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>> No.27952603 [View]
File: 1.09 MB, 1310x774, lookatthedora.png [View same] [iqdb] [saucenao] [google]
27952603

>>27950585
so first things first, ill post two images after this but you should first look at and save >>27947944 its was mostly intended as a physical a4 printout that i physically rotated when needed so we remembered who was sitting in what seat (my playing set didnt come with markers for this...), but it also has the rules for draws in it as well. note that there are variant rules in mahjong, but i do believe that yakuza is using this standard one.

ill start with some boring set up rules just so you get an idea of whats meant to be happening in a real table game

firstly, there are always four players* (there is a three player variant but lets ignore that), one for each of the winds and play proceeds in order of the arrows shown. in a physical game, the tiles are set up in a four sided square wall formation (two tiles high), with players taking from this wall to draw their initial tiles. in a cpu game though this is handled automatically and its essentially just like taking from a deck of cards, because you cant change the order or anything like that, its kinda for show. note that at the start of the game FOURTEEN tiles are taken aside from the "wall" or deck as you might call it; TEN of these are used for DORA indicators, shown in the center of this kiki pic (note they are stacked two high, thus you see only five). The other FOUR are the "dead wall" essentially removed from the game so your winning tile might never show up... however if you naturally form a Kan (four of a kind) and reveal it, your hand will be down a tile, so you draw from this dead wall to replace it as you need to maintain hand size. ill explain DORA later.

note seating order. the dealer is always the EAST player, or rather the EAST player is by definition the dealer. play begins with them and they can earn 50% more points (so go big if you are EAST) but they also pay a little more out sometimes. whenever a hand does NOT end in a draw, the positions of the winds rotates, in the order opposite to play, so that the first dealer EAST becomes NORTH in the second hand. Note the ROUND WIND marker, with the EAST and SOUTH, at the beginning of play it is the EAST ROUND, and when the orginal dealer becomes dealer again, the ROUND changes to SOUTH. traditionally play continued so that there were all four wind rounds, but most modern players think this takes too long, so they only play E and S. Which means 8 hands if none of them are draws. Wind is important because unlike dragons, winds are only really worth points if they match either your seat or the overall wind round (double if they are both).

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