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Social Forums => General Chat => Topic started by: Laggy on April 03, 2009, 12:39:14 AM

Title: Mahjong tutorial
Post by: Laggy on April 03, 2009, 12:39:14 AM
So I made this in response to some of us getting around and playing on Tenhou again, a Japanese Mahjong online simulator (it's free and fairly easy to use once you know which buttons to click). And giving the mightily steep and daunting learning curve Mahjong has, I decided to write this up.

Oh, quick link before I forget, Tenhou's link is here: http://tenhou.net/0/?6377

I will write a second post on how to use the interface shortly.

----

Step 1. Watch Akagi.

No I'm not kidding. It is often confusing as to why people would put so much effort to learn a game as complicated as Mahjong. The reason is because they have watched Akagi. Have you watched Akagi? No? Solve this.

(Note that Akagi is worth watching even if you have no interest in playing the game. In fact you may develop an interest to do so AFTER watching it. I had zero knowledge and/or interest in Mahjong initially, this show changed that.)

Convenient link: http://a.scarywater.net/triad/

If you are reading this and still think I am joking, I am not. I only got the motivation to learn this game after watching Akagi. Try it first. Really.


Step 2. Actually learning Mahjong.

Well hopefully you actually went and watched Akagi and thus have some idea of what it means when people scream RON! RON! RON! ROOOOOOOOON! at each other and all that nonsense. This will make adjusting to the game much more comfortable. If not, I hope you're patient! It's a fun game once you learn it, though, really.


Basics

In a lot of ways Mahjong plays like Gin Rummy. The objective of the game is to arrange your tiles in such a manner that you have favorable sequences/combinations that add up to a winning hand.

At the start of the game, you are dealt 13 tiles. Every turn you draw a tile, and end your turn by discarding a tile.

There are two very basic patterns that you want in Mahjong - sequences (for example, 4-5-6 of the same suit) or three-of-a-kinds (three of the same tile). Tiles arranged in this pattern are called melds. There are also four-of-a-kinds (four of the same tile, as you'd expect). Shorthand, these are referred to as seqs, tris, and quads, respectively.

Of 12 of your tiles, you want to form 4 melds (note that quads effectively count as tris because everytime you form a quad, you draw an extra tile). The remaining 2 tiles (1 from your original 13, and 1 from your draw) need to form a pair. Thus, 4 melds and 1 pair result in a winning hand.

The tileset is as follows:

(http://img.photobucket.com/albums/v173/cyril_shinsei/mahjong.png)

The first three rows on that chart are the equivalent of suits in playing cards - the pin (dots), sou (bams), and man (craks) tiles. There are nine of them, numbered from 1 to 9. The pin and sou tiles are fairly easy to read, but man tiles take a while to get used to, so don't be afraid to keep this chart handy for reference.

The remaining tiles are called character tiles (or honor tiles). The wind tiles represent the four cardinal directions - east, south, west, north (in that order). The element tiles (or dragon tiles) represent three colors - haku (white), hatsu (green), and chun (red) respectively.

These tiles are special and valuable in ways that will be explained further on; just note for now that they are not like the suits, and do not form sequences, only three-of-a-kinds. You also do not need to concern yourself with reading the wind tiles and figuring out what direction they are, as Tenhou renders it moot for you.


Winning

A player can win with a hand by the two following methods:

1. Won on discard (ron). This happens when another player discards a tile that happens to be your winning tile. In such a case, the money earned from your hand is paid directly from the discarding player (this is called a direct hit).
2. Won on self-draw (tsumo). This happens when the winning tile is drawn on your turn. In such a case, the money earned from your hand is paid from all other players.

In addition, your hand must have a score multiplier (yaku) of at least 1. This is hands down the most important thing to realize as a starting player in Mahjong. See the Multipliers section later on for more detail.

Furiten
A unique rule to keep in mind is furiten. Basically, this rule states that you cannot win on discard with a tile that you have already discarded sometime that round. (For example, if your wait is a 5-pin but you discarded a 5-pin earlier, you CANNOT ron off someone else who discards a 5-pin. You can, however, still tsumo by drawing a 5-pin.) This basically means that players can look at your discard pile and toss tiles you've already discarded as "safe" discards if you are in tenpai (and especially if you are in riichi).


Calling

Aside from the standard draw-and-discard you get every turn, you can also call on other people's tiles. This is the main element of strategy in the game. Essentially, calling is taking a player's discarded tile and forming a meld from it. Calling immediately changes the current turn to yours (no matter what the current order was, making it possible to skip other player's turns) and replaces your drawn tile.

