Mahjong - Mahjong

Japanese: 麻雀 - まーじゃん
Mahjong - Mahjong

It is an indoor game in which four players compete for victory by combining 136 tiles (pai) in various ways. The word mahjong is said to be a corrupted version of the game called ma-chao, which was the predecessor of mahjong, and was pronounced mah-jan from ma-chao, which was also called ma-chan. The character "mahjong" is said to have come from the fact that the sound of shuffling mahjong tiles sounds similar to the chirping of sparrows in a bamboo forest.

[Kuramochi Sadasuke]

history

It is certain that mahjong originated in China, but the details are unknown. There is a theory that a game using tiles called Balin was played at the imperial court during the reign of Emperor Yu (around 2000 B.C.), and that this is the origin of mahjong, but the accuracy of this theory is unclear. It is generally accepted that modern mahjong evolved from a tile game called Ma Tsui, which was created during the Tianqi era (1621-27) of the Ming dynasty, which evolved from a tile game called Youhu, which existed in the early Ming dynasty, and which evolved from a paper tile game called Yezixi, which existed in the Tang dynasty. In any case, the form and content of mahjong as we know it today was not completed until the early Qing dynasty, and there are two theories about its creation: one is that it was created by many scholars gathered at the imperial court, and the other is that it was created by a man named Chen Yumen, who lived in Ningbo, Zhejiang Province during the Guangxu period (1875-1908), with the latter theory being the more popular.

One of the distinctive features of mahjong is the design of the tiles, with Tontsu representing coins, Sotsu representing a coin holder, and Wantsu representing a number indicating the amount of coins. It is a popular theory that Paihan represents face powder, Liufa represents green hair, and Fengchun represents red faces, all of which are likened to court ladies. Another theory is that the characters Bai, Fa, and Zhong come from a game of throwing a pot in the Book of Rites, with Bai representing the target, Fa representing throwing, and Zhong representing hitting the target. It is also said that the bird design on the first Sotsu tile was created to console the court ladies of the time, who compared their own situations to a bird in a cage.

Mahjong was first introduced to Japan at the end of the Meiji period, and it seems to have been introduced from China and America at different times. One theory is that it was a man named Nakagawa Hikosaku who was invited to China's Sichuan Province as an English teacher, and brought it back with him when he returned to Japan in 1910 (Meiji 43). Another theory is that mahjong introduced from China was played by some traders in the Chinatowns of Yokohama and Kobe, and that it became widely popular among the general public after people who returned from America towards the end of the Meiji period brought mahjong back with them.

Mahjong became popular among the general public in Japan from around the end of the Taisho period, when the Japan Mahjong League was founded in 1929 (Showa 4) under the presidency of writer Kikuchi Kan. Mahjong clubs were established in major cities, and a nationwide boom began. After that, the country became increasingly warlike after the Manchurian Incident, and restrictions became stricter, causing the game to go quiet during World War II. It became popular again after the war ended, and today it is enjoyed both as a form of entertainment and as a form of gambling, both at work and at home.

[Kuramochi Sadasuke]

Tools

The equipment used in mahjong consists of tiles (pai), a tile table (paichuo), dice (shaitsu), and point sticks. The tiles are usually made of ivory or bone backed with bamboo and have patterns carved into them, but in recent years they are often made from plastic. The tile table is the mahjong game table and has a drawer for the point sticks, with a green or white cloth covering the surface. There are three types: standing table, low table, and flat table. Dice are small dice, and two are used. Point sticks are long, thin sticks made of bone used to calculate points, and there are four types.

[Kuramochi Sadasuke]

Tile Type

There are 136 tiles in the game, with 34 different types, each with four of the same kind.

(1) Character tiles (Two Pai) There are four types of Four Wind tiles (Su Fong Pai) and Three Elements tiles (Sangen Pai). The Four Wind tiles are East (Tong), South (Nan), West (Sha), and North (Pei). The Three Elements tiles are White, Fa, and Naka. The White tiles are called White Board (Paihan), the Fa tiles are called Fa Cai (Fa Ai) or Green Fa (Liu Fa), and the Naka tiles are called Red Naka (Fong Chun).

(2) Number tiles (Shu Pai) There are three types: Wan Tzu, So Tzu, and Ton Tzu. There are nine types of Wan Tzu from 10,000 to 90, one So from 1 So, and one Ton from 9 Ton, for a total of 27 types. The number tiles one and nine are called Laotou tiles, and the numbers two to eight are called Chunchang tiles. The Laotou tiles and the character tiles are collectively called Yaochuupai.

In addition to the above, there are eight flower tiles (Hua Pai), but these are rarely used nowadays.

