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Version: 1.01 | Updated: 03/02/2010
Mahjong Fight Club (PS3) Guide by Barticle at hotmail.com - Ver. 1.01 - 18/01/10 _____ _____ ______ ___ ___ ___ ________ ___ ___ _______ | \/ | / \ | || | | || || \ | || | | || () || || |. | || || || \| || ___| | |\/| || || ||\__| || || || || | | | |~~| || || || || || || || || |\ || | | |____| |____||___||___||___||___||_______||________||___| \___||_______| ~~~~ ~~~~ ~~~ ~~~ ~~~ ~~~ ~~~~~~~ ~~~~~~~~ ~~~ ~~~ ~~~~~~~ ______ ___ ______ ___ ___ _________ ______ ___ ___ ___ _______ | ||___|| || || || | | || | | || || | | __| ___ | __|| || ||__ __| | __|| | | || || () | | _| | || | || | ~~| |~~ | |__ | |__ | || || < | |~ | || | || || | | | | || || || () | |___| |___||______||___||___| |___| |______||______||________||_______| ~~~ ~~~ ~~~~~~ ~~~ ~~~ ~~~ ~~~~~~ ~~~~~~ ~~~~~~~~ ~~~~~~~ 01 INTRODUCTION C O N T E N T S 11 STATS 02 FEATURE LIST =============== o Basics 03 BEGINNING PLAY o Yaku Distribution 04 MAIN MENU 08 OPTIONS o Match Log 05 PLAY MODES 09 CONTROLS o Orbs o Fight Club Mode o Joypad Controls o Pro Players o Pro CPU Mode o Mouse Controls o Detailed Info o Free Rules Mode 10 GAMEPLAY o Events & Records 06 RANKINGS o General 12 JAPANESE MAHJONG o Kyuu Ranks o Scoring Sticks 13 MANUAL REFERENCE o Dan Ranks o Side-Bar 14 GLOSSARY o Kouryuu Levels o Status Windows 15 CONTACT 07 RULES o Score Display 16 THANKS ------< INTRODUCTION >-------------------------------------------- [Section 01] This is a guide to the 2006 PS3 Japanese DS video-game Mahjong Fight Club* where you play the modern Japanese version of the traditional Chinese four-player game of Mahjong (not to be confused with the tile-matching computer solitaire programs using Mahjong tiles which are sometimes given the same name). This is one of a number of games in the Mahjong Fight Club series which includes the networked arcade machines (with updated versions each year since 2002) and retail editions for the Nintendo DS and Wii and for the Sony PSP. This guide specifically relates to the PS3 version - which I'll refer to hereafter as "MFC" - but it might be of use/interest if you're playing one of the other versions. I discovered Mahjong earlier this year through the minigame in the PS2 game Yakuza 2 (the English-subtitled version of the Japanese game 'Ryuu ga Gotoku 2') and pretty soon I was hooked! I went on to play Mahjong in the samurai offshoot from the Yakuza series ('Ryuu ga Gotoku: Kenzan!') and in Mahjong Taikai IV. I've previously written guides for all three of these and also helped fellow gamers translate the rule options in a further three Japanese Mahjong games. Before all this I only knew a few basic spoken Japanese phrases and had no experience of reading the language but I've been teaching myself to be able, if not to read Japanese text easily, to at least be able to translate it given sufficient time and resources! So, I'm very much a Nihongo novice and I welcome corrections to my translations. I've tried to use both Japanese (or original Chinese) and English Mahjong terms throughout, in most cases giving the oriental term first and the English version afterwards in brackets. I know that some purists will object to the use of Chinese terms such as Chow, Pung, Kong and Fan in describing a Japanese Mahjong game but these are the words I learnt from Yakuza 2 and they are used in English books on Mahjong so I'm comfortable with their use here. In many places where I've translated Japanese text I've given the original in square brackets for reference; in some cases this will be "katakana English" where an English word has been transcribed phonetically into Japanese. For example "menyuu" is a katakana rendering of the English word "menu". Obviously if you can read Japanese you'll be able to read the instruction manual and the menus in the game so this guide is primarily aimed at English speakers who, like me, wanted a full Mahjong game with rule options and player stats. (If you're thinking about buying this game, check Section 02 for specifications.) You shouldn't be daunted by the Japanese text as there are only a few short menus and options pages. The layout of these is given in this guide so you should be able to find your way around the game without any difficulty. To limit the length of this document I've decided to omit full details of the rules and equipment of Mahjong on the assumption that anyone buying this game will probably already be familiar with them. If you are new to the game, or you play a version other than the modern Japanese "Riichi" rules that appear in this game, then you might like to read my complete guide to the terminology and rules of Japanese Mahjong. It's available as a 74-page, illustrated, linked PDF and can be accessed from the United States Pro Mahjong League download page. http://www.uspml.com/site/downloads.htm (Barticle's Japanese Mahjong Guide) If you want to discuss Japanese Mahjong then join the international community of enthusiasts on Reach Mahjong's English forums. Hope to see you there. :) http://www.reachmahjong.com/en/forum This guide is designed to be viewed using a monospaced (non-proportional or fixed-width) font, preferably Courier New. Some sections of the document will display incorrectly if you are using a proportional font like Times New Roman. Finally please note that I am British so I will be using the correct English spellings of words like "centre", "grey" and "honour"! :9 *The Japanese title of the game is Maajan Kakutou Kurabu which, of course, means Mahjong Fight Club; on the box cover this is also spelt using the katakana script as Maajan Faito Kurabu. The word Kurabu is interesting - it's a trans- literation of the English word "club" (Japanese has no L sound so this becomes an R) but instead of being spelt in katakana in the main title, which would be usual for a loanword, it's instead spelt out in kanji, using an older system called Ateji. It's quite clever because not only do the three kanji spell the Japanese rendering of the English word but they can also be loosely translated as "together fun place" which could be taken as a definition of the word "club"! The game's subtitle, given in red kanji beneath the main title on the cover, is Zenkoku Taisen Ban which means "countrywide competition edition", a reference to the game's online play option. The text above the main title is Nihon Puro Maajan Renmei Kounin, or "Japan Pro Mahjong League (JPML) licensed". ------< FEATURE LIST >-------------------------------------------- [Section 02] When I was thinking about buying this game I was unable to find any information about the modes and options available (in English) so I've make a list to help anyone in the same situation. o three play modes - Fight Club, Pro CPU and Free Rules o modern Japanese Mahjong rules including Riichi, Dora and Red Fives o thirty-six user-defined rules in Free Rules mode (see Section 07 below) o Dora and Riichi alerts o Tenpai display to show your waits and which discard/s would make you Furiten o option to auto-reject melds to keep hand concealed o option to highlight Tsumokiri (a drawn tile discarded immediately) o unlockable tile-sets and music o hugely comprehensive player stats (see Section 11) o Japanese language only o online play in Japan only (I think!) o no option for three-player games, Wareme, Yakitori or Shaanyuu The graphics are presented in High Definition at 720p but all the tiles can still be read easily on a 19" standard def monitor. I decided to buy Mahjong Taikai IV as my first "proper" PS3 Mahjong game as it has a realistic table display (which shows the full tile wall and taught me to use the dealer marker to determine the Seat Winds) but now I prefer to play MFC. The stats section is MFC is much larger and the ranking systems that constantly track your progress encourage sensible, defensive play. ------< BEGINNING PLAY >------------------------------------------ [Section 03] Each time you load the game you'll get a system message on the screen (in Japanese) which mentions the auto-save [ooto sebu] function and the hard disk access light [HDD akusesu ranpu]. Obviously this is just a standard warning that the game uses an auto-save feature and you should not switch off the console when the hard disk access light is on. You can press the circle button to acknowledge this and the game will start. (The auto-save function can't be turned off and the save file is copy-protected. This is obviously to stop players from cheating by reloading after a lost game or copying saves from each other, but it is unfortunate that you can't make a back-up copy of your save file. It might appear at first that you can only save information for one player, but multiple saves are possible - you need to create a new User profile from the option at the far left end of the console's XMB (Xross Media Bar) and login with the new profile before then running the disc.) The first menu you're shown is a simple one with only two options. 1. Individual Matches [kojin taisen] 2. Countrywide Matches [zenkoku taisen] As you might've guessed from the in-game diagrams, the first option lets you play offline against computer-controlled players and the second one is for online play against real people (PS3 and PSP owners). I've been told that the online system requires a special subscription which is unavailable to anyone outside Japan so I won't be covering it in this guide. It's no great loss to me since my PS3 isn't connected to the internet anyways! So, you should select the first option to proceed. You will need to remember here and throughout play that the game uses the normal Japanese controls whereby you press the circle button to accept an option and the cross button to cancel.* It took me a couple of attempts to work that out! Usually you'll be taken to the main menu (see next section) but on your first play you'll need to set up a couple of things first - your name and region. You can input your name using hiragana, katakana, English letters, numbers, symbols or a combination of these. The three rows at the bottom let you input dakuten, handakuten, sokuon, chouonpu and youon marks when using kana. When you need to add a dakuten or handakuten you should select the kana first and then the diacritic which will then be added to the kana character. You'll notice that you can only input up to five characters for your name. This seems a little short by western standards but since each kana represents a syllable (or technically a mora) in Japanese you have enough for five syllables. Even if you're unfamiliar with Japanese writing systems you might like to play around with writing your name in kana. Look up "katakana" on Wikipedia for a good conversion table. Don't forget you need to press O to make your selections. If you press X you'll delete a character, or if there are none it will quit back to the previous menu. When your name is complete you can select the red button to proceed (or the green one to delete the entry). The second thing you have to do is to choose which part of Japan to represent. There are two stages to this - first you pick a region and then a prefecture within that region. The regions are presented to you in the form of a map, in the following order (from bottom-left to top-right). | | | number of | colour | region/s | prefectures ---+------------+--------------------------------------+------------- 1 | pink | Kyuushuu and the Okinawa archipelago | 8 ---+------------+--------------------------------------+------------- 2 | orange | Chuugoku and Shikoku | 9 ---+------------+--------------------------------------+------------- 3 | yellow | Kinki (also known as Kansai) | 6 ---+------------+--------------------------------------+------------- 4 | purple | Chuubu and Hokuriku | 10 ---+------------+--------------------------------------+------------- 5 | lime green | Kantou | 7 ---+------------+--------------------------------------+------------- 6 | dark green | Hokkaidou and Touhoku | 7 After you've made your selection you confirm with a Yes or No - in English. Make the most of it since pretty much everything else is in Japanese thereafter! I don't have any affiliation to any specific part of Japan so I chose Chiba-ken as my prefecture since this is home to the Mahjong Museum. :) Once these preliminaries are complete you'll be taken to the main menu and many happy hours of Mahjong gaming pleasure await you! *This is equivalent to the use of ticks and crosses in the West. In Japan a cross is still a cross but a circle is used instead of a tick, i.e. to indicate a correct answer or a positive response. ------< MAIN MENU >----------------------------------------------- [Section 04] You'll see that the main menu* has ten options on it, laid out in two columns of five as shown here. These are colour-coded: 1 to 5 are pale red, 6 to 8 are pale green and the last two are a sort of tan colour. .--------------------------------------.---------------------------------. | 1. Kakutou Kurabu Ruuru (Ton-Puu) | 6. Jiyuu Ruuru (Ton-Puu) | | | | | Fight Club Rules (one-round game) | Free Rules (one-round game) | |--------------------------------------+---------------------------------| | 2. Kakutou Kurabu Ruuru (Hanchan) | 7. Jiyuu Ruuru (Hanchan) | | | | | Fight Club Rules (two-round game) | Free Rules (two-round game) | |--------------------------------------+---------------------------------| | 3. Puro CPU Taisen (Ton-Puu) | 8. Jiyuu Ruuru Settei | | | | | Pro CPU Match (one-round game) | Free Rules setting | |--------------------------------------+---------------------------------| | 4. Puro CPU Taisen (Hanchan) | 9. Kojin Shiryou | | | | | Pro CPU Match (two-round game) | Individual Data | |--------------------------------------+---------------------------------| | 5. Kakutou Kurabu Ruuru Kakunin | 10. Opushon | | | | | Fight Club Rules confirmation | Options | '--------------------------------------'---------------------------------' Options 1 and 2 on the menu let you play for ranking against three bots using the standard MFC rules - see Fight Club Mode in Section 05 below for more information. Options 3 and 4 let you play for ranking against the Pro characters using MFC rules - see Pro CPU Mode in Section 05. Option 5 lets you check the fixed Fight Club rule-set - see Section 07. Options 6 and 7 let you play against three bots using your own custom rule-set and with no ranking won or loss - see Free Rules Mode in Section 05. Option 8 lets you select the options for your own custom rule-set (Free Rules) - see Section 07. Option 9 is used to view your player stats - see Section 11. Finally option 10 is used to configure various gameplay, sound and video options - see Section 08. You can also press X to return [moderu] to the previous menu. *The manual describes the initial menu - the one where you select offline or online play - as being the main menu. It calls this one - the one with ten options - the Individual Match Menu [kojin taisen menyuu] but as far as we're concerned it's the main menu! ------< PLAY MODES >---------------------------------------------- [Section 05] This section explains the three different play modes available in the game. In offline play you will always play against three computer-controlled players* (colloquially "bots") although you will play different types of characters. = Fight Club Mode = This mode can be accessed from the first two (red) options on the main menu, with the first giving you a one-round game and the second a two-round game. Games are played using the fixed Fight Club rule-set, details of which can be viewed from option 5 on the main menu, on page 20 of the manual or by pressing the Select button during a game. The rules are explained in Section 07 of this guide, with the Fight Club rule settings marked with asterisks. (If you want to play with custom rules then it's the Free Rules mode you need! See below.) Fight Club games are played for ranking, so you can win (or lose!) experience points to rank up through the Kyuu grades, Orbs to progress in the Dan ranks or golden Orbs to advance through the Kouryuu levels, depending on which stage of the game you are at. This process is explained in full in Section 06 below. Your opponents will usually have the same Kyuu or Dan grade as yourself with the exceptions being the Pro characters who always have the same fixed Dan grades (as shown in the manual) and the Kouryuu (yellow dragon) players - who seem to start appearing after you get to the higher Dan ranks - who have no rank given. Fight Club mode is the only play mode where random bonuses are applied during games. These are announced before play commences and are also indicated in the top-left corner of the screen when you press R2. There are three bonuses which can appear during the Dan ranks (I've used my names for them below). o "Double Orbs" - With this bonus the number of Orbs won or lost at the end of the game is doubled, so for example whereas normally in a one- round game the winner takes one Orb from the player in fourth with this bonus in effect they would take two instead. On the R2 display this is shown with three simple katakana characters followed by "x2" and a complex kanji character. o "Winner Takes All" - With this bonus the player who comes first takes Orbs from all three other players. This bonus is indicated with the same three katakana (it says "oubu" which is the English word "orb" rendered into Japanese syllables), two kanji, one katakana and one kanji; I think it says "overall take" or similar. o "Double P-Points" - This one doubles the number of (what I call) P-points awarded at the end of the game. This bonus is indicated with four kanji, then "Px2" (which makes it pretty clear) and finally another kanji. There is a fourth bonus which applies to all games played after you complete the Dan grades and move up to the Kouryuu levels. I assume this just states that any golden Orbs won now will be treated as such instead of being counted as normal coloured ones. Often one of your three opponents will be one of the Pro characters. If you "defeat" them (again, my term) by coming first in a game where they come fourth then they will now appear on colour in the Pro section of the stats pages and you will also win stars from them which can be converted into a bonus