Sunday, May 06, 2007

In Garthe's Hands #11

May 6, 2007



In Garthe's Hands #11



Today I think I'll write a letter to myself. We've covered a lot of hands so far. There are only about 10 or so I haven't told you about yet, and for the most part, they will probably not figure largely in your Mahjong careers. So today in light of some recent events, I thought I'd review a couple hands that are comparatively rare but will still be relevant to your Mahjong conquering dreams. At least, one would have been relevant to my dreams had it come to mind at the right moment. How about another look at the two outside hands using some recent real life examples.




Let's begin with the Pure Outside hand, known as "Junchan" in Japanese. Every group must contain a 1 or 9, meaning that only triples of 1's and 9's, and runs beginning with 1 or ending with 9 will be in the hand. It will never contain any honor tiles, and will not use the numbers 4, 5 or 6 in any suit. It is 3 hand points when concealed, and 2 hand points when tiles are bumped or chowed. This is a fairly difficult hand to put together so parts of it will often be exposed like in today's example. There are many ways to make this into a high scoring hand, but today's is one that might not have occurred to a lot of players. It's also a good example of how remaining flexible throughout the hand can help you change course and still pull off a nice winner when you run aground on your first course.




My friend's starting tiles and first draw looked about like this:







It's not a great starting hand, and with 9 different outside tiles, it actually qualifies as a hand that you can say "I give up" and make everyone start the hand over. My friends however, ever the dreamers, never give up a chance at a limit hand, and so off this guy went on a quest for 13 Orphans. After 7 or 8 draws, he had only managed to exchange a couple of the middle tiles and was not any closer at all to assembling the orphans, especially after I'd bumped 3 of the White Dragons. His hand now looked like this:






This hardly looks promising, but 1 of Dots was the Lucky Dragon and when the player in front him threw 8 of Grands he suddenly chowed and decided to go for an Outside hand. Next he drew 8 of Dots and with more cooperation from the player before, he chowed 7 of Dots from him and was now only one away from ready. That player next called Reach, discarding the Lucky Dragon which our hero bumped, and what was his next draw but his winning 7! His winning hand:







Pure Outside Hand(exposed), 3 colored runs (exposed) and 3 Lucky Dragons, was good for 12,000 points. Sure it was a lucky crazy move, but then that's what these games are, putting yourself in a position to get lucky.




Next let's look at an example where I put myself in fantastic position to get lucky and blew it with Mixed Outside hand. To review, this hand is like the Pure Outside hand except that it allows the use of Honor tiles. Concealed it's 2 points but exposed it will be worth just 1. I had had a pretty tough first 3 games at Masters last Saturday and needed a big win in the final game if I wanted to continue onto the next round. We were getting toward the end of the South round of the final game and my last turn as dealer had just been stolen on a 1000 point hand. A little despondent, I felt more like disrupting everyone else's game at that point than trying to win. I started with:







and bumped the White Dragon my first chance when it came out first round. The next round someone threw the South Wind and right away things are starting to look interesting, especially when I draw the West Wind to make a Head. Now I'm now only one tile away from completing this Half Flush hand with two Value tiles, that's 8000 points and gives me a shot at finishing the day in the black and going on to the next round. At some point here, it would have been good for me to notice that the hand also included the Mixed Outside hand, even though for the moment, the five hand points still only make it an 8000 point hand. The defining moment was when the player before me reached and I drew the last South Wind to make a quad. Not only was the "King's Tile" the 3 of Dots but it was also the "New Lucky Dragon" giving me one more point and bumping my hand up to 12,000 points. The Reacher threw my winner on his next draw but without thinking, I just said 8000 points and that missing 4000 would prove to be what kept me from advancing. I finished with -1900, and the cut off was -300.







So not only is an awful story because I didn't advance, but also I know all the guys I work with can't wait to start teasing me about how I could advance in tournaments if only I knew how to keep score. Add to that the fact that I threw an 18,000 point winner to one of the guys I work with when we happened to be at the same table, and the fact that I will undoubtedly make this very kind of mistake again, and....sigh. Well it's enough to drive a boy to Poker. So let Mixed Outside hand never be far from your mind, especially when it is the deciding 4000 points for whether or not you're advancing to the next round in the biggest Mahjong tournment of the year.

Monday, April 30, 2007

Gemma's Journal #10

April 30, 2007



Gemma's Journal #10


A note from Jenn: This entry was supposed to be up a few days ago, but while in Vegas I had some technical difficulties. I'm back in Tokyo again, quite possibly for good. Stay tuned for more on-time updates!




Ok, so I'm hoping that everyone got what happened in the last post. I'm still not entirely sure of the whole scoring system myself so any encouragement is much appreciated! I'm hoping that the people I teach Mahjong to in Taiwan have been reading these too. Everytime I tell them how much a hand is worth they're completely incredulous and think I'm just making numbers up on the spot. Now I can prove to them that there is some logic in the seemingly random numbers I come up with!




So, you have your base points now hopefully! Where are we going to go from there?
You need your hand points! Garthe has been going through the hands and what each is worth, so hopefully you have a good idea how many hand points each hand is worth already. We then have to look at a chart (well beginners have to look at a chart and those of us who's brains are too tired from having to work out the base points already). The easiest thing that I have found is just learning the chart, although Jenn has kindly explained the whole thing to me. I did find it a lot easier to just pull the numbers from my memory than try and work the whole thing out mathematically each time. Also if you're not a genius then it's pretty difficult to work it out quick enough in a real game.




All the tables were automatic and quite frightening to the uninitiated. It took me a little while to get used to all the buttons and what they did; although it does speed up the process so much. I really appreciated not having to build the wall manually and not having to count the bones (They're counted automatically for you by magnets). So now I've decided that my new aim is to have one in my house (I have to get a house big enough for one first!).




I'm not going to swamp you with the entire chart now. I'm just going to give you the ones that are going to be the most useful (also seemingly the most random- if you can memorise these two charts the rest is a breeze!). Then, next week I'll give you the rest.




Non-Dealer

Top number is when won off a discard (one person pays). Brackets are for a self-drawn win- first number is what the non-dealers pay out and the second number is that which the dealer pays out (the bigger one!)




Hand Points ->

Base Points
123
301000
(300/500)
2000
(500/1000)
3900
(1000/2000)
401300
(400/700)
2600
(700/1300)
5200
(1300/2600)
501600
(400/800)
3200
(800/1600)
6400
(1600/3200)



Dealer

Top number is when won off a discard (one person pays). Bottom number is what each player pays the dealer for a self-drawn win.




Hand Points ->

Base Points
123
301500
(500)
2900
(1000)
5800
(2000)
402000
(700)
3900
(1300)
7700
(2600)
502400
(800)
4800
(1600)
9600
(3200)



At 4 hand points everything gets a lot simpler and base points cease to matter!


