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Riichi Competition Rules (EMA 2016) (comparison only)

 

Preface

 

3.3.13Tenpai

 

1The tiles

 

1.1The three suits

 

1.2Honours

 

1.3Additional tiles

 

1.4Additional equipment

 

2Setup

 

2.1Seat wind

 

2.2Prevailing wind

 

2.3Seating at the table

 

2.4Building the wall

 

2.5Breaking the wall

 

2.6The dead wall

 

2.7The dora indicator

 

2.8The deal

 

3Game play

 

3.1Phases of the game

 

3.2Mahjong hand

 

3.3A player’s turn

 

3.3.1Precedence and timing when claiming a tile

 

3.3.1bPrecedence and timing when claiming a tile

 

3.3.3Melded chow

 

3.3.4Melded pung

 

3.3.5Melded kong

 

3.3.6Extending a melded pung to a kong

 

3.3.7Concealed kong

 

3.3.10Fourth kong

 

3.3.8Displaying sets

 

3.3.11Mahjong on a discard (ron)

 

3.3.12Mahjong on self-draw (tsumo)

 

3.4End of a hand

 

3.4.1Last tile

 

3.4.2Exhaustive draw

 

3.4.3Abortive draw

 

3.4.4Handling riichi bets after drawn games

 

3.4.5Furiten

 

3.4.9When a win is declared

 

3.4.10Counters

 

3.4.11Dealer rotation

 

3.5Continuation of the game

 

3.6End of the game

 

3.6.1Winner bonus

 

4Scoring

 

4.1Scoring a winning hand

 

3.3.9Liability: Third melded dragon pung and fourth melded wind pung

 

4.1.1Minipoints

 

4.2Yaku overview

 

4.2.1One fan yaku

 

4.2.2Two fan yaku

 

4.2.3Three fan yaku

 

4.2.4Five fan yaku

 

4.2.4bFive fan yaku

 

4.2.5Yakuman

 

4.2.6Obsolete hands

 

4.3Scoring examples

 

3.4.6-7-8Chombo, Dead hand, Minor irregularities

 

5Etiquette and tournament rules

 

5.9Tournament sessions

 

Annexes

 

A-1Scoring tables

 

4.1.3Scoring tables