|Riichi Competition Rules:||Overview||Gameplay||Scoring||Penalties & Errors||Resources|
Riichi Competition Rules (RCR) is a form of Japanese modern mahjong rules standardized for tournament play. It was developed by the European Mahjong Association (EMA) which held their first European Riichi Championship in 2008. These rules were later adopted by Mahjong Time, replacing their existing rule set. The complete rulebook for Riichi Competition Rules may be downloaded from the EMA's website here (last updated March 1st, 2012).
The rules were developed in order to create a standard rule set due to regional variations.
- European Mahjong Association
- European Riichi Championship 2008
A red five tile for each suit is used and replaces a normal five tile. In other words, you will have three normal number 5 tiles in each suit and one red 5 tile.
- 136 tiles (include red five tiles)
- Scoring sticks
- Dice (x2)
- chi (chow)
- A sequence of three.
- pon (pung)
- Three of a kind.
- kan (kong)
- Four of a kind.
- A tile which is worth 1 yaku.
- Win on a discarded tile.
- Win on a self-drawn tile.
- Miss win.
- Waiting on a tile to win.
- A severe penalty.
Main Article: Seating
Before the tiles are shuffled and the wall is built, each player sits down arbitrarily at the table. Set aside one of each wind tile, an even, and an odd numbered tile. Shuffle the wind tiles face down and arranged them sandwiched in between the odd and even tile as seen below.
|Random wind tiles face down|
Any arbitrary player rolls two dice and counts off, starting with him/herself as one, the next player as two, etc. continuing counterclockwise. The indicated player, then rolls the dice once more noting both the total and if the total is an even or odd number. This will determine who draws first and from which side. Again, he/she counts off starting with him/herself.
|Wind tiles face up for illustration purposes.|
If the number is odd, for example, the indicated player draws the face down wind tile closest to the odd-numbered tile (in this case South). The next player in turn draws the next wind tile (North), and so on (East and last West). The wind tile drawn is your seat wind. The player who is east remains stationary while the other players arranges themselves accordingly. Shuffle up all of tiles and build the wall.
|Playing order: East, South, West, North|
See Main Article: Seat and Prevalent Winds
Seat winds are winds assigned to each player prior to the start of the game. The player who is in the East position is the dealer. Following counterclockwise, is South, West and North.
|The player sitting at the star is East in the first hand|
If the deal passes when the hand is over the player’s wind change. The player who was originally East position is now North, the player starting as South is now East, etc. In other words, the winds rotate counterclockwise.
|The player sitting at the star is now South|
When the player who was originally East becomes East again (deals again) a new round begins.
Each round is assigned a wind, known as the prevalent wind or round wind. After each round the prevalent wind changes. For the first round the prevalent wind is East, for the second South, third West, and fourth North. A marker or indicator is commonly used to keep track of the round.
See Dora main article.
The third tile from the end of the dead wall is turn face up. This tile indicates which tile is dora.