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.