the 3 or 6 so it completes the final run. Similary 3456 waiting for the 3 or 6 would NOT be acceptable because the final tile is not completing a run; it's completing the head.




Why these inane complications for a concept so simple you may ask? Well Jenn just revealed the answer to this mystery to me last week! Peace is the only hand in Reach Mahjong worth 20 base points. Alright, the thing is, EVERY hand in this game is worth 20 base points, but every other hand will get some base points added on for triples, bad waits, or using value tiles in the head. Requiring the hand to have no value tiles, a good wait, and the fact that there are no triples means that there will be no extra base points (except of course for Self Draw. This does seem like a point that some nit picker some where would have said precludes Peace from being self-drawn. The Japanese are nothing if not rule adherers. Any comment on this exception Jenn?) So lest you think these are just arbitrary obfuscations designed to confuse the newbies, think again!! I don't doubt Mahjong's desire to confuse the newbies, but there is some reason to the madness.




On to the next subject, putting your Peace hand together. There are a only a million and one combinations that could become your next Peace hand, but let's look at a situation that has come up a lot recently in my hands and that I used to play differently. Let's say I'm one away from ready with a hand like this:



and I draw the 4 of grands; what should I do? I think my first inclination a few years ago I think was to throw the 7 so I now have the two open-ended waits. This is the best option for giving me the most possible tiles to make my hand ready. Any of the 3456 of Grands or the 2345 of Bamboos all make my hand ready. There are certainly situations where this would be the best way to go, for example close to the end of a hand where I just want to get my hand to ready but I'm not necessarily going for the win. The problem is that 16 of the 28 tiles that make me ready complete a run and force me to discard a tile from the unfinished run; I'll be waiting for a single tile to complete my head and that's NOT Peaceful! But there is another way. I can now switch horses in midstream and make the two 7 grands my head and still have the two open-ended waits. I do lose the possibility of being ready on 12 tiles, but in exchange, I have the guarantee that I will at least have Peace in my hand if I draw something that makes me ready. In this situation, it also gives me a better chance of getting Simples too if draw the 6 of dots and exchange it with the 9. This dilemma comes up surprisingly often, fastest-to-ready versus good-wait, and always makes for spirited arguments between me and Jenn.




Instead of scoring examples, let's look at some hands and see if we can get some people's opinions on what they might discard if they were in the given situations. There won't always be clearly right answers here so maybe add a little explanation for why you chose that tile to discard and then we can all call each other crazy appropriately.





Round: South-4
Seat: North
Lucky Dragon: 1-Bamboos
We have the most points. It's the 6th draw of the hand




Round: East-1
Seat: East
Lucky Dragon: 8-Grands
Our turn as dealer on the 5th draw of the hand




Round: South-3
Seat: South
Lucky Dragon: North-Wind
3000 points out of 1st place on the 12th draw of the hand

Thursday, July 26, 2007

Gemma's Journal #13

July 26, 2007




Gemma's Journal #13


So this will be my final scoring post - Answers to the last post!
Unfortunately this has required a lot (probably too much) thinking on my part!


Remember to work out the hand points first and then if it’s less than four you’ll have to work out the troublesome base points!


(Also I think I’m using a slightly simplified scoring table for beginners.)


Question One


Seat = East


Self Drawn






Hand points


One for double run
Two for three coloured run
One for closed self draw


Total = 4


Hurrah no need to count base points!


12,000



Question Two


Seat = North


Won off of someone else's discard






Hand points


One drag
One set of dragons
Two for three concealed Trips


Total = Four hand points


Hurrah! We don’t have to work out base points!


8,000



Question Three


Seat = South


Won off of someone else's discard






(In this one I didn’t show the hidden drag… oops! Let’s just pretend we weren’t using that rule!


Hand points


One for Peace hand
One drag
One for reach


Total = 3 hand points


We don’t have to work out base points for a peace hand either (hurrah!) so 3,900




That was quite sneaky of me to construct hands that didn’t use base points. (I did intend for Question One to need base points but I managed to construct a much better hand than I had intended originally.


I hope I got those correct! Someone should check for me! (^v^)


Another short post! Jenn and Garthe are really upstaging me. I have a fantastic post planned next. Well… when I say fantastic I mean fantastic if you, like me, HATE the all-pair hand. I want to take a closer look at it and see all the things I manage to do wrong with it. So start thinking about the strategies you have for the all-pair hand and hopefully we can have a discussion.



