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In Japanese Mahjong, yaku (Japanese: 役) is a condition that determines the value of the player's hand. It is essential to know the yaku for game strategy, although the knowledge is not mandatory. A player must have a minimum of one yaku in their hand in order to legally win a hand. Each yaku has a specific han value. Yaku conditions may be combined to produce hands of greater value. The game also features dora, that allow a hand to add han value, but that cannot count as yaku. Altogether, a hand's points value increases exponentially with every han a hand contains.
Yaku are somewhat similar to poker hands. They fit certain patterns based on the numbers or types of tiles included, as well as the relative value of the tiles. Unlike poker, however, multiple hand types may be combined to produce hands of greater value.
There are three basic classes of yaku:
Calling for another player's discard to make a meld makes the meld and the hand open. When a winning tile of a closed hand is a discard, the meld including that discard is considered open, while the hand is still regarded as closed. If a hand is closed, the situation is called "menzenchin (門前清)" or "menzen (門前)" in Japanese.
The basic concept of a yaku is that it fits into one of three basic criteria:
Finally, when it comes to points scoring, the total number of han in the hand is counted. When the han value is four or less, fu is also counted. The combination of the han value and fu value corresponds to a points table.
The following is a list of all the yaku, their names in English and Japanese, their han values, and any special conditions related to them. They are listed here in groups according to the underlying patterns that define the yaku. Example hands are given, but they are often not the only possible hands with that yaku. All yaku can be divided into seven basic categories, depending on the dominant feature. The features are as follows: patterns based on sequences, patterns based on triplets and/or quads, consistency of the type and numbers of the tiles, lucky circumstances, and special criteria.
To make a declaration, the player calls out “riichi”, discards their tile sideways, and places a 1,000-point stick on the table as a deposit. From this point onward, the player must discard any drawn tile that does not allow them to win. Also, they may not change the content of their hand under any circumstances, with the exception of declaring certain closed quads.
In some rules, a player can declare ready only when there are four or more tiles remaining in the wall, which means the player needs to be able to draw another tile. The player owes no penalty if other players make open melds or closed quads after the declaration that prevents the player from drawing another tile.[1]
When all four players successfully declare ready, a hand ends as an abortive draw. Players show their hands to confirm they are tenpai or suffer a chombo penalty.[2]
When players declare ready and win, they can have access to underneath dora indicator tiles. This may include tiles underneath the dora indicators revealed by kan calls.
The winner of the hand receives any 1,000-point riichi sticks. In the case of multiple winners, they split the deposits amongst themselves. When draws occur after ready hand declarations, any riichi deposits carry-over and are placed near the counters, with the next winner receiving those riichi deposits.
If another player claims a riichi discard to make open melds, the player who declared ready discards the next tile sideways. If a riichi discard is called to win at the time, the declaration is considered incomplete and therefore the riichi deposit is not forfeited.[1]
A closed quad can be declared after a declaration of ready when the fourth tile of a triplet is drawn. However, the quad must not otherwise change the composition of the hand or its would no longer be winning tiles.
In general Japanese rules, all seven pairs must be unique, that is, the same four tiles may not be split into two pairs. Some rules accept the four same tiles, for instance in Kansai region.[3]
These hands are all worth one han.
Sometimes the pao (包) rule is applied to this yaku, that is, if a player claims a discard to make an open quad and then completes their hand with a tile drawn from the dead wall, the player who discarded the tile is responsible for paying the entire amount for the hand.
Example: Player A has three 6’s of dots in an open triplet and draws the fourth 6, and added it to the triplet for a quad. If player B waits to win by having a 4-5 of dots left, they can win on that 6. Player A then has to pay the full value of the hand.
Robbing a closed quad for thirteen orphans
Sometimes, a "closed" quad can be robbed to complete the yakuman hand of thirteen orphans. For example, if player A makes a closed quad out of four west tiles, and player B is only waiting for a west to complete their thirteen orphans, player B can win on the west tile. The yaku is not counted in the case since the hand has a yakuman value.
Furthermore, the hand must be waiting for multiple winning tiles that can make a sequence,[6] such as having number 2 and 3 and waiting for 1 or 4; if the hand is in a closed, edge, or pair wait, it is worth two points, thus violating the no-points condition.
When the hand is won by drawing from the wall, as an exception, in most rules the two fu for the self-drawing are not awarded.
Combination of no-points hand and self-pick
In some rules, when a hand has the two yaku of no-points hand and self-pick (menzenchin tsumohou), the no-points hand is not counted and instead two fu of self-drawing are awarded. The value of the hand becomes one han with 22 fu (rounded up to 30 fu), with some other yaku available. The rule is called "pinfu–tsumo nashi" (平和自摸無し or 平和ツモなし, pinfu–tsumo invalid), sometimes contracted to "pinzumo nashi" (ピンヅモなし). If they can be combined, the rule is called "pinfu–tsumo ari" (平和自摸有り or 平和ツモあり, pinfu–tsumo valid).[7]
When the following hands involve triplets, quads are also acceptable, while if they require quads, triplets do not count. Each yaku is worth two han, regardless of whether the hand is closed or open.
These hands involve terminals and/or honors, or lack there of. The first two, tan'yao and yakuhai are very commonly used yaku, due to their ease.
The following two yaku are related to a single suit. They both lose one han when they are open.
There is a special set of hands so difficult to attain that they are worth the limit of points just for having them. The limit value, along with the hands themselves, are called yakuman (役満, or yaku-mangan 役満貫).[8] Counts of han no longer apply to them. Some yakuman hands can themselves be combined to form multiple yakuman. Some conditions on the limit hands can render themselves double the value.
On the other hand, the han-limit is established at 13, which is counted as a yakuman value. Some yaku can be combined for it, using dora tiles if a hand has them. The value is called kazoe-yakuman (数え役満), or counted yakuman.
The thirteen orphans, four closed triplets and big three dragons are considered relatively easy to complete among yakuman hands and are collectively called "the three big families of yakuman" (Japanese: 役満御三家).[8]
Some of yakuman hands may have respective names in some regions. The names used here mostly come from American publications, which are based on Chinese translations.
Other names for this yaku are shiisan yaochuu (十三么九) which means "thirteen of smallest numbers and 9's [and honors]," or its abbreviation shiisan yao (十三么).
Regardless of the value of the extra tile, this is always a standard mahjong hand of four melds and a pair, as shown in the animation below. Worth two yakuman if the hand was waiting on nine different tiles (or otherwise called junsei chuuren poutou [純正九蓮宝燈]), and the only possibility of that is if it had 1-1-1-2-3-4-5-6-7-8-9-9-9 and was waiting on 1, 2, 3, 4, 5, 6, 7, 8, or 9.
File:Nine-Gates-anim.gif
The following are yakuman hands completed on the first go-around.
The following table details yaku and yakuman hands that are not recognised in standard official play but may appear in house rules.
Each of the numbered suits may also use special names for this hand:
Ryūkyū Kingdom, Meiji period, Kokushi (officials), Classical Japan, Kokushi (regent)
Yakushima, Yaku, Kagoshima, Yaku, Nepal, Japanese Mahjong yaku
Nintendo DS, Mario, Luigi, Princess Peach, Donkey Kong, Wario
Mahjong, Simplified Chinese characters, All-China Sports Federation, Point reflection, Japanese Mahjong yaku