[Kuramochi Sadasuke]

Tile Combination

There are four types of tile combinations:

(1) Shuntsu: A combination of number tiles in which three number tiles of the same kind are in a row. It is divided into those that contain an old head tile and those that contain only middle tiles. There are three types of combinations of two tiles in the process of making a Shuntsu: Tattsu, Kanta, and Penta. A tatsu is a combination of two numbers in a row, a Kanta is a combination of two numbers with a gap between them, and a Penta is a combination of a tatsu with an old head tile in it.

(2) Triple: A combination of three identical tiles. The following tiles are classified as Triples: Middle Tiles, Old Head Tiles, Three Elements Tiles, and Four Winds Tiles. Triples made by self-draw are called Anko, and Triples made by Pong are called Minko.

(3) Kong (Kantsu): A combination of four identical tiles. It is distinguished in the same way as Triples: a Kong made by self-draw is called a concealed Kong, and a Kong made by making a Kong or by an open Triple is called an open Kong.

(4) Toitsu: A combination of two identical tiles. It is also the process of making a triplet.

Winning in Mahjong is called a "Hora", and to win, one must combine the four types of combinations listed above to create one pair called a Jantou and four Triples (or Kong) or Sequences.

[Kuramochi Sadasuke]

How to make a combination

There are five ways to create the four types of Mahjong combinations:

(1) Self-draw (Tsu-mo): This is the main way the game progresses by taking tiles from the wall (Pei-pai) in sequence. Pairs, concealed triplet, and concealed kong can only be made by self-drawing. When you are in tenpai (tenpai) using only self-drawing tiles, it is called Menzen tenpai, and when you win using only self-drawing tiles, it is called Menzenchin (menzen sei).

(2) Chi: When a player has a tower, a cage, or a side tower, and the player to his left discards a tile needed to make a sequence, he can take it by saying "chi." It is up to the player to decide whether to chi or not.

(3) Pong: When you have a pair and someone discards a tile that matches it, you can take it back by saying "Pong." You are free to choose whether or not to take it.

(4) Kan: This is a method for making an open Kan. When you have a concealed kong and someone discards the same tile, you can take it, which is called a "Kong." You can only make a concealed kong into a concealed kong or an open kong into an open Kan by self-drawing. You are free to make a Kan or not. When you make a Kan, you take the last tile on the table, which counts as an extra self-draw.

(5) Winning (Hora): The final combination, or a way to complete a winning move. There are two types: self-drawn hor (Tsu-mo-ho), where a player wins with a tile he or she has drawn himself, and ron-ho (Ron-ho), where a player wins with a tile discarded by another player.

[Kuramochi Sadasuke]

Shape of winning

A state where you are one tile away from winning is called tenpai. There are five basic types of tenpai:

(1) Tan Chao Teng: When you win by creating a pair that will be the head of the group, this is commonly called "tan ki waiting."

(2) Penchanten: When you are waiting for one remaining tile of the same type in the side tower.

(3) Kanchanten: When you are waiting for one type of tile between the Kanto and Kantō.

(4) Shanponten: When you have two pairs of tiles and you can win by turning one of them into a triplet.

(5) Double Tenpai (Liang Men Teng): When you have a tower and are waiting for any tile connected to it on either side. This means you are waiting for eight tiles of two kinds, and is the most advantageous of the five tenpai.

The above are the basic forms of tenpai, but they can be combined in various ways, from three-sided waiting, where you wait for three types of tiles, to four-sided waiting, five-sided waiting, and so on, to nine-sided waiting, which is when you can get a Manguan hand called Nine Link Lights. Also, when you get a Manguan hand called Thirteen Yi Nine, you can get a thirteen-sided waiting, which is when you can win with any of the thirteen Yi Nine tiles.

[Kuramochi Sadasuke]

How the points are calculated


(1) Points based on tile combinations When you win, you get a base point called a Fu-tei (sub-bottom) of 20 points, and when you win after being in tenpai, you get 10 points. The following points are added to the winning points: 2 points for a clear kong for a middle tile, 4 points for a concealed kong, 8 points for an open kong, 16 points for a concealed kong, 4 points for a clear kong for a Yi-ku tile, 8 points for a concealed kong, 16 points for a clear kong, 32 points for a concealed kong, 2 points for a pair of San-yuan tiles, Meng-fong pai, and Zhuang-fong tile, and 4 points for a pair of Ren-fong pai.