The following forms of calling exist:

chi - Calling on a tile that forms a sequence for you (for example, you have a 4-pin and a 5-pin and the tile discarded is a 3-pin or a 6-pin. This also works for something like 3-sou and 5-sou, and the tile discarded is a 4-sou). You can only call chi on discarded tiles from the player that goes before you. This is not true for other forms of calling.
pon - Calling on a tile that forms a tri for you (for example, you have two chuns and a player discards a chun).
kan - Calling on a tile that forms a quad for you (same as above, except you have three in hand). Forming a quad will cause you to immediately draw an extra tile as well.
self-called kan - This is not a normal form of calling, but it bears mentioning. You can call kan on your own turn if you have a quad from naturally drawn tiles. The advantages (and disadvantages) of this are explained further under the Dora section.

There is a consequence to calling tiles, and it goes back to hand composition: the concept of closed and open hands.

Closed hands are ones where you never call on other people's discarded tiles (essentially, you never call chi, pon, or kan, although self-called kans are fine, and so is ron). In essence, your hand remains "closed" because it is composed entirely of tiles you drew yourself. Closed hands have a strong score advantage in that you can earn multipliers much more easily with them, since they are harder to compose and maintain.

Open hands are the opposite - hands where you HAVE called chi, pon, or kan. Other than the flexibility of being able to use other people's discards (and the fact that, once you open a hand, you can't make it 'more' open, so you have no reason not to call as much as you want) open hands are worth less and best avoided if possible if you're trying to score high. Usually, people go for open hands if they are trying to score a quick win (perhaps to prevent another player from winning) or if they are struggling to get at least 1 multiplier on their hands (beginners often have trouble doing that).

See the Multipliers section below as to the exact consequences of having closed and open hands.


Multipliers

As stated earlier, in order to have a winning hand in Mahjong, you need to have 4 melds and 1 pair. You also need to have 1 multiplier (yaku). What is a multiplier? Well, essentially, certain patterns and combinations give more yaku, just like in poker where certain hands are worth more than others.

In this case, think of it this way: in poker, you can still win a hand in theory even if you don't have something as measly as a two pair. In Mahjong, this is not true. You MUST have the equivalent of at least a two pair to win a hand, if not better.

In addition, unlike in Poker, Mahjong allows you to combine patterns. To continue using the poker analogy, if you had a four-of-a-kind, it would be just that. But in Mahjong, it would be a four-of-a-kind, a three-of-a-kind, *and* two pairs all at once. This results in a huge range of possible multiplier combinations.

Multipliers are listed below. Note that many, many multipliers are worth more on a closed hand instead of an open hand.

Additionally, this page (http://ofb.net/~whuang/ugcs/gp/mahjong/mahjong.html#multipliers) provides much more detailed explanation and examples of multipliers than this tutorial will. I will summarize briefly, but all of the information below is drawn more or less from that page and that particular section.

I am also only listing the most common combinations that will likely come up. There are many weird ways to score (for example, winning on the very last tile in the round is worth 1 yaku) that I am excluding for sake of brevity.

Common multipliers to look for as a beginner: riichi (keep a closed hand, Tenhou will automatically tell you if you have a winning hand!), special chars (three of any of the dragon tiles - haku, hatsu, chun - are worth 1 multiplier, as well as your seat wind or the round wind), end-less (no 1's or 9's of any suit, and no character tiles), seven pairs (just that - seven pairs), double-double (no sequences at all, only tris and quads).

RIICHI
When you are 1 tile away from winning (your hand is composed in such a way that one remaining tile will complete the last meld or pair you need to have), you are considered to be in tenpai ('waiting on tiles'). When in tenpai and with a closed hand, you can declare riichi. It costs 1000 to declare riichi.

Once you declare riichi, you auto-discard every tile you draw that isn't your winning tile. You essentially wait until you draw your winning tile or someone discards it. In exchange, if you win through riichi, you get 1 yaku, plus you get ura-dora (reverse dora) - see the Dora section for more details on that.

SPECIAL CHARS - 1 yaku. Tri or quad of an honor tile (haku, hatsu, chun). Also tri or quad of your seat wind, or the round wind. (See Tenhou interface picture to figure out what those are.)
END-LESS - 1 yaku. No end cards (1's and 9's of any suit and character tiles).