Non-dealer



4-5: 8000 (2000/4000)

6-7: 12000 (3000/6000)

8-10: 16000 (4000/8000)

11-: 24000 (6000/12000)

Full points (Limit Hand): 32000 (8000/16000)




Dealer



4-5: 12000 (4000)

6-7: 18000 (6000)

8-10: 24000 (8000)

11-: 36000 (12000)

Full points (Limit Hand): 48000 (16000)




So after three hand points things get a lot easier! So I would just remember that for the time being and those are the most common points to score.

However, one last annoying thing is that there is a different chart for All-pairs and Peace hand.




Non-Dealer




Hand Points ->

Base Points
1234
Peace1000
2000
(400/700)
3900
(700/1300)
7700
(1300/2600)
All-Pairs1600
(400/800)
3200
(800/1600)
6400
(1600/3200)




Dealer




Hand Points ->

Base Points
1234
Peace1500
2900
(700)
5800
(1300)
11600
(3900)
All-Pairs2400
(800)
4800
(1600)
9600
(3200)


After the 4 hand points it just starts to follow the 5 hand point values which makes things a lot better!




Put off now? I think I am! This is possibly not the most ideal way of explaining or teaching it so I think I might try it out on the people here and see if we can come up with a better way of explaining the whole thing. Next column I'll try and work through some examples and also post up the remaining charts for base points over 50. You'll have all the materials you need for scoring then and hopefully with a few examples the entire ordeal will be a lot clearer!




I took all the numbers for the charts from a book so if there are any mistakes I blame them, or my transcribing! Either way please post up so I can rectify the problem.



Finally, I shall leave you with a question. Why does Peace hand and All-pairs not follow the scoring system that uses the base points? I'll demand an answer from one of our pros if no one else knows!




Good luck going through these charts! And remember the best way to learn is practice! Set yourself questions, or even better make up a question and post it up here and have us all look at it and argue over it. You lot are probably helping me more than the other way round anyway!
Thank you for reading this far! Until next week!




And as usual every week I love to get emails and now that I'm home I have lots of time! So email me!

Saturday, April 14, 2007

In Garthe's Hands #10

April 15, 2007


In Garthe's Hands #10



Greetings from Vegas!! I'm working! And studying, compliments of Jenn, Kirk (poker buddy) and the rest of the Poker community at Bellagio and the MGM Grand. I have to say that in case any of you thought I was just out here fooling around. Unfortunately, work isn't paying so well this time around, but there are still some more work days ahead so we'll have to see. I'm always intrigued when I can make comparisons between ways to play things in Poker and Mahjong. I just hope all this Poker doesn't take me out of the zone when I'm playing Mahjong, I've been doing so well lately. Ha!




Last time I wrote, I promised the next hands you would see out of me would not be very useful, but maybe I'll put that off for another week. Before we delve into total obscurity, how about a couple hands that might actually still figure into your Mahjong futures? I've only given one column to limit hands so far so let me introduce another one that does come up sometimes along with its little brother.




Little Dragons: 4 Hand Points (2 for Little Dragons, 1 for each set of 3 Dragons)


Let's start off with Little Dragons. I've only seen it a few times, and have yet to see it on Fight Club, but when it hits, it can be a nice payoff. Called Shosangen in Japanese, it's worth two points whether or not any tiles have been bumped or chowed. One qualifies for this hand by getting 2 triples of any of the 3 Dragons and a head consisting of the third Dragon. The other two groups in the hand can be any runs or triples of any suit or honor tile. Because each of the Dragons will always count for a hand point, the hand will always be at least a 4 hand point hand. One of the ways to make it count for more is to mix in the Half Flush. This shouldn't be too difficult as more than half the hand is already given over to Honor tiles anyway. If the remaining two groups are the same suit or are honor tiles, it bumps the hand up to 6 hand points for a score of at least 12000/18000 points. However, the best way to get the most bang for your Dragon's buck is to go for this hand's big brother: Big Dragons.




Big Dragons: Limit Hand


The difference between Small Dragons and Big Dragons is all about one tile, but that one little tile makes all the difference in the world. While the Little version is just two of the triples, the Big version is triples of all three of the dragons. This is another limit hand (like 13 Orphans or 4 Concealed Triples) which means we'll get the most points possible no matter what else is in the hand, 32,000/48,000 points. Again, the remaining two groups can be any kind of run or triple. There's no restriction against bumping or chowing and indeed, it would be pretty difficult to assemble triples of all three dragons without at least one bump. And once that second Dragon has been bumped, suddenly everyone will be extremely wary of discarding any of the last remaining dragons. That last one will almost certainly need to be drawn though there are situations where it will sometimes come out, most notably when a player has reached and must discard anything that is not his winning (or a quad-able) tile. It is a sick feeling to have reached and then see someone bump the second dragon, especially if none of the third remaining dragons are on the table.




Because the Little version is so close to the large version, it's always a quandary deciding whether to go out on the cheap or go for the glory with the Big. It's not an issue if one has somehow managed to get to ready with triples of all three in the hand through bumping or even just drawing. However, the vast majority of the time, at least one or usually two of the dragons will have been bumped and our hero's ready hand will be waiting with two pairs, one of them being the last remaining dragon, and the other being some unrelated non-glorious nothing. If the nothing comes out first, what...do...you...do? Well, there are a lot of f>actors to consider: what everyone's scores are the moment, how early in the hand it is, whether or not someone has reached or stolen tiles so he seems close to going out, etc. Also sometimes people and Mahjong parlors play with an extra reward for finishing a limit hand, so that might also figure into the mix when deciding whether or not to continue trying for the limit hand even after a cheaper winning tile has come out. It's an extremely rare hand, of course, it's a limit hand! But it will spice up the game once in a while, even if someone only manages to finish with the Little version.

Here are some examples






Little Dragons ex.1




Let's say this is a river-win. Just the two value tiles (the White Dragon and Red Dragon), and Little Dragons for a total of 8000/12000 points. (Note that if the Blue Dragon was drawn or bumped, 8 of Dots or 9 of Dots could be discarded for a single tile wait and a chance at Big Dragons and a glorious earth shattering win)



Little Dragons ex.2




Blue Dragon, Red Dragon, Half Flush (concealed), 3 Concealed Triples, and Little Dragons for a total of 16000/24000 points




Big Dragons ex.1




Big Dragons, 32000/48000 points, no matter how you slice it. (You may notice that this hand is also actually a Mixed Outside hand, but it's already a limit hand so the point is MOOOOT)

Tuesday, April 10, 2007

Jenn's Corner #11

April 10, 2007




Jenn's Corner #11


Hello everyone! It's Jenn. I got tired of waiting for Garthe to write his column (he is currently in the US, working on some other stuff), so I will take his place and post his next column. I know you would rather read about me anyway (^.^)




So the new Mahjong year has started and there is a lot to look forward to this month! First of all, JPML's first League session of the year took place this past weekend and I finished in the black with 7.9 points, putting me in a tie for 31st place out of 71, so just 4 more sessions to stay ahead of the game if I want to move up a league next season. Garthe had to miss the first session and take a penalty, so he is in the red right now...