(2) Points according to the method of winning and standing in a winning hand: When in a double standing, if you self-draw a tile, you get 2 points; when in a concealed standing or border standing, if you self-draw a tile, you get 4 points; when in a single hanging standing, if you win a number tile or a guest wind tile, you get 2 points; if you win a self-draw tile, you get 4 points; if you win a three-way tile, a Zhuang wind tile, a gate wind tile, or a Laotou tile, you get 4 points; if you win a self-draw tile, you get 8 points; when in a double standing, if you win a middle tile, you get 2 points; if you win a self-draw tile, you get 6 points; if you win a Yi-ku tile, you get 4 points; if you win a self-draw tile, you get 10 points. However, if you self-draw a tile when you have a Menzenpinho or Rinshankaiho, you get no points.

(3) Points by Hand The points for each hand in Mahjong are determined by how many times the winning points calculated above are multiplied. Recently, winning points under 10 points are often rounded up. The multiplication of winning points by hand is called "Huang", with a 1-Huang hand being doubled, a 2-Huang hand being doubled again to 4, and a 3-Huang hand being doubled again to 8.

(4) Dealer and Child Points The method of calculating points when a player wins differs depending on the dealer and child. When the dealer makes a winning tile by self-drawing, he multiplies the winning points by a multiple of the hand, and then takes twice that amount as points from the three children. When the dealer makes an honorable tile, he takes the total of the points he took from the three children when he self-drawing, and then takes from the person who wired in the money. When a child makes a winning tile by self-drawing, he takes the winning points multiplied by a multiple of the hand from the two children, and then takes twice that amount as points from the dealer. When the dealer makes an honorable tile, he takes four times the winning points multiplied by the hand, and then takes from the person who wired in the money.

(5)Mankan Points No matter how many points are calculated by overlapping various hands, the points are limited to a certain limit and are called mankan. The players can decide how many points to set as mankan by consulting with each other. For example, a normal mankan is 40 points for six han or more, and the parent receives 12,000 points and the child receives 8,000 points; a hane mankan is 8 han or more, and the parent receives 18,000 points and the child receives 12,000 points; a double mankan is 10 han or more, and the parent receives 24,000 points and the child receives 16,000 points; and when a specific hand is made that is designated as yaku mankan, the parent receives 36,000 points and the child receives 24,000 points.

[Kuramochi Sadasuke]

How the competition will proceed


(1) How to decide the positions First, four players sit in suitable locations. Place one each of the East, West, South, and North tiles face down in no particular order, and place an odd-numbered and an even-numbered tile at either end. Someone rolls two dice, counts clockwise from themselves by the total number of dice they roll, and designates that position as the provisional East position. The person sitting in the provisional East position then rolls the dice again, and similarly takes a face-down tile from the person in the position that matches the total number of dice they rolled. In doing so, they take a tile from the side with the odd or even tile, depending on whether the total number of dice is odd or even. The person who takes the East tile takes the provisional East position, and the people who have taken a tile from the South, West, and North positions clockwise sit in the provisional East position.

(2) How to play Ching Chen Once the location has been decided, the four players shuffle the tiles on the table face down to form a Ching Chen. In Ching Chen, each player places 17 pairs of tiles in front of him or her. A pair of tiles is called an I-Ton, and a pair of 17 tiles is called a P-Pai.

(3) How to decide who will be the starting player Once the well is completed, the starting player is decided. The person sitting in the temporary East position throws two dice, and the person who gets the number of dots that comes up throws them again, and the person who gets the number of dots that comes up becomes the starting player, that is, the first East player and the dealer.

(4) Dealing (Pei Pai): The starting player rolls two dice, and the player who rolled the number of tiles on the dice leaves a stack of tiles on the right side equal to the number of tiles rolled, and then moves to the left, starting from the starting player, followed by the South player, the West player, and the North player, taking two stacks of four tiles each, three times. Finally, the dealer takes two tiles along with the first tile he drew, and the players each take one tile. After the deal is finished, the dealer discards one tile and the game begins.

(5) How to self-draw: The dealer, or East player, discards a tile, followed by the South player, the West player, and the North player. If a player has a Pon or Kong, the player to the right of the dealer self-draws the next tile. Self-draws are done one tile at a time, and one tile must be discarded.

(6) The end of the game In a game, one winning round is called one round, and the dealer goes around from East to North in sequence, called one round (Ichuan). The first round is called the East Wind round, and the four rounds up to the North Wind round are called one round (Yichouwan). Officially, the winner is decided when the first round is over, but in recent years, the two rounds of the East Wind and South Wind rounds are called the Half Round, and the winner is often decided in the Half Round.

[Kuramochi Sadasuke]

Mahjong Hands

The key to winning is making as many good hands as possible, and the main hands currently in use are as follows:

(1) Fan tile: A tile that, when used to form a triplet, is worth one fan. There are three types: Sangen tile, Zhuangfeng tile, and Monfeng tile.