STRONGLY CLOSED HAND - 1 yaku. A hand that is closed and won on self-draw (tsumo).
ALL SEQUENCE - 1 yaku. Must be closed. No tris or melds in hand. Pair cannot be a character tile. Winning tile must complete a sequence with both sides open (for example, a 2-pin and 3-pin where you're waiting on a 1-pin or an 4-pin whereas 1-2 waiting on 3 is NOT legal)
DOUBLE SEQUENCE - 1 yaku. Must be closed. Two completely identical sequences of the same suit (i.e. 4-sou, 5-sou, 6-sou twice).

DRAGON'S BREATH - 1 yaku (2 if closed). 1 through 9 of the same suit.
DIRTY END-FULL - 1 yaku (2 if closed). Every meld has at least one end card and the pair is composed of end cards (1's and 9's of any suit and character tiles).
THREE SUIT SAME SEQUENCE - 1 yaku (2 if closed). The same sequence in all three suits (i.e. 2-3-4 of pins, sous, and mans).

THREE SUIT SAME TRIPLE - 2 yaku. The same tri in all three suits (i.e. three 4-pins, three 4-sous, three 4-mans).
SEVEN PAIRS - 2 yaku. No melds, just have 7 pairs that are distinct (four of a kinds don't count as two pairs). This is an exception to the 4 melds, 1 pair for winning hand rule. Closed by necessity (you can't call pairs).
DOUBLE-DOUBLE - 2 yaku. No sequences in your melds.
THREE QUADS - 2 yaku. Three quads.

THREE CLOSED TRIPLES - 2 yaku. Must be closed. Three tris or quads.

DIRTY ONE-SUITER - 2 yaku (3 if closed). All tiles are of the same suit or is a character tile.
PURE END-FULL - 2 yaku (3 if closed). All tiles have at least one terminal (a 1 or 9 of a suit). Cannot contain character tiles (this distinguishes it from the DIRTY END-FULL).

DOUBLE DOUBLE SEQUENCE - 3 yaku. Must be closed. Two pairs of identical sequences (i.e. 3-4-5 pin twice, 1-2-3 man twice).
LITTLE THREE ELEMENTS - 4 yaku. Two melds (tris) and a pair of the dragon tiles (haku, hatsu, chun).
DIRTY TERMINALS - 5 yaku. All tiles are ends (1's and 9's of any suit and character tiles).
ONE-SUITER - 5 yaku (6 if closed). All tiles are of the same suit. No character tiles, which distinguishes it from the DIRTY ONE-SUITER.

Yakuman Hands
These hands are basically instant win on the scoreboard and iconic. You see them a lot in Akagi! The equivalent of Straight/Royal Flushes in Poker.

BIG THREE ELEMENTS (Daisangen) - Three melds of the dragon tiles (haku, hatsu, chun).
LITTLE FOUR JOYS - Three melds and a pair of the winds.
BIG FOUR JOYS - Four melds of the winds.
FOUR CLOSED TRIPLES - Must be closed. Four tris/quads.
FOUR QUADRUPLES - Four quads. Incredibly hard to attain (the fourth kan causes the game to end in a draw, so you must draw the winning tile from the kan).
PURE CHARS - All character tiles.
PURE TERMINALS - All terminal tiles (1's and 9's of suits).
PURE GREEN - All "green" tiles only (hatsu, 2-sou, 3-sou, 4-sou, 6-sou, 8-sou).
THE NINE LANTERNS - 1112345678999 in one suit and any other tile in that suit.
PEERLESS KINGDOM/13 ENDS - One of each of the ends (1's, 9's, char tiles) and any other end.


Dora

Dora is another scoring mechanic. It is not as important as multipliers to beginners because you don't need dora in a winning hand. However, it plays a big role in making cheap hands worth much much more, and thus should be taken into consideration.

At the start of every round, one tile is flipped on the dead wall - the dora indicator. The tile that comes immediately AFTER this tile is the dora (for example, a 4-pin indicator would mean the 5-pin is the dora; a chun indicator would make the haku the dora).

If you have dora tiles in your hand, it's worth more. The basic principle is to work them into your hand if you can. This only matters if you win, of course, and dora tiles do NOT meet the 1 yaku requirement to make a hand legally winnable.

Additionally, whenever a player calls kan (a quad), an additional dora indicator is flipped. This leads to potential craziness where you have many possible dora tiles and can cause hand values to skyrocket. Note that calling kan four times in one round (and revealing four dora indicators) will cause the game to draw.