The first game I did horribly. I was not concentrating properly; I was playing my hands badly and worse, reading the board badly. I took a few minutes after the first game to reflect on my play and I was able to regroup and take 1st place in the next 2 games. I took a negative 2nd place in the 4th game, but it was enough to have the highest score at my table. About 20 people or so will move up from D2 to D1 this season, so if I can keep my composure for the rest of the season, I really do think that I have a chance this time!




The JPML League has 9 levels: A1, A2, B1, B2, C1, C2, C3, D1, and D2. Almost everyone starts at D2 and has to work their way up. You can only move up once each season for leagues B1-D2 and once a year for the A leagues. There are 2 seasons of 5 months each year. Garthe and I, starting last year, are still in D2 League. By normal routes, you can see that the quickest anyone could make it to A1 and a chance at winning the Phoenix Cup is 5 or 6 years. That's a long time for a good player to wait and not have any bad days... But, this year JPML announced a new special league to allow young players to move up faster, making the playing field more fair and competitive based on good performance.




JPML's Special Advancement League invites players under the age of 40 who have participated in JPML's 4 big tournaments (Pro League, Masters, 10-Tier and OUI) to fight for a spot in a higher League if they have: moved up one league by their own ability in the previous season, made it to the final table in Champion's League, got 1st or 2nd place in the annual Rookie Tourney, won the Pro Queen Tourney, made it to the final table in Masters, 10-Tier or OUI tournaments, or place first in a regional league. In addition, they must end in the black for the current League season and may not miss any League sessions for the current season.


It is a strict set of conditions, but for a chance to move up 5 levels or so it seems a small price to pay and many people are participating. So yes, I will also work to move up this season so that next season I might fight for a chance to up my status the "easy" way.




One of the biggest news items this month is that JPML tournaments are now all non-smoking. Or so it may seem... Actually, players currently involved in a game and spectators must refrain from smoking. Players in between games and players at tables that are finished with games are allowed to smoke to their hearts' content, so the parlor still ends up smoky. But, if a player wants to smoke between games, they must get permission from the other players at the table. I personally ask them to go outside (nicely of course)...




Also, Mahjong Fight Club 6 is finally in arcades all over Japan! You can check out the website (in Japanese) here and see pictures of Garthe and I here. The new version has added a Competition Rules option, so now players can play a more skill-based game using JPML's A-Rules. Just like the Pro League except for the dealer has to win a hand to continue as dealer and cannot continue if he has a Ready hand on a draw.




The Ron2 translation is coming along. Garthe and I are doing our part and are working hard with the administrator to get a game to you as soon as possible! I can't wait to see you all there!!




Now, I have to get ready for my own trip to Vegas to teach Mahjong and also work on my poker skills. If anyone will be in the Vegas area in the next 2 weeks, send me an e-mail and Garthe and I will be happy to set up a time to play Mahjong together!!





Now, just for kicks, here is a hand that I had during the 3rd game on Sunday:







The Drag is 8 of Bams. What would you discard and why? Also, after you discarded, what tiles would you be waiting for? As dealer, how many points is your hand worth on a river win? How about a self-draw? Do you think this hand is worth Reaching in a game with no First-turn win, Quad Drags or Hidden Drag bonuses?





To post comments to this column, click here.

Tuesday, April 03, 2007

Gemma's Journal #9

April 3, 2007




Gemma's Journal #9


Here it is, the first part of the series of entries on scoring that I've been putting off writing! This will probably go quite slowly for those already acquainted with the art of scoring in Japanese Mahjong. As you know, though, my entries have always been aimed for beginners by a complete beginner. I'm expecting that I'll make lots of mistakes over the next few weeks so I'll be expecting you experienced ones out there to be correcting me and cheering all the newbies on!




Scoring... once you've finally managed to commit all the hands to memory (I have to admit having a card in front of you with the hands on like they do in America does sound a little appealing from a beginners point of view!) scoring really is a bit of a kick in the teeth! I'm not going to lie but you're going to have to get memorising some more. There are a lot of points handed out for different things, I think it looks quite daunting but we can make it together! Good Luck everyone!




There are two kinds of points in Mahjong.

Hand points - the points associated with hands that Garthe has been introducing to us:



Base points - the points that you gather in other ways for having sets, certain waits, etc.



Base points is where I want to begin explaining. So how do you obtain these base points?





Mahjong

First things first, you get 20 points for going out. You then get an additional 10 points if you Mahjong off someone else's discard if your hand is concealed, to make 30 points. If you draw the winning tile yourself (concealed or not) you get 2 points, for 22.




Sets


32 points for a concealed quad of 1 , 9 or honor tiles

16 points for a concealed quad of 2 - 8



16 points for an open quad of 1-9 or honor tiles

8 points for an open quad of 2-8



8 points for a closed set of 1-9 or honor tiles

4 points for a closed set of 2-8



4 points for an open set of 1-9 or honor tiles

2 points for an open set of 2-8




Head


Head made of value tiles is 2 points

Anything else... 0 points!



Wait


Double sided wait = 0 points

Waiting to complete a set, e.g. 44 88 = 0 points

Middle wait e.g. 57 = 2 points

End wait e.g. 12 = 2 points

Waiting for the head = 2 points




It's not too horrific! I mean, sure, you have to memorise a lot, but at least they're all even! Imagine if it had been multiples of three! (you wouldn't think I had an A-level in Maths!)




Best way to memorise it though is, as always, practice! So with that here are some more puzzles for you. I want you to try and count up the base points. Perhaps I'll post up some more, later in the week, if I can get enough replies.







Self-Drawn







River Win (taken from another's discard)



East-Round

East Seat




River Win (taken from another's discard






And as usual every week I love to get emails and now that I'm home I have lots of time! So email me!






To post comments to this column, click here.

Monday, March 26, 2007

Jenn's Corner #10

March 26, 2007




Jenn's Corner #10: Las Vegas



Here we are, back in Tokyo after our travels to our homeland. Since my last post, we have added a scoring section to the rules, and a report on JPML's first ever Women's League. Our next immediate goals (besides staying up to date on columns) is to get an interview with Michi Yuuki, JPML's first-ever Women's League Champion! Today, I want to let you all know how our trip “abroad" went.





