Rule variations
The rule of Ready Voluntary Ready declaration (the Rule of Riichi)
Voluntary Ready declaration (jap. rii chi = "ready") is typically used
in Japanese Mah Jong, but appears occasionally in other versions, too (even
Western, e.g.,
Italian and French versions use a slightly modified version of this
rule). It is used by default in the Japanese
Transitional and Japanese Modern rule presets, as
well as in the Korean and WMPA
rule presets. The rule
has probably evolved from the simple concept of "Original call" (ready
on first discard), which is acknowledged in Chinese Classical rules, but as the
options and the tables below show, it is far from simple as it is used today.
Many
consider that the rule of Riichi has too strong an effect on the nature of the game
as it encourages collecting quick and easy concealed hands at the expense of
defensive strategies. It also accentuates the gambling element in the game:
though the reward itself is not high (normally the declaration pays one extra
double or han), a Riichi hand, combined with other bonus (e.g. for the Dora
tiles), easily produces fairly high scores.
Declaring ready also
involves a clear risk, since if the player does not win on a hand declared
ready, he usually has to pay a certain amount (normally 1,000 points) to the
winner. And the risk of losing is high, since the declaration warns other
players (who naturally do their best to see that the declarer does not win), and
especially as the declarer is forced to discard any non-winning tile he draws
from the Wall, thus risking becoming a discarder (who in Japanese games always
pays for all losers).
However, the rule is enormously popular in modern
Japanese Mah Jong, much of the same reasons it is opposed: it adds suspense to the game and makes it possible to make a fair profit on easy Chow-based hands.
To
specify rule of Riichi:
-
Choose Preferences on the File menu (quit an
ongoing game, if any).
-
From the Rule Presets list, choose a customized rule preset.
-
Choose Ready rule under the Rules section of the category tree.
-
Choose Voluntary (Riichi) on the drop down list at the top of the
page.
-
Specify options you wish to use with the rule by clicking the Options button
(see descriptions for
options below).
-
Specify how the ready declaration should be validated (see section
below) by using the Validate the declaration option.
Options for the voluntary ready declaration
Several options are available for this rule. To access the options for the
Ready declaration, click the Options button. The displayed dialog box has
the following settings:
Prerequisites (always checked, never penalized):
- Require concealed hand. This option is enabled by
default in the Japanese Riichi and Japanese Modern rule presets. Notice that concealed Kongs are always allowed in the
hand before the declaration (but not necessarily after).
- At least 0/4/8 tiles must be left. In the Italian rules at least 8
tiles must be left in the Wall, when the declaration is made. In EMA Riichi
rules at least 4 tiles must be left in the Wall. The available options are 0
(no restrictions), 4 or 8 tiles.
After declaration:
- The hand declared Ready cannot be altered. This is enabled by default
in the Japanese Riichi and Japanese Modern rule presets. This option causes the hand of
the declarer to be locked as soon as he makes his next discard. The player cannot improve
his hand in any way (except for non-altering Kongs, if this rule option is enabled): the only
tile he is allowed to keep or claim is the one he can use to go out.
- Hide tiles. This option causes the tiles in the declarers hand are
to be turned
face down as soon as he makes his next discard. Traditionally the tiles were
turned face down to mark that the hand is locked, but this rule is seldom
used in modern Mah Jong.
- Allow Kongs not altering the hand. This is enabled by default in the Japanese
Modern rule preset. This rule option allows the player who has declared
Ready to declare a concealed Kong, provided that the declaration of Kong does not alter the structure of the
ready hand. The winning tiles and all possible combinations of the composing
sets of the winning hand (the set of three tiles completed to Kong is
considered the same set) must be exactly the same before and after the declaration. The
fourth tile must be self-drawn in all cases (no melded Kongs are allowed). If the rules do not require
that the ready hand is concealed, and the player already has a melded Pung, it
is also legal to complete the melded Pung into a melded Kong by using a tile
drawn from the Wall (but the player cannot claim any other than the
winning tile).
Note: A player cannot declare a concealed Kong immediately after
the declaration, even if this option is checked (it is allowed on the
subsequent turns only).
Example of an illegal declaration of Kong. B-111 B2 B-444 C-777
WEWEWE, since melding of Kong B1 would remove the possibility to go out on
B-123. Note that the fact that calling tiles remain unaltered does not alone
guarantee that the declaration is legal.
- Discard Flowers and Seasons. If checked, Flower and Season
tiles received from the Wall after the declaration of Ready are
automatically discarded. This rule is seldom used, but appears e.g. in
the Italian rules.