Orb (see Pro Players in Section 11 for details of both). = Pro CPU Mode = This mode can be accessed from the third and fourth (red) options on the main menu, giving a one-round or two-round game respectively. Pro CPU matches are always played using the fixed Fight Club rules and for ranking, as with Fight Club mode above. As you might expect from the name, you always play against three of the Pro characters. You can "defeat" them to unlock them in your Pro collection (as with Fight Club mode) but you cannot win stars from them in this mode. For more information about these characters see Pro Players in Section 11. = Free Rules Mode = This mode can be accessed from the first and second (green) options on the right side of the main menu, giving a one-round or two-round game respectively. Matches in this mode are played with the custom Free Rules [jiyuu ruuru] which can be set or viewed from the third green option on the main menu. See Section 07 for more information about all the rule settings available. You do not play for ranking (or P-points) in this mode. On several of the sections of the stats display you can choose to view data either from your matches played with the Fight Club rules or those played with your custom rule-set in this mode. *I assume that the bots also appear in online play to fill empty seats when there are insufficient human players available and that this is why they are clearly marked with "CPU" - to distinguish them from real people. ------< RANKINGS >------------------------------------------------ [Section 06] This section describes the various stages of the "career mode" encountered as you play through MFC. There are three sets of ranks* used in the game - the Kyuu ranks, Dan grades and Kouryuu levels - which are explained below, in that order. *If you've had any involvement with any of the Japanese martial arts then you'll probably be familiar with the Kyuu/Dan scheme used here. It's basically the same as the system used in Karate, etc, so when you reach the Dan grades you're then a "black belt" in Mahjong! :D = Kyuu Ranks = You start in the Kyuu ranks which have ten levels numbered from 10 (which is the lowest) up to 1 (which is the highest). These grades are written with a Japanese numeral followed by the kanji for Kyuu; the numbers for 1 to 9 are the same as those on the tiles of the Craks/Manzu suit and the symbol for 10 looks like a plus sign (+). Each time you play a game in either the Fight Club or Pro CPU modes during the Kyuu ranks you will either gain or lose experience points [keikenchi] according to your performance. After each game you're shown a screen with one large circle and ten smaller circles around it - the large circle shows your current Kyuu rank and the outer ones show your progression through the ten levels, starting at the right with 10th Kyuu. The number at the bottom-left is the number of experience points won/lost in the previous game and the number at the bottom-right is the amount required to advance to the next level. When you go up a level you're shown a screen with a red diamond that says Congratulations and if you lose enough points to drop a level you get a blue diamond and a Down message. The number of experience points (XP) needed to complete each Kyuu grade are as follows:- Kyuu | 10th | 9th | 8th | 7th | 6th | 5th | 4th | 3rd | 2nd | 1st -------------+------+-----+-----+-----+-----+-----+-----+------+------+------ XP required | 100 | 100 | 100 | 100 | 150 | 150 | 150 | 200 | 250 | 300 -------------+------+-----+-----+-----+-----+-----+-----+------+------+------ cumulative | 100 | 200 | 300 | 400 | 550 | 700 | 850 | 1050 | 1300 | 1600 The game is pretty generous with experience points - you get loads for a big win and don't lose many even if you come fourth - so it shouldn't take very long to get through all ten grades. As I recall it took me about six or seven games, and I jumped from 9th up to 5th off the results of a single high-scoring match. = Dan Ranks = When you graduate out of the Kyuu ranks you move onto the eight Dan grades which are numbered from 1 up to 8 (yup, it's the opposite order to Kyuu). The first Dan grade is called Shodan, which means "beginning rank" and is written with two kanji. The higher grades are just named after the Japanese numbers but you must keep in mind that Nidan and Sandan (second and third Dan) are written using the formal Daiji kanji for the numbers 2 and 3; the higher grades are written with the normal number characters (followed by the kanji for Dan of course). When you first become Shodan, the game assigns you an affiliation to one of the Four Gods (which are going to need a little explanation) and it also logs the date and time on page 7.1 of the stats (see Section 11 below). The Four Gods featured in the game originate from Chinese astrology where each of them presides over seven constellations. In Japan they are known as the Shi Shin or Shijin, which literally means "four gods", and they are often included in video-games and manga. In Mahjong Fight Club each of them represents a different style or aspect of play. Japanese name: Seiryuu description: blue dragon (Azure Dragon of the East) Chinese name: Meng Zhang aspect: Luck (many Dora in winning hands) Japanese name: Suzaku description: red bird (Vermillion Bird of the South) Chinese name: Ling Guang aspect: Quickness (completing/winning hands quickly and therefore often) Japanese name: Byakko description: white tiger (White Tiger of the West) Chinese name: Jian Bing aspect: Attack (many Fan in winning hands) Japanese name: Genbu (the literal reading of the kanji is "mysterious warrior") description: green tortoise-snake (Black Tortoise of the North) Chinese name: Zhi Ming aspect: Defence (seldom giving an opponent their winning tile) What's that you say? You want another one? Well luckily for you there is a fifth god in this scheme too who comes into play later in the game. Japanese name: Kouryuu description: yellow dragon (Yellow Dragon of the Centre) Chinese name: Huang-Long When you advance into the Dan ranks, the game will assign you to one of the Four Gods; this is based on your playing style up until that point (this will be tracked on page 1.2 of the stats). So for example, in my case, I had a high winning rate so I became affiliated with Suzaku. My initial rank was Suzaku Shodan, followed by Suzaku Nidan, etc (see table of Dan ranks given later). You advance through the Dan grades by winning Fight Orbs [faito oubu] in Fight Club and Pro CPU modes (I will refer to these simply as Orbs to save on a small amount of typing). For each Dan rank you will be given a set of Orb slots to fill in order to advance up to the next Dan, but you can also lose Orbs and if your slots are currently empty you'll be demoted back down to the Dan below. The Orbs are coloured to match your God, for example with Suzaku they're purple. You win or lose Orbs according to your position at the end of a game (and the length of the game played) as shown in the following table which appears on page 9 on the manual. You are also awarded what I call "P-points" which track your overall performance, so I've added these below too. | 1st Place | 2nd Place | 3rd Place | 4th Place Game Length | Orbs | P pts | Orbs | P pts | Orbs | P pts | Orbs | P pts -----------------+------+-------+------+-------+------+-------+------+------- Tonpuusen | +1 | +2P | -- | +1P | -- | -1P | -1 | -2P (one-round game) | gain | gain | none | gain | none | loss | loss | loss -----------------+------+-------+------+-------+------+-------+------+------- Hanchan | +2 | +4P | +1 | +2P | -1 | -2P | -2 | -4P (two-round game) | gain | gain | gain | gain | loss | loss | loss | loss In a one-round game the Orb won by the player in 1st is taken from the player in 4th, similarly in a two-round game the two Orbs won by 1st are taken from 4th and the one for 2nd is taken from the player in 3rd (much like the Uma). That might sound obvious but it has significant consequences (explained later) when playing in Fight Club mode after you graduate out of the Dan grades. You also get a bonus Orb each time you fill all your five Pro Star slots in Fight Club mode (see Section 11) and one for making a Yakuman (Limit Hand). (I should note that this is all written from the perspective of a follower of Suzaku and different rules might apply if you're affiliated with another of the Four Gods; I would assume that the basic rules are the same though and you get Orbs for coming first (or second) in a game.) Your primary goal should, of course, be to win Orbs in every game you play but, if this looks unlikely, then you should at least strive not to lose any. For example you might go out with a cheap one-Fan hand in the final Kyoku in order to increase your score just enough to edge up into 3rd place if you're playing a one-round game and thus narrowly avoid the loss of an Orb that comes with 4th. Of the two choices available in Fight Club and Pro CPU modes I think it's better to play Hanchan because (I find) it's easier to come 1st or 2nd (relative to 3rd or 4th) than it is to consistently come 1st (relative to 4th). There are also two bonuses which will be applied randomly to games in Fight Club mode that have an effect on the Orb count. One is the "double Orbs" bonus which means you win (or lose) twice as many Orbs as normal; obviously in this scenario it's especially good if you win and especially bad if you lose so you might choose to adopt a less risky play style to avoid losing. The other is the "winner takes all" bonus in which the player in first receives one Orb from each of the other three players; in this case, if you're not too worried about your general stats, you might as well go for it as you will lose an Orb unless you come first. The number of Orb slots you are required to fill in order to complete each Dan grade are as follows:- Shodan (1st Dan) | 5 Orbs Godan (5th Dan) | 7 Orbs -------------------+---------- ---------------------+---------- Nidan (2nd Dan) | 5 Orbs Rokudan (6th Dan) | 8 Orbs -------------------+---------- ---------------------+---------- Sandan (3rd Dan) | 6 Orbs Nanadan (7th Dan) | 9 Orbs -------------------+---------- ---------------------+---------- Yondan (4th Dan) | 6 Orbs Hachidan (8th Dan) | 10 Orbs A little arithmetic shows that you need a total of fifty-six Orbs to complete the Dan ranks; Orbs lost are not counted towards your total. When you finally fill the tenth slot at Hachidan you advance to the rank of Master [masutaa], so in my case my rank became Suzaku Master; I think this is equivalent to the 9th Dan rank which is the highest grade seen in the Pro characters. As a Master you continue to win or lose Orbs as usual but the game also gives you a special Orb from one of the other Four Gods when you win. In my case I got a Byakko (white tiger) Orb, then a Genbu (green tortoise) Orb and then a Seiryuu (blue dragon) Orb (regardless of what sort of player I beat). I'm not entirely clear on the process but it seemed like I had to win three consecutive games in order to get all three special Orbs - if I lost a game then I had to begin again. Once you have all three special Orbs you're shown a congratulatory screen and the game credits roll! So in one sense you've won the game, but in another sense it's only just begun... = Kouryuu Levels = After the credits finish you're shown a big explanation about how you are now affiliated to Kouryuu, the yellow dragon, the fifth of the "Four Gods" above. You are assigned the rank of Kouryuu Level 1 and you now compete for golden Kouryuu Orbs as well as the normal kind. You have a set of ten Kouryuu Orb slots to fill but the game gives you five golden Orbs to start you off (so you need to win five to rank-up). (To give a rough indication of what to expect, it took me about three weeks of play to become a Kouryuu player, although I spent a good chunk of that time working on translations... oh and playing Dead Space on rental!) Now when you win Orbs, the type of Orb received will depend on the type of player you capture them from. You can win golden Orbs (which will count towards levelling-up) from both Pro characters and other Kouryuu players but you just get the standard coloured Orbs (which won't!) off Master players. Conversely the type of Orb taken from you when you lose them is dependent upon the type of player that takes it, e.g. if a Master comes 1st and you come 4th you will only lose one or more normal Orbs. (phew!) In Fight Club mode you will usually play against one Shijin-affiliated Master player and either two Kouryuu players or one Kouryuu and one Pro, so on average you might expect to receive one normal Orb for every two golden Orbs you win and sometimes you can spend 10-15 minutes fighting hard to win a Hanchan only to see the Master in 4th give you two normal Orbs which won't advance your level. :6 Consequently you might prefer to play in Pro CPU mode where all Orbs won will be golden; also you can avoid the double-edged sword of the random Orb bonuses and you can improve your chances of adding to your collection of Pro defeats too. When you fill your five empty golden Orb slots you'll be promoted to Kouryuu Level 2 and you'll have another five slots to fill; the same applies at Kouryuu Levels 3 thru' 9 - each time you need five more golden Orbs. After you hit Level 10 you'll see that you now have ten golden Orb slots to fill - and the image of Kouryuu appears more fierce too! (also he is now shown clutching an Orb of your original God's colour, for example purple if you were a Suzaku player) Kouryuu's appearance changes again when you get to Level 20 and now you have to fill twenty golden Orb slots for each level!* :6 And so it continues... you can keep playing to advance your level. You might also like to work on improving your stats, bettering your records (for example most consecutive game wins), adding to your Yaku (and Yakuman!) collection and getting more Pro defeats. NB: At any stage during the Dan ranks, Master rank or Kouryuu levels you can check your current status and Orb total on page 4 of the stats. (see Section 11) *It's not quite as bad as the infamous grind on Warcraft, but once you get to Level 20 (and need twenty golden orbs to advance each rank) levelling-up becomes quite a slooow process. ------< RULES >--------------------------------------------------- [Section 07] The first rule of Mahjong Fight Club is you do not talk about Mahjong Fight Club and the second rule of Mahj... sorry, it's an obvious joke! :) There are thirty-six separate rule options in MFC. In both Fight Club mode and Pro CPU mode the game uses the fixed Fight Club rules which can be viewed by selecting option 5 from the main menu. In the Free Rules mode it uses your own custom settings which can be configured from option 8 off the main menu. In both of these displays the rules are listed over six pages which you can move between by using the R1 and L1 shoulder-buttons. The listing below gives the rules in the sequence they appear in the game along with a description. When you change one of the rule settings in your Free Rules you'll notice that a little red dot appears next to it - this indicates that you have a rule setting other than the default. You'll also notice that the default settings for the Free Rules are the same as the fixed rules in the Fight Club rule-set; these are also given on page 20 of the manual. You can also view the applied rule settings during a game by pressing the Select button. You'll see that several rules (such as the first five) have the same two options, these are Ari (with) and Nashi (without). If you play Japanese Mahjong then you should recognise these terms; if not, their usage is simple - for example Kuitan Ari means the Kuitan rule is used, Kuitan Nashi means it ain't! For reference, the default option on Free Rule 1.1 is Ari (on) and the default for 1.2 (unfortunately!) is Nashi (off). Once you've made changes you can press the blue OK button to confirm and exit. You can press the red Cancel [kyanseru] button (or just press X) to exit without saving your changes. Pressing the green button restores the options to their standard initial settings [kihon shoki settei]. Page 1 - Basics [kihon] ~~~~~~~~~~~~~~~~~~~~~~~ 1.1 Name: Kuitan (open Tanyao) Options: Ari* (on) / Nashi (off) Info: When Kuitan is Ari the game allows the scoring element Tanyao (All Simples) on an exposed hand. 1.2 Name: Kuikae (no melding restriction) Options: Ari / Nashi* Info: When Kuikae is Ari you can break a complete concealed set (a Chow or a Pung) in your hand to make a meld with an opponent's discard and then immediately discard the third tile from the original set on the same turn. If you are playing a game with Kuikae Nashi (for example under the Fight Club rules) and you try to make an illegal discard, the game will block the move and give you a warning message - this appears immediately above your hand of tiles and takes the form of a yellow triangle followed by ten red characters and two exclamation marks!! The text is pretty small but I think it says Kuikae Wa Dekimasen which means "(you) cannot do Kuikae". 1.3 Name: Ryan Han Shibari (conditional two-Fan minimum) Options: Ari / Nashi* Info: Normally the game is played with a one-Fan minimum - you need Yaku worth at least one Fan in order to go out and win a hand. With this rule in effect, a two-Fan minimum is applied when the Honba counter shows five or more (i.e. after five dealer wins or draws). Fan from Dora bonus tiles are not counted when checking if a hand meets the one/two-Fan minimum requirements. Ryan is the Japanese pronunciation of the Mandarin Chinese counting- number two, Han is the Japanese version of Fan (doubles) and Shibari means "binding". The name is sometimes shortened to Ryan Shi. 1.4 Name: Agari Yame (the "quit while you're ahead!" rule) Options: Ari* / Nashi Info: With Agari Yame Ari if the player at East (the dealer) wins the final hand and is leading on points then they have the option to end the game (and collect the Uma and Oka) rather than risk losing in the Renchan (extra hand) that would usually be played after a dealer win. Instead of giving you the choice of whether to stop the game, MFC automatically stops if you win a hand as the last dealer. I've used the common name for the rule here but in the game the full title for this option is Saishuu Kyoku Agari Yame which means "final hand winning stop". The last two characters can be read as Todome which means "finishing blow" (a term which is popular in samurai- based fiction) but it's also the core of the word Yame(ru) which is the verb "to end" or "to stop" - although I prefer the samurai term! 1.5 Name: Ta Cha Hou (multiple win) Options: Ari* / Nashi Info: The kanji for this option say "many person win" so this would allow Double Ron - when two players can both win on the same discard. If this rule is Nashi then only one player wins, the one closest to the discarder working counter-clockwise around the table (this is known as Atama Hane). If two players win on the same tile and only one of them called Riichi then only the one who "reached" gets the benefit of the Ura Dora (and any Kan Ura Dora). Double Ron is a not uncommon occurrence, but Triple Ron is. The latter would be covered by the following rule option. 