Also, if you’re not already registered on yakitori.com/, go and do so right this second! Been having great fun with the people over there discussing Mahjong and they’re so friendly, even to foolish beginners like myself, so please come and join in the fun!

Wednesday, July 11, 2007

Jenn's Corner #14: Playing in the World Series of Mahjong

July 11, 2007




Jenn's Corner #14: Playing in the World Series of Mahjong



I went to Macau last month as a member of the press, planning to cover this inaugural event for ReachMahjong.com and ended up the only American female to play in the competition. I didn't know until the night before that I would be able to compete, so I had not learned the rules as thoroughly as I would have liked to. I had read a brief summary on WSOM's website before going, so I knew that many of the hands were the same as in Reach Mahjong, but the scoring was quite different. I spent the entire night before the first round memorizing the hands and scoring, grateful that we would be allowed to keep a card of hands on the table while playing.




There were a few differences to get used to. For example, the traditional pattern of the Peace Hand (All Sequences) is ignored for simplicity. The Peace Hand in Reach Mahjong has no Base Points. That is why it must be an open-wait with no Value Tiles. If the pair was a Value Tile or the wait was closed, the hand would be worth 2 Base Points, and therefore not qualify as the Peace Hand. Differences like this are easily adaptable, so I woke with a tad bit of confidence and a lot of excitement.





Scanning in for the first session with Sayaka Yokoyama behind me


I arrived at the Wynn on the first day, armed with my official WSOM bag containing a calculator, pen, rule book, set of scorecards and stick for straightening the tiles. It would be the first tournament I would ever play without automatic tables.




My first game went slowly at first. The WSOM used Alan Kwan's Zung Jung Mahjong Scoring System. At first glance on the WSOM website, I thought it looked like a good combination of Reach and Chinese Official rules. However, in the first game, it was obvious that the rules as they were relied more on luck than both of the others and are very rewarding to beginning players and lucky players while penalizing experienced players.




The first thing I noticed is that most players go for the fastest hand. While this may be a good strategy, it becomes nearly impossible for players to aim for large hands. The only way players may get high-scoring hands is if they are very lucky with their starting tiles or lucky enough that the players going for the chicken hand (pointless hand) can't find their last tile. I ended up getting lucky in the first game by drawing the final 6-grand to finish my Full Straight, a huge win in these rules (40p each for 120p) and getting first place in the game. After that, I couldn't get lucky anymore and my points slowly dwindled down. By the end of the first round, with the afternoon session still to come, I figured I had to get a big hand or have no chance and I just couldn't get lucky. I ended with close to negative 300 points.







Miraculously, there were few enough players that I somehow made it to the second round the next morning. We each carried 1/4 of our total score to the next round, which meant if I could win just one big hand, I could stay in the game. I got lucky again and made it to the 3rd round. With only 16 hands in each round and people constantly winning with very cheap hands, only luck would save me in the 3rd round and it just wasn't in the tiles. I lost 2 games in a row and ended in 114th place.




One of the biggest advantages for inexperienced players in these rules is the payout scheme. To give you an idea of what I mean, here is a summary: All Sequences is worth 15 points, a set of Value Tiles is worth 30 points and a Full Straight is worth 120 points. All points are divided equally among players for self-draws, so All Sequences would be 5 points from each player. Here is where weak players are saved: A player who discards a winning tile is only responsible for other players' prices over 30 points. That means that if I discard the Red Dragon and a player wins on that, with the Red Dragon, each player must still pay 10 points. It doesn't sound like much, but most winning hands are only 10-15 points and there are a lot of hands won with zero points (chicken hand) so players that can read the board well ended up paying for others mistakes more often than not. This also increases the luck factor since it no longer makes sense to try to read the board and keep your opponents from winning. The option to “Fold” your hand is lost and so is a powerful tool for players that can read others' hands.




The lack of the Missed Win rule is another thing that is hard to get used to. While it can be a powerful tool in a game where players fold their hands, with the payout scheme in this system, it is almost impossible to justify folding your hand (although I tried a lot) and therefore makes the missing Missed Win rule another big advantage for weak players. A player that cannot envision the future of their own hand or plan for certain draws may get lucky and be able to win off of others' discards, even if he has thrown the discarded tile himself.