American Style Mahjong Set





Because of tournaments we were committed to in Tokyo, Garthe and I arrived towards the end of the first day of Mahjong Madness's Las Vegas American-style Mahjong tournament at the Riviera. We had already been in contact with the organizer, so they knew we were coming, but somehow managed to get plenty of stares from the participants, who seemed a bit more unawares. This was a surprise to me. Apparently, Garthe and I do not fit the profile for Mahjong players anywhere in the world! I think I like that. It makes us and Mahjong stand out more as well.





We brought as an offering, a Japanese-style Mahjong set, which was given out on the second day as a door prize. After seeing this, many of the participants became very friendly and we talked for hours about Mahjong: American and Japanese as well. We heard what people thought of tournaments, what they thought of certain rules, and how long they had been playing (some for 50 years or more!). The most surprising thing was the perception of the rules in the East. When we would proudly mention that we play Japanese-style Mahjong, we got some amazing responses. One person was quoted as saying, “Oh. You guys don't have any rules, right?" How do you answer that? Well, yes, of course we have rules… How can you win a game that doesn't have rules? Or even better, how can you lose a game that doesn't have any rules? One of the biggest differences is that the American-style rules change every year while the Japanese-style rules have not changed for many years.




Our biggest treat, was watching some of the players after the tournament hours, playing in private games. Here we got to watch 2 of the only players in the competition that don't need to look at the scorecard while playing. We watched some big hands, exchanged words and contact info and got some in depth explanations of the rules. This helped for the final day, when we went to watch the 400 participants battle it out for the 18 cash prizes.





400 Competitors prepare for battle





We learned about the Charleston, a way for the players to collect useful tiles before the play actually begins. Each person exchanges 3 tiles with each other player a few times. We learned about Jokers, which cannot be used as single tiles or with pairs, but can be used (exclusively even) in groups of 3 tiles or more. We learned that scores are counted by each hand and not by each round as in other types of Mahjong. We learned that the opinion that something has to be at stake (e.g. money by gambling) for a high-skill game translates to as many American-style Mahjong players as it does to us. And we learned that many people who are interested in Mahjong, have interest in other types of Mahjong as well.





Garthe trying to figure out what the Green Dragon looks like





For me, this was a very encouraging trip. I have often had doubts of the potential popularity of Reach Mahjong because of the complicated rules, scoring
system, etc. But after watching this American-style tournament, I realized that, like languages, each interpretation of Mahjong has its own complications. With American-style, since the hands change each year, it creates a big challenge for players to memorize hands, giving those that can a huge edge. Most people end up using their cards while playing. With Reach Mahjong, the scoring is a bit complicated, but once it is memorized, it is memorized forever. There are no [significant] changes taking place. Beginning players could keep a score table at their side if needed in any tournaments or games that we would want to host in the future.





I hope that some of the great people we met are now visiting ReachMahjong.com and I would like to say thank you for taking such good care of us in Las Vegas. I hope someday to visit again.




After the tournament was over, we spent almost all of our time at the poker tables, learning how to play. We're getting better! Honestly, playing and learning about poker has also improved my Mahjong game. We are also meeting many poker players interested in adding Mahjong to their repertoire. We'll be back in Vegas the 2nd week of April, so if anyone is going to be in town, drop us an e-mail, maybe we could set up a Mahjong game somewhere!

Tuesday, March 20, 2007

In Garthe's Hands #9

March 20, 2007


In Garthe's Hands #9



Long time no hands!! I bet you all thought with the lack of new hands columns that I must have finally run out of new hands to throw at you. Not the case! Though it should be encouraging to know that we are at least half way through them all at this point. In fact, it should be even more encouraging to note that the 16 hands I've given you so far plus the two I'm going to give you today make up 3396 of the 3428 hands I've completed in 1544 games of Fight Club so far this year. That's more than 99%! So pay attention for at least this column too, and then you can ignore me in earnest for a few weeks. Without further ado, I introduce to you: One Suit Straight, and 3 Concealed Triples.





One Suit Straight (Full Straight): 1-2 Hand Points


One Suit Straight is called Ikkitsuukan in Japanese but it usually gets shortened to just “Ittsu”. It is three consecutive runs all in the same suit, plus another group which can be a triple or run, and a head, of any suit or Honor tile. Put another away, this hand must have a 1-2-3-4-5-6-7-8-9 all in the same suit. Concealed it's worth two points but stealing tiles will knock it down to one point. Like 3 Colored Runs or the Outside hands, this hand will generally be more useful when worked in with other hands, in this case, especially Peace, Reach, Concealed Self Draw and Full or Half Flush. Also like those hands, though unusual, there will be times when stealing tiles is advantageous, most likely when there are some lucky dragons in the hand but no hand point to be able to win with them. Also like 3 Colored Runs, it is often a bit of a crapshoot achieving the hand as usually, the wait will be for the final tile to finish the straight, and after reaching, one may have to win on the tile that does not complete the straight. Another thing that I find strange about this hand is the number of times I come to a crossroads where I must decide whether I'm going to go for this or 3 Colored Runs. An oddity I wonder if anyone else has ever noticed?





Three Concealed Triples: 2 Hand Points


Our other hand for today is 3 concealed triples. It's called Sananko in Japanese and if you remember the limit hand I introduced you to a few weeks ago, 4 Concealed Triples, the concept behind this hand shouldn't be too difficult; it's just one less triple. Just remember, like its big brother, the tiles that make up the triples must all be self drawn. That's the only limitation regarding stealing, so if a tile for the other group or the head (pair) come from another player, the hand is still worth the same 2 hand points, concealed or not. It's an unusual hand, but seems to come up in some interesting situations. First of all, it's one of the saving graces when going for 4 Concealed Triples but another player throws the winning tile before it can self drawn. In such a situation, the hand will at least contain All Triples and 3 Concealed Triples for 4 points making it still a hand worth going out on even though it wasn't the coveted Limit Hand. Another situation I find it useful is when I don't have any hand points in my hand but I do already have 2 triples and my wait is two pairs waiting for one to become a triple. If I Reach on this hand and someone throws my winner, I'll only have the Reach Hand point. If however, I manage to draw my own tile, suddenly I have Reach, Self Concealed Draw, and 3 Concealed Triples for a total of 4 points and another nice hand. These are the two major situations this hand will be useful, the others often being a bit of a boondoggle I find. One final point, when there are already 3 triples in the hand and the final group is a going to be a run, there are those who might reach and there might be a good argument for it, like it's the final hand and one only needs that number of points to win the game. However, in most situations, most players (well, us dreamers anyway) would prefer to wait for one of the tiles in the incomplete run to pair up so that the hand would be ready for 4 Concealed Triples. Dream dream dream.