(2) Monzen-sei: A win is made by self-drawing without using any chiku, pong, or kong. This is a one-han hand.

(3) Peace (Pinho): A winning hand made with four sets of regulars and one set of opposing pieces, which is worth one han.

(4) Dan Yaku Nine: A winning combination made using only the middle tiles, which is worth one han.

(5) Chan Tai Yao: A win made with only a pair of Yi-Ku tiles and a Triple or a sequence that includes an Old Head tile. This is a one-fan winning hand.

(6) One Color, Two Sequences (Isoryanshun): A set of two identical sequences, worth one han.

(7) Sanso Tonshun: A set of three consecutive tiles of the same number, namely Man, So, and Ton, which is worth one han.

(8) Ichi Ton Guo (One Sequence): A set of three tiles of the same suit from one to nine, which is a one-han hand.

(9) Toitoiho: A winning hand made with four pairs or kongs and one pair, which is worth two han.

(10) Mixed Suit (Hon Yi So): A hand made with a character tile and one number tile of the same suit, which is considered a two-fan hand.

(11) Junchan Taiyao: A win made with only the old head tile pair, a triplet or a kong, and a sequence that includes the old head tile. This is a two-fan winning hand.

(12) Sananko: Three concealed triplet hands, each worth two han.

(13) Sankanshi: Three sets of Kanshi, worth two han.

(14) Isō Sanshun: A set of three identical sequences, worth two han.

(15) Sanso Tonko: A hand in which the same number of triplets are set on all three sides, namely the Man, Su and Ton, and is awarded with two han.

(16) Xiao Sanyuan: Two sets of the three element tiles are paired together, and one set is a pair. This is a two-pronged hand.

(17) Mixed Lao Tou (Hon Lao Tou): A win made with only the Yi and Nine tiles, with four pairs of Yi and Nine Triples and one Pair. This is a two-fan hand, but with the addition of a Pair of Two and a Full Yi hand, it becomes a five-fan hand.

(18) Qing Yi So: A win using only tiles of the same suit.

There are various other hands in addition to those mentioned above, but when two or more hands overlap, the number of han for each hand is added together for the calculation.

The main Mankan roles are as follows:

(1) Dai San Yuan (Da San Yuan): A hand in which all three of the three yuan tiles are either Triplets or Kongs.

(2) Xiao Su Shi: A win when three of the four wind tiles are made into triplets or kongs and the remaining tile is made into a pair.

(3) Dai-shi (Ta-su-shi): A hand in which all four wind tiles are converted into triplets or kongs to win.

(4) Two-Tiered Character: A win made using only character tiles.

(5) Chinlaotou: A win made using only the Laotou tile. This is made up of four Triplets or Kongs and one pair of Laotou tiles.

(6) Four concealed triplet (suanko): A win made by lining up four concealed triplet hands.

(7) All Green (Ryu Yi So): A win made using only green start and a set of so tiles with no red color.

(8) Thirteen Yi Nine (Shi San Yao Chu): Also known as the Unrivaled King, this is a set of the Yao nine tiles, with only one of each type forming a pair.

(9) Nine-Tiered Light (Chu Ren Bao Tong): Also called the Perfect Universe, this is a winning hand in which three one tiles, one each of the two through eight tiles, and three nine tiles of the same suit are in tenpai status and then the hand is won.

(10) Ten-hou, Chi-hou, and Ren-hou. A Ten-hou is a winning hand made by the dealer with the tiles he has been dealt. A Chi-hou is a winning hand made by a player with his first hand drawn after being in ten-tile status with the tiles he has been dealt. A Ren-hou is a winning hand made by someone with a discard during the first round.

Recently, when a player has tenpai in front of a tile, he or she can declare a reach, a type of mahjong called "reach mahjong" has been played. Also, at the start of the game, a Dora tile is decided, and when a player wins, one han is added for each Dora tile.

[Kuramochi Sadasuke]

"Introduction to Mahjong by Yasuyuki Kurihara (1970, Nitto Shoin)"

Types of Mahjong tiles
©Shogakukan ">

Types of Mahjong tiles

Example of tile combinations
©Shogakukan ">

Example of tile combinations

Basic Types of Tenpai
©Shogakukan ">

Basic Types of Tenpai

How to play Mahjong
The starting player rolls two dice, and the player who gets the number of tiles rolled must take two stacks (four tiles) of tiles in front of them, starting from the East player, three times, leaving the number of stacks of tiles that match the number of dice rolled. Finally, the dealer takes two tiles along with the first tile he drew, the players each take one tile, and the dealer discards one tile to start the game. ©Shogakukan ">

How to play Mahjong


Source: Shogakukan Encyclopedia Nipponica About Encyclopedia Nipponica Information | Legend