Finally, when a player wins with riichi, he gets ura-dora (reverse dora). The dead wall is flipped, and the tiles beneath the dora indicator(s) are also counted as dora indicators (this is particularly devastating when combined with kans). There is no way to predict in advance which ura-doras will show up, so it's a crapshoot, but with a potentially big payoff.
Title: Re: Mahjong tutorial
Post by: Laggy on April 03, 2009, 01:33:00 AM
Connecting to Tenhou

Again, the lobby link is here: http://tenhou.net/0/?6377

So when you go to the page above you're presented with the following.

(http://img.photobucket.com/albums/v173/cyril_shinsei/tenhou1.jpg)

The links are self-explanatory. I prefer windowed mode, myself. This loads a new page...

(http://img.photobucket.com/albums/v173/cyril_shinsei/tenhou2.jpg)

This is an ad you'll have to sit and wait while it's loading. The text circled in red is what you should be paying attention to. Don't click on it yet. Wait until it changes to...

(http://img.photobucket.com/albums/v173/cyril_shinsei/tenhou3.jpg)

...before clicking (LOADING will be gone). This will bring you to Tenhou's login page.

(http://img.photobucket.com/albums/v173/cyril_shinsei/tenhou4.jpg)

Also self-explanatory. Click OK to head to the lobbies.

(http://img.photobucket.com/albums/v173/cyril_shinsei/tenhou5.jpg)

The rectangular buttons in the red outline are the individual game lobbies - the first four rows are 4P games, the last two rows are 3P games. The first column has shorter rounds; the second column has longer ones. We usually play in the second column, which room depending on a case-by-case basis (they're all the same though).

When you click on a room, the number of the room will go from 0:0 to 1:0 (or x:0 to x+1:0, if people are already waiting inside). Once enough players are in, the game will start automatically.

(http://img.photobucket.com/albums/v173/cyril_shinsei/tenhou6.jpg)

This is what the game table looks like. Note that you have 5 seconds per turn, and 5 seconds of "overtime" per round (you can go over 5 seconds, but it takes away from your overtime counter).

Whenever a tile comes up that you can call on, click on the meld that you can put the tile into to call on it; otherwise click on the transparent button with moonspeak to "pass" on calling on that tile.

When a player discards a tile that is your winning tile (that you can ron off of), the first button rons it; the second one will pass it. (Sometimes you intentionally do not want to score off a specific player as part of a greater strategy).

When you can declare riichi or tsumo (self-draw win), you will get two buttons immediately after drawing your tile. As usual, the first one will confirm that you want to riichi/tsumo, the second one will pass.
Title: Re: Mahjong tutorial
Post by: metroid composite on April 03, 2009, 01:41:33 AM
Used to have fun with Mahjong in high school.  That said, I can't say I'm that keen on playing cards online, and Mahjong even moreso because the tiles themselves are fun.  (Though, if ever we're going down to Gate/QR's place, I'd totally be up for playing Mahjong IRL).
Title: Re: Mahjong tutorial
Post by: TranceHime on April 03, 2009, 03:27:24 AM
By the way.

Laggy posted pictures for the PREMIUM (プレミアム) version. For ECONOMY (エコノミー) users like myself and who are unfamiliar with Japanese, here

自動和り = Automatic Win

ツモ切り = Throw every tile you draw. Turn this on if you go AFK so others don't have to wait for you. Ideally you shouldn't have to go AFK but.

鳴くない = Do not call any tiles.

画 = Adjust the colour of the table and the screen.

音 = Turn on sounds.

And some additional moonspeak:

ロン = Win on a hand.

パース = Pass

抜く = This is only in 3P lobbies. When you get a North (北) Wind Tile, you can choose to expose it and replace it from a tile in the Dead Wall. The North Tile you exposed COUNTS AS A DORA. However, you can choose NOT to expose it for a different purpose.

The lobbies themselves have a purpose. They also have confusing moonspeak. I will describe the lobbies.

You can refer to Laggy's picture of the lobbies if you like. I will just present the moonrunes.

喰断ナシ = You CANNOT win an Open Tanyao hand.

喰断アリ = You CAN win an Open Tanyao hand.

喰アリ赤 = You CAN win an Open Tanyao hand, PLUS there are Red Tiles. Red Tiles count as Dora. There are 2 Red 5 Sou, 1 Red 5 Pin and 1 Red 5 Man.