My final gripe was the prize structure. While most poker tournaments give 1st place 30% or less of the prize pool, this tournament awarded 50% to 1st place and skewing each prize dramatically down to 32nd place. I would have liked to see the players that made it to 32nd place get a bit more than just their buy-in returned.




I know it sounds like I'm just complaining about the rules as they stand now, but the event was a great success overall. It is because it was a success and I hope that it continues and gets better every year that I state my opinions here. There were nearly 300 competitors fighting for the $500,000 first prize! The games were played by the hand (8 hands for each game) and no bonuses were given for placing higher at the table. I liked this system a lot because it was based on points earned instead of lucky timing. The scorecards made for simple calculations and help the games move along very quickly. The media coverage was amazing with news teams from all over the world and representatives from newspapers, magazines and websites.




I had an amazing time and the team that made this event happen is an incredible group of people. They put on a great tournament and boy did they have guts to be the first to actually pull of a big cash Mahjong tournament like this! I think we can expect great things for next year's tournament and the years to come after that. Personally, I hope that they will consider adding events, like maybe a $1,000 buy-in Reach event added to the agenda? Maybe our buddies at Yakitori Online can help us send some persuasive messages (^.^)

Thursday, July 05, 2007

In Garthe's Hands #13

July 6, 2007




In Garthe's Hands #13



Let's have some fun today. Well, dream a little anyway. I've covered nearly all the hands in Reach Mahjong at least once now and that includes the vast majority of the hands that you will ever see in your Mahjong careers even if you should decide to play 20 hours a day for the next 10 years. Limit hands are like Straight Flushes in Poker: they only happen once every few thousand hands or so (OK, I picked that number out of a nether area, anyone have an exact number?), but they're still fun to think about and even go for when opportnity knocks. Taking a look at my Fight Club statistics, the only sort of extensive statistics I have, I've played 359 "Competition Rules" games which probably average around 10-12 hands per game for a total of around say 4000 hands; in all of that, I have a grand total of 3 limit hands, Big Dragons twice and 4 Concealed Triples once. I've played 1501 East Round games which probably average between 5 and 6 hands per game and in that total of say 8000 hands again there are only 3 Limit hands, this time all 13 Orphans. So those 3 are the types of limit hands that actually do come out on occasion. Today, I figured I'd introduce a few so rare I've never actually even seen them: 9 Treasures, All Green, and Big Wheels.





9 Treasures: Limit Hand


9 Treasures is known as Chu-ren-poh-toh in Japanese and it's so rare that it's rumored to be a harbinger of impending death. It's like a Full Flush except that specific tiles are required for it to qualify. The winning combination will be 1112345678999 and one more of any of them. The thing that makes this hand so devilishly impossible as that it must be concealed. (Sidenote: you may notice that if you miraculously get to ready with the very combination above, it's a dream 9 tile wait and this will be a double limit hand in places that allow such things.) And to make it more confoundingly impossible, it's also the kind of hand which falls into the Missed Win trap when unneeded tiles come and complete a normal Full Flush hand but not this special flush. Or before Missed win even becomes an issue, sometimes after 5 or 6 draws in a hand, I'll notice I'm only a few tiles away with a combination like 1112356779 and then check the board and notice that there are already 2 9's on the table so the chance for it is already past. It's the kind of hand that's fun to dream about and then come back down to earth and just go for the Full Flush with maybe a Full Straight for a few more points.
Not only have i never seen it finished, I've only ever seen it ready a total of one time also. And of course that one time it was a victim of the Missed Win, though not maybe for the usual reasons. My starting tiles in that hand were a lot of 1's and 9's with a 123 of grands in there also leading me to believe it would be a good chance to go for an outside hand so my first discard was the 6 of Grands. But before I could really get started, some jerk called Reach on about the 4th draw, and it just seemed best to give up the hand. As he kept drawing and not winning I was was happily discarding the Dots and Bamboos that he kept throwing away. Without noticing, I was collecting a lot of Grands and around the 11th round I looked down to see quite a few Grands. Sure enough, after putting things in order I had 1112345777899 and some blank to be one away from ready. The 9 came on the next draw but what should my wait be but that "#$!$%&#" 6 of Grands I had thrown on the first draw. The hand ended without anyone winning, and I got all kinds of advice on how better I might have played the hand. Well, maybe that's why I wasn't struck by lightning and am still here today.