Japanese:

4人の競技者が、136枚の牌(パイ)をいろいろと組み合わせて勝敗を争う室内遊戯。麻雀の語源は、麻雀の前身である馬吊(マーチャオ)という遊戯の転語で、馬吊の別名を馬将(マーチャン)とよんでいるところから転訛(てんか)し、マージャンと発音するようになったとされている。「麻雀」という字を用いるのは、麻雀牌をかき混ぜる音が、竹林の中で雀(すずめ)がさえずる鳴き声に似ていることからきたといわれる。

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歴史

麻雀の起源については、中国でつくられたことは確かであるが、詳しいことはわからない。禹(う)帝時代(前2000ころ)に巴林(パーリン)という牌を用いた遊びが宮中で行われ、これを麻雀の起源とする説もあるが、真疑のほどはさだかでない。現在の麻雀は、明(みん)代の天啓年間(1621~27)につくられた馬吊という牌の遊びから、馬吊は明代初期にあった游湖(ユーホ)という牌の遊びから、さらに游湖は唐代にあった葉子戯(イエツーシー)という紙牌を用いる遊びから変化してつくられたというのが、ほぼ定説になっている。いずれにしても、現在の麻雀の形態と内容が完成したのは清(しん)代初期になってからであり、宮中に多くの学者を集めてつくらせたという説と、光緒年間(1875~1908)に浙江(せっこう)省寧波(ニンポー)に住んでいた陳魚門という人の創作によるものという説とがあり、一般には後者の説をとる人が多い。

 麻雀の特色の一つは牌の図柄にあり、筒子(トンツ)は銭を、索子(ソウツ)は銭差しを、万子(ワンツ)は銭の多少を表す数字を意味するといわれる。巷説(こうせつ)ではあるが、白板(パイハン)はおしろいを、緑発(リューファ)は緑髪を、紅中(フォンチュン)は紅顔を意味して官女に擬したものという。また一説には、白、発、中は『礼記(らいき)』にある投壺(とうこ)という遊びから出たもので、白は的を、発は投げることを、中は的中することを意味しているという。また索子の一の鳥の図柄は、当時の官女たちが、自分の身の上を籠(かご)の鳥に例えて慰めるためだったともいわれている。

 日本に麻雀が初めて伝来したのは明治の末期で、中国とアメリカから前後して伝えられたようである。一説では中国の四川(しせん)省に英語の教師として招かれた名川彦作という人が、1910年(明治43)に帰国した際、麻雀を持ち帰ったのが最初といわれている。また他の説では、中国から伝えられた麻雀は、横浜や神戸の中国人街で一部の貿易関係者が行っていたもので、明治の終わりごろアメリカから帰国した人々が麻雀を持ち帰ってから一般の人々に広く普及するようになったとされている。

 日本で麻雀が広く国民の間に流行したのは大正末期ごろからで、1929年(昭和4)作家の菊池寛が主宰して日本麻雀連盟が結成され、おもな都市には麻雀クラブができ、全国的なブームを出現した。その後、満州事変から戦時色が濃くなり、取締りも厳しくなって、第二次世界大戦中はまったく鳴りを潜めていた。終戦とともにふたたび流行し始め、現在は職場でも家庭でも、遊びを兼ねた賭(か)け事として親しまれている。

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用具

麻雀の用具は牌(パイ)、牌卓(パイチュオ)、骰子(シャイツ)、点棒である。牌は象牙(ぞうげ)または骨材を竹で裏打ちして、表面に図柄を刻んであるのが普通であるが、近年はプラスチック製が多い。牌卓は麻雀のゲーム台で、点棒を入れる引出しがついていて、表面に緑色または白色の布が敷いてあり、立卓式、座卓式、平板式の3種がある。骰子はさいころのことで、2個を使用する。点棒は得点を計算するために使う骨製の細長い棒で、4種類ある。

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牌の種類

牌は136枚で、同じ種類の牌が4個ずつで34種類ある。

(1)字牌(ツーパイ) 四風牌(スーフォンパイ)と三元牌(サンゲンパイ)で、四風牌は東(トン)、南(ナン)、西(シャー)、北(ペイ)の4種、三元牌は白、発、中の3種。白は白板(パイハン)、発は発財(ファッアイ)または緑発(リューファ)、中は紅中(フォンチュン)とよんでいる。

(2)数牌(シューパイ) 万子(ワンツ)と索子(ソウツ)と筒子(トンツ)の3種で、万子には一万から九万まで、索子には一索から九索まで、筒子には一筒から九筒まで、それぞれ9種類、計27種類ある。数牌の一と九を老頭牌(ロートウパイ)、二から八までを中張牌(チュンチャンパイ)といい、老頭牌と字牌を総称して么九牌(ヤオチューパイ)とよんでいる。

