FAQ

What is a ready hand?

A hand is said to be "ready", or "calling", or "cleared" if it can be completed into a winning hand with just one tile. 

E.g., the following hands are "calling", or "ready" hands:

Bamboo 1Bamboo 1Bamboo 1 Bamboo 4Bamboo 5 Character 3Character 3Character 3 Dot 6Dot 6Dot 6 White Dragon

Bamboo 2Bamboo 3Bamboo 4 Bamboo 4Bamboo 5 Character 3Character 3Character 3 Dot 6Dot 6Dot 6 White DragonWhite Dragon

The first hand can be completed into a winning hand if a player receives another white Dragon either from the Wall or claims it from another player's discard. The second hand can be completed into a winning hand if a player receives either Bamboo 3 or 6 from the Wall or claims it from another player's discard.

Note that availability of tiles does not have effect on the calling status of a hand. E.g., the first example hand is a calling hand, even if three white Dragons already appear amongst discards or melded sets. On the other hand, the following hand is not considered ready, unless jokers are used and there is no restriction on having more than four identical tiles in a winning hand:

Bamboo 3Bamboo 4Bamboo 5 (melded Chow)

Bamboo 3Bamboo 3Bamboo 3 Bamboo 1Bamboo 2  Dot 6Dot 6Dot 6 White Dragon

This hand depends on existence of five Bamboo 3's and cannot be a calling hand without the use of jokers.

This basically simple concept becomes problematic, when the rules specify restrictions on a winning hand and at the same time allow payments for "ready" or "calling" hands, or apply a specific rule for ready declarations, or specify that a deal is passed only if the dealer's hand is not "ready". These kinds of situations are typical to e.g. the Australian rules, which allow certain payments to a loser only if his hand is "cleared", and the Japanese rules, which allows payments for "ready" hands, if a deal ends in a draw.

Ready state of a hand in draws

Some rules, e.g., the modern Japanese rules, allow payments for "ready" hands, if a deal ends in a draw. Sometimes passing of the deal after a draw is also modified by a rule according to which the deal is passed, unless the dealer has a calling hand.

Normally Four Winds checks only the structural requirements to determine whether a hand is ready:

If the rules apply a minimum point requirement on a winning hand, this is normally ignored. However, the minimum point check can be turned on by checking the Check true ready state of a hand box on the Winning & Draw option page. In this case the hand must be such that it meets the specified minimum with the best possible winning tile that completes the hand. Exception rules listed on the Exceptions dialog box are applied in the calculation (these rules allow a player to specify that bonus points for Flowers, Dora tiles, patterns like "Going out on a supplement tile", etc., should be ignored when calculating the points during a minimum point check).

Note: Turning on the minimum point check is not advisable for novice players. The rule is very seldom used in real games, e.g., the modern Japanese rules nearly  always consider any hand that is one tile short of a winning hand to be a valid ready hand in the context of a draw.

Ready state of a loser's hand

When the rules allow payments between the losers, normally the losers get points only for completed sets. However, certain Western rules allow payments also for uncompleted hands like One suit and Honors, All Terminals and Honors, etc.. When this is allowed, rules might specify an additional requirement that payments for uncompleted hands should be paid only if the hand is ready, or "cleared". E.g., in the Australian rules a loser can collect points for One suit and Honors only if he has a structurally legal calling hand (i.e., the hand must be such that it can be completed into a winning hand with just one tile, and it cannot contain more than 1 Chow, unless the hand is fully concealed). On the other hand, the Dutch rules allow payments for One suit and Honors even if a player has not even one complete set in his hand.

By default Four Winds does not require a loser's hand to be ready in order to pay scores for it. But you can specify otherwise by checking the For ready hands only box for each pattern and hand for which you want to use this option. The option is visible when you have activated the loser scoring by clicking the Losers radio button on the Sets and Patterns option page or Limit & Special hands option page. (Note that this option is missing for most special and limit hands, as these are by definition calling hands in order to be acknowledged at all – e.g., it is not possible to consider a hand to be a Seven Pairs hand, if it does not already contain 6 pairs and a single tile.)

If the For ready hands only box is checked, the following rules are used:

If the rules apply a minimum point requirement on a winning hand, this is normally applied also for calling hands in the context of calculating losers' scores. In this case the hand must be such that it meets the specified minimum with the best possible winning tile that completes the hand. Exception rules listed on the Exceptions dialog box are applied in the calculation.

However, the minimum point check can be turned off by checking the When determining ready hand state of losers' hands box of the Exceptions dialog box.

Ready state of a hand with ready declarations

When a voluntary ready declaration (riichi) is allowed in the rules, normally only the structural requirements are evaluated:

Normally a minimum point restriction is ignored in this context, but it can be enabled by checking the Check hand against minimum points box in the Options for Ready declaration dialog box. There are several other options on this same page which allow a player to specify how exactly the minimum point count should be performed, how missed and discarded winning tiles should be handled when determining whether a ready declaration is legal, etc.. 

The rules that use voluntary ready declaration differ significantly in requirements they set on a valid ready declaration. E.g. in the Japanese Modern rule preset any structurally legal and concealed calling hand can be declared ready (that is, the minimum point requirement and rule of sacred discarded are ignored, when determining the ready state of the hand). 

On the other hand, in the WMPA rules the hand to be declared ready must meet the following requirements:

In the Korean rule the hand to be declared ready must meet the following requirements:

Note that it is perfectly possible that a hand that is legally declared ready becomes dead or somehow restricted because of user's actions after the declaration. E.g., in the Japanese Modern rules a player can make a ready declaration even if he has a sacred discard, but he cannot claim any winning tile in this situation, but has to go out on a self-drawn winning tile. Similarly, if a player misses a winning tile after he has made a ready declaration, he cannot subsequently go out on any discarded tile, but has to go out on a self-drawn winning tile. On the other hand, in WMPA and Korean rules missing a winning tile makes the hand dead, so any declaration of out (also on a self-drawn tile) with such a hand results in a faulty declaration of out. 

Note: If the rules require an obligatory ready declaration, Four Winds normally does not check whether the declaration is valid. If the validation is turned on by checking the Validate the declaration box on the Ready rule option page, the structural requirements are always examined, but the minimum point requirement is never examined. (Note that there are no penalties for making a faulty declaration, when the declaration is obligatory.)

Related topics:
Restrictions on the winning hand – Maximum number of Chows
Restrictions on the winning hand – Minimum points or doubles/faan/han
Restrictions on the winning hand – Prohibition of mixed suits
Restrictions on the winning hand – Require Limit/Special hand
Restrictions on the winning hand – Exceptions
Draw rules – Check true ready state of a hand

The rule of Ready – Voluntary Ready declaration