All Green: Limit Hand


Next let's look at All Green. It's another one requiring a very specific bunch of tiles which is what makes it so rare and also so prone to Missed Win woes. It's called Ryu-i-sou in Japanese and both names mean what they say, the hand only contains tiles that are entirely green. Those would be the Green Dragons (Hatsu) and the 23468 of Bamboos. I must admit I was a little slow in noticing this, but it's true, 1579 of bamboos do have a bit of red on them which is why they don't get to be a part of ALL Green. In fact, with the Green Dragon being nicknamed "a-o" (pronounced "ow") which means blue in Japanese, sometimes I wonder why it gets to be included. There's a weird confusion of blue and green in this country: traffic lights are allegedly red yellow and blue; "blue onions" are green, fruit that's not ripe is "blue"; but maybe that's a discussion for another website. Anyway, some rules will allow All Green without any Green Dragons but most rules require at least 2 for a head though a triple is acceptable also. The remaining groups can be any pair run or triple of 23468 of Bamboos. Of course, runs will only be possible with the 234 and this is where Missed Win rears its ugly head again. Once again, the one time that I've seen someone get this hand to ready, he also had fallen victim by throwing away a 5 when his wait was the 2-5 of bamboos. Because of that 5 his winning 2 was discarded twice but he couldn't win on them because he had discarded one of his winners. This hand is the only one I'm introducing today that doesn't need to be concealed, but somehow that doesn't seem to make it occur any more reguarly. Once again, stories about it tend to be fish tales about the one that got away.






Big Wheels: Limit Hand


Finally we have Big Wheels. It's called Dai-sha-rin in Japanese, and it rounds out today's frivolity by being so rare as to not even be included in most rules. I write about it because a lot of home games do like to include it though it occurs even less often than the other 2 I talked about today. It's a pair each of the 2 through 8 of dots and in keeping with the theme of impossibility, it must be concealed. Also in keeping with today's theme, because it's all one suit like the others, it shares the same tendency towards Missed Win discontent. It's almost not necessary to make it a limit hand because as is, it's probably almost already that many points anyway. Consider that Concealed Full Flush, 2 Double Runs and Simples are guaranteed to be part of the hand with also a possibility of Peace, Reach, Concealed Self Draw and even Lucky Drags. 13 hand points would make it a "Counted Limit Hand" but I'll leave that as the subject for another frivolous column.






You may notice that all of today's hands are some variation on the flush theme. I've heard that these hands used to be divided along suit lines, i.e., 9 Gates had to be Grands, Big Wheels had to be Dots, and All Green had to be Bamboos. I'm just guessing but given the ludicrous impossibility of Big Wheels, somewhere along the line people may have decided to just go with the only ridiculous impossibility of 9 Treasures and changed it so that it was acceptable in any suit. All Green's name was just too suit specific to allow it to use other suits however. They're stilll fairly valuable hands even if one goes for the cheaper options, Full or Half Flushes. In most cases though, I imagine it'll be fun to try going for the glory for a few draws until it becomes obvious that cheaper is the only option. Just like in Poker, it's more fun to win with a Straight Flush and it makes a better story, but a simple straight may get the job done just as well. But every thousand hands or so.....let's look at some examples.



9 Treasures



It's a limit hand!! That means 32,000 points or 48,000 for the dealer. Of course, there are other winning tiles here. Can anyone take a shot at guessing the other winners and how much they'd score?


All Green



Once again, a limit hand!! No computation necessary, 32,000 points or 48,000 for the dealer. Here again the wait is tricky. Both the 2 and 8 still qualify as limit hands but winning on the 5 would just make it a Half Flush and Value Tile hand for a total of 3 hand points and 3900 points or 5800 for the dealer.


Big Wheels



A limit hand is a limit hand, 32,000 or 48,000 for the dealer. Even in situations where this is not allowed as a limit hand, it's still a knee slapper. Anyone want to take a shot at scoring it regularly? Just a little hint: I seperated the tiles that way to confuse you.