Penalizable rules:
- Check hand against minimum points. This option and its sub options
are only available if the rules specify a minimum point requirement for the
winning hand. If the option is checked, Four Winds will evaluate the hand
after the declaration to check whether the hand meets the specified minimum point
requirement. Note that this is done according to the options specified in the Exceptions
dialog box and by evaluating the hand as if it were completed – the hand does not need to be worth the
minimum in its current state (that is, as a hand that still misses the
winning tile). Normally this requirement is not used, but e.g. certain Japanese
rules and Korean rules sometimes apply it.
- Must be valid on a claimed winning tile. If checked, requires that
the hand must meet the minimum point requirement even if it goes out on
a discard (i.e., the hand must not depend on going out self-drawn –
there must be at least one possible case where the hand can go out on a
discard).
Note: This option is used in the WMPA and Korean Style rule
presets and is recommended only for advanced
players.
- Zero Ready bonus if the winning tile as a discard would not meet the minimum point requirement.
If checked, this option dictates that if a player declares Out
on a self-drawn tile, which would complete his hand into a legal
winning hand, but the tile would not
produce enough points if it were claimed from another player, the
bonus for the Ready declaration is zeroed. If the hand,
with zeroed ready bonus, does not meet the minimum point
requirement, and the player declares Out, this is considered a faulty
declaration of Out and penalized accordingly. On the other hand, if
the player does not declare Out, he can discard the tile without
further consequences (and should he later go out on a discard or on
a self-drawn tile that would produce enough points as a discard, the
bonus for Ready is paid normally).
Note: This option is used in the WMPA rules and is recommended only for advanced players.
- Must be valid on all winning tiles. If checked, requires that
the hand must meet the minimum point requirement without assuming any specific winning tile (in case the
hand can go out on several different tiles). That is, this rule requires
that the hand can go out on any tile that structurally completes the
hand. (Note that the rule of Sacred
discard has no effect on this check: all winning tiles that
make structurally the hand complete are examined, even if some of these
tiles could not actually be used because of restrictions of the rule of
Sacred discard). If this rule is combined with the requirement for being
able to go out on a claimed tile, all possible winning tiles are
evaluated as discards.
Note: This option is used in the Korean Style rule preset and is recommended
only for advanced
players.
- Missed/discarded winning tile makes the hand dead. If checked,
the ready declaration cannot be made (or is considered a faulty declaration
of ready, if the validity is not checked at the time of the declaration), if
a player has discarded a tile, which currently could make his hand a
structurally valid winning hand (the minimum point requirement is ignored,
when this is checked). Also, if the player subsequently misses a winning
tile, either by not claiming it when another player discards it, or not
using a self-drawn winning tile, the player's hand becomes dead, meaning
that he cannot go out on any winning tile, neither discarded or self-drawn
(doing so results in a faulty declaration of Out; on the other hand, missing
the winning tile but not declaring out might result in a penalty for faulty declaration of
Ready). Note that this option (when checked)
overrides the Sacred
discard rule. The rule option is used in
the Korean Style rules, WMPA rules and in the Nashi-Nashi
version of Japanese Mah Jong, but allowed in most versions that use a
voluntary declaration of Ready. Checking this option is not recommended for novice
players.
Note: The option overrides the regular Missed
discard option specified on the Claiming option page. Also, this option automatically checks and grays out the following
two options.
- Require going out on the first possible self-drawn tile. This
option is used in
the Korean and WMPA rule presets. The option requires that the player must use the first
possible self-drawn winning tile to go out. If the player discards a winning
tile,
he may not go out on any tile during the rest of the deal.
Note: Most rules using the Riichi, e.g. Japanese Modern (Ari-Ari version),
allow discarding a winning tile, but because of use of the Sacred
discard rule (in the "absolute" mode), doing so makes
the hand sacred so the player cannot subsequently claim any winning tile (he
is forced to go out self-drawn).
- Require going out on the first possible discard. This option is
used e.g. in
the Japanese Transitional and Japanese Modern rule presets. The option requires that the player must use the first
possible discard to go out. If the player misses a discard he could have used to go out,
he may not go out on any discard during the rest of the deal. The only way he can complete
the hand is by picking the winning tile from the Wall.
Note: The option overrides the regular Missed
discard option specified on the Claiming option page. If the Missed/discarded winning tile makes the hand dead option is
checked, the player who misses a discarded winning tile cannot go out on any tile, whether discarded or
self-drawn.
- Require One-chance winning hand. If checked, requires, that
the hand can be completed with just one kind of tile (how many of this
tile are still available for play is not relevant). This option is used in the Italian rules. Note that when "one-chance" is
evaluated, none of the restrictions for the winning hand are taken into
account (that is, "one-chance" just means that there is only one
kind of tile that can structurally complete the hand into a winning hand,
so if there are e.g. two structurally possible winning tiles but only one of
them makes the hand such that it meets restrictions to the winning hand
(e.g., a minimum point requirement), the hand is not one-chance, though
in practice it can be completed only with one possible tile. The same is
true for a situation where a hand can theoretically go out on two different
tiles but all four of the other tile have already been played – this does
not make the hand "one-chance".