 以上のほかに8個の花牌(ホワパイ)があるが、現在はほとんど使用していない。

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牌の組合せ

牌の組合せには次の4種類がある。

(1)順子(シュンツ) 数牌の組合せで、同じ種類の数牌3個の数が連続する組合せ。老頭牌が入っているものと、中張牌だけのものに区別される。順子をつくる過程の2個の牌の組合せには塔子(ターツ)、嵌塔(カンター)、辺塔(ペンター)の3種類がある。塔子は2個の数が連続しているもの、嵌塔は2個の数の間が抜けているもの、辺塔は老頭牌が入っている塔子をいう。

(2)刻子(コーツ) 同じ牌3個の組合せ。中張牌、老頭牌、三元牌、四風牌のそれぞれ刻子に区別されている。また自摸(ツーモ)でできた刻子を暗刻(アンコー)、ポンでできた刻子を明刻(ミンコー)という。

(3)槓子(カンツ) 同じ牌4個の組合せ。刻子と同じように区別され、自摸でできた槓子を暗槓、槓をするか明刻からできた槓子を明槓という。

(4)対子(トイツ) 同じ牌2個の組合せ。刻子をつくるときの過程でもある。

 麻雀であがることを和了(ホーラ)というが、和了するには以上の4種類の組合せのなかで、雀頭(ジャントウ)とよばれる対子1組と、刻子(または槓子)または順子4組ができるように組み合わせなければならない。

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組合せのつくり方

麻雀の4種類の組合せをつくるには次の五つの方法がある。

(1)自摸(ツーモ) 順次に壁牌(ピーパイ)の牌をとってくることで、ゲームの進行の主体である。対子と暗刻と暗槓は自摸でなければできない。自摸だけで聴牌(テンパイ)にすることを門前(メンゼン)聴牌といい、自摸だけで和了すると門前清(メンゼンチン)という役になる。

(2)吃(チー) 順子をつくるときの方法で、塔子、嵌塔、辺塔があるとき、これを順子にするに必要な牌を、左隣の上家(シャンチャ)が捨牌(シオパイ)したときは、「吃」といってとることができる。吃するかしないかは自由。

(3)碰(ポン) 明刻をつくるときの方法で、対子があるとき、それと同じ牌をだれかが捨牌したときは、「碰」といってとることができる。碰するかしないかは自由。

(4)槓(カン) 明槓をつくるときの方法で、暗刻があるとき、それと同じ牌をだれかが捨牌したときは、「槓」といってとることができる。暗刻を暗槓にするのと、明刻を明槓にするのは自摸でなければできない。槓するかしないかは自由。槓をしたときは、場にある最後の嶺上牌(リンシャンパイ)をとり、1回多く自摸したことになる。

(5)和了(ホーラ) 最後の組合せ、上がりを完成する方法で、自摸による自摸和(ツーモホー)と、だれかの捨牌で和了する栄和(ロンホー)とがある。

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聴牌の形

あと1個の牌がくれば和了する状態を聴牌(テンパイ)という。聴牌には次の五つの基本的な形がある。

(1)単吊聴(タンチャオテン) 雀頭になる対子をつくって和了する場合で、俗に「単騎待ち」という。

(2)辺張聴(ペンチャンテン) 辺塔の残りの1種類の牌を待っている場合。

(3)嵌張聴(カンチャンテン) 嵌塔の間の1種類の牌を待っている場合。

(4)双碰聴(シャンポンテン) 対子が2組あって、いずれかを刻子にして和了する場合。

(5)両面聴(リヤンメンテン) 塔子があって、その両側につながるいずれかの牌を待っている場合。これは2種類8個の牌を待つもので、五つの聴牌のなかでもっとも有利な聴牌である。

 以上は聴牌の基本的な形であるが、これらがいろいろと組み合わされて、3種類の牌を待つ三面聴から、四面聴、五面聴と順次に待ちが増え、九連宝灯(チューレンポートン)という満貫(マンコワン)役ができるときの九面聴まである。また十三么九(シーサンヤオチュー)という満貫役ができるときの聴牌は、13種の么九牌のどれででも和了することができる十三面聴の場合がある。

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点数の計算方法


(1)牌の組合せによる点数 和了したときは副底(フーテイ)という基準点が20点、門前聴牌して栄和したときは10点を加算。それに次の点が加算される。中張牌の明刻2点、暗刻4点、明槓8点、暗槓16点、么九牌の明刻4点、暗刻8点、明槓16点、暗槓32点、三元牌と門風牌(メンフォンパイ)と荘風牌(チョワンフォンパイ)の対子2点、連風牌(リェンフォンパイ)の対子4点。