Friday, June 29, 2007

Gemma's Journal #12

June 29, 2007




Gemma's Journal #12



After last entries disaster I am back and this time better prepared! I hope everyone forgives me!


Here is the new questions:


Question One


Seat = East


Self Drawn







Question Two


Seat = North


Won off of someone else's discard






Question Three



Seat = South


Won off of someone else's discard








I hope I remembered everything this time! Also, I'd like to apologise for the delay in emailing! For some reason my internet here has been terrible over the last
week.



Looking forward to seeing if all our answers match! Happy Playing!

Wednesday, June 13, 2007

Jenn's Corner #13

June 13, 2007




Jenn's Corner #13



Another pictureless, but not an imageless column.

First, updates, since that is my job




Ron2 translation is finished, waiting for administration to get the thing into action. I know everyone is excited and waiting for it, so I’m really trying to push them as hard as I can, but they’re tough!




Next, website. I have been working really hard on the Hand List. Keep in mind that while the list IS complete, the images are NOT complete. I am updating the images on the road, so until I am finished (by the weekend I hope), some images will be incorrect. As it stands now, the images for the 1 HP hands are all correct. I will work on the 2 HP hands today and tomorrow and hopefully finish up the rest this weekend.




There is a new international online Reach Mahjong community! There has always been a forum on our website (here), but it is rarely used. I would like to encourage everyone to join in the discussions at Yakitori Online!

It is well organized and nice to look at. I hope it will become bustling with activity very soon! Looks like we are making more and more Reach friends all over the world.




OK, now on to even more fun stuff. I am writing this from Hong Kong and tomorrow I will be moving on to Macau for the first World Series of Mahjong tournament at the Wynn.

Tomorrow I will be practicing the rules and from the 15th-17th I will be watching this $5,000 (USD) buy-in event. The prize purse is promised to be $1,000,000 with $500,000 for first place. While this is not a Reach event, the rules hold many similarities to Reach. There are about the same amount of hands, but the scoring system is closer to the Chinese Official rules. I will have some Reach friends working both in the administrative department and also competing in the event. Look forward to a full report next week after the event!




I will probably write that in London when I stopover for one night on my way to the Open European Mahjong Championship in Copenhagen! That’s right, once again, a Reach-less event, but still very exciting because it looks like anyone who is anyone in Mahjong in Europe will be attending along with representatives from countries all over the world! I’m so excited I can hardly keep from typing in CAPS! This will also be my first time to Europe, so I am excited about that as well.




After these events are finished (and I do hope that some of my friends in these places will be up for some private Reach games as well!), I will be going to Italy, visiting Florence and hopefully some other areas to relax a bit before I’m back to Tokyo playing Mahjong everyday! Don’t worry, I’m practicing on the road too with Ron2 and I promise to keep the site updated. I made sure to stay almost exclusively in hotels with good internet access.




Vegas, Hong Kong, Europe, I’m starting to sound like a nomad… But I guess Mahjong journeys could never be a bad thing...
If any of you are in Hong Kong, the UK, Denmark or Italy, please e-mail me. I would love to meet and talk about Reach, Mahjong, the world, etc.!

Saturday, June 02, 2007

In Garthe's Hands #12

June 2, 2007




In Garthe's Hands #12



We have a request!! One faithful reader has expressed an interest in hands that are not "hands". Most of the hands I've covered so far involve some specific combination of triples and runs. However, some of the hands are situational, the triples and runs are not as important as what has the current situation in the game. I've covered a couple such hands so far, Reach and Concealed Self Draw. Remember, in both of these hands, the combination of runs and triples in the hand is not important, the hand must simply be "ready". One might consider these hands that are not "hands" because there's no specific combination necessary. There are several such hands but aside from the two mentioned above, they are comparatively rare. This week I'll cover 3 of the more unusual ones, Final Tile Win, King's Tile Draw (Quad Heaven Draw), and Add-a-Quad Win.