Scoring
The scoring for going out with a hand declared Ready is specified in the Winning section
of the Scoring list (on the Sets and Patterns page under the Scoring
section in the category tree of the Preferences dialog box).
- Declaration of Ready. This is the bonus for going out on a hand
declared ready. Note that some rules may ignore this bonus when calculating
the minimum points for the hand. This option can be specified by using the
options of the Advanced Minimum Point Exceptions dialog box, accessed
by clicking the Advanced button on the Exceptions
to Restriction for Winning dialog box.
- Exposed Declaration of Ready. If scoring is specified for this
bonus pattern, the player can declare an exposed ready hand so that all
tiles are turned face-up. An additional command
appears under the Game menu, which allows you to declare Ready with
an exposed hand. Note that there is an option for this bonus, that
requires that no other ready declarations can co-exist with an exposed ready
declaration.
Note: If the rule of Sacred
discard is used, it is
ignored if the hand is exposed to all players.
- Out one after the Ready declaration. Specifies scoring for the case where the player goes out on the first turn after
the ready declaration (i.e., before making his next discard).
Penalties
Often the rules specify a cost for declaring ready (traditionally
each player who
declares ready places a counter on top of his hand to mark it ready). Since the winner
collects these counters, they are practically a sort of penalty for failing to go out on a
ready hand, and are handled and reported as penalties in Four Winds. These penalties can
be specified only if the rule of Voluntary ready declaration is enabled
Penalties
for not winning the hand with a hand declared ready:
- No points for the hand: Specifies that the player does not receive points for his
hand (except for possible Flowers and Seasons), but pays normally.
Note: If the deal ends in a draw, and rules specify that points are
paid after a draw (either just for ready hands or to all players), this
penalty is canceled.
- Ready penalties: A specified amount of points is reduced from the total points of
each loser who declared ready. The winner receives these penalties, even if he has not
declared ready. In the Japanese Transitional
rules each player who declares a Ready Hand must
pay 100 points for the declaration. In the modern Japanese rules the payment is usually
1,000 points. The pending Ready penalties are displayed on the status
bar and in the Players window.
Note: If multiple winners are allowed, the winner who sits first in
turn after the discarder will get the pool of ready penalties. Note too, that Four Winds handles
these penalties as pending payments so they do not affect the players' total
points
until the deal is ended and there is a winner who actually collects these
payments.
- Retain in pool if no winner: Specifies that the ready payments are retained if
the deal ends in a draw (or if it ends in a faulty Out). The next winner will collect all ready penalties in the pool.
Penalties for faulty declaration of Ready:
- Faulty declaration of Ready: Lets you specify
the penalty points the offender must pay and whether the penalty
is paid to all players or simply reduced from the total points of the
offender, and whether East pays/receives double. You can also specify that
the penalty is paid only in case the deal ends in a draw. This penalty is
used only if the voluntary ready declaration is used.
Validation of the Ready
declaration
Validation of the Ready declaration is done according to the setting of the Validate
the declaration option on the Ready rule option page.
- If the option is checked (as in most
rules that
use ready declaration), Four Winds checks that the player really needs only one tile
to complete the hand, and, if the rule of Sacred Discard is
used and the player is not allowed to declare ready with a Sacred hand (see
option below), that the player does not have a sacred hand. The
hand is validated after the player makes his discard after the declaration.
Validation
at the time of declaration makes it practically impossible
to use the ready declaration for bluffing. Notice too, that penalties
for faulty ready declaration are not applied, even if they have been
specified. When playing over the network, the other players, however,
are notified of the illegal declaration.
-
If the option is not checked, and the player subsequently
declares Out on a faulty ready hand, this is considered a faulty Out, and
appropriate penalties must be paid. If the deal ends in a draw, penalties for faulty declaration of Ready (if specified) are
still applied.
Note: If there are
restrictions on the winning hand, e.g., a minimum point requirement or
prohibition of mixed suits, these conditions are checked only if the hand is
locked after the declaration. The minimum point requirement is checked only
if the Check hand against minimum points option (see above) is used. The hand is not checked against availability
of tiles: if the hand cannot be completed because of all tiles required to
complete it have already been played, it can be declared ready (the only
exception being the case where the player's hand already contains all four
pieces of the tile
that is needed for winning – this is considered a faulty ready declaration
as no hand can depend on existence of more than 4 similar tiles, unless jokers
are used).