1.6 Name: San Cha Hou Ryuu Kyoku (draw when three players win) Options: Shinai* / Oya Nagare Nashi / Oya Nagare Suru Info: This is the first of the five situations which can force an abortive draw (the other four are listed as Free Rules 4.4 to 4.7 below). The draw occurs when three players declare a win on the same tile. This - fairly rare - occurence is known as Triple Ron. The three settings for this rule are as follows:- o Ryuu Kyoku Shinai [no draw] o Ryuu Kyoku Oya Nagare Nashi [new hand played with same dealer] o Ryuu Kyoku Oya Nagare Suru [new hand played with new dealer] (I think the second and third translations are correct. The default setting for the Kyuu Shu Kyuu Hai draw (Free Rule 4.7) is Nashi and on one occasion I accepted the draw (passing up an opportunity to go for Kokushi Musou!) and the Seat Winds didn't move for the re-deal.) 1.7 Name: Buttobi (bankruptcy) Options: Ari* / Nashi Info: This is essentially the rule otherwise known as Dobon. When Dobon is Ari the game ends if someone's score drops below zero. In this case I think a zero score might end the game too - I saw it happen once but it might've been the final hand anyways. If this happens to you then the outcome will be recorded with the word Buttobi (written in hiragana characters, as on the options page) and a skull in the Match Log section of the stats pages. My Japanese friend tells me that the word "Buttobi" is a casual term that describes "jumping from one place to another significantly". In Mahjong this is sometimes shortened to Tobi. Page 2 - Points Calculation [tensuu keisan] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2.1 Name: Mochiten (Tonpuusen) (starting score, east-only games) Options: 20k* / 21k / 22k / 23k / 24k / 25k / 26k / 27k / 28k / 29k / 30k 2.2 Name: Mochiten (Hanchansen) (starting score, east-south games) Options: 20k / 21k / 22k / 23k / 24k / 25k* / 26k / 27k / 28k / 29k / 30k Info: These two options are used to set the players' starting scores in either a one-round match [tonpuusen] or two-round match [hanchansen]. 2.3 Name: Oka (winner's bonus) Options: Ari / Nashi* Info: Technically players always buy into a Japanese Mahjong game with 30,000 points - this is called the Genten - but they often start the game with a lower amount, known as the Haikyuu Genten, for example 25,000 (as specified with the rule options 2.1 and 2.2 above). In this case the excess points can be paid to the overall winner of the game as a bonus called the Oka. For example if players start the game with the standard amount of 25,000 pts then each of them puts 5,000 pts into the pot and the Oka would then be 20,000 pts. You'll notice that the default starting score for a one-round match is only 20,000 pts (see Free Rule 2.1 above) so, if you have the Oka option on, each player would pay 10,000 pts into the pot and the winner would receive a very tasty 40,000 pts as the jackpot! I've used the common name here (Oka) but in the game this rule is listed as Toppu Shou which means "first-place award". (In the Nintendo DS version of Mahjong Fight Club it's listed simply as Oka.) 2.4 Name: Uma (1st place) (score adjustments) Options: 0 to 30k (default is +5k*) 2.5 Name: Uma (2nd place) Options: -10k to +30k (default is zero*) 2.6 Name: Uma (3rd place) Options: -30k to +10k (default is zero*) 2.7 Name: Uma (4th place) Options: -30k to 0 (default is -5k*) Info: These four options can be used to specify the Uma - a final exchange of points at the end of the game. Unlike other games, MFC lets you tailor all four values to suit; you can specify the amount that each of the four players will gain or lose. With the default settings, the player who is in 4th place pays 5,000 pts to the player in 1st (and there is no change to the scores in 2nd and 3rd places). I've experimented with the settings in the game and it seems to apply the following rules: the Uma for 2nd cannot exceed the Uma for 1st (otherwise it might make 2nd the winner), the Uma for 3rd cannot exceed that for 2nd (same reason), the minimum value for 4th is -30k and consequently the maximum value for 3rd is +10k. Since the Uma involves sharing points between players, the total of the four settings must always sum to zero. The game lets you adjust the values for 1st, 2nd and 3rd and alters the amount for 4th to balance them. I've used the common name here but in the game the rule options are listed as Jun'i Ten No Settei which means "setting of position points". Uma is sometimes known as Jun'i Uma. Uma means "horse". :) Page 3 - Dora (bonus tiles) ~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3.1 Name: Ura Dora (under-Dora) Options: Nashi / Tsuujou Dora no Uranomi / Kan Ura Mo Subete Yuukou* Info: The Ura Dora indicator is the tile under the standard Omote Dora indicator and is applied when someone wins with Riichi. A Kan Ura Dora indicator is a tile under any Kan Dora indicators (following a Kong) which again come into play when someone wins after reaching. The three options translate as follows (from left to right):- o Off (no Ura Dora and therefore no Kan Ura Dora either) o Normal Dora with Ura Dora only (Ura Dora but no Kan Ura Dora used) o All Dora with Kan Ura Dora also valid (Ura and Kan Ura Dora used) 3.2 Name: Akago Pinzu (Red Fives in Dots suit) Options: 0 / 1 / 2* 3.3 Name: Akago Manzu (Red Fives in Craks suit) Options: 0 / 1* / 2 3.4 Name: Akago Souzu (Red Fives in Bams suit) Options: 0 / 1* / 2 Info: These three options let you set the number of Red Five [akago] tiles in each suit. Each Red Five in a winning hand adds an extra Fan (double), just like normal Dora. As with other Dora, these cannot be used to meet the one (or sometimes two) Fan minimum for going out. Some folks like to play with one in each suit while others like to play with just two in the Dots/Pinzu suit so, to cover both bases (and to fill a full row in the box), Japanese tile sets usually come with four Red Fives and often people play with all four, hence the default settings in the game. Page 4 - Drawn Hands [ryuu kyoku] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 4.1 Name: Renchan no Shurui (types of continuance) Options: Agari Renchan* / Tenpai Renchan Info: A Renchan is a continuance - an extra hand played without the Seat Winds moving so the dealer "stays on". This is counted in addition to the standard four hands which make up a round. o Agari Renchan - a Renchan occurs only when the dealer wins a hand o Tenpai Renchan - a Renchan occurs on a dealer win or in a hand which ends in an exhaustive draw in which the dealer is Tenpai, i.e. they have a "ready" hand, one tile from being complete See also the following two rules. 4.2 Name: Keishiki Tenpai (Yaku-less Tenpai) Options: Ari* / Nashi Info: When Keishiki Tenpai is Ari a hand can be counted as Tenpai even if it contains no elements which give it a Yaku (scoring combination). 4.3 Name: No-Ten Bappu (draw payments) Options: Ari* / Nashi Info: The No-Ten Bappu is the payment of 3,000 points paid in the event of a hand ending in an exhaustive draw (when the Wall is depleted). The players that are Tenpai (see above) each receive a share of the 3,000 points, which are paid by the players that are No-Ten (not Tenpai). With No-Ten Bappu set to Nashi, no points are exchanged on a draw. The following four options (4.4 to 4.7) relate to four of the conditions which, along with San Cha Hou (see Free Rule 1.6 above), make up the five different situations which - optionally - can force an abortive draw in Japanese Mahjong. There are three possible settings for each, in this order:- o Ryuu Kyoku Shinai [no draw] o Ryuu Kyoku Oya Nagare Nashi [new hand played with same dealer] o Ryuu Kyoku Oya Nagare Suru [new hand played with new dealer]
4.4 Name: Suu Cha Riichi Ryuu Kyoku (four-person Riichi draw) Options: Shinai* / Oya Nagare Nashi / Oya Nagare Suru (see above) Info: This occurs when all four players call Riichi in the same hand. The default setting for this is Shinai which is the informal negation of the word Suru which appears in the third option. Suru is the verb "do" so Shinai is "don't do" - therefore with the default setting a draw is not applied. 4.5 Name: Suu Kan Nagare (four Kong re-deal) Options: Shinai / Oya Nagare Nashi / Oya Nagare Suru* (see above) Info: This occurs when four Kongs are declared in the same hand by two or more players (if one lucky player gets four Kongs in a single hand then they can get the very rare Yakuman of Suu Kantsu). In his book Teach Yourself: Mahjong, David Pritchard describes this as a "curious rule" but actually it's a logical consequence of the internal structure of the Dead Wall in modern Japanese Mahjong. There are only four tiles available as supplement tiles (drawn after a Kong is declared), the other ten are all potential Dora indicators - one Omote Dora, one Ura Dora, four Kan Dora and four Kan Ura Dora. 4.6 Name: Suu Fon Renda Ryuu Kyoku (four Winds discard draw) Options: Shinai / Oya Nagare Nashi / Oya Nagare Suru* (see above) Info: This happens when the first discard of all four players is the same Wind tile. The name Suu Fon Renda means "four wind barrage"! 4.7 Name: Kyuu Shu Kyuu Hai Ryuu Kyoku (9+ Terminals & Honours draw) Options: Shinai / Oya Nagare Nashi* / Oya Nagare Suru (see above) Info: This one happens when a player begins a hand with nine or more different Major tiles (i.e. Terminals and Honours) after their first self-draw, although they have to choose to accept the draw. If you start a hand with nine or more Terminals and Honours then the game will give you the option to declare this and accept the re-deal; it does this in the form of a black message bar above your tiles which says Kyuu Shu Kyuu Hai (four kanji, the first and third are the number nine) and buttons marked Yes and No - you choose Yes to accept the draw, but of course in this situation surely you will want to try for the Kokushi Musou (Thirteen Orphans) Yakuman instead...! I'm yet to see a computer-controlled player declare one of these draws but I have seen one make Kokushi Musou so they must be choosing to play-on in this situation too (this is in stark contrast to Koei's Mahjong Taikai IV game where your opponents seem to always take this draw). The name Kyuu Shu Kyuu Hai means "nine types, nine tiles". Page 5 - Yaku (scoring combinations) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 5.1 Name: Pinfu Tsumo (self-draw Pinfu) Options: Ari* / Nashi Info: When Tsumo Pinfu is Ari you can claim the scoring element Pinfu on a Tsumo (self-draw) win. Pinfu is defined as a "no points" hand, with no Fu (minipoints) other than the basic 20 or 30 for going out. A Tsumo win is normally worth an extra two Fu but with this rule you waive the two Fu and take the extra Fan (double) for Pinfu instead. 5.2 Name: Riichi Ippatsu ("one-shot win") Options: Ari* / Nashi Info: This simply turns on/off the Ippatsu scoring element. 5.3 Name: Nagashi Mangan (all Terminal and Honour discards) Options: Baiman / Mangan* / Nashi Info: When Nagashi Mangan is Ari, if a hand ends in an exhaustive draw, all of your discards are Terminals and Honours and none of these have been taken by other players then you can claim Nagashi Mangan. By default this scores as a Mangan hand (12,000 points for a dealer or 8,000 pts for a non-dealer) but you also have the option to set it to Baiman (24,000 pts for the dealer or 16,000 pts otherwise). 5.4 Name: Dai Sharin Yakuman ("Big Wheels" Limit Hand) Options: Ari* / Nashi Info: When this rule is Ari the game allows the optional Yakuman called Dai Sharin (literally Big Wheels) - a hand of 22334455667788 specifically in the Dots/Pinzu suit. Even if this rule was set to Nashi such a hand would still score big. You'd have a good chance of making the thirteen Fan required for counted Yakuman (see Free Rule 6.2 below) since Big Wheels always gives you Chinitsu (Full Flush), Ryanpeikou (Twice Pure Double Chow), Tanyao (All Simples) and Pinfu at least. 5.5 Name: Chuuren Poutou Manzu Gentei (Nine Gates is Craks limited) Options: Ari / Nashi* Info: The rare Yakuman of Chuuren Poutou (Nine Gates) - a flush hand composed of 1112345678999 plus one duplicate - is sometimes only allowed in the Craks/Manzu suit. This rule lets you choose whether the hand is allowed in one suit or all three; I think the default is all three. Page 6 - Yakuman (Limit Hands) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (NB: The last two rule options on the previous page relate to Yakuman too.) 6.1 Name: Yakuman Choufuku (Yakuman stacking) Options: Ari* / Nashi Info: A Yakuman is a rare and precious thing but it is possible to get more than one at the same time! For example you might get Tsuuiisou (All Honours) with Dai San Gen (Big Three Dragons). When this rule is Ari you can "stack" multiple Yakuman in one hand. The theoretical maximum number of Yakuman on a single hand with Double Yakuman allowed (see Free Rules 6.3 thru' 6.6 below) is seven! This could be achieved with a combination of Dai Suu Shii (Big Four Winds), Tsuuiisou (All Honours), Suu An Kou (Four Concealed Pungs) with a Tanki wait, Paa Renchan (Eight Consecutive Dealer Wins) and either Suu Kantsu (Four Kongs) or Tenhou (Heavenly Hand). I like to dream of such things but in reality this would be impossibly rare! 6.2 Name: Kazoe Yakuman (counted Yakuman) Options: Ari* / Nashi Info: When this rule is Ari any winning hand with thirteen or more Fan (doubles) will be scored as a Yakuman (Limit Hand). Unusually my very first ever Yakuman was a counted one. I had a hand with two Kongs and with Riichi, Tanyao and a staggering eleven Dora! I wasn't even playing with Red Fives. I think this might be a world record for most Dora ever! ;) (I'm sure it's not really.) 6.3 Name: Dai Suu Shii Hou (Big Four Winds win) Options: Daburu Yakuman* / Yakuman 6.4 Name: Suu An Kou Tanki Machi (Four Concealed Pungs with pair wait) Options: Daburu Yakuman* / Yakuman 6.5 Name: Kokushi Musou Juusanmen Machi (Thirteen Orphans with 13-sided wait) Options: Daburu Yakuman* / Yakuman 6.6 Name: Chuuren Poutou Kyuumen Machi (Nine Gates with 9-sided wait) Options: Daburu Yakuman* / Yakuman Info: These four rules can be set individually to allow the four possible optional Daburu Yakuman (double Yakuman) hands. These score twice the normal Yakuman points, e.g. 96,000 pts for a dealer win! :D The four possible double Yakuman hands are:- Dai Shuu Shii - four Pungs of Wind tiles Suu An Kou Tanki Machi - a hand with four complete self-drawn Pungs won after waiting on the pair Kokushi Musou Juusanmen Machi - one of each Terminal and Honour tile waiting for a duplicate of any one of the thirteen tiles to complete it Chuuren Poutou Kyuumen Machi - a flush hand of 1112345678999 waiting on a duplicate to complete it; this is known as "Pure Nine Gates" *This is the default setting for the optional Free Rule and the standard setting in the fixed Fight Club rule-set. ------< OPTIONS >------------------------------------------------- [Section 08] There are seventeen features available under the Options section, accessed from the final option off the main menu. These are displayed over three pages which you can cycle through using the L1 and R1 buttons. Once you've made changes you can press the blue OK button to confirm and exit. You can press the red Cancel [kyanseru] button (or just press X) to exit without saving your changes. Pressing the green button restores the options to their standard initial settings [kihon shoki settei]. The default setting for each is marked with an asterisk (*). Options which are unlocked as you progress through the game are marked with a hash (#). Page 1 - Game [taikyoku] ~~~~~~~~~~~~~~~~~~~~~~~~ 1.1 Name: Table Colour [taku no iro] Options: Standard* [kihon] Grey [haiiro] Red [akairo] Blue-Grey [aohaiiro] Green [midoriiro] Blue [aoiro] Special [tokushu] Random [randamu] Info: This lets you change the background of the in-game display. 1.2 Name: Tile Colour [pai no iro] Options: Standard* [kihon] Grey [haiiro] Green [midoriiro] Red (dark pink) [akairo] Blue [aoiro] Gold Tiles# [kinpai] Silver Tiles# [ginpai] Lead Tiles# [doupai] Random [randamu] Info: This lets you change the colour of the tiles, or more specifically the colour of the backs. The three metallic tile sets became unlocked after I made my second Yakuman hand. During play each discard makes an awful sound like a girder being struck by a hammer. :6 Also they can make it difficult to distinguish the Red Five tile in the Bams/Souzu suit. 1.3 Name: Discard Time Limit [dahai seigenjikan] Options: On [ari] / Off* [nashi] Info: This option applies a time limit to all your moves - both when it's your turn to discard a tile and when you're given pop-up menu options for example Chii or Pon. You have seven seconds to make your move. If you fail to discard a tile by the end of the seven seconds then the game will automatically discard your selected (raised) tile or, if none is selected, it will discard your Tsumo (the tile you just drew). When there are only three seconds left to make your move a countdown will appear above the tile that will be discarded. Once per Kyoku (hand) you can press the triangle button to be given extra thinking time; you get about ten seconds. Pressing the Start button does not pause the game or the timer! 