喰アリ赤速 = Same as the above, BUT you are only given 5 + 5 seconds to decide which tile to throw. Good to test your skill OR if you want really fast-paced games. This is where Laggy's wrong, he's probably in a lobbby like this. Usually the lobbies give you 10 + 5 seconds to throw a tile.

The 3P lobbies are pretty much:

三喰アリ赤 = The same as above, except with 3 people.

三喰赤速 = The same as above, except with 3 people and that nasty time limit



Title: Re: Mahjong tutorial
Post by: Mad Fnorder on April 06, 2009, 03:47:14 AM
Man, I clicked on this just planning on making an Akagi joke, but you beat me to it. I'll take a look at this when my life is less arghlebalrghh.
Title: Re: Mahjong tutorial
Post by: AAA on April 06, 2009, 04:31:31 AM
I assume this is how every Mahjong game ends (http://www.youtube.com/watch?v=MDT-3GyZvmw)
Title: Re: Mahjong tutorial
Post by: Laggy on April 06, 2009, 04:53:28 AM
That made no sense

like the rest of Killer7
Title: Re: Mahjong tutorial
Post by: AAA on April 06, 2009, 05:00:40 AM
Actuallly it makes perfect sense. I'm not telling you, though.
Title: Re: Mahjong tutorial
Post by: TranceHime on April 06, 2009, 07:35:33 AM
[14:29:18] <Xeroma> Trance is trying to find a better  mahjong client
[14:29:26] <Xeroma> because tenhou's time limit really really hurts

Okay, I'm just googling some... But then I was reminded of Toupaiou.

http://www.toupai-ou.com/index.php

Toupaiou requires a simple registration, download of a 4.2 MB set-up file... and that's about it. Tenhou offers a 5 second time limit or a 3 second time limit. However, Toupaiou offers a 10 second time limit or a 5 second time limit. This is just in case anyone's interested, but I'll see if I can find some better ones.

If not, we'll just resort to this one.

My IGN (in-game name) is 蓬莱線るな.

IMPORTANT EDIT:

(http://img15.imageshack.us/img15/1066/minimap.jpg)

For those of you who are new to Tenhou, you should use the above picture to get familiarized with the interface.

Alternatively, you can use this flash game (http://www.afsgames.com/mahjong.htm) to practice on your own, but Tenhou's interface is less clunky and allows you to get used to the time limit, which the flash game linked to does not provide.

(http://img14.imageshack.us/img14/3941/kokusi.jpg)

To win, you have to get the most points. Games end after 4 rounds (東風戦) or 8 rounds (東南戦) or if you make someone go into the negatives, like I did with Laggy there. Notice the button says END.
Title: Re: Mahjong tutorial
Post by: Niu on April 06, 2009, 09:06:41 PM
....I should tell Lord SF about this. If this is a chance to get Laggy and Trance scream.
Title: Re: Mahjong tutorial
Post by: Xeroma on April 06, 2009, 09:22:48 PM
Who?
Title: Re: Mahjong tutorial
Post by: Jo'ou Ranbu on April 06, 2009, 10:29:52 PM
Probably yaoi.
Title: Re: Mahjong tutorial
Post by: AAA on April 07, 2009, 02:13:44 AM
It's Niu there's no probably about it.
Title: Re: Mahjong tutorial
Post by: Niu on April 07, 2009, 05:37:54 AM
Who?

One of the member from the bbs.fe I told you about. One of the two people who held the Overlord title at that forum. She is in league with me as the big 3 of the yaoi fans.

But most importantly, she is THE dark master of Mahjong, known to make people never mention the terms when she is near by after playing with her once.
The Challenge of the Heroes (or the fools) is among the biggest in board war over there rivaling with the Sanctuary Siege. Where the Heroes (the fools who dare to challenge SF on Mahjong table) on the that forum all gathered up trying to knock SF down. Only to have SF, alone, crushing the entire Mahjong playing population of that forum to smithereens. Well, for a moment the Heroes (or the fools) actually think they have found SF's weakness. As SF tends to drawn the fight out and aim for some high tier combination, which means she can't afford to end the fight early. So the heroes team up trying to end each every fight early by composing lower tier combination that's easy to come up with and trying to disrupt SF by feeding tiles to one another. They almost won, almost, until the event that is now known as Metamorphosis occurred. Overlord SF advanced into her form 2, and gained the ability to drawn out a round almost as long as it can be until she get all the tiles she wants. The end result? Consistent blows in Kokushimusou with occasional tactical nuke of Daisangen+Tsuiiso+Sanankou+Tsumo....

