How to Play Japanese Mahjong - A Comprehensive Walkthrough by HanaYoriUta
(Reuploaded from my old account) TABLE OF CONTENTS I. Learn the Tiles - 2:23 a. Number Tiles (Pin, Sou, Wan) b. Honor Tiles (Wind, Dragon) II. Basic Flow of the Game - 9:16 III. Setting up the Game - 11:21 a. Determine Player Seating b. Determine Starting Seat Winds c. Distribute Starting Points 1) About Point Sticks d. Decide the Number of Rounds IV. Setting up a Hand - 20:16 a. Shuffle the Tiles and Build the Walls b. Roll the Dice and Break the Wall c. Reveal the Dora Indicator d. Deal Starting Hands V. Playing a Hand - 26:59 VI. Building Your Hand - 29:22 a. Melds b. Making Calls (Pon, Chii) c. Declaring Quads (Kan) 1) Closed Quad 2) Open Quad 3) Late Quad d. After Declaring a Quad 1) Draw from the Dead Wall 2) Reveal the Next Dora Indicator e. Risks of Opening Your Hand f. Additional Tips on Making Calls g. Dora VII. Tenpai and Waits - 54:12 a. Basic Waits b. Combined Waits VIII. Winning a hand - 1:01:37 a. Winning off a Tile from the Wall (Tsumo) b. Winning off an Opponent's Tile (Ron) IX. Readying Your Hand - 1:07:14 a. Declaring Reach / Riichi b. Ura Dora c. Declaring Kan During Reach d. Additional Notes on Declaring Reach X. Furiten - 1:17:08.0 XI. Progression of the Game - 1:22:13 a. Dealer Keep b. Drawn Hands c. No Tenpai Penalty d. Bonus Sticks e. Null Hands f. Japanese Hand Names XII. Scoring a Hand - 1:36:28 a. Counting Han b. Counting Fu c. Calculating Basic Points d. Basic Point Limits (Mangan) e. Calculating Payments f. Bonus Stick Points XIII. Yaku - 1:47:47 a. Situational Yaku 1) Closed Tsumo 2) Reach 3) Double Reach 4) One Shot 5) Rinshan Kaihou 6) Haitei Raoyue 7) Houtei Raoyui 8) Chankan b. Sequence Yaku 1) One Sequence Pair 2) Two Sequence Pairs 3) Large Straight 4) Three Suit Sequence 5) No Fu 6) One Sequence Triplet (Optional) c. Set Yaku 1) All Sets 2) Three Closed Sets 3) Three Quads 4) Three Suit Set 5) Sequence of Sets (Optional) d. Terminal and Honor Yaku 1) Honor Sets 2) Little Three Dragons 3) Impure Terminals 4) Pure Terminals 5) All Terminals/Honors 6) No Terminals/Honors e. Suit Yaku 1) Half Flush 2) Full Flush f. Exceptional Yaku 1) Seven Pairs 2) Nagashi Mangan (Optional) XIV. Yakuman - 2:15:33 a. Standard Yakuman 1) Four Closed Sets 2) Four Quads 3) Big Three Dragons 4) Four Winds 5) All Terminals 6) All Honors 7) Perfect Green 8) Nine Gates 9) Kokushi Musou 10) Hand of Heaven 11) Hand of Earth b. Optional Yakuman 1) Hand of Mankind 2) Four Sequential Sets 3) Big Wheels 4) Eight Consecutive Wins c. Scoring a Yakuman Hand XV. Multiple Hand Configurations - 2:30:28 XVI. End of Game and Final Scoring - 2:35:45 XVII. Infractions and Penalties - 2:38:45 a. Chonbo b. Dead Hand XVIII. Advanced Rules and Variations - 2:43:50 a. Dora 1) Red Dora 2) Kan Dora 3) Ura Dora b. Null Hand Conditions 1) Four-Player Reach 2) Triple Win 3) Four Separate Quads 4) Kyuushuu Kyuuhai (Nine Tiles, Nine Types) 5) Quadruple Wind Discard c. During a Hand 1) Kuikae (Call Exchange) d. Hand Win Conditions 1) Atodzuke (Last-Second Yaku) 2) Double Ron 3) Triple Ron 4) Ryanhan Shibari (2-Han Minimum) e. General Scoring Options 1) Starting Points 2) No Tenpai Penalty 3) Bonus Stick Value 4) Kiriage (Rounded Up) Mangan 5) Double Wind Pair Fu 6) Wareme (Broken Wall Bonus) f. Options for Specific Yaku 1) Optional Yaku 2) Kuitan (Open No Terminals/Honors) 3) Pinfu Tsumo 4) Seven Pairs Score 5) Sekinin Barai (Liability Payment) g. Yakuman Options 1) Double Yakuman 2) Combined Yakuman 3) Kokushi Musou Closed Quad Chankan 4) Optional Yakuman h. After a Hand 1) Dealer Keep Conditions i. End of a Game 1) Dobon (Negative Score) 2) Agari Yame (Game Set) 3) Oka (Jackpot)