1.4 Name: Cursor Movement Speed [kaasoru idou sokudo] Options: Fastest [saihaya] Fast [hayai] Normal* [futsuu] Slow [osoi] Slowest [saioso?] Info: This setting governs the movement speed of the arrow which is used to select a tile to discard. 1.5 Name: Computer Discard Speed [CPU dahai sokudo] Options: Fastest [saihaya] Fast [hayai] Normal* [futsuu] Slow [osoi] Slowest [saioso?] Info: This option is used to set the speed at which the three computer- controlled players take their turns in a game. 1.6 Name: Discard Discrimination [tedashi hanbetsu] Options: On [ari] / Off* [nashi] Info: A Tsumokiri is a tile which you draw and then discard immediately, as opposed to drawing one tile but then dropping another from your hand. When this option is On, all Tsumokiri are highlighted in red which gives you additional information about the contents of the other player's hands. This option is particularly effective when used in conjunction with the red table colour (see Option 1.1 above) since it makes the non- Tsumokiri tiles stand out on the screen. Page 2 - Sound [saundo] ~~~~~~~~~~~~~~~~~~~~~~~ 2.1 Name: Voice Volume [onsei onryou] 2.2 Name: Effects Volume [koukaon onryou] 2.3 Name: Music Volume [BGM onryou] Options: 0 / 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10 / 11 / 12 / 13 / 14 / 15* Info: These three settings let you specify the volume of the player voices, the sound effects and the background music respectively. 2.4 Name: Music Playback Mode [BGM saisei moudo] Options: All On* [subete on] In-Game Off [taikyokuchuu ofu] All Off [subete ofu] Info: With the In-Game Off option selected, music is played while you're navigating the menus but no music is played during games. The other two options turn the music on or off totally. 2.5 Name: Voice Type [onsei taipu] Options: Male A [dansei A] / Male B [dansei B] / Female [josei] Info: This gives a choice of three options for your own character voice, used for declarations like Pon, Riichi, Ron, etc. 2.6 Name: In-Game Music [taikyokuchuu no BGM] Options: Mahjong Fight Club* [Maajan Kakutou Kurabu] Mahjong Fight Club 1# [Maajan Kakutou Kurabu 1] Mahjong Fight Club 2# [Maajan Kakutou Kurabu 2] Mahjong Fight Club 3# [Maajan Kakutou Kurabu 3] Mahjong Fight Club 4# [Maajan Kakutou Kurabu 4] Gradius# [Guradiusu] Castlevania# [Akumajou Dorakyura] (literally "Demon-castle Dracula") Legend of the Mystical Ninja# [Ganbare Goemon] Life Force# [Saramanda] Salamander 2# [Saramanda 2] Nemesis 2# [MSX Guradiusu 2] Info: When you first play the game only the standard MFC music is available but additional music-sets can be unlocked during play. For example I got one when I graduated to Shodan rank, another when I was promoted to Sandan, another when I made my first Yakuman and one when I got my first six-game winning streak (although the timing on any of those could've been coincidental, I guess). I've listed the sets here in the order they appear on the options page; this is not the order in which they became unlocked. The latter options on the list should please Konami otaku! These music-sets are taken from historic Konami games (where appropriate I've given the titles of the American versions above). When you select the first Gradius option or the second Salamander one it not only changes the music but it also replaces all of the in-game sounds with retro shmup sound-effects. :) Page 3 - System [shisutemu] ~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3.1 Name: Mouse Movement Speed [mausu no idou sokudo] Options: Slow [osoi] / Normal* [futsuu] / Fast [hayai] Info: As you might've guessed, this controls the speed at which the cursor moves when you're using a mouse instead of a joypad. 3.2 Name: Display Method when High Definition [HD toki no hyouji houhou] Options: Full* [furu] / Trimming [torimingu] Info: I don't have an HD monitor at the moment but I guess this adjusts the way the display appears. 3.3 Name: Screen Adjust [sukeriin ajasuto] Info: This lets you stretch the display (using the d-pad) or move it around the screen (using the shoulder buttons). 3.4 Name: Colour Adjustment [karaa chousei] Info: This one just displays a colour chart which you can use to fine-tune the settings on your monitor. 3.5 Name: Save Data Deletion [seebu deeta sakujo] Info: This lets you delete save files from your console, not just for MFC but for any other game saves on the hard disk. I would suggest that you stay away from this one to prevent mishaps! *This is the default setting for the option. #These options are not available when you first begin the game; they become unlocked as you progress through the game. ------< CONTROLS >------------------------------------------------ [Section 09] Like any other PS3 game, MFC can be controlled using a joypad but - unusually - it also gives the option of using a mouse [mausu]. = Joypad Controls = Navigation through the menus is done with the d-pad to select, circle button to confirm and cross button to cancel or quit out. The following joypad controls are available during play:- d-pad left/right - choose tile to discard (or tiles to meld into) d-pad up/down - choose option from pop-up menu - access pop-up menu for Kan or Riichi circle button - discards selected tile [pai o suteru] - accepts action listed on pop-up menu [kettei] You need to press O twice in order to discard a tile. On the first press the tile becomes selected (and appears raised above the others) and on the second it is discarded. This is equivalent to using a double-click action with a mouse. cross button - toggle between selected tile and Tsumo This lets you jump back and forth between your current cursor position and your Tsumo (newly drawn tile). This causes a tile to become "selected" (raised) such that only a single press of O is required to discard the tile. triangle button - request extra thinking-time [choukou] This control is only relevant when you have the time-limit option applied (see Section 08). You can use this option once per hand to be given an extra ten seconds to make your move. The on-screen control is labelled Choukou which means "lengthy consideration" (literally "long think"). When this is used, three flashing green kanji characters appear at the bottom-right of the screen. These say Choukouchuu which just means "during lengthy consideration". square button - calls allowed on/off This toggles a mode which automatically rejects any offers to steal discards to make sets (Chii, Pon or Kan), except when you're Tenpai and can call Ron of course. The two kanji on the on-screen button are an abbreviation of Naki Nashi which means "without calls". select button - confirm rule settings [ruuru no kakunin] This shows the rule options in force in the current game, either the Fight Club rules or your own custom rule-set as appropriate. These are presented over six pages in the same layout used in the rule options screens off the main menu. start button - display option to quit game [taikyoku no shuuryou] If you want to quit out of a game you can press Start and then select Yes (in English). This isn't really a pause option as such - it does not pause the game/counter if you're playing with a time-limit on your moves. If you do choose to quit you are automatically awarded fourth place for the game. And don't think you can get away with pressing the PS button and using the Quit Game option either! When you next start up MFC the outcome of your aborted game will be logged! L1 - automatic win [outo agari] on/off When the on-screen button is illuminated the game will automatically claim a win for you at the first available opportunity, regardless of whether it's by Ron or Tsumo, or if you have the option of completing a higher-scoring hand. L2 - hide/reveal hand If you're the secretive type you can use this control to hide your hand of tiles, effectively placing them face-down on the virtual tabletop. When the tiles are in this position they can still be viewed one at a time by selecting a tile and pressing the O button (once). Pressing L2 again then restores the normal view. One benefit of this is that any Dora in your hand (including Red Fives) will "glimmer" briefly when you do this, so it's a quick way to check for Dora. Plus it makes a cool little sound! :) R1 - cycle score display modes [tensuu hyouji houhou no kurikae] There are three different ways in which the game can display the four player scores in the centre of the screen. In the default option the absolute scores are shown. The score of the player currently in first place is given in pale blue, the one in fourth is pale red and the other two are white. In the second option the player in first is indicated with a yellow box (containing the word Toppu which means "top position" or "first place"). The other three scores are then shown relative to this as negative values in red; for example -2000 is 2000 points less than the leader's score. Finally with the third option your score is replaced by a blue box (containing the word Anata which means "you") and the other three players' scores are shown relative to yours. If their score is less than yours it's given as a red negative number or if they're ahead of you it's a white positive number. R2 (hold) - displays player information panels [jouhou paneru hyouji] This control shows information about the four players on top of the virtual tabletop. The display is explained in the Status Windows subsection of Section 10 below. Small tags in the top-left corner of the screen indicate any random bonuses that are in effect in the current game when playing in Fight Club mode (see Section 05). = Mouse Controls = If you connect a USB mouse to your PS3 it will be automatically recognised by the console and will function in conjunction with the joypad - you can switch between using either or both controllers as you wish. You can move the cursor onto a tile and click the left button to select it. You also use the left button to confirm a discard selection or an option from a pop- up menu. You should note that it will perform this action whenever you click on a part of the screen which is not an active button - if a tile or menu option is highlighted then clicking on any neutral part of the screen will confirm your selection (it's not limited to clicking on the tile or menu). During play, the right mouse button is used to switch between your currently selected tile and your Tsumo (like the X button above). When there is a pop-up menu on the screen you can use it to cancel the menu. If your mouse has a wheel, it can be used to move the cursor along your hand of tiles (during play) or switch between options (when there's a pop-up menu). Other functions during gameplay - for example setting Auto Win, changing the score display mode or quitting the game - can be accessed by clicking on the appropriate buttons on the side-bar on the right edge of the screen. The format of the side-bar is explained in the following section of this guide. ------< GAMEPLAY >------------------------------------------------ [Section 10] This section covers the actual process of playing a game, explaining things that happen in every hand plus some things that only happen occasionally. There are also four subsections below which explain the scoring sticks and various aspects of the display. = General = When you start playing in a new game mode you get a black screen with animated circles radiating from the centre and a text message which says "please wait for a while" [shibaraku o machi kudasai]. I guess it's just loading the game. Maybe when you play online it does this when the game checks for other players. After your short wait the game counts out your scoring sticks according to the current settings, for example 25,000 pts if you're playing a Hanchan under the MFC rule-set. (see also the Scoring Sticks explanation later in this section) Next the four players are shown - with a gong sound and a spoken introduction from each Pro character (if any); you can skip the speeches by repeatedly pressing the circle button although it doesn't save much time! Then the game assigns the seating positions - moving the other three players relative to your fixed position at the bottom of the screen - and selects the initial dealer, indicating them with a glowing golden circle at the bottom-left of their window. After this the game begins... At the start of each hand the female announcer tells you which round you are in ("Ton" for East and "Nan" for South) and how far through it you are, for example "Ton San Kyoku" for the third hand in the first/East round. This is also shown in the centre of the screen as she speaks and in the side-bar on the right of the screen throughout the hand (see below). The final hand of the last round is given as "Ourasu" and accompanied by a short fanfare-type sound. After the Kyoku count, the announcer gives the Honba count (if any) - counting any previous consecutive draws or dealer wins - using the standard Japanese numbers, for example "Ni Honba" if the counter is at two; this is also shown on the side-bar. In the middle of the table display is the Dead Wall - it shows the full Dead Wall with seven stacks of two tiles each, even though you don't really need to see the first two stacks which are used as replacement tiles after a Kong is declared. The third column shows the Omote Dora indicator and the other four can be used for Kan Dora indicators as required. .-------------.----. The text blocks for each player show their name (plus "CPU" | N a m e |Wind| for your computer-controlled opponents) and their current |-------------'----| Seat Wind on the first row. Beneath this is their rank and | Rank S c o r e | their score (you can press R1 to cycle between the three '------------------' different score display modes - see Section 09). The initial dealer is indicated with the Chiicha marker which also shows the current Round Wind (red for East and magenta for South). The current dealer in each hand is shown with the pair of dice* used to break the Wall. When you are East the announcer says "anata wa oya desu" meaning "you are the dealer".** You can use the d-pad to move the red pointy cursor along your tiles and press the circle button to select a tile and again to discard it (see Section 09 for a full list of controls). The options to call for a discard, declare a Kong, call Riichi or announce a win are given on a pop-menu at the right side of the game screen. There are two types of pop-up menu. If you are offered Chii, Pon, Kan (with a stolen discard) or Agari (win) then the red cursor automatically jumps to the menu and you can make your choice***; the bottom option on this menu (the red button) is marked "Tsugi e" which means "to next" - so this cancels the menu and play continues with the next tile. The other type of pop-up occurs when it is your turn and you are in a position to either declare a Kong or call Riichi - this menu will appear in the same position but you have to press up (or down) on the d-pad in order to select it. You will need to be able to recognise the labels on the pop-up menu so I'll attempt to illustrate them here. Each button on the menu actually has two labels - the button itself is marked with a kanji character (with a Pinyin reading to match its function, i.e. "chi1" for Chii) and above this is a caption usually given in the simpler katakana script as shown (roughly!) below. __|__o \ / ----- _|__ \ / | / __|__ ____ | | / / | \ / | | | / ' / / / / / PON (call Pung) CHII (call Chow) KAN (call/declare Kong) | | ----- \ /____ /\ _____ _|__ " | | | | ____ __|__ / /\ ' / \ ./ | | | | | | | | / \ \ | | | | | / / | / \ / / / / RIICHI (call Riichi) TSUGI E (to next) AGARI (claim win) (So, it turns out that small scale ASCII art isn't the ideal medium to use for representing Japanese script...! Hopefully this is clear enough to enable you to distinguish the different commands, if not check my Translation Chart for this game which shows the various characters correctly.) .