Of course, this is just on line. Her co-workers who asked her out to a Mahjong casino ended up in an even more miserable fate. They never asked her out for Mahjong after their wallet got totally overkilled (and she got reffered to as the DEVIL after that). And I think SF took only 4 turns to drop all her co-worker's points into negative.

So yeah, whoever is playing this, do tell me when you'll be up, so I can ask SF to come over to cause some bleeding.
Title: Re: Mahjong tutorial
Post by: TranceHime on April 07, 2009, 12:38:03 PM
One of the member from the bbs.fe I told you about. One of the two people who held the Overlord title at that forum. She is in league with me as the big 3 of the yaoi fans.

But most importantly, she is THE dark master of Mahjong, known to make people never mention the terms when she is near by after playing with her once.
The Challenge of the Heroes (or the fools) is among the biggest in board war over there rivaling with the Sanctuary Siege. Where the Heroes (the fools who dare to challenge SF on Mahjong table) on the that forum all gathered up trying to knock SF down. Only to have SF, alone, crushing the entire Mahjong playing population of that forum to smithereens. Well, for a moment the Heroes (or the fools) actually think they have found SF's weakness. As SF tends to drawn the fight out and aim for some high tier combination, which means she can't afford to end the fight early. So the heroes team up trying to end each every fight early by composing lower tier combination that's easy to come up with and trying to disrupt SF by feeding tiles to one another. They almost won, almost, until the event that is now known as Metamorphosis occurred. Overlord SF advanced into her form 2, and gained the ability to drawn out a round almost as long as it can be until she get all the tiles she wants. The end result? Consistent blows in Kokushimusou with occasional tactical nuke of Daisangen+Tsuiiso+Sanankou+Tsumo....

Of course, this is just on line. Her co-workers who asked her out to a Mahjong casino ended up in an even more miserable fate. They never asked her out for Mahjong after their wallet got totally overkilled (and she got reffered to as the DEVIL after that). And I think SF took only 4 turns to drop all her co-worker's points into negative.

So yeah, whoever is playing this, do tell me when you'll be up, so I can ask SF to come over to cause some bleeding.

真的吗?我很恐慌啊。。。
但是我试试看了。或许我有机会。。。

...Hmm... This is highly intriguing. If what you are saying is wholly true, then this Lord SF character must have some godly luck, no?
Even with my reading of the bbs time and time again, I was able to observe this battle and I was not convinced.
Perhaps maybe I could witness this first hand for myself.

It'll certainly be interesting.
Title: Re: Mahjong tutorial
Post by: Smashy on April 08, 2009, 04:54:42 AM
(http://img220.imageshack.us/img220/5759/21071847.png)
(http://img18.imageshack.us/img18/4186/45859908.png)


<_<>_>
Title: Re: Mahjong tutorial
Post by: Niu on April 08, 2009, 06:09:10 AM
One of the member from the bbs.fe I told you about. One of the two people who held the Overlord title at that forum. She is in league with me as the big 3 of the yaoi fans.

But most importantly, she is THE dark master of Mahjong, known to make people never mention the terms when she is near by after playing with her once.
The Challenge of the Heroes (or the fools) is among the biggest in board war over there rivaling with the Sanctuary Siege. Where the Heroes (the fools who dare to challenge SF on Mahjong table) on the that forum all gathered up trying to knock SF down. Only to have SF, alone, crushing the entire Mahjong playing population of that forum to smithereens. Well, for a moment the Heroes (or the fools) actually think they have found SF's weakness. As SF tends to drawn the fight out and aim for some high tier combination, which means she can't afford to end the fight early. So the heroes team up trying to end each every fight early by composing lower tier combination that's easy to come up with and trying to disrupt SF by feeding tiles to one another. They almost won, almost, until the event that is now known as Metamorphosis occurred. Overlord SF advanced into her form 2, and gained the ability to drawn out a round almost as long as it can be until she get all the tiles she wants. The end result? Consistent blows in Kokushimusou with occasional tactical nuke of Daisangen+Tsuiiso+Sanankou+Tsumo....

Of course, this is just on line. Her co-workers who asked her out to a Mahjong casino ended up in an even more miserable fate. They never asked her out for Mahjong after their wallet got totally overkilled (and she got reffered to as the DEVIL after that). And I think SF took only 4 turns to drop all her co-worker's points into negative.