So how about a few examples:




One Suit Straight ex.1



West was the lucky dragon so with the unconcealed One Suit Straight this would be 3900/5800 points

One Suit Straight ex.2



Let's say the player Reached and drew his tile himself and ① was the Lucky Dragon. Then the hand would be Reach, Peace, Concealed Self Draw, One Suit Straight and one Lucky Dragon for 12000/18000 points! As an aside, can anyone take a stab at what the winning tiles would be for this hand?





3 Concealed Triples ex.1





Let's say the player reached and somebody threw his winner (remember, if he had drawn it, he'd have hit 4 concealed triples, a limit hand!!) He gets Reach, Red Dragon, 4 triples, and 3 Concealed triples for 12000/18000 points.

3 Concealed Triples ex.2



Assume he reached and drew the 8 himself. He'd have Reach, Concealed Self Draw, and 3 concealed triples for 8000/12000 points.



So now that I've basically told you there's hardly any reason to read my column for the next few hands I bet you're wondering how I'm going to entice you to keep coming back? Great writing!! It goes without saying! Also, I too am interested in your comments, laments, and random stories regarding bad beats or people being catapulted over swimming pools into the adjoining neighbor's yard. Send any of the above to my e-mail.

Thursday, March 15, 2007

Gemma's Journal #8

March 15, 2007




Gemma's Journal #8


A note from Jenn: This entry was supposed to be up a few days ago, but while in Vegas I had some technical difficulties. Stay tuned for more on-time updates!




Hey everyone again. I've just come back from Japan so I'm going to postpone my entry on scoring another week to tell you my experiences of playing and watching Mahjong in Japan. (Convenient yet good excuse! I'm getting there, I promise, especially now with the good emails I've received offering good sites and tips to use. Thank you!)




Mahjong parlours seemed, in the most part to be small, often smoky, ill-ventilated affairs, which I guess was how I had expected. But they were far quieter than I had imagined. Mostly limited to the sound of clicking tiles and concentration!




All the tables were automatic and quite frightening to the uninitiated. It took me a little while to get used to all the buttons and what they did; although it does speed up the process so much. I really appreciated not having to build the wall manually and not having to count the bones (They're counted automatically for you by magnets). So now I've decided that my new aim is to have one in my house (I have to get a house big enough for one first!).




The first time I played was with Jenn and Garthe so that was a nice gentle introduction and allowed me to get to grips with the whirring table, with all its fancy buttons, etc. Despite this though, I still felt unprepared when I played with Masayuki Katayama (author of obaka miiko), another professional and Jenn. I was so tense! You should have seen my hands shake! The game moved so much faster than I'm used it and it took all my mental processing power just to not knock the tiles everywhere! A complete departure from the slower games I had played with other beginners or the faceless Internet games. Saying that, I do think the speed of Ron2 helped me to think quicker, yet I still found it difficult to organise my tiles and work out what my waits were. (My mind has become lazy with Ron2 figuring everything out for me!) Everyone was so kind and patient with me though and I settled into it slowly. Although I didn't win I played to the best of my abilities so I was really happy - managing to pull off a Half Flush and All Triples. I was pretty pleased with myself! Hopefully Jenn wasn't too embarrassed by me either!




Other than playing Mahjong, Jenn also took me to watch several professionals. I'd not really given much thought to watching people play before and I certainly hadn't considered Mahjong to be a spectator sport but I'm completely converted after my trip. Watching professionals play really allows you to see new things that you wouldn't have even considered before. I really feel that it has helped me improve my understanding of the game. One of the games that I watched from the Mahjong Champions League was particularly exciting. I was sat behind JPML's Hiro Yamai (Jenn wrote about him earlier so if you missed her column go and check it out here!) There were some really tense moments. One hand Yamai got really lucky and had in his hand 3 white dragons, 2 red dragons and 1 green dragon. He bumped the first red dragon that came out and then pulled a second green dragon. I think I was more nervous than he was! The final green dragon was discarded and Yamai won the 3 Big Dragons limit hand in only a few discards leaving him an easy win after that.




Apart from exciting moments like that it was a great learning experience. I can see where I've been having a lot of problems in playing Mahjong and where I could think of other alternatives to my style of play. I would highly recommend watching just as much as playing to improve. I'll certainly be watching the proz play on Ron2 more now!


So overall I had an amazing trip! Lots of Mahjong playing and learning. Jenn found time to look after me so well even though she's such a busy person. (She's really not kidding when she says she's always doing something Mahjong related!) Thank you so much for a great week Jenn! You're an amazing teacher! (If you edit that out I'll be angry!)




As soon as I got back I was playing Mahjong again, newly enthused from my trip. As I wrote about in my last column I'm trying to teach some of my school friends here in Taipei Mahjong to share the joys and broaden our English speaking community. It's also helping me quite a lot I feel. After recommending watching more Mahjong I'd also recommend teaching more Mahjong to improve your abilities. Sometimes a complete beginners question can really make you think too! So everyone should get their friends addicted too and we can bring even more Mahjong friends to our site!




On a final, slightly random, note teaching has made me hate the Peace Hand more. It's one of the first hands in the book I was reading but for beginners I still think it's one of the more difficult to understand and remember. I recall being quite frustrated by it in the beginning when I thought I had it and then realised my wait was incorrect just as I tried to Mahjong.





On that note my puzzle-esque thing today is probably quite easy for experienced players but for beginners perhaps…







Is that still a peace hand? Why?


If anyone has any questions on my trip that they want to hear a beginner's point of view feel free to post them up! I'll reply asap!


And as usual every week I love to get emails and now that I'm home I have lots of time! So email me!

Tuesday, March 06, 2007

Jenn's Corner #9

March 6, 2007




Jenn's Corner #9



A few too many days have passed since the last column and I have to apologize. I was planning on having this up on March 3rd and here it is, already early morning on the 6th. Last week was extremely busy with Gemma visiting Tokyo (that means lots of real-mahjong sessions), Garthe playing in Champion's League, add in another mini-tournament on Sunday and finally preparations for Garthe and my trip to Las Vegas!!




Garthe and I are here to watch one of Amercan Mahjong's biggest tournaments run by Mahjong Madness at the Riviera every year. While neither of us know how to play American Mahjong (yet), we are going to experiment a bit while we're here and hopefully get to know some of the people on this side of the ocean that love this game. People seem really friendly so far and we'll let you know how everything works out.




With the tournament season in full swing, I want to take a few minutes to talk about tournaments. Even within Reach Mahjong, there are so many variations that I think it is worth an entire column. Our other goals this week are to provide a full report of the first ever Japan Professional Mahjong League Women's League Finals and also get the scoring system up on the website (I know people have been waiting). That combined with playing poker everyday and we will have our hands full for the week!