-----. \ / \\ / ------- When a player makes a call or | | / / | declaration you hear them say the | | / / --+-- appropriate word and it also appears |_____| / / |__ as text over their tiles (so you can tell who did it, even if you have RON (discard win) TSUMO (self-drawn win) the sound off). Pon is given in green text, Chii in blue, Kan in purple and Riichi and the two possible types of win (shown here) are given in gold. When a discard tile is stolen by another player (by Pon etc) it is still shown in with their other discarded tiles but it appears greyed-out; this is useful in deter- mining if you - or your opponents - are Furiten on a certain tile. The game applies the order in which calls can be made, working around the table from the discarding player, and it also enforces the rule of priority on calls (Agari > Kan/Pon > Chii) so often you will be offered a Pon or Chii and, regard- less of whether you accept or not, another player will take the tile by Ron. When you draw a Dora tile (including Red Fives) this is indicated by a short "glimmering" effect when the tile appears in your hand. If you missed it, you can press the L2 button at any time to hide your tiles and then again to reveal them and you will see this effect on all your Dora. When you self-draw a tile that lets you declare a win, this also has the glimmering effect but that does not mean that the tile is a Dora. (although it could be if you're lucky!) Each time you or another player discards a Dora this is accompanied by a sort of "whiplash"-type sound to draw your attention to it. Sometimes it appears that you have drawn a tile and it's made the same sound but it's actually just your Kamicha (the player to your left) dropping a Dora. When you are Tenpai (with a "ready" hand), the game displays several pieces of useful information. Each time you select a tile which would leave your hand Tenpai you are shown your waits - with pictures of one or more tiles above your hand - and you can try several options before you finally choose which tile to discard. Various pieces of information are shown around the wait tiles... o The pale text to the right says Machi Desu which just means "it's your wait/s" o If there is blue text to the left it says Yaku Kentei (I think) which means "Yaku approved" - the hand already contains at least one Yaku. When you call Riichi, an image of a 1,000-pt scoring stick appears next to the blue text to show that this is giving you Yaku (where perhaps there was none before). o If the text to the left is red and only three character then this says Yaku Nashi or "without Yaku" which indicates that your exposed hand has no scoring elements. You can get a longer version of this text when your hand is closed - there are a further nine characters in brackets to indicate that you could still win by Menzen Tsumo, i.e. a self-draw win would give you Yaku. o The yellow text beneath a tile says Yaku Ari or "with Yaku" which shows that it would give you Yaku, or complete the requirements of a Yaku. For example if you are waiting on a 1 or 4 on a Tanyao (All Simples) hand then only the 4 would give you the Yaku, or if you are waiting on a pair of 8's and a pair of Hatsu (Green Dragon) then winning on the Hatsu wait would give you Yakuhai. o If red text appears over a wait tile this means that your current choice of discard would leave you Furiten on that tile, unable to win by Ron. o Finally if a red X appears over a tile this indicates that all four of that tile have been played and no more are available; the game doesn't tell you how many of each tile are available, only if all are gone. If none of your wait tiles are available then an additional warning message is displayed. When you call Riichi, selecting the option from the pop-up menu, the game will highlight which tiles you can discard to give a Tenpai hand and the waits are shown as above. You can press X if you decide to cancel the Riichi but you cannot then change your mind again - if you want to reach you will have to wait until your next turn! If you have less than 1,000 points at the start of a hand (ouch!) then a message will flash on the screen to let you know that you are unable to use Riichi in that hand. If a hand ends in an exhaustive draw, i.e when the Live Wall is depleted, the announcer says "Ryuu Kyoku" (drawn hand) and this is also shown in the centre of the screen with two pale blue kanji. Starting with the dealer, each player in turn then declares if they were Tenpai by saying "Tenpai" and laying their tiles face-up on the table; a speech bubble next to the hand also shows their waits. The remaining players then declare "No-Ten" (not Tenpai) and, if you are playing with No-Ten Bappu (see Free Rule 4.3 in Section 07), the 3,000 pts are shared between the players as appropriate. If you make Nagashi Mangan (All Terminal & Honour Discards) this will be shown as four kanji above your tiles after the final tile of the Kyoku. When a hand ends in a win, the word Ron or Tsumo will appear over the winner's hand and if the winner is a Pro character then an image of their eyes will flash across the screen too. If the winning hand has scored one of the limits then a column of fire will descend onto the table, either onto the winning discarded tile (for Ron) or onto the Dora indicator on the Dead Wall (for Tsumo). The length and intensity of the blast will vary according to the limit - it's fairly small for a Mangan but if you see a big explosion with one of the Shijin (Four Gods) in the middle then you better hope you haven't just been Ronned because it's a Yakuman! You will come to recognise the different types of limits. The score display (see subsection below) is then shown for the winning hand, giving a breakdown of the features and score. After this the four players are displayed and the changes to the points are shown, with gains in yellow and losses in red. First the points for the hand are distributed, then for any Honba points and finally for any Riichi stakes on the table. When the game ends, either because the required number of hands have been played or due to a player being made bankrupt under the Buttobi rule (see rule 1.7 in Section 07), this will be indicated by two pale kanji in the centre of the screen; the announcer does not say them aloud, but they read Shuuryou which means "end" or "termination". The game will then show who is first (in gold), second (silver), third (bronze) and fourth (erm, purple). After this, the game distributes the points for the Uma and Oka (see Free Rules 2.3 thru' 2.7 in Section 07), again with gains in yellow and losses in red, and it then awards the P-Points scored and - most importantly - the Orbs. Any Pro characters in the game will then thank you and then you get a loading screen for about five seconds. (you can tell it's an early PS3 title!) Next you are shown a screen which displays your current rank (see Section 06), your gains or losses of experience points / Orbs / Kyouryuu Orbs, and any changes to your rank resulting from this. The game will then show your final score as represented by your scoring sticks or, if you have none, it will just show your score as a red negative number. (better luck next time!) Finally you will be presented with two choices in the form of wide green buttons on the screen. Your choices are... 1. End play [taikyoku o shuuryou suru] 2. Continue play [taikyoku o zokkou suru] The first button takes you back to the main menu, while the second button is used to play another game of the same type as your last one (i.e. the same play mode and game length). Perhaps oddly, the default option is the top one. *The dice in the game are the traditional Chinese dice used in Mahjong with an enlarged dot on the 1 side; this is painted red as this is an auspicious colour in China. Thinking about it, the larger dot probably improves the balance of the dice too! **The word Oya means both "dealer" and "parent" so the line "anata wa oya desu", in addition to "you are the dealer", can also mean "you are the parent" which could be a useful phrase to know if you ever find yourself involved in a paternity suit in Japan!? ;) ***Often you will have a choice of several options on the pop-ups, depending on the current situation. On one occasion, where I was Tenpai and had a group of 11123 tiles in the same suit, the player to my left dropped the fourth 1 tile and, unusually, I had a choice of Pon, Chii, Kan or Agari at the same time. = Scoring Sticks = One nice feature of MFC is that it shows your scoring sticks before and after each game. These work just like casino/poker chips and come in four different denominations with standard Japanese markings as shown here... | | | | | | | | | o | black dot | | | | | | | . | | | | | |. .| |. .| |. .| | | |. .| | o | red dots | o | red dots | o | red dot |. .| black dots |. .| |. .| | | |. .| | . | | | | | | | | o | black dot | | | | | | | | | | | | | | 10,000 pts 5,000 pts 1,000 pts 100 pts So for example if you play a Hanchan starting with the default amount of 25,000 points then you have two 10k sticks, four 1k sticks and ten 100 pt sticks, or if you start a one-round game with the default 20,000 then you have one 10k, one 5k, four 1k and ten of 100. If you are lucky enough to end a game with more than five of the 10k sticks then the five will be shown in their normal position and the others will be displayed raised above the others. = Side-Bar = The bar on the right side of the screen during play shows several useful pieces of info and also has virtual buttons which can be used when using a mouse as your controller (see Section 09). The buttons are also labelled with the joypad controls so it functions as a reminder of these too. The layout is as follows, with one button at the top, followed by a display section with six parts to it and finally a column of six more buttons. .====. |St. | The top red button is used for termination [shuuryou] of the current | | game; this performs the same function as pressing the Start button. :====: | | 1. This shows the type (length) of the current game - either a Hanchansen | | (two-round game) in magenta or a Tonpuusen (one-round game) in green. |----| | | 2. This is the current Kyoku (hand) count, for example the first Kyoku in | | the East round is "East one Kyoku" (written in kanji). |----| | | 3. This is used to indicate the final hand of the current game; it shows | | the word "Ourasu" written in four cyan-coloured katakana characters. |----| | | 4. This is a counter showing how many 1000-point Riichi sticks are on the | | virtual table (from both the current and previous drawn Kyoku). |----| | | 5. This is the Honba counter showing the number of consecutive previous | | hands that ended in draws or dealer wins, shown with 100-point sticks. |----| | | 6. The last part of the display section shows the number of tiles left in | | the Wall during play; the numbers turn red when they drop below ten. :====: |R1 | 1. This blue button is used to cycle through the score display options; | | the same function is available from pressing the joypad's R1 button. :====: |R2 | 2. The second blue button displays the information [jouhou] panels which | | can also be accessed by holding the R2 button. (see below) :====: |L2 | 3. You can use this blue button to hide/reveal your tiles [fu(se) pai]; | | the same function is mapped to L2 on the joypad controller. :====: |L1 | 4. This yellow button is used to toggle the Auto Win mode, also accessed |AUTO| from the L1 button; when active the button is illuminated. :====: | | 5. This purple button toggles the "no calls" [na(ki) na(shi)] mode, | ON | also accessible with the Square button; again it glows when selected. :====: |/\ | 6. When playing with a time-limit you can press this green button (or | | Triangle on the joypad) to get extra thinking time [choukou]. '====' = Status Windows = Pressing and holding the R2 button (or clicking on the middle blue button on the side-bar if using a mouse) will display the four player status display screens [pureiyaa suteetasu kyouji gamen] as shown on page 5 of the manual. While you (and your opponents) are in the Kyuu ranks the display panels will have a plain grey border but once you advance into the Dan ranks - and become affiliated with one of the Four Gods (see Section 06) - each player's panel will have an ornate border which is coloured to match their God (for example purple for a Suzaku player) and includes an image of their God in the top-right corner. Similarly Kouryuu players have a golden frame with the yellow dragon in the corner (and the secondary colour on the dragon shows which God you/they were associated with during the Dan ranks). The Pro characters have a dark golden frame with red jewels embedded in it (and no funny animals in the corner!). Your panel shows more information than those of the computer-controlled players; presumably when you play against real people online you see the full information for them too. The layout of the info is shown below. .-------------------. The first row gives the information you gave when you | Name Home | started the game - your name and (in pink) the prefecture |-------------------| that you chose to represent. | Rank | |-------------------| The next row gives your current rank - this could be a | Winning % | Kyuu grade, Dan grade (with God name) or Kouryuu level. | Yakuman count | | Past five results | The bottom section has four rows. In the first is your | XP or Orb count/s | winning percent [shouritsu] - the percentage of games '-------------------' from your entire MFC history in which you came first. This is split into three separate figures, for example if your win percent is 42.7% it will be shown as 4# 2# 7# using the three kanji: Wari, Bu and Rin. The second row shows the number of Yakuman (Limit Hands) you've made. This row will be empty if you haven't made any. The third row shows your results from your past five matches [saikin go sen no seiseki] with the most recent on the left. A 1 is given in yellow and a 4 is shown in red. The two kanji say Kako which simply means "past". The bottom row shows your current experience point or Orb total. If you're in the Kyuu ranks it will give your XP [keikenchi] total and the overall number you need to get to the next rank, for example if you completed 10th Kyuu with 100 XP and are half-way to the next Kyuu it will say 150/200. During the Dan ranks it will show your Orb total and after you progress up to the Kouryuu levels it will show both your normal Orbs (on the right) and Kouryuu Orbs (on the left). If you have completed fifty or more matches with the current rule-set then you will also get two quadrilateral graphs on the right of the panel - these are the same ones that appear on page 1.2 of the stats (see Section 11), although they are the other way round here! The one on top shows your Luck, Quickness, Attack and Defence ratings from all your matches and the bottom one shows the same from your past fifty games, in both cases based on the current rule-set. The panels for the normal computer-controlled players just give their name, their rank and the word CPU in blue (in place of their home prefecture). I guess when you play online you can use the latter to identify bots who are filling empty seats in a game. For Pro characters you also get a photo of them, their rank is prefixed with two katakana which spell Puro (pro) and it says Nihon Puro Maajan Renmei (Japan Pro Mahjong League) under their name. In Fight Club mode a Pro's panel also shows the number of stars you can win off them. When viewing the information panels, the glowing gold circle on a bottom-left corner denotes the current dealer. Inside the circle is the kanji Oya which means "parent" or (in Mahjong) "dealer" (the non-dealers are Ko or "children"). If you are playing on a widescreen monitor then the four panels are also shown permanently down the left side of the screen (in seating order with the starting dealer at the top). You can therefore monitor the progress of the current round by following the gold Oya marker as it moves down the screen from one player to the next (as the seat-winds rotate around the table). = Score Display = At the end of every hand that ends in a win, the game shows a screen listing the Yaku (scoring elements) present, Fan (doubles) count and points value. If two or more players win off the same tile then the display is shown separately for each hand, one after the other. The layout of the screen is illustrated below. At the top of the display is the full winning hand. Any melded sets are shown on the right while the concealed section of the hand is given on the left with the winning tile separated by a small gap. The type of win - either Tsumo or Ron - is given in small katakana characters above the winning tile. The same word appears in larger golden characters at the start of the next row. This is followed by the name of the player and their rank in small text; for a Ron win the name of the player who provided the winning tile is also given. To the right of this is the Dead Wall showing any Dora indicators in effect. .------------------------------------------------------------------------------. | ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ ___ | | | | | | | | | | | | || | ____| | | | | | | | | | | | | | | || | | | | | | | |___|___|___|___|___|___|___|___|___|___||___| |____|___|___| | | __ __ __ __ __ __ __ __ | | | | \/ -------------------------------------------- | | |::| | | | | | | |__| / Winner name / Winner rank (Ronned name) |__|__|__|__|__|__|__| | | ----------------------------------------------------- |__|__|__|__|__|__|__| | | |__|__|__|__|__|__|__| | | Yaku #1 Fan for Yaku #1 | | Yaku #2 Fan for Yaku #2 | | Yaku #3 Fan for Yaku #3 | | (etc) | | Number of Dora (if any) L I M I T | | (if applicable) | |------------------------------------------------------------------------------| | | | Fu count Fan total POINTS VALUE |
'------------------------------------------------------------------------------' Beneath this on the left is a list of all the Yaku present in the hand and the number of Fan awarded for each. Any Dora in the hand are listed under the Yaku. The Yaku and number of Dora are read out by the female announcer, in Japanese of course and including (for the five types of Yakuhai) "Chun" for Red Dragon, "Haku" for White Dragon, "Hatsu" for Green Dragon, "Bakazehai" for Round Wind and "Jikazehai" for Seat Wind. If you have only one Yaku (perhaps only a one-Fan Yaku?) she will append the word Nomi which means "only". Dora are counted with proper Japanese numbers (rather than the Japanese renderings of the Chinese ones often used in Japanese Mahjong), i.e. Ichi, Ni, San, Yon, Go, Roku, Nana, etc, so for example "Dora Go" means you got five Dora - lucky you! :) If the hand achieves one of the limits, e.g. Mangan, Haneman, etc (see Section 12) then this is shown with two large golden kanji on the right. You can check my Translation Chart for reference. At the bottom of the screen are the Fu (minipoints) and Fan (doubles) totals for the hand, both given in Japanese characters which use the same kanji as the numbered tiles in the Craks/Manzu suit and + for ten, so for example =+ is twenty. If you got Ronned on the hand then two red kanji (spelling Houjuu) are shown above this row. Finally the points awarded for the hand contents are given in large (Arabic) numbers at the bottom-right of the display. This does not include any points for Riichi stakes or Honba bonuses - these are added afterwards. If you make a Yakuman then a simpler form of the display is given. The name of the hand (e.g. Dai San Gen) is given in the centre with two large golden kanji spelling Yaku Man under it. The Fu and Fan counts are not shown. ------< STATS >--------------------------------------------------- [Section 11] This is going to be a long section as the game has a fantastic array of stats. The stats pages can be accessed from option 9 on the main menu - the fourth one down on the right column. You then use the buttons on the right of the screen to choose one of the seven sections (listed below) and then press L1/R1 to move between pages within a section. If a page has a gold button you can press the circle button on the joypad to view more/different information; if there is more than one gold button on the screen (like on the Yaku pages) then you can use the d-pad to select one and then press O to confirm. I'll use a simple two-part numbering scheme to identify the stats pages, so for example, page 1.2 can be viewed by going to section 1 and then pressing L1 or R1 to go to the second page within that section. The seven stats sections are as follows - and each is described in full below. 