Final Tile Win: 1 Hand Point


Of the 3 hands this week Final Tile Win will probably be the most common (Haitei in Japanese). It is sometimes divided into two categories: Final Draw and Final Discard. Like Reach, the only requirement of the contents of the hand is that it be "Ready". The situation is that it is the last tile of the hand. This means that if the last tile drawn completes that player's hand, he can declare Mahjong, even if he didn't have any other Hand Points in the hand (Final Draw). Even if that last player to draw doesn't complete his hand, the last tile he now throws away is just as important. If that tile complete's one of the other players' hands then that player can now go out, even if he didn't have any other Hand Points in his hand up until that point (Final Discard). Of course, it will work together in the usual way with other hands to make for a multi-point hand if there are other points in the hand. Also, players will sometimes steal tiles toward the end of a hand to make their hands ready in case that hand ends in a draw. It can be a nice extra bonus to win on the Last Tile even though one was only going for the ready hand points.





A key point to be careful of with Last Tile is to not run afoul of the Missed Win rule. When that last player discarding is looking for something to throw away, he will often choose something related to a tile that was just discarded. For example, let's say I'm waiting for the 6-9 of dots with a ready hand that doesn't have any Hand Points in it yet. The second to last player discards my 6 of dots but I can't win on it because I haven't Reached, and I don't have any other points in my hand. Because he has just thrown the 6, the last discarder knows that it's a safe tile and unfortunately for me when he throws it, I still can't go out because I am now on a Missed Win. In fact, even if he had thrown the 9, my wait still leaves me subject to the Missed Win rule and would not be able to win on that tile either. Never forget the treachery of the Missed Win; it killed me more than a few times in my early days. Last Tile is unusual, but it's also a cool way to turn what might have been only 1000 points for a ready hand, into a few more for a winning hand.




King's Tile Draw (Quad Heaven Draw): 1 Hand Point


Next let's look at the Quad Heaven Draw. Once again, the only requirement for the hand's contents is that it be Ready. The situation is that a player has just completed a quad and the extra tile drawn from "Heaven" completes his hand. It's fairly simple actually, but some parlors have a special rule regarding this situation that I really REALLY hate, mostly I suppose, because I'm the only person I know to have ever been hit by it. If the player draws the tile to complete his quad himself, then it won't be an issue; the other 3 players will split the points to paid to the winner in the normal manner. However, if I throw the tile that completes a player's quad and the supplement tile that he draws from the King's Tiles is his winning tile, I am "Responsible", and I must pay the entire amount, even though I didn't throw his winning tile. It really ires me not only because I don't see why I should be paying when I didn't throw his winner, but it also takes precedence over the Missed Win rule which is usually one of the most sacred parts of Reach Mahjong. That player had actually thrown away one of his winning tiles and then drew it from Heaven and then I have to pay?!?!?!?!?!?! !"#$%&$%&'%&'($&'"#$%"%&$()%' Graceful loser that I am I may have lost some face with the staff on that one.


A note from Jenn: The reasoning behind this "Pow" or "Responsibility" rule (also seen in some Limit Hands) is that if you discard a tile that allows another player to declare a Quad, it means you threw a tile that has not yet been seen on the board and you should have an idea that it is quite dangerous. I'm not sure how I feel about this rule either, but there does seem to be some rhyme behind it.




Add-a-Quad Win (Robbing the Quad): 1 Hand Point


And last for this week will be the Add-a-Quad Win. Rarer in fact than some of the limit hands I wouldn't be surprised if many readers never get a chance to see it. The situation required here is that a player has bumped some triple and then draws the 4th of that tile to complete the quad. If he adds the tile to make his quad, and that tile completes another player's ready hand that player wins; the player making the quad must pay the winner. In general, concealed quads are exempt, though there is one situation where one can win even when the quad is concealed. When the winning hand is 13 Orphans, most parlors and home rules allow a win even when the quad is entirely self-drawn or concealed.






Because these hands involve situations and not combinations, it will be difficult to make very illustrative examples. But it just feels so empty without examples so let me go ahead and try anway:




Final Draw



The last tile drawn from the mountain was the 2 of Bams so the hand has Concealed Self Draw and Final Draw for a total of 500/1000 if it's non-dealer, or 1000 from each player if the winner is the dealer.

Final Discard



The player drawing the last tile from the mountain discarded the 8 of Bams and 9 of Dots was the Lucky dragon so the total is 2000 for a non dealer or 2900 if the winner is the dealer.