(2)聴牌と和了の仕方による点数 両面聴のとき自摸和すると2点、嵌張聴と辺張聴のとき自摸和すると4点、栄和すると2点、単吊聴のとき数牌と客風牌は栄和すると2点、自摸和すると4点、三元牌、荘風牌、門風牌、老頭牌(ロートーパイ)は栄和すると4点、自摸和すると8点、双碰聴のとき中張牌は栄和すると2点、自摸和すると6点、么九牌は栄和すると4点、自摸和すると10点。ただし、門前平和(メンゼンピンホー)と嶺上開花(リンシャンカイホー)という役ができるときの自摸は点を加算しない。

(3)役による点数 麻雀の役の点数は、前記によって計算された和了点を何倍するかがそれぞれ定められている。近ごろは和了点の10点未満を切り上げて計算する場合が多い。役によって和了点を倍することを翻(ホワン)といい、一翻役は2倍、二翻役はさらに倍して4倍、三翻役はさらに倍して8倍となる。

(4)親と子の点数 親と子によって、和了したときの点数の計算方法に違いがある。親が自摸和したときは、和了点に役の倍数を掛け、さらに2倍した点数を3人の子からとる。栄和したときは、自摸和したとき3人の子からとった点の合計を、振り込んだ人からとる。子が自摸和したときは、和了点に役の倍数を掛けた点を2人の子から、その2倍を親からとる。栄和したときは、和了点に役の倍数を掛けた点の4倍を、振り込んだ人からとる。

(5)満貫の点数 いろいろな役が重複して、計算上点数がいかに多くなっても、これを一定の限度に制限する点数を満貫という。満貫を何点にするかは、競技者が相談して決めればよい。現在行われている一例をあげると、普通の満貫が和了点40点の六翻以上で親が1万2000点、子が8000点、はね満貫が八翻以上で親が1万8000点、子が1万2000点、倍満貫が十翻以上で親が2万4000点、子が1万6000点、役満貫と決めた特定の役ができたときは親が3万6000点、子が2万4000点。

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競技の進め方


(1)場所の決め方 まず4人が適当な場所に座る。東、西、南、北の牌1個ずつを順序不同に伏せて並べ、その両端に奇数と偶数の牌を置く。だれかが骰子2個を振り、目の合計数だけ自分から右回りに数えて、そこを仮の東場とする。仮の東場に座っていた人がさらに骰子を振り、同様に出た目の合計数の場所の人から、順次に伏せてある牌をとる。その際、目数の合計が奇数か偶数かによって、奇数または偶数の牌が置いてある側からとる。東牌をとった人が仮の東の場所に、右回りに南、西、北とそれぞれ牌をとった人が座る。

(2)井圏(チンチェン)のつくり方 場所が決まったら、4人で卓上の牌を伏せたままよくかき混ぜて井圏をつくる。井圏は、各自が自分の前に2個ずつ重ねた牌17組を並べる。2個ずつ重ねた牌を一幢(イートン)といい、十七幢ずつ並べた牌を壁牌(ピーパイ)という。

(3)起家(チーチャ)の決め方 井圏をつくり終わったら起家を決める。仮の東の場所に座った人が骰子2個を振り、出た目数の場所にあたる人がもう一度振り、出た目数の場所にあたる人が起家、つまり最初の東家であり親である。

(4)配牌(ペイパイ) 起家が2個の骰子を振り、出た目数の人の前の壁牌を、右側にその目数だけの幢を残して、左へ、起家から南家、西家、北家の順に二幢4個ずつ3回とり、最後に親は最初の自摸牌とともに2個、子は1個ずつとる。配牌が終わると、親が1個を捨牌して競技が始まる。

(5)自摸の仕方 自摸は親つまり東家が捨牌したのち南家、西家、北家の順に行われ、ポンまたは槓があったときはその人の下家(シャーチャ)が次の自摸をする。自摸は1個ずつ行い、かならず1個の牌を捨牌する。

(6)競技のくぎり 競技は1回の和了を1局、親が東家から順次に北家まで一回りするのを一圏(イーチュアン)とし、最初の一圏を東風戦といい、順次に北風戦まで四圏するのを一荘(イーチョワン)という。正式には一荘が終わったとき勝敗を決めるが、近年は東風戦と南風戦の二圏を半荘(ハンチョワン)といい、半荘で勝敗を決める場合が多い。