Now, tournament time. Let's start with the fun ones! Small, just for fun tournaments in Reach Mahjong usually finish in one day. One (not so small) popular one is SNPM's Pair Match, held every January. Each participant chooses someone to be paired up with and the couple's score is combined to decide placement and prizes. The tournament only lasts 1 day and each player plays 4 games. This is a fun type of tournament because it only takes a day and the atmosphere is usually very friendly and attracts players of all skill level and background. Many Mahjong Parlors also choose to host similar tournaments for singles. Garthe and I spent this past Sunday, March 6th participating in a tournament like this that attracted about 25 players.










Garthe was good enough to get 2nd place and a prize too!







The fellow handing Garthe the prize is the assistant manager of this particular Mahjong Parlor and also a fellow JPML member, Shintarou Kamimura.


When the tournaments start to get more serious, the time period is much longer. Most Professional tournaments will hold a 1-2 day qualifying match, followed by the main tournament, preliminaries, semi-finals and then the final table, taking anywhere from 3 to 8 days for just one tournament. Regular leagues usually hold 5 days of 4 games each before final tournaments spread out over a few months.




There are a few ways to cut people out before the final table to get your final 4 (or 5 if one player will rotate out). The simplest way is by total points. Everyone plays at a different table for 4 games and at the end, the top 50% or so pass the qualifier. At the main tournament, everyone starts over at zero (and in many tournaments in Tokyo, certain players are seeded in). The top 16 or so move on to the semi-finals. At the semi-finals, everyone starts at zero again and the top 4 move to the final table. Often times the defending champion will join the top 16 players in the semi-finals by default.


The other option is to keep each person at the same table for 4 games and advance the top 2 players from each table according to the total score of the 4 games.


Both ways require endurance, high skill, a strong understanding of the game and a bit of luck as well.




The other options are rules. JPML offers 2 types of rules for tournaments. A-Rules are considered to be one of the purest forms of the game, only offering one Drag (Lucky Dragon) and no bonuses for luck-hands like Hidden Drags, Quad Drags, First-Round Wins after Reaching or Red 5's. The B-Rules add a bit of spice by adding Hidden Drags, Quad Drags and First-Round Wins after Reaching, but still leave out the red 5's.




The tournament we played on Sunday had an extra twist by using a Tournament-Hand. The Tournament-Hand this day was 7-Pairs with 2 Drags. Anyone winning on this hand gets an extra 10 points to their total score. I won on it twice!




Tournaments only really need 5-8 people, so if you can get some friends together, give it a try! Garthe and I have a dream of hosting a Reach Mahjong tournament for all to join someday...


We'll keep working hard, so everyone keep reading!!

Tuesday, February 27, 2007

In Garthe's Hands #8 - Outside Hands

February 27, 2007


In Garthe's Hands #8



How are you all holding up remembering all those hands? We've covered quite a few already and I wouldn't be surprised if some of you are wondering how much longer I can keep coming up with new hands to throw at you. Don't worry; after 14 of them now, we're almost halfway through! Hang in there. The hands I'll be covering the next few issues will be comparatively rare, but can make for impressive scores when they're pulled off. Today let's cover two more that are closely related to each other: Mixed Outside Hand, and Pure Outside Hand.




Mixed Outside Hand (Terminals and Honors): 1-2 Hand Points


A Mixed Outside Hand, known as "Chanta" in Japanese will be a hand consisting only of runs or triples and a head that use a 1, 9 or letter tile. It is a bit of a converse to Simples. So 9-9-9 in Bamboos would be a useful group, as would 1-2-3 in Grands. Pairs or triples of Honor tiles can also be used. Concealed, it's fairly rare so it's worth two Hand Points. Stealing tiles from discards will bump it down to one Hand Point. It's a good idea not to steal tiles without good reason. A couple of possible reasons might be; perhaps the tile is almost all gone, or, there are other Hand points in the hand too so it's an expensive hand and worth stealing for. One of the other hands that will often work in well with this hand is Three Color Runs. Because runs all have to be at one extreme or the other, it will often just work out that there's one in each suit. One of the reasons it's so unusual, at least for me, is that I drop stray 1 and 9 tiles early in the hand as a matter of course. At the beginning of a hand I may have 6-8-9 in a suit and discard the 9 without noticing that I have a lot of terminal tiles in all the suits. I've shot myself in the foot right on the starting line. So lately I do try to pay attention as I'm first grabbing all my tiles to see if I have a lot of the terminals and letter tiles. This is good for noticing whether or not you have a good shot at the All Terminals Limit hand too.





Pure Outside Hand (All Terminal Sets): 2-3 Hand Points


Pure Outside Hand is Mixed Outside Hand's big brother and you may be able to guess from the difference in the names that what makes it different is that it doesn't allow the use of Honor Tiles. So all groups and the head must contain a 1 or 9. This is considerably more difficult, so it's a 3 pointer. Though, once again, stealing tiles will knock it down a point to 2. And once again, Three Color Runs is even more likely with this hand as the kinds of groups get more concentrated without the letter tiles. And once again and again, it's one of those things that needs to be noticed early if there is to be any chance of going for it. The Japanese name for this hand is "Junchan".





One thing to note especially regarding these hands, is how bad an idea it might be sometimes to use Reach together with them. If the wait happens to be a "good" one, for example 23 waiting for the 1or 4, there is a huge risk of having to win on the wrong tile. Reaching and then letting the cheaper tile go by without winning will knock the hand into the "Missed hand" category and the only option for winning anymore will be drawing the winning tile. So a hand that might have been huge with 6 points may wilt all the way down to just one point for the Reach.



Here are some examples:





Mixed Outside Hand ex.1



Just 1000/1500 points. Useful perhaps at the end of the game if one just needed to win a hand to end the game.

Mixed Outside Hand ex.2



Let's say the player reached and some unlucky soul threw the red dragon: the hand points are Reach, Red Dragon, Triple Colored Runs, Terminal/letter groups for a total of six hand points making it 18,000/12,000 points!






Pure Outside Hand ex.1





Bumped because ⑨ was the lucky dragon, this would be a 12,000/8000 point hand

Pure Outside Hand ex. 2



This is an example of the situation where declaring Reach might have been disastrous. If the 4 had come, the hand would simply be Reach and Peace for a grand total of 2900/2000 points. The fact that the player waited quietly for the 1 to come out adds Triple Color Runs and Terminal Groups into the mix for an actually grand total of 18,000/12,000 points.





To post comments to this column, click here.

Saturday, February 24, 2007

Gemma's Journal #7

February 24, 2007




Gemma's Journal #7



So I've been wondering what I should write about this week. Jenn suggested that I write about scoring, and I started trying to but then I realised I was still completely lost! It's the thing I'm currently working on but there are still quite a few holes in my understanding of it all. To be honest there doesn't seem to be much logic behind it at all! Well I shall persevere and you can expect an entry explaining the basics of scoring from me soon!