King's Tile Win



The 1 of Bams was the Lucky dragon so the player bumped hoping to get an outside hand. Unfortunately the 6 of Grands came so he was hoping to draw a 九 so he could change it to an outside hand but when the 9 of Dots came out, he quadded hoping to get lucky and he did!!! After quadding, he drew the matching tile for his head and gets one point for the King's Tile Draw and 3 more for the Lucky Dragons for a total of 4 hand points. That's 8000 for a non-dealer or 12000 for a dealer.

Add-a-Quad Win




A player had already bumped the 9 of Bams and when he drew the last 9 of Bams and added to the other 3 to make a quad, this hand won. Peace, 3 Colored Runs (concealed) and Quad Heaven Draw for 7700 points for a non-dealer or 11600 for the dealer.

Monday, May 21, 2007

Gemma's Journal #11

May 21, 2007




Gemma's Journal #11



Hello again! Well finally lots of exercises for you to try out your new scoring skills. I decided to take pictures this time because I fancied getting up from my desk for a while. To be honest I haven’t yet worked out the points myself yet so I shall be doing it at the same time as you. I’ll post up my answers later this week and then Jenn and Garthe can publicly humiliate/encourage me!


















As always I love emails so please let me know any interesting Mahjong stories that you might have or anything you think might be interesting to mention!

Saturday, May 12, 2007

Jenn's Corner #12

May 12, 2007




Jenn's Corner #12: Simple Update



As updates to the page have slowed down a little bit, our pace in the columns section has seemed to slow a bit too. I'm trying to stay on everyone's cases, but I suppose it is inevitable with a staff (are non-paid members still considered staff?) as small as ours that things will start to take more time. That is not to say, however, that we are all not still working hard everyday to get Reach Mahjong out in the world and in English.




I am always searching out and creating updates for the Glossary, which I have Garthe and Gemma check before I post. Expect another update coming soon and the one after that is already in the works. I understand that there are a lot of people who play Reach Mahjong that already know most of the terms for the game in Japanese. I think, however, that for new players coming in, it is easier to remember how to play a game if you don't have to learn an entire new vocabulary, so we are making appropriate English terms for each word. It might be a little tiresome for long-time players, so I encourage you to use whichever words are comfortable for you, as you have been, in comments and postings. If you feel like you can take a go at the English words too, more power to you. If anyone has questions, we will soon have the cross-referenced glossary up as well (Japanese->English), so it should be easy for anyone to look up an unfamiliar term and associate it to the tongue you know.




I know everyone is waiting for the RonRon translation. I am as well. It is a huge task and I will continue to mention it in every column until it is ready! Someone keep track!




The biggest happening in JPML last month was definitely the Masters tournament. Garthe was able to make it back to Tokyo for the event and advanced as far as the main event, but I was stuck in the U.S. and had to opt-out this year. This weekend is the 2nd session of JPML's regular league, so I am planning on increasing my current 7.9 point score. Garthe will try to sweep up to the black from the penalty I mentioned last time.




Later this month is JPML's 10-Tier Tournament.

I'm sure that some savvy readers out there know about the "Dan" or level system in many Japanese sports and games. JPML has this as well. As Garthe and I are still new to the league, we are the 1st Level, or "ShoDan". The highest level is 9. In the Tokyo branch of JPML, there are currently six Level 9, three Level 8, three Level 7, 5 Level 6, six Level 5, twenty-four Level 4, 33 Level 3, 52 Level 2 and 106 First-Level members. There is one more Level 9 member up in Hokkaido. Every 6 months, players are allowed to move up a level if they have earned enough "Level Points" by participating in and showing good performance in tournaments. The levels are supposed to represent skill, dedication, pride and status.

JPML's 10-Tier Tournament starts out with the First-Levels. There are so many this year, that there will be 2 First-Level sessions on May 19th. Each player plays 4 games at the same table. After 4 games, the 2 players that have earned the most points will advance and the other 2 players will be eliminated. The remaining players join the Level 2 players in the afternoon and the same system is invoked. The 2 people from each table that advance after that will join the Level 3 and Level 4 players on the 20th, and the winners from there will play in June with the higher Levels. This is obviously a JPML member-only and it is quite grueling with the semi-finals in July and then the finals in August.




JPML's second Womens League season starts this month as well. I will be participating even though I will have to miss one session in June so that I can go watch the European Open in Denmark (I will not be participating).




This turned out to be a very boring column, but check out Michi Yuuki's interview on our website! That has got to be a lot more interesting!