1. Basics 2. Yaku Distribution 3. Match Log 4. Orbs 5. Pro Players 6. Detailed Info 7. Events & Records It should be noted that only sections 1, 2, 3 and 5 are available at the start of the game and the others only become available after you move up into the Dan grades (see Section 06 above). = Basics = (stats section 1) It makes sense to start with the basic [kihon] stats. When you select this option you have to choose to view the data for either your games played with the custom Free Rules [jiyuu ruuru] or for those played in Fight Club and Pro CPU modes using the Fight Club rules [kakutou kurabu ruuru]. Choose the button on the left for Free Rules or the one on the right for MFC rules. PAGE 1.1 (I'll put these headings in caps to make them easier to find) has two boxes on it. The top box on the screen gives some very general information, with these fields on the left... 1. Player name [namae] 2. Attribute [zokusei] - which of the Shijin (Four Gods) you're affiliated with 3. Rank position [kyuui] - your current Kyuu or Dan rank 4. Number of Fight Orbs [faito oubu] - your current total, with loses deducted And these on the right... 1. Prefecture - the territory you chose to represent when you first started 2. Current P-points total (Please check Section 06 of this guide if you need to know more about the various systems of ranks, Gods, points, etc.) After you complete the Dan grades, the rank and Orbs lines are merged into a single entry which gives both your Kouryuu Orb count and level. The heading for the prefecture row is Shozoku Chiiki which means "the region you belong to" and the heading on the P-points row is Shozoku Chiiki Kouken where the final word means "contribution" so I'm guessing that when you play online all the P-points collected by players from the same prefecture are totalled? In the bottom box there is a graph which shows your achievement in the past thirty matches [kako 30 sen no sen seki] - it simply plots whether you came 1st, 2nd, 3rd or 4th in each match, with the most recent games on the right. First places are marked with a crown (yay!) and fourth places - if you were bankrupt under the Buttobi rule - with a skull (doh!). First place is shown in blue, second in green, third in yellow and fourth in red - the same colouring scheme used in Koei's Mahjong Taikai IV game. Beneath the graph are three figures. On the left side is your total points profit/loss [ruikei tenbou shuushi] from the past thirty games and on the right is your average points profit/loss [heikin tenbou shuushi] which is just the total divided by 30. Under those is your average position [heikin jun'i] which is an arithmetic mean of your game placings, given to one decimal place. (so, for example, if you'd played only four games and came 1st, 2nd, 3rd and 4th in them your average position would be (1+2+3+4)/4 = 2.5) PAGE 1.2 displays both numerically and graphically your performance against the four criteria of the Four Gods (again, see Section 06), each of which represents a different aspect of your playing style. This section is only populated once you have played fifty matches. There are two tables on the left which have the same layout; the top one gives your stats from your past fifty games and the one beneath it gives the data for every game you've played. The five rows on each table are as follows... 1. Four Gods Index [shijin shisuu] - simply the sum of the four rows below This is given as a number out of a possible total of 1000. (black row) 2. Luck [un] - Dora usage rate [dora shiyou ritsu] This is Seiryuu's aspect, given as a total out of 250. (dark blue row) 3. Quickness [soku] - average hand win rate [heikin agari ritsu] This is Suzaku's aspect, given as a total out of 250. (burgundy row) 4. Attack [kou] - average Fan per winning-hand rate [heikin agari han] This is Byakko's aspect, given as a total out of 250. (blue-grey row) 5. Defence [bou] - payment rate [furikomi ritsu] And this is Genbu's aspect, given as a total out of 250. (dark green row) You'll notice that this page has one of those gold buttons I mentioned so you can press the O button to change the display, in this case replacing the scores with the fractions and percentages used to calculate them (and removing the totals row at the top since it doesn't make much sense to combine percentages). Luck is calculated as the average number of Dora (including Red Fives) in your winning hands, e.g. if you had 83 Dora in 63 wins then the percentage would be given as 132% (100% x 83 / 63) which represents an average of 1.32 Dora per win. You need to have a Dora-use rate of at least 119-120% in order to even start getting points here and something over 185-190% to get the maximum 250. Quickness is based on the number of hands you won out of the total number of hands played. You need a win-rate of around 32-34% to get the full 250/250 here. Attack is the average number of Fan (doubles) in your winning hands. For example an average of 2.8 Fan/win will only get you about 4/250 points and you have to get an average of over 4 Fan/win to get the maximum 250 pts. Defence is based on the proportion of hands in which you discard a tile which is taken by Ron to complete another player's hand; obviously you're looking to get a low percentage here. You'd need to get your Ron rate under 10% to get a very high score here, probably under 9% to make the full 250/250 points. Since you can score a maximum of 250 points on each of these four categories the theoretical maximum overall score is 1000. After a streak of good luck I got my highest score (over fifty games) which was 928/1000. :D Defence As you've probably figured out, the right side of the page Attack <> Luck gives your scores for the four categories in graphical form Quickness with Defence at the top, Luck on the right, etc.* The four scores are marked on four axes with a common origin and the points are joined to form an irregular quadrilateral. In fact there are actually two shapes on the graph - the flashing one colour-coded to match your God shows the stats for your previous fifty games and the black / dark grey one (that's really hard to see!) shows the figures from all games played. The grid is marked with lines at 50-point intervals. (The graph and score total (out of 1000) for both your past fifty games and your whole career are also shown on the player pop-ups which can be viewed by pressing R2 during a game. If you've played less than fifty games with the given rule-set then they are not shown.) If you visit this section while you are still working through the Kyuu ranks (before you've played fifty games) there will be no numerical data but the graph will be displayed (in red). This gives a visual indication of your play style and gives you an idea of which of the Four Gods you will become affiliated with when you reach the Dan grades. For example, in my case, my win-rate must've been my highest scoring category so I became a Suzaku "disciple". Instead of the usual labels, at this stage the four sides of the graph are marked with the names of the Gods instead, e.g. Genbu at the top representing Defence*, etc. I think the graph concept is very interesting and can be used to analyse your own style of play - are you a "well-rounded" player or are you biased towards certain aspects? Are there aspects of your play you might want to improve upon? *You'll notice that the Gods and their aspects are given in the appropriate places on the chart, for example Seiryuu is the Azure Dragon of the East and he (and his aspect: Luck) is shown on the right (East) side of the chart. = Yaku Distribution = (stats section 2) This section gives your Yaku distribution [yaku bunpu], in other words it counts the number of times you have made each of the different Yaku (scoring elements) and Yakuman (Limit Hands) in your winning hands. When you select this section you are given three options - the right button is used to view data from your games played with the Fight Club rule-set, the middle button views data from Free Rules games and the button on the left lets you view a combination [setsugou] of both (i.e. data from all of your games). There are three pages in this section and each has the same two numbers at the top. On the left is the total number of Dora from your winning hands and on the right is the total number of hands won [agari kaisuu]. PAGE 2.1 is the first of two pages listing your Yaku counts. The names of the Yaku are given on the left and on the right are two columns which give the number of times you've made each Yaku (in winning hands) and the percentage of the total number of hands you've won. In the middle the relative numbers are represented by a blue bar-chart. The Yaku are listed in this order... 1. Riichi 2. Daburu Riichi (Double Riichi) 3. Menzen Tsumo (Concealed Self-Draw) 4. Ippatsu 5. Pinfu 6. Tanyao (All Simples) 7. Yakuhai (which includes Dragon Pungs and scoring Wind Pungs - see below) 8. Ikkitsuukan or Itsuu (Pure Straight) 9. Rinshan Kaihou (After a Kong) 10. Chankan (Robbing the Kong) 11. Haitei (Last-Tile Tsumo) 12. Houtei (Last-Tile Ron) 13. Iipeikou (Pure Double Chow) 14. Ryanpeikou (Twice Pure Double Chow) After you've played a few games and got some data in this section you'll notice that several of the Yaku are marked with a gold button which can be selected to get additional information. If you select Yakuhai you're shown a breakdown of the five different possible scoring Pungs... a. Bakaze (Round Wind) b. Jikaze (Seat Wind) c. Haku (White Dragon) d. Hatsu (Green Dragon) e. Chun (Red Dragon) When you select a Yaku which is worth one Fan less when exposed you get a break- down of the two options... a. Menzen (concealed) b. Naki (exposed) PAGE 2.2 gives the second half of the Yaku list in the same format as above and in the following order... 1. Chanta (Mixed Outside Hand) 2. Junchan (Pure Outside Hand) 3. San Shoku Doujun (Mixed Triple Chow) 4. San Shoku Doukou (Triple Pung) 5. Chii Toitsu (Seven Pairs) 6. Toi-Toi Hou (All Pungs) 7. San An Kou (Three Concealed Pungs) 8. San Kantsu (Three Kongs) 9. Honitsu (Half-Flush) 10. Chinitsu (Full Flush) 11. Honroutou (All Terminals & Honours) 12. Shou San Gen (Little Three Dragons) 13. Nagashi Mangan (All Terminals & Honours Discards) 14. Yakuman (Limit Hands) That final row, shown with a golden bar instead of the normal blue, shows the total number of Yakuman that you've made; these are listed in detail on the next page. In addition to the total number it also shows what percentage of your won hands were Yakuman. I was lucky enough to make two Yakuman quite soon after I started playing the game and for a while my Yakuman rate was something like 1.8% :D but it's a lot lower now...! PAGE 2.3 has the same layout as the previous two pages but it lists your Yakuman wins instead of Yaku (and loses the bar charts). These are listed in this order. 1. Chinroutou (All Terminals) 2. Shou Suu Shii (Little Four Winds) 3. Suu An Kou (Four Concealed Pungs) 4. Ryuuiisou (All Green) 5. Kokushi Musou (Thirteen Orphans) 6. Tenhou (Heavenly Hand) 7. Renhou (Hand of Man) 8. Paa Renchan (Eight Consecutive Dealer Wins) 9. Dai San Gen (Big Three Dragons) 10. Dai Suu Shii (Big Four Winds) 11. Suu Kantsu (Four Kongs) 12. Tsuuiisou (All Honours) 13. Chuuren Poutou (Nine Gates) 14. Chiihou (Earthly Hand) 15. Dai Sharin (Big Wheels) 16. Kazoe Yakuman (Counted Yakuman) The last two are optional Yakuman which can be set up on pages five and six (respectively) of the Rules menu (see Section 07). If you make Kokushi Musou, Suu An Kou or Chuuren Poutou then this is listed with a gold button and pressing this shows if you made the special version of the hand which can count as a Double Yakuman, i.e. Kokushi Musou with 13-sided wait, Suu An Kou with pair wait or Chuuren Poutou with 9-sided wait. a. vanilla version b. special version The fourth possible Double Yakuman is Dai Suu Shii which has its own entry in the Yakuman list. You can specify whether each of these four hands has the Double Yakuman option allowed - this is also on page six of the Rules menu. Each Yakuman you make is logged and dated individually on page 7.1 of the stats (see below). = Match Log = (stats section 3) This section is labelled Senseki which means "scores" or "results", or it can also mean "military record" - a record of your Mahjong battles! PAGE 3.1 has several rows which give the following information... 1. Number of games played 2. Average position / Firsts / Seconds / Thirds / Fourths This give your average position in your games (as on page 1.1 above) and a count of the number of times you've come 1st, 2nd, 3rd and 4th. 3. In blue is your total of gained points [ruikei kakutoku tenbou] and beneath this in red is your total of lost points [ruikei sonshitsu tenbou]. To the right of these are your total points profit/loss [ruikei tenbou shuushi] - which is the blue number minus the red number - and under that is your average points profit/loss [heikin tenbou shuushi] - which is the number above divided by the number of games played. The other seven rows give a statistic on the left and the calculation used to derive this on the right. 4. This is your win rate [agari ritsu] given as a percentage. This is based on the number of won hands divided by the total number of hands played. 5. This shows your average number of Fan (doubles) per win [heikin agari han] - the total number of Fan scored divided by the number of hands won. 6. Payment rate [furikomi ritsu] - the number of hands in which you got "Ronned" by another player divided by the number of hands played. 7. Dora-use rate [dora shiyuu ritsu] - the total number of Dora in your winning hands divided by the number of hands won. 8. Riichi win rate [riichi agari ritsu] - number of Riichi wins divided by the number of hands won. 9. Tsumo win rate [tsumo agari ritsu] - number of Tsumo (self-draw) wins divided by number of hands won. 10. Yakuman win rate [yakuman agari ritsu] - number of times you won with a Limit Hand divided by the number of hands played. There are eight gold buttons beneath the table which can be used to view the above data for different types of matches, e.g. for your previous thirty matches [koka 30 sen], for all individual (offline) games played [kojin taikyoku], for games played with either Fight Club rules [kakutou kurabu ruuru] or Free Rules [jiyuu ruuru] and for games played over either two wind rounds [hanchan] or only one wind round [ton-puu]. The buttons are laid out as follows... .------------------.------------------.------------------.-------------------. | last 30 matches | all games played | all games played | one-round games | | | | Fight Club rules | Fight Club rules | :------------------:------------------:------------------:-------------------: | two-round games | all games played | one-round games | two-round games | | Fight Club rules | with Free Rules | with Free Rules | with Free Rules | '------------------'------------------'------------------'-------------------' NB: If you select the second button (to view data for every match you've played) and take the number of first places shown and divide this by the total number of matches played you get your overall win rate percentage which is shown in the R2 information panel during play. PAGE 3.2 shows your positions from the past thirty games [koka 30 sen no jun'i]. The graph at the top of the page plots your position in each match, just like the one on stats page 1.1 except that this one shows data from games played with any rule-set. The rest of the page is taken up with a grid which gives details of each of the thirty matches, with the most recent at the top. Only five rows are visible at a time but you can scroll down. The columns of the table give the following data... 1. This just numbers the rows, starting with number 1 for the most recent. 2. Game length - pale green text indicates a one-round game [tonpuusen] and pale purple denotes a two-round game [hanchansen]. 3. Game mode - dark blue with five kanji is Fight Club mode, green (including the word "CPU") is Pro CPU mode and red with two kanji is Free Rules mode. 4. Game events [taikyoku ibento] - for games played in Fight Club mode, this shows which of the four possible bonuses were in effect during the game. In the top-left corner is the "double Orbs" bonus. In the top-right corner is the "winner takes all" Orb bonus In the bottom-left corner is the "double P-Points" bonus In the bottom-right corner is the default bonus which appears in all Fight Club matches after you become a Kouryuu player (see Section 06); I think this just means that you can win golden Orbs now. 5. Position - this shows if you came first (blue and a crown), second (green), third (yellow) or fourth (red). If you were bankrupt under the Buttobi rule then a skull is displayed. 6. Points profit/loss [tenbou shuushi] - if you won points overall in the game then a positive number is shown in purple or if you lost points then you get a negative number in red. 7. Play date and time [puree nichiji] - this shows the date (month and day) and time (hours and minutes) when the game was played, or more specifically the time at which the game ended. = Orbs = (stats section 4) This is quite a small/simple section with only one page. PAGE 4.1 becomes available when you reach the Dan ranks (see Section 06) and keeps a track of how many Orbs [oubu] you've won and also therefore your progress through the Dan grades and, later, through the Kouryuu levels. The caption at the top-left gives your Dan rank which is composed of four characters - the first two are the name of your God and the last two give the actual rank, so the third character is the number of the rank. Special kanji are used for 1st, 2nd and 3rd but normal Japanese numbers are used for the others. Once you become a Kouryuu player (see Section 06) this part shows how many Kouryuu Orbs you've got (and your level is shown on the right of the screen). The table below that lists your Fight Orbs [faito oubu]; the kanji after each number is Ko which is a general countword used when counting small objects. 1. Current total 2. Orb gains [kakutoku] 3. Orb losses [sonshitsu] 4. Bonus Orbs You receive a bonus Orb when you make a Yakuman (Limit Hand) or when you complete a full set of Pro Stars (see next sub-section below). There are two gold buttons at the bottom-left. If you select the first one you are shown a breakdown of the different types of Orbs you've collected. 