Hence I thought I would use this entry instead to clear up a few little loose ends in what I looked at already and then give you some puzzles to look at!



Apart from scoring this week I've also been trying to introduce Mahjong to some of my classmates. (blind leading the blind perhaps!) I think/hope that they had a good time and certainly a few of them seem quite enthusiastic to play more which must be a good sign.







Look at their confusion! I'm clearly a brilliant teacher!




Anyway, I'm hoping some of them will start reading and using this site so we can expand our community more!




Second thing I want to look at is a combination question of reach and quad. This was something I didn't consider when I was first writing my entries about these two but whilst I was playing ron2 the issue came up. I might not have mentioned explicitly that once you had reached it was possible to still declare a Concealed Quad because in most instances it wouldn't change your wait. But take a look at this hand:







The wait for this is 5 6 8 of Bams. However if you declare a Concealed Quad with the 7 of Bams, then your wait would become a 6 of bams
only. Because reach rules mean you can't change your wait you wouldn't be able to do this. Just something to watch for!




I also received an email from David who asked this question:




"One last question on the sacred discard/Missed Win, if you have a ready hand and you haven't Reach-ed, the only concern is for your own discards, you can pass up other discards from other players and it won't effect your hand (say you're waiting for a hand worth more points), However if you declare Reach you HAVE to take the first discard that will complete your hand, correct? The "sacred discard" doesn't expand into the other players' ENTIRE discards, only the tiles they discard AFTER you've declared Reach?"





This is something I want to pass onto Jenn. (sorry! Help us!)




>Jenn's Note: David has it right here! I'm going to use the term ‘Missed Win' for Sacred Discard and ‘Lost Hand' for hands that have fallen into the category. First of all, if ANY of your winning tiles are in your own discard pile, your hand is considered to be Lost Hand no matter what and your only winning option is by drawing the winning tile yourself. The following explanation will be regarding the times when your hand is not yet Lost.



When you have a Ready Hand and you have not Reached, you only have to worry about your own discards and any discards in the same turn that include your winning tile. If I discard a tile, then Gemma discards my winning tile and I let it go (don't win on it), then the Missed Win rule applies to me until after I have had another turn. Me having another turn means me discarding a tile (the taken tile can be drawn, Chowed, Bumped or quaded). If my turn gets skipped because of someone else Bumping or Chowing, I still cannot win on the river until after I have had a turn.



After Reaching, your own entire discard and all other players' discards after the Reach was declared determine your Missed Win. If any of your winning tiles are in those places, you have Missed your Win. You must win on the first winning tile that has come out on the river. If you don't, you have a Lost Hand until the end of the game and can only win on a Self-Drawn tile.



It is a confusing rule. If anyone can think of a simpler way to explain it, please comment! Back to Gem!




I haven't been able to find any other odd situations or peculiarities yet but email me if you can think of anything for me to add!



Right, this entry is going to be a little puzzle heavy. But I expect you to all be ready to learn/revise the scoring rules for next time! Especially so you can all help me!



I had some great emails as well with puzzles! (My job gets easier by the day!)



So this week's puzzles were created for me by John. Thank you!



Puzzle One:







What's the wait?




Puzzle Two:







And finally two questions for the more experienced players on the boards:



Question 3: This one is from Jenn.



Which would you discard and why?







Question 4: This was emailed to me from another beginner like myself and I think we'd all like to hear words of wisdom on this one!




"This whole "Missed Win" has always been one of the most confusing parts of the game for me. Besides a self-pick do you just have to give up in a situation like this? Or do you then go about changing your hand until all of your possibilities to go out are tiles you haven't discarded?"




So, if we realise we're foul of the ‘Missed Win' rule do we just pray that we'll pull it ourselves, or do we try to change our hands?



Well, I'm sorry that that has been a bit of a random entry with lots of added bits of other people's work and questions! Thank you very much everyone who emailed me. Some of the questions were really good which is why I decided to share them with everyone!



Tomorrow I'm off to Japan to spend the week with Jenn so I'll make up for this week with an extra special Japan entry! Wish me luck everyone!




If anyone else has some more puzzles that they think might be fun and interesting, please email them to me! Or maybe you had a really exciting hand last week and want to share it with us? I know I always get confused whilst playing as to what I might be waiting on, so I jot down my hand and then look at it at my leisure later. Anything like that then email me!




Or just send me fanmail! I like to feel loved! heehee

Tuesday, February 20, 2007

Jenn's Corner #8 - Mediators and Tournaments

February 20, 2007



Jenn's Corner #8: Mediators and Tournaments



I arrived at SNPM'S Ryuou-sen match to cheer on one of my favorite Pro's of all time, Yuukou Itou. My plan was to rush off to JPML's Phoenix Cup Finals right after, but because of the length of the Final game (of 6), there was no time, so I just said my good-byes and headed home.




I walked into Vacance (バカンス), the first Mahjong Parlor I had ever played in, for the first time in probably a year. It was just as I remembered it, except for only one table was being used, in the middle, and all the tables around it had been pushed away to make room for the 30 odd spectators that had turned out to watch JPML's Itou and Yamai, NPM's Takeuchi and MU's Mihara. Obviously I went hoping that Itou or even Yamai would win, so I chose to watch behind Itou.




I made it just in time to watch the last 2 and a half games and Itou was already far behind the other 3. Yamai was ahead in total score and in the 4th game.

Until the last hand of the South Round in the 4th game. The table set-up looks like this:





Itou throws the 3 of Bams and Mihara shouts "Chow". A split-second later, but obviously secondary, Takeuchi whispers "Pon" (bump). Now, in most rule systems, the rules state that the first person to declare gets the tile. If the declaration was made at the same time, then the person Bumping gets the priority. In this case, the Chow was obviously first, but it was close enough to ask for a judgment. Alright, then, trusty mediator, who gets the tile in this case? Wait a minute? Where is the mediator? Off on a smoke break?? While the final table is battling it out?! Seriously? Well, there is a score-keeper watching, surely he can make the judgment? Nope. Looks like he is going to call the mediator over. This ought be good, someone who didn't even see the action is going to judge it. No Way!




Way. The mediator finally came over after a minute or so of people looking at each other dumbfounded and he comes over and says, "Yes?"

He had no idea what was going on. Yamai explained what happened and the mediator finally said in an almost silent voice, "I believe 'pon' has priority," seeming quite unsure of himself.