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麻雀の役

よい役を多くつくることが勝敗のポイントで、現在行われている役のおもなものは次のとおりである。

(1)翻牌 刻子をつくると一翻の役になる牌で、三元牌、荘風牌、門風牌の3種。

(2)門前清 吃も碰も槓もせずに自摸だけで和了するもので、一翻役。

(3)平和(ピンホー) 順子4組と対子1組で和了したもので、一翻役。

(4)断么九(トワンヤオチュー) 中張牌だけの組合せで和了したもので、一翻役。

(5)全帯么(チャンタイヤオ) 么九牌の対子と刻子、または老頭牌が入っている順子だけで和了したもので、一翻役。

(6)一色二順(イーソーリャンシュン) 同じ順子を2組そろえたもので、一翻役。

(7)三色同順(サンソートンシュン) 同じ数の順子を万子、索子、筒子と3組そろえたもので、一翻役。

(8)一気通貫(イーチートンコワン) 同じ種類の牌の一から九まで3組の順子をそろえたもので、一翻役。

(9)対々和(トイトイホー) 刻子または槓子4組と対子1組で和了したもので、二翻役。

(10)混一色(ホンイーソー) 字牌と1種類の数牌とで和了したもので、二翻役。

(11)純全帯么(ジュンチャンタイヤオ) 老頭牌の対子と刻子または槓子、および老頭牌を含む順子とだけで和了したもので、二翻役。

(12)三暗刻(サンアンコー) 暗刻3組がそろったもので、二翻役。

(13)三槓子 槓子3組をそろえたもので、二翻役。

(14)一色三順(イーソーサンシュン) 同じ順子を3組そろえたもので、二翻役。

(15)三色同刻(サンソートンコー) 万子、索子、筒子ともに同じ数の刻子をそろえたもので、二翻役。

(16)小三元(シャオサンユアン) 三元牌のうち2組を刻子、1組を対子にそろえたもので、二翻役。

(17)混老頭(ホンラオトウ) 么九牌ばかりで和了したもので、么九牌の刻子4組と対子1組となる。二翻役であるが、対々和と全帯么の役が加わり、五翻となる。

(18)清一色(チンイーソー) 同じ種類の数牌だけで和了したもので、五翻役。

 以上のほかにいろいろな役があるが、二つ以上の役が重複してできたときは、それぞれの役の翻数を加算して計算する。

 満貫役のおもなものは次のとおりである。

(1)大三元(ターサンユアン) 三元牌の3種類とも刻子または槓子にして和了したもの。

(2)小四喜(シャオスーシー) 四風牌のうち3種類を刻子または槓子にし、残り1種類を対子にして和了したもの。

(3)大四喜(タースーシー) 四風牌全部を刻子または槓子にして和了したもの。

(4)字一色(ツーイーソー) 字牌だけで和了したもの。

(5)清老頭(チンラオトウ) 老頭牌だけで和了したもの。老頭牌の刻子または槓子4組と対子1組の組合せになる。

(6)四暗刻(スーアンコー) 暗刻4組をそろえて和了したもの。

(7)緑一色(リューイーソー) 緑発と、赤色の入っていない索子だけで和了したもの。

(8)十三么九(シーサンヤオチュウ) 国士無双ともいわれ、ヤオ九牌を1個ずつそろえ、そのうちの1種類だけが対子になるようにそろえたもの。

(9)九連宝灯(チューレンパオトン) 天衣無縫ともいわれ、同じ種類の数牌の一を3個、二から八まで各1個、九を3個そろえて聴牌したのち和了したもの。

(10)天和(テンホー)、地和(チーホー)、人和(リェンホー) 親が配牌のまま和了したものが天和。子が配牌で聴牌し最初の自摸で和了したものが地和。最初の一回りのうちに、だれかの捨牌で栄和したものが人和。

 そのほか最近門前で聴牌したときは、リーチを宣言することができる「リーチ麻雀」が行われており、また競技の開始にあたりドラ牌を決めておき、和了したときはドラ牌1個につき一翻を加算することが行われている。

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『栗原安行著『麻雀入門』(1970・日東書院)』

麻雀牌の種類
©Shogakukan">

麻雀牌の種類

牌の組合せ例
©Shogakukan">

牌の組合せ例

聴牌の基本型
©Shogakukan">

聴牌の基本型

麻雀の競技の進め方
起家が2個の骰子を振り、出た目数にあたる人の前の牌を、出た目数の幢数だけ残して東家から順番に2幢(牌4個)ずつ3回とる。最後に親は最初の自摸牌とともに2個、子は1個ずつとり、親が1個を捨牌して競技が始まる©Shogakukan">

麻雀の競技の進め方


出典 小学館 日本大百科全書(ニッポニカ)日本大百科全書(ニッポニカ)について 情報 | 凡例

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