For detailed information, see the tables below.
a) Table over how Four Winds resolves violations against the Ready rule
at the time of the declaration
The Ready rule is probably the most complex rule of Mah
Jong. Since Four Winds simulates the game flow of
real Mah Jong (rather than making decisions for the user), the user is hardly ever prohibited from making mistakes. However,
the consequences of rule violations can be customized. As for violations of rule
of Ready, Four Winds can act in a number of different ways, depending on the
selected options.
|
Validate the declaration option on |
Validate the declaration option off |
|
No penalties for faulty declaration of ready |
Penalties for faulty declaration of ready |
No penalties for faulty declaration of ready |
Penalties for faulty declaration of ready |
Player declares Ready on a hand that does not meet the pre-requisites (concealed hand, 8 tiles rule) |
Not allowed, declaration canceled. |
Not allowed, declaration canceled, no penalties. |
Not allowed, declaration canceled. |
Not allowed, declaration canceled, no penalties. |
Player declares Ready on a structurally illegal hand (e.g.
hand cannot be completed to 4 sets and a pair or to an irregular winning
hand, it has too many Chows, or too many suits, etc.) |
Player is informed about violation, ready hand is
canceled. |
Player is informed about violation, ready hand is
canceled, no penalties. |
If the user declares Out, penalties for faulty Out are
applied. Otherwise no consequences. |
If the user declares Out, penalties for faulty Out are
applied. If the player does not declare Out, he may still be penalized
for a faulty declaration of Ready (if specified). |
Player declares Ready on a hand that does not meet the
minimum point requirement (and checking of minimum points is
enabled by using the option above) |
Player is informed about violation, ready hand is
canceled. |
Player is informed about violation, ready hand is
canceled, no penalties. |
If the user declares Out, penalties for faulty Out are
applied. Otherwise no consequences. |
If the user declares Out, penalties for faulty Out are
applied. If the player does not declare Out, he may still be penalized
for a faulty declaration of Ready (if specified). |
Player declares Ready while having a winning tile
amongst his discards (and Missed/discarded winning tile makes the hand dead option is checked) |
Player is informed about violation, ready hand is
canceled. |
Player is informed about violation, ready hand is
canceled, no penalties. |
If the user declares Out, penalties for faulty Out are
applied. Otherwise no consequences. |
If the user declares Out, penalties for faulty Out are
applied. If the player does not declare Out, he may still be penalized
for a faulty declaration of Ready (if specified). |
b) Table over how Four Winds resolves violations against the Ready rule
after the declaration is made
The following table summarizes violations after
the declaration of ready is made and lists the possible consequences.
|
No out penalties |
Out penalties |
Player discards a winning tile (and Sacred Discard
rule is applied in absolute mode)
– Require going out on the first possible self-drawn tile option is
not checked, AND
– Missed/discarded winning tile makes the hand dead option is not
checked
|
Player is informed about the violation and is not allowed
to go out on any discard. |
Player is not informed, any subsequent claim results in
faulty Out. |
Player discards a winning tile and either
– Require going out on the first possible self-drawn tile option is
checked, OR
– Missed/discarded winning tile makes the hand dead option is checked. |
Player is informed about the violation and is not allowed
to go out in any way (his hand is dead).
Note: If the deal ends in a draw the offender pays penalties for
faulty declaration of Ready (if specified). |
Player is not informed, any subsequent declaration of Out
(whether by discard or by self-drawn tile) results in faulty Out.
Note: If the player does not declare Out, he may still be
penalized for a faulty declaration of Ready (if specified). |
Player misses a discard he could have used to go out
and Require going out on the first possible discard is checked
– Missed/discarded winning tile makes the hand dead option is not checked. |
Player is informed about the violation and is not allowed
to go out on any discard. |
Player is not informed, any subsequent claim results in
faulty Out. |
Player misses a discard he could have used to go out
and Require going out on the first possible discard is checked
– Missed/discarded winning tile makes the hand dead option is is checked. |
Player is informed about the violation and is not allowed
to go out in any way (his hand is dead).
Note: If the deal ends in a draw the offender pays penalties for
faulty declaration of Ready (if specified). |
Player is not informed, any subsequent declaration of Out
(whether by discard or by self-drawn tile) results in faulty Out.
Note: If the player does not declare Out, he may still be
penalized for a faulty declaration of Ready (if specified). |
Tip: If you apply the voluntary Ready rule, you might want to check the Pay
points after a draw and For ready hands only options on the Winning
& Draw page under the Rules section of the category tree.
For more information, see Draw rules – Paying points
after a draw.
Procedures:
Declaring Ready
Related topics:
Obligatory Ready declaration
Ready on original hand
Ready on first turn