1. Seiryuu - blue Orbs from Blue Dragon players 2. Suzaku - purple Orbs from Red Bird players 3. Byakko - cyan Orbs from White Tiger players 4. Genbu - green Orbs from Green Turtle players 5. Kouryuu - gold Orbs from Pro's or other Yellow Dragon characters 6. Rank position [kyuui] The information is presented as a bar chart showing gains and losses separately but you can press O again to view them as numbers. I'm not sure what that sixth option is. I haven't got any yet... maybe it's an online thing? You can select the second button for the Orb display [oubu hyouji] which shows your current set of Orb slots which you're striving to fill (for Dan ranks and Kouryuu levels) or the three "special Orbs" (when you're at Master rank). On the right of the screen is an image of the God with whom you're affiliated*, either one of the Shijin (Four Gods) or, after you've progressed into the Kouryuu levels, an image of the golden dragon. The colour of Kouryuu's mane depends on which God you were attached to before, so for example in my case, as a Suzaku player, his mane is red/purple. *Your God is shown in front of an octagon formed from the eight Gua or trigrams of the I'Ching, the ancient Chinese divination system. Each of the eight sides corresponds to one of the eight Dan ranks so you can track your progress. If you know the I'Ching you'll notice that the trigrams are arranged clockwise in the sequence Wind, Water, Mountain, Earth, Thunder, Fire, Lake and Heaven (which is known as Fu Xi's Arrangement, one of the two common circular arrangements). = Pro Players = (stats section 5) PAGES 5.1 to 5.6 gives a listing of all forty-eight of the professional Mahjong players [puro janshi] who appear in the game. They all come from the Japan Pro Mahjong League [Nihon Puro Maajan Renmei], also known simply as the JPML. There are eight Pro's listed on each page. Beneath each picture is a block of four characters - the top two just say Pro [puro] and the two underneath give their Dan rank. To the right of this is their name. Under this is the number of Pro Stars you get for defeating them (see below) and a button you can select to view their profile (see further below). Each of the Pro's is shown with a set of one, two, three, four or five stars; I call these the Pro Stars. These come into effect in Fight Club mode - sometimes, randomly, one of the three computer-controlled opponents will be a Pro character and you can win their Pro Stars by "defeating" them, i.e. if you come first and they come fourth. While you are progressing through the Dan ranks you have a set of five Pro Star slots and each time you fill all five you receive a bonus Orb; the same applies once you pass into the Kouryuu level ranks but now you have ten slots to fill instead of five. You should note that you can only win stars in Fight Club mode, not Pro CPU mode. Each character yields a specific number of Pro Stars, as shown under their photo. You can defeat the same Pro on more than one occasion and each time you win the same number of stars; the number of times you have won stars off each player is shown to the right of their pic. Below the eight people listed on each page is your progress on your current set of star slots and to the right of this is the total number of Pro Stars that you've harvested; for example if you were in the Dan ranks and the total was six then you would've filled one set of five slots (converted into a bonus Orb, whoop!) and you would have one slot filled. (I'm not sure of the correct reading, but - rather than being given as a "Pro Directory" or similar - this section of the stats pages is actually labelled with two kanji which mean "win stars".) You can press L1/R1 to move between the pages of Pro's, press the d-pad to high- light a person and the circle button to select them. Each character is shown greyed-out until you "defeat" them in either Fight Club or Pro CPU mode (i.e. you come 1st in a game where they come 4th); once beaten, you'll notice that their face morphs from the neutral face to the happy face when you highlight them! (Presumably something cool happens once you've defeated all 48 Pro characters, but I've still got a few more to get. Of course the fewer you have to collect, the smaller the chance that, in any given game, you'll play against the right people and one of them'll come 4th.) When you select a person the game displays a full page of information about them. The caption at the top says professional MJ player [puro janshi] and the black box gives their name. There are six other boxes on the display... The first box on the left gives their rank position [kyuui], from the humble Shodan up to the mighty Kyuudan (9th Dan). The second box on the left gives, I think, the number of years they've been playing Mahjong. The third gives their place of origin* [susshin ba]. The first box on the right seems to give their favourite Yaku; some of these are abbreviated, for example "San Shoku". The second box gives their hobbies, which range from typically Japanese pursuits such as pachinko, sake (rice wine), golf [gorufu] and karaoke, to more general things like music [ongaku], movies [eiga], diving [daibingu], football [sakkaa], gambling [gyanburu], tennis [tenisu], snowboarding [sunouboudo], frisbee [furaingu-disuku], slot machines [pachisuro], oil painting [aburae], PC computing [pasokon] and shopping [shoppingu], to the non-specific "sports" [supoutsu], and finally the obvious - Mahjong [maajan]! (sorry, I was only going to give a few examples but kinda got drawn into their world...) The third box on the right then shows how many titles [taitoru] they've won, or if they've won none it says Nashi which means "without". The last thing to note here is that when you're viewing a Pro profile you can press the O button for a sound-test of one of their speech samples used in the game; each time you press the button it cycles through a short series of phrases (if, like me, you're easily amused then try pressing the button several times quickly). The button for this is marked Saisei which means either "playback" or "resuscitation" (which is apt as you are in a sense bringing them to life). *You'll notice that two of the Pro's are not Japanese - these are Jenn Barr from Seattle [shiatoru] and Garthe Nelson from California [karuforunia]. Their place of origin is given as Beikoku which is the Japanese name for America - the name means "rice country" but this reading is not significant, it's actually just an abbreviation of the original Ateji kanji spelling of "America". Jenn and Garthe are the founders of the www.reachmahjong.com website which is a great place to find out more about modern Japanese (Riichi or "reach") Mahjong. = Detailed Info = (stats section 6) As with stats section 1, when you select this option you're prompted to select which rule-set you wish to view the data for - Free Rules on the left or Fight Club rules on the right. PAGE 6.1 shows a win vs payment comparison [agari/furikomi hikaku]; the figures on the left of the page (in navy blue) are collected from hands that you won and those on the right (in dark brown) are taken from hands where you got "Ronned" (i.e. where you discarded a tile, another player took it to complete their hand and consequently you had to pay the full amount of points won). The first column shows the different items [koumoku], column 2 is the win [agari] count, column 3 gives the percent [ritsu] and column 4 gives the graph [gurafu]. This layout is then mirrored on the right side, with the graph, percentage and payment count [furikomi kaisuu] in that order. The top section of the table has three rows and gives the three different forms [katachi] of wins as follows... 1. Riichi - wins where you won after calling Riichi 2. Dama - wins where your concealed hand became Tenpai (ready) but you did not call Riichi; this is known as Dama Ten or "silent Tenpai". 3. Naki - wins where your hand was open, with one or more exposed sets made from calls [naki] on other players' discards The bottom section of the table gives a distribution of won and Ronned hands in order of Fan count, with the lowest at the top. 4. One Fan 5. Two Fan 6. Three Fan 7. Mangan (hands meeting the lowest limit, with 2,000 Base Points) 8. Haneman (hands with 6 or 7 Fan) 9. Baiman (hands with 8, 9 or 10 Fan) 10. Sanbaiman (hands with 11 or 12 Fan) 11. Yakuman (Limit Hands or "counted Yakuman" hands with 13+ Fan) You'll notice that four-Fan hands are not listed separately here, instead these are counted in the entry for five-Fan Mangan hands. This is not an unreasonable approximation since any four-Fan hand with 40 or more Fu (minipoints) would have Base Points exceeding 2,000 and therefore be paid as Mangan and, as can be seen from the score tables on page 22 of the manual, a four-Fan hand with 30 Fu gets only a few hundred points less than Mangan anyways. It is also possible to have a three-Fan hand limited to Mangan but this only occurs rarely (with 70+ Fu). Since both parts of the table give an exhaustive breakdown of all the hands, the percentages for rows 1, 2 and 3 add up to 100% as do those for rows 4 to 11. Lastly there are two rows at the bottom of the page. The top one (in navy blue again) gives the total count of won hands [agari kaisuu goukei] and the bottom one (dark brown) gives the payment count total [fu(ri)komi kaisuu goukei], i.e. the total number of times you got Ronned. PAGE 6.2 gives information on your Riichi trends [riichi keikou] - your percentage win-rate on different types of Riichi. The four rows at the top give the percentage rates and the four rows at the bottom give the fraction used to calculate the rates for the same four categories. 1. Riichi wins [riichi agari] The number of times you won hands after calling Riichi. 2. Hikkake Riichi wins [hikkake riichi agari] The number of times you won hands after calling Hikkake Riichi. Hikkake Riichi is when you call Riichi dropping one of the end tiles on a Ryankan wait (i.e. one formed from two adjacent Kanchan or centre waits); an example would be if you had the three tiles 4-6-8 in the same suit and called Riichi discarding the 8. This can be used as a tactic to trick your opponents into dealing into your hand as they might work on the assumption that you've given yourself a Ryanmen wait (a two-sided Chow wait on two sequential tiles) and therefore, using the "147" rule, it might also be assumed in the above example that - since you discarded the 8 - that you are not waiting on the 5 tile whereas, in fact, you are. (mwahaha!) 3. Riichi Ippatsu wins [riichi ippatsu agari] The number of times you won with Ippatsu after calling Riichi. 4. Okkake Riichi wins [yup, okkake riichi agari] The number of times you won after calling Okkake Riichi. Okkake Riichi, or "chasing Riichi", is simply the name for calling Riichi after another player has already "reached" in the same hand. The opposite of this, when you are the first player to call Riichi, is Sensei Riichi. (This isn't the Sensei that means "teacher"; the second kanji is different so it means "head-start" or "pre-emptive" instead). PAGE 6.3 shows your Dora-use trends [dora riyou keikou]; as on the previous page there are percentages in the top half of the page and the fractions used to calculate them in the bottom half. The first four rows give a breakdown of what sort of tiles the Dora in your winning hands were, for example the first row is calculated from the (Dora) Honours tile count [jihai maisuu?] divided by your overall Dora-use tile count [dora riyou maisuu]. Since these cover all the possible types, the four rows will always add up to 100%. 1. Honours tiles [jihai] - Winds and Dragons 2. Terminal tiles - 1's and 9's 3. Simples tiles - 2's thru' 8's (not counting Red Fives) 4. Red Fives [akago] The fifth row is then calculated from your Dora-use count [dora riyou kaisuu] divided by the number of hands won [agari kaisuu]. 5. Proportion of winning hands containing Dora This differs from the "Dora usage rate" on page 1.2 of the stats which gives the average number of Dora per winning hand. For example if you'd only won two hands and one had no Dora and the other had four then the proportion here would be 50% and the average use rate would be 2. PAGE 6.4 has two separate tables on it. The top table shows trends in your waits in your winning hands [agari no machi keikou], given as a breakdown into seven different types (with percentages adding up to 100% again and numbers adding up to your total number of wins with the given rule-set). 1. Two-sided waits [ryanmen] - e.g. -45- waiting on a 3 or 6 2. Pair waits [tanki] - i.e. a single tile waiting to make a pair 3. Waits with two pairs [shanpon] - e.g. 22 and 77 waiting to make one Pung 4. Edge waits [penchan] - e.g. 12- waiting on a 3 5. Centre waits [kanchan] - e.g. 6-8 waiting on a 7 6. Multiple waits [tamen] - e.g. -23456- waiting on a 1, 4 or 7 7. Other [sonota] - i.e. Nagashi Mangan and probably Tenhou too The bottom table is headed Sonota (like the seventh row on the above table) which means "in addition" or "the others". In this case I think it's just the stats which didn't fit onto any other pages! It gives average figures for making ready, winning and calling Riichi. 1. Average turns to Tenpai [heikin tenpai jun] 2. Average turns to win [heikin agari jun] 3. Average turns to Riichi [heikin riichi jun] So you can find out here, for example, that it takes you on average 10.43 turns to make a ready hand (Tenpai), etc. = Events & Records = (stats section 7) This final section, simply headed "etc.", has two pages. PAGE 7.1 is an event list [dekigoto risuto] which is a log of major happenings in your MFC career, with the date and time given for each. It records when you began individual (offline) play [kojin taisen o puree kaishi], when you were promoted to the first Dan rank [shodan shoukaku], when you were summonsed to Master rank [masutaa shoukan] and to Kouryuu (yellow dragon) Levels [kouryuu shoukan] and when you were promoted to Kouryuu Level 10 [lev. 10 shoukaku]. This page also makes a note each time you make a Yakuman (Limit Hand), which is a nice feature. The name of the specific Yakuman (Dai San Gen, Suu An Kou, etc) is also recorded. PAGE 7.2 lists your records [ekisutora (etc) rekoudo]. The first four on the left are as follows... 1. Most Dora count [saita dora kazo] This shows the most Dora you've had in one winning hand, including normal Dora, Ura Dora, Kan Dora, Kan Ura Dora and also Red Fives. 2. Most scoring sticks [saita tenbou] This is your biggest points gain in a game; it gives the actual points won rather than the absolute score because of course it's possible to start the game with different scores (20,000 or 25,000 being the default options). It's likely that you'll set this record when you make a Yakuman but when I got my record profit (+66,100 pts) I actually achieved this without making any hands bigger than a Haneman! I just got a lot of them. :D 3. Best winning-streak [saikou renshou kazo] This is the highest number of consecutive games in which you came first. 4. Best Fan count in a win [saikou agari han kazo] This is the most Fan (doubles) that you've had in one winning hand. All standard Yakuman have a nominal Fan count of thirteen so once you make your first Yakuman this one will show 13. If you have Counted Yakuman allowed I guess it could show a larger number if you got very lucky (I've only ever got it once and it was 13 Fan, not more) and presumably a Double Yakuman would show as 26 and a hand with stacked Yakuman would show as a multiple of 13. I do like to dream of such things. :) (see also page 6 of the rule settings in Section 07 above). Then there are three more entries on the right... 5. Most hands won [renzoku agari kaisuu] This gives the highest number of hands you've won in a single game; given the use of the word Renzoku I assume they have to be consecutive, just like the game winning-streak stat above, although I'm not certain. 