Obviously there is no problem here except for the fact that the mediator is judging something that he didn't witness because of his 'need' to smoke, but let's put that aside, and let's forget the fact that he made the judgment while looking at Takeuchi's hand (a former teammate of his in SNPM), which contained 3 drags and got its Hand point from All Trips, one of which, was made by this Bump. It seemed like I was the only one who thought this judgment was strange. Perhaps it is a culture problem, but I will say here and now that I think the mediator of a Final Table in any Mahjong tournament should be watching the Final Table. (This is why I made this article a 'Jenn's Corner' entry and not a news article, so I can write my opinion)




Honestly I am not saying that his call was necessarily the wrong one. Perhaps any mediator would have made the same call. However, the fact that he wasn't at the table to see the action means that he was not doing his job and this is something I want to set a standard for in future Mahjong competitions. When there are 50 tables at a qualification match going on at the same time it is impossible and not economical to have one mediator to each table. But this is the FINAL Table with reputations, money and honor at stake. Just because no one in your own league has made it to the Final Table does NOT mean that you are entitled to do a mediocre job of running a competition. This is also not an article to negate Takeuchi's earned prize. He played very strongly and if the mediator would let him take the Bump, that is the best decision for him and he should do that, no questions asked.




In the end, Takeuchi won that hand and pulled ahead. Going into the Final game, he was first with +42.0 points. Mihara held 2nd place with +37.4, Yamai right behind him with +33.9 and Itou trailing with △113.3. Because in SNPM matches, the placing bonus is a ridiculous +30 points for first and +10 points for 2nd, the player with the most points in the last game, with the exception of Itou, will win the tournament. In other words, it all boils down to these 8 hands.




In the end, Takeuchi won that hand and pulled ahead. Going into the Final game, he was first with +42.0 points. Mihara held 2nd place with +37.4, Yamai right behind him with +33.9 and Itou trailing with △113.3. Because in SNPM matches, the placing bonus is a ridiculous +30 points for first and +10 points for 2nd, the player with the most points in the last game, with the exception of Itou, will win the tournament. In other words, it all boils down to these 8 hands.




In the East Round, Itou had 2 big wins with +5,200 points and +12,000 points, putting him comfortably in the lead of that game. People in the room seemed to like it when Itou won.



The final hand looked like this:





Yamai Reaches. In order for Yamai to get past Takeuchi's lead of 3,700 points, he would need to win 3,900 on the river, Self-Draw 700-1300 or win a 2,000 point hand directly from Takeuchi. He is holding:







In the end, neither the 4 or 7 of Bams appears and the hand ends in a draw, giving Yamai 3,000 points (1,000 from each player) for his Ready Hand. The Reach Bone kept him 0.7 points away from taking 1st place. Takeuchi wins the title and the trophy (which SNPM didn't bother to dust off) with a final score of +51.9. Yamai takes a comfortable second with +23.1. Mihara ends in third with △6.1 and Itou was fourth with △69.9. Itou, the most experienced player at the table was heard saying, "Everyone today played excellent Mahjong."




Yamai with his 2nd place prize.

Thursday, February 15, 2007

In Garthe's Hands #7

February 16, 2007




In Garthe's Hands #7



Last week I got to tell you about my absolute favorite hand so I guess this week I have to go to the other extreme and tell you my most hated. It's strange because many pros consider it their favorite. I don't know if it's just because I want to be different or because I'm bitter or what, but this hand bites me more than it feeds me and I just can't forgive it. I HATE Sanshoku. I hate it so much I don't even want it to have an English name. How about 3 Color Runs. That sounds poopy enough doesn't it?




3 Colors (3 Color Run): 1-2 Hand Points


Does the name say it all (Sanshoku dou-jun in Japanese)? You qualify for this hand when you have the same run in all three suits, for example 234 in grands, 234 in dots, and 234 in bamboos. Concealed, it counts as two hand points but stealing tiles will knock it down to one point. I can't stand this hand because when I aim for it, invariably the wrong side of my wait comes and I am disappointed; for example, in the above situation I would perhaps already have the 234 in grands and dots and a 23 in bamboos waiting for 1 or 4 and what comes but the 1. I hate that. Another favorite trick the mahjong gods play on me is giving me, say, 345 grands, 235 dots and 45 bamboos. I have the possibility of the triple run but I have that lame wait in the dots. I generally take the good wait in that situation and after discarding the 5 of dots, of course the 4 always comes and if I go out on the hand someone always points to my discards and mentions what a shame it was that I didn't go for the big hand. God I hate that.




But I suppose rather than try to poison your minds on the folly that is 3 Color Runs, I should try to show how it might be useful and let you discover its orneriness yourself. This is another hand that will often combine well with other hands, mostly Reach, Peace, and Concealed Self Draw. All Simples will sometimes also work itself in there too. It's a little dangerous to steal tiles for this hand because like I pointed out above, what if the other side of the wait comes?!!? If one does decide to bump or chow aiming for this hand it's a good idea not to until it's a sure thing. i.e., either bumping the 3rd run, or the final wait is only one tile and not open-ended. There might be other reasons to try to steal tiles without it being certain yet, but they'd better be good. There's nothing worse than going for it, then drawing the wrong side of the wait, and having to wait for the winner as a "Missed Win.







3 Colors (3 Color Triples/Quads): 2 Hand Points


Having covered 3-Colors in the first half, let's now cover 3 Colors. Lest you think I'm hitting the bottle again, let me explain, there are actually two kinds of these 3 color hands. The second one is "3 Color Triples", the first one was Runs. In Japanese, their names both start out with the word Sanshoku but the second word is different. In fact, the triples version is so rare, that the name Sanshoku has generally just come to mean the runs version, and if someone wants to talk about the triples version he'll use the full name, Sanshoku Doukou. I've probably only seen this hand 2 or 3 times in my Mahjong life so it's not likely to play large role in anyone else's life either. Its one advantage over the other version of 3 colors is that it is still worth 2 points even when tiles are stolen. This hand really only occurs by accident. The only time I might ever really decide to go for it actively would be if I happened to have at least 2 of the same number in each suit; I'd probably start bumping as soon as any of them came out. The times I've seen someone steal 2 suits of the same number, I've actually seen people throw number in the last suit a lot. I think some people really want to see someone win with this hand and are actually willing to help sometimes.





Let's look at some examples.





3 Color Runs ex.1





Just 1000/1500 points. Useful perhaps at the end of the game if one just needed to win a hand to end the game.



3 Color Runs ex.2





Let's say the player here Reached and drew his own winning tile; he would have Reach, Simples, Peace, Concealed Self Draw, and 3 Color Runs for 12,000/18,000 points!! Way to go!!



3 Color Runs ex.3





Let's say West was the Lucky Dragon, this would (usually) be worth 8,000/12,000 points. It's a nice pay off but it was a big risk hoping that the 1 would come and not the 4.




3 Color Triples/Quads ex.1





In this example, ⑤was the lucky dragon. The only hand points are the 2 from 3 Color Triples but because the triples were 1's this gets up to 5,200/7,700 points



3 Color Triples/Quads ex. 2





This hand has "4 Triples" and "3 Color Triples", 2 2-pointers; it scores 8,000/12,000 points