So yeah, whoever is playing this, do tell me when you'll be up, so I can ask SF to come over to cause some bleeding.

真的吗?我很恐慌啊。。。
但是我试试看了。或许我有机会。。。

...Hmm... This is highly intriguing. If what you are saying is wholly true, then this Lord SF character must have some godly luck, no?
Even with my reading of the bbs time and time again, I was able to observe this battle and I was not convinced.
Perhaps maybe I could witness this first hand for myself.

It'll certainly be interesting.

Oooooh!! Trance, you actually have an account there? Brilliant, tell me your ID, I'll introduce you to SF.
And yeah, SF does have pretty good luck. Though, beware of her memory skill, it seems she has some memorization methods that really keeps her winning (But I knows no detail on this, only heard it from Big Tiger, SF's biggest challenger over at that forum).
Title: Re: Mahjong tutorial
Post by: TranceHime on April 08, 2009, 07:09:53 AM
Oooooh!! Trance, you actually have an account there? Brilliant, tell me your ID, I'll introduce you to SF.
And yeah, SF does have pretty good luck. Though, beware of her memory skill, it seems she has some memorization methods that really keeps her winning (But I knows no detail on this, only heard it from Big Tiger, SF's biggest challenger over at that forum).

Uh no not anymore. I used to. But... it sorta just died or something. I don't remember anything about it.

I'm tempted just to make a new one... Assuming I remember the place right (火花天龙剑?)

But seriously though, I'm interested.

@Smashy: ;_______;
Title: Re: Mahjong tutorial
Post by: Niu on April 08, 2009, 09:28:24 AM
Yes that place.
Though, even if you do remember something from that place, I doubt it matters much. People there switch MJ like every other month. It is pretty hard to tell who is who and what's going on unless you stay there consistently.
Title: Re: Mahjong tutorial
Post by: TranceHime on April 08, 2009, 09:40:27 AM
Yes that place.
Though, even if you do remember something from that place, I doubt it matters much. People there switch MJ like every other month. It is pretty hard to tell who is who and what's going on unless you stay there consistently.

Yeah, I figured.

I made a new ID for no reason apart from lurking because I love to lurk. You have probably figured it out, but it is 盾の哨媛
Title: Re: Mahjong tutorial
Post by: Niu on April 09, 2009, 07:27:04 AM
Well, drop by the netherworld theater sometime, I have continued it for all the evil purposes.
Title: Re: Mahjong tutorial
Post by: TranceHime on April 09, 2009, 07:48:21 AM
Well, drop by the netherworld theater sometime, I have continued it for all the evil purposes.

Now that is indeed evil t___t;;
Title: Re: Mahjong tutorial
Post by: Niu on April 09, 2009, 08:32:59 AM
That is not the most evil chapter to boot. Search my name under the activity board, you should find all the old chapters. Because I successfully defeated Oni Mother (former admin and the person who is charge of the board game system) in an open duel, I gained the rights to do whatever I want to the theater from the second arc and on (In other notes, other people who lost to me in the open duel also suffered terrible fate when got put into the theater). No doubt, the second arc got turned into a yaoi fest, mixed with other evil quirks.
Title: Re: Mahjong tutorial
Post by: TranceHime on April 09, 2009, 08:43:34 AM
That is not the most evil chapter to boot. Search my name under the activity board, you should find all the old chapters. Because I successfully defeated Oni Mother (former admin and the person who is charge of the board game system) in an open duel, I gained the rights to do whatever I want to the theater from the second arc and on (In other notes, other people who lost to me in the open duel also suffered terrible fate when got put into the theater). No doubt, the second arc got turned into a yaoi fest, mixed with other evil quirks.

...It sure did. That's why I did something I normally wouldn't do under normal circumstances, that is, to reply.

I already did read the old chapters before and re-read them, so, I know the background vaguely.
Title: Re: Mahjong tutorial
Post by: Yakumo on May 10, 2009, 01:58:17 AM
More people need to read this and learn the game, it's really a lot of fun once you get the hang of it.

Or at the very least give Akagi a try, it's an awesome show even if you don't know anything about Mahjong.
Title: Re: Mahjong tutorial
Post by: TranceHime on May 10, 2009, 03:39:48 AM
Yeah, seriously.

Poor Tallychu got addicted to it x)