6. Most consecutive hands without being Ronned [renzoku fuhoujuu kaisuu] This is the record for the most consecutive hands you've played without dealing into an opponent's winning hand. My record is 79 - a streak which was broken by Jenn's character. Grrr! ;) 7. Yakuman win count [yakuman agari kaisuu] Last, but by no means least, this one keeps a count of the number of times you've won with a Yakuman; the entry gives the date and time of your most recent Yakuman win. ------< JAPANESE MAHJONG >---------------------------------------- [Section 12] If you're more familiar with other versions of Mahjong, this section explains the significant features of the modern Japanese rules that appear in the game. o Only the player that wins a hand receives points. A win by self-draw is called Tsumo and has all three losers paying their share of the winnings, while a win with a stolen discard is called Ron and only the discarder pays. o If any tiles among a player's discards would complete their hand then they are Furiten and not allowed to win by Ron, although they can still win by Tsumo. This is sometimes known as the Sacred Discard rule. o The third tile on the Wanpai (Dead Wall) is exposed and acts as an indicator for the Omote Dora (top Dora) - a bonus tile which is worth one Fan for each present in a winning hand. The Dora is the tile sequentially following the indicator tile, so for example a 6 Dots on the Dead Wall makes 7 Dots the Dora and if you have a Pung of 7 Dots this will be worth three Fan (ker-ching!). The sequence for Winds is ESWNE and for Dragons it's RWGR, so a Red Dragon (Chun) indicator makes White Dragon (Haku) the Dora. Optionally an additional Kan Dora indicator is exposed each time a Kong is declared. o A popular variant of Japanese Mahjong includes additional Dora which take the form of special red versions of the number 5 tiles in each suit - these are known as Akago (red fives), Akapai (red tiles) or Akadora (red Dora). Each Red Five in a hand is worth one Fan. The settings for these can be viewed or adjusted on page 3 of the rules settings (the Fight Club rule-set and default Free Rules include four Red Five tiles). o A player with a concealed hand which is Tenpai ("ready" or one tile from being complete), when there are at least four tiles left to be drawn in the Wall, can pay 1,000 pts to declare "Riichi". If they then win the hand they get their stake back and gain an extra Fan (double). There are two additional, optional, benefits which are an extra one-Fan bonus if they go out within four turns of calling Riichi (this Yaku is called Ippatsu) and Ura Dora bonus indicators which are revealed on the bottom half of the Dead Wall beneath the Omote Dora indicator (and any Kan Dora indicators). (see Free Rules 5.2 & 3.1) When a player wins a hand they collect all Riichi stakes on the table from the current hand plus any left unclaimed from any previous drawn hands. This rule is a major aspect of the modern Japanese Mahjong rules and therefore the game is often known as Riichi Mahjong or "Reach" Mahjong. o Claims for discarded tiles to complete a set are made with the word "chii" for a Chow, "pon" for a Pung and "kan" for a Kong. o The list of permitted Yaku (scoring elements) includes:- - Pinfu (No Points / Peace) [gives 1 Fan] awarded for a concealed hand with four Chows, won on a Ryanmen (two-sided) wait and with a pair that is not made of Dragons, Seat Wind or Round Wind tiles - i.e. a hand scoring no extra Fu (minipoints) (see Free Rule 5.1) - Tanyao (All Simples / Inside Hand) [gives 1 Fan] awarded for a hand with no Terminal or Honour tiles (see Free Rule 1.1) - Chanta (Mixed Outside Hand) [gives 1 Fan if open or 2 Fan if concealed*] awarded when all sets contain at least one Terminal or Honour tile - Junchan (Pure Outside Hand) [gives 2 Fan if open or 3 Fan if concealed] awarded when all sets contain at least one Terminal; can't claim Chanta too - Iipeikou (Pure Double Chow) [gives 1 Fan] awarded for two identical Chows in a concealed hand (same suit and numbers) - Ikkitsuukan or "Itsuu" (Pure Straight) [gives 1 Fan open or 2 Fan concealed] awarded for three consecutive Chows (123456789) in one suit - San Shoku Doujun (Mixed Triple Chow) [gives 1 Fan open or 2 Fan concealed] awarded for three Chows with the same numbers (one in each suit) - Chii Toitsu (Seven Pairs) [gives 2 Fan] as you might've guessed, this is a special hand with seven paired tiles o There are no restrictions on the number of suits or Chows in a hand. o The game is played with an Ii Han Shibari (one-Fan minimum) so a hand must have Yaku worth at least one Fan in order to be able to "go out" and win; Fan from Dora bonus tiles don't count. Optionally a Ryan Han Shibari (two-Fan minimum, again without Dora) is applied after five consecutive hands have ended in either a dealer win or a draw. (see Free Rule 1.3) o Players who are Tenpai on an exhaustive draw usually receive points (called No-Ten Bappu) from the players that are not. (see Free Rule 4.3) o If a hand ends in a dealer win or a exhaustive draw where the dealer is Tenpai then an extra hand is played without the Seat Winds moving, so the dealer "stays on"; this is called Renchan. (see Free Rules 4.1 & 4.2) o There are five situations which can cause an abortive draw. (see Free Rules 1.6 and 4.4 thru' 4.7) o The eight Season and Flower bonus tiles are removed before play. In most Japanese Mahjong sets the four Flower tiles are replaced by four Red Fives but the four Season tiles are still present and need to be taken out! o Fu are rounded up to the nearest ten before doubling. The one exception is the Seven Pairs hand which always scores 25 Fu (with no additions) and two Fan. After doubling, point payments are rounded up to the nearest hundred. o Games are usually played over two wind-rounds instead of the traditional four. This standard Japanese two-round game with only East and South rounds is called a Hanchan (half game). o There are five tiered limits applied to the overall points value of a hand; these are listed in the table below. The first limit is called Mangan and is often defined simply as applying to a hand worth five Fan but actually any hand with more than 2,000 Base Points (and less than 3,000) is limited to Mangan, i.e. hands with five Fan OR four Fan and at least 40 Fu OR (albeit rarely) three Fan and at least 70 Fu. The highest limit is Yakuman which applies, obviously, to any Yakuman (Limit Hand) and also to any hand worth thirteen or more Fan ("Counted Yakuman"). (see Free Rule 6.2) | | Points for | Points for | Mangan | Awarded for... | non-dealer win | dealer win | equivalence -----------+----------------+----------------+------------+-------------- | 3 Fan & 70+ Fu | | | Mangan | 4 Fan & 40+ Fu | 8,000 | 12,000 | 1 x Mangan | 5 Fan | | | -----------+----------------+----------------+------------+-------------- Haneman | 6 or 7 Fan | 12,000 | 18,000 | 1.5 x Mangan -----------+----------------+----------------+------------+-------------- Baiman | 8, 9 or 10 Fan | 16,000 | 24,000 | 2 x Mangan -----------+----------------+----------------+------------+-------------- Sanbaiman | 11 or 12 Fan | 24,000 | 36,000 | 3 x Mangan -----------+----------------+----------------+------------+-------------- Yakuman | 13 or more Fan | 32,000 | 48,000 | 4 x Mangan *Several Yaku have a property called Kuisagari which means that they are worth one Fan less when open/exposed ...or one Fan more when closed/concealed, depending on your perspective! ------< MANUAL REFERENCE >---------------------------------------- [Section 13] The game manual has several useful reference sections which are explained here. Page 20 shows the fixed Fight Club rules [ruuru] that apply in both the Fight Club and CPU Pro modes. See Section 07 above for a full list of these. Page 21 gives a minipoint calculation table [fu keisan hyou] with the scoring units given in the following order:- Win [agari] ..................................................... 20 Fu Concealed Ron Win [menzen ron agari] ............................ 10 Fu Self-Draw Win [tsumo agari] ..................................... 2 Fu Edge Wait [penchan], Centre Wait [kanchan] or Pair Wait [tanki] . 2 Fu Pairs [jantou] Seat Wind [menfon] ............................................ 2 Fu Round Wind [chanfon] .......................................... 2 Fu Dragons [san gen pai] ......................................... 2 Fu Double Wind (when Seat Wind and Round Wind coincide) .......... 4 Fu Sets [mentsu] Major Tiles (Terminals & Honours) [yaochuuhai] Chows [shuntsu] ............................................. 0 Fu Pungs [koutsu] Concealed Pung [ankou] .................................... 8 Fu Exposed Pung [minkou] ..................................... 4 Fu Kongs [kantsu] Concealed Kong [ankan] .................................... 32 Fu Exposed Kong [minkan] ..................................... 16 Fu Minor Tiles (Simples) [chunchanhai] Chows [shuntsu] ............................................. 0 Fu Pungs [koutsu] Concealed Pung [ankou] .................................... 4 Fu Exposed Pung [minkou] ..................................... 2 Fu Kongs [kantsu] Concealed Kong [ankan] .................................... 16 Fu Exposed Kong [minkan] ..................................... 8 Fu Page 22 gives simplified tables of points [tensuu hayamihyou] which can be used to look up the points scored by cross-referencing Fan across the top and Fu (minipoints) down the side. The top table is for dealer wins [oya no agari] and the bottom one is for wins by non-dealer players [ko no agari]. Where there are paired rows, the top one is for Tsumo (self-draw) wins and the bottom one is for Ron (stolen discard) wins. On the bottom table the paired columns show the amount paid by the dealer [oya kachi] on the left and the amount paid by non-dealers on the right [ko kachi]. The bottom row of each table (25 Fu) is for Chii Toitsu (Seven Pairs) hands. Pages 23 to 25 give an introduction to the professional Mahjong players [puro janshi shoukai] that appear in the game, both as "special guests" in the Fight Club mode and as the only players available in Pro CPU mode. There are 48 Pro's in total, 28 male and 20 female. The green box for each gives their name and the small brown box beneath this gives their rank, for example the first six in the list are Kyuudan (9th Dan), the next four are Hachidan (8th Dan), etc. The final piece of information for each player, in the bottom-right of their
section, is their blood group [the Japanese term for this is ketsueki-gata but here only the final kanji is given - kata - which means "type"]. In Japan some people believe that your blood group has a bearing on your personality, not unlike the beliefs surrounding zodiacal birthsigns in the West. For more about the Pro players see the information about page 5 of the stats in Section 11 of this guide above. Pages 26 to 31 give a winning Yaku summary [agari yaku ichiran] - a list of all the Yaku and Yakuman recognised in the game with illustrated examples for most. In these illustrations the tiles on the right are the wait [machi] tiles which would complete the hand. The Yaku are listed in the following order:- Page 26 Concealed Self-Draw [menzenchin tsumo], Riichi, Ippatsu, Pinfu, Wind/ Dragon Pung [kazehai / yakuhai], All Simples [tanyaochuu] and Pure Double Chow [iipeikou] Page 27 Last-Tile Tsumo [haitei raoyue], Last-Tile Ron [houtei raoyui], Robbing a Kong [chankan], After the Kong [rinshan kaihou], Double Riichi [daburu riichi], Seven Pairs [chii toitsu], All Pungs [toitoihou] and Pure Straight* [itsuu / ikkitsuukan] Page 28 Three Concealed Pungs [san an kou], Triple Pung [san shoku doukou], Three Kongs [san kantsu], Little Three Dragons [shou san gen], Mixed Triple Chow* [san shoku doujun], All Terminals & Honours [honroutou] and Mixed Outside Hand* [chanta / honchantayaochuu] Page 29 Twice Pure Double Chow [ryanpeikou], Half-Flush* [honitsu], Pure Outside Hand* [junchan / junchantayaochuu] and Full Flush* [chinitsu] The Yakuman list follows, starting on the same page:- Page 29 Heavenly Hand [tenhou], Earthly Hand [chiihou], Hand of Man [renhou] and Eight Consecutive Dealer Wins [paa renchan] Page 30 Four Concealed Pungs [suu an kou], Big Three Dragons [dai san gen], Thirteen Orphans [kokushi musou], All Honours [tsuuiisou], All Green [ryuuiisou], Nine Gates [chuurenpoutou] and All Terminals [chinroutou] Page 31 Four Kongs [suu kantsu], Little Four Winds [shou suu shii] and Big Wheels [dai sharin] Finally the four Double Yakuman are on the bottom half of the page:- Page 31 Big Four Winds [dai suu shii], Thirteen Orphans with 13-sided wait [kokushimusou juusanmen machi], Four Concealed Pungs with pair wait [suu ankou tanki] and Pure Nine Gates (with a 9-sided wait) [junsei chuuren poutou] NB: For more about Yaku and Yakuman options (and Double Yakuman for that matter) see the information about rules pages 5 and 6 in Section 07 of this guide. *Any Yaku marked with a star (either here or in the manual) obey the rule of Kuisagari and are worth one Fan less when open. ------< GLOSSARY >------------------------------------------------ [Section 14] I thought new players might find a list of Mahjong terms useful for reference, although sadly the old-skool plain-text ASCII format of GamesFAQs won't allow me to include the kanji or kana characters for the Japanese entries. (well, unless I figure out how to use Shift-JIS coding) This is a list of terms used in Japanese Mahjong plus English and Chinese words used internationally and some concepts that are specific to Mahjong Fight Club. For the sake of completeness I've also included a few terms and rules that are not included in MFC. This list is based on the glossary I wrote for my Yakuza 2 guide but it's grown wildly out of control since then and is now stupidly long! Consequently I've tried to keep the entries brief and most Yaku are only listed under their Japanese name (with the definition there including the common English title/s). Many of the Japanese terms are given with spaces added for ease of reading. Abortive Draw - a draw that occurs at the start or middle of a hand; there are five such situations that can force a draw in Japanese Mahjong Agari - win Agari Yame - a rule that lets the dealer in the final hand end the game if they win the hand (instead of playing a continuance) Akago - literally "red fives", special number-five tiles marked in red that give a bonus score (+1 Fan); also Akapai (red tiles) or Aka Dora (red Dora) An - term used to refer to a concealed set, e.g. An Kou Aotenjou - optional rule to play without limits (no Mangan, Haneman, etc) Ari - a term used to describe a rule that is applied (it means "with") Atama - literally "head"; Japanese term for a pair of tiles; also Jantou Atama Hane - the "head bump" order used when Double Ron is disallowed; the closer of the two players to the discard's right takes the win Atozuke - a rule that lets you go out on a hand that had no Yaku until you took the winning tile Ba - a round of four hands (plus optional extra hands); usually East or South Baiman - the third limit, applied to hands with eight, nine or ten Fan Bakaze - the wind of the round, or Round Wind (East or South) Bamboo/Bams - one of the three suits, also known as Souzu Base Points - this is calculated by doubling the Fu twice and again for every Fan in the hand; dealers get 6 x BP and non-dealers get 4 x BP Betaori - purely defensive play, often employed after someone has called Riichi Bot - a computer-controlled player in a video-game Buttobi - an optional rule that ends the game when one player's score drops to zero or lower; this is essentially the same as the Dobon rule Byakku - the white tiger in the Four Gods; his aspect is Attack (many Fan) Calling Chii/Pon/Kan - making an exposed set using another player's discard Chankan - a rare Yaku for going out on the tile an opponent used to complete an exposed Kong (or exceptionally and optionally a concealed Kong if you are taking it to finish Kokushi Musou); also Robbing The Kong Chanta - a Yaku for a hand in which all sets and pairs contain a Terminal or an Honour tile; also Mixed Outside Hand or Dirty Ends Characters - one of the three suits, also known as Craks or Manzu Chii - declaration used when making a Chow with a stolen discard Chiicha Maaku - a flat marker used in Japanese Mahjong to indicate the current Round Wind (and the initial dealer) Chiihou - a Yakuman awarded for a non-dealer drawing a complete hand at the start of a Kyoku; also Earthly Hand Chii Toitsu - a Yaku for a hand with seven pairs; also called Seven Pairs! Chinitsu - a Yaku for a hand containing only tiles of one suit; also Full Flush or Pure Hand Chinroutou - a Yakuman for a hand containing only Terminals; also All Terminals or "Heads & Tails" Chombo - a Mangan-level (8k or 12k) points penalty paid for a foul Chow - a set of three tiles from the same suit with consecutive numbers; also known as a Shuntsu or Sequence Chun - the Japanese name for the "Red Dragon" tile/s Chuuren Poutou - a Yakuman for a hand containing 1112345678999 plus one duplicate, all in the same suit; also Nine Gates Closed - descriptive of a hand with no exposed sets; also concealed Concealed - a hand with no exposed tiles Continuance - an "extra hand" played when the dealer wins (and optionally if they are Tenpai in a draw, or sometimes in any draw); also Renchan Counter - a scoring stick used to count dealer wins and extra hands (Honba) CPU - the Central Processing Unit of a computer; the abbreviation has been used for decades to denote a computer-controlled opponent in a video-game Craks - an informal name for the Characters suit; also Manzu Daburu Riichi - a Yaku for calling Riichi on your first turn; also Double Riichi or Double Reach, sometimes contracted to Daburii Dai San Gen - a Yakuman for a hand containing three Dragon Pungs (obviously one of each); also Big Three Dragons Dai Sharin - an optional Yakuman for a hand containing 22334455667788 in the Dots/Pinzu suit; also Big Wheel/s Dai Suu Shii - a Yakuman for a hand with four Wind Pungs; also Big Four Winds Dama Ten - to become Tenpai without calling Riichi; also "Silent Tenpai" Dan - a system of ranks, higher than Kyuu, running from 1st (Shodan) up to 8th Dead Wall - the fourteen tiles (seven stacks of two) at the end of the Wall which are used as Dora indicators and replacement tiles after Kongs Dealer - the player with a Seat Wind (q.v.) of East in any given hand Dealing into - when you discard a tile which is taken by another player by Ron you are said to have "dealt into" their hand; also "Ronned" Dobon - a bankruptcy rule that ends a game when a player's score goes negative Dots - one of the three suits (they're marked with dots!); also known as Pinzu Dora - one or more tiles that gives a bonus score (cf. Red Fives) Dora indicator - a tile on the Dead Wall which indicates the Dora Double - a measure of score awarded for Yaku and Dora in a winning hand which doubles your points; also Han or Fan Double Ron - a rule that allows two players to win off the same discard; also called Ryan Cha Hou or Dabu Ron Double Wind - you are said to be in Double Wind when your Seat Wind and the Round Wind coincide; a Pung of Double Wind gives two Fan Double Yakuman - Dai Suu Shii and special versions of Suu An Kou, Kokushi Musou and Chuuren Putou which are optionally worth double the normal Yakuman points (see page 6 of the rules options in Section 07) Doubling Honours - the tiles which give one Fan for a Pung or two Fu for a pair, i.e. the "Dragons", Seat Wind and Round Wind; cf. Otakaze Dragons - the three Dragon tiles are red, white and green; in Japanese they are known together as San Gen Pai and individually as Chun, Haku and Hatsu Draw - a hand in which no player declares Mahjong (q.v.) Exhaustive Draw - a draw which occurs when the supply of tiles is exhausted Experience Points - points awarded after play to advance through the Kyuu ranks Exposed - a melded set that has been placed face-up on the table - a hand with one or more exposed sets Fan - a measure of score awarded for Yaku and Dora which doubles your points; also Han or Double Fanpai - another name for Yakuhai; literally tiles [pai] that give Fan Fight Orbs - mystical spheres awarded for good results, making Yakuman and defeating Pro's in Fight Club mode; required to advance Dan ranks Flowers - four tiles depicting flowers, not used in Japanese Mahjong Fold - you are said to fold when you decide to give up on the idea of trying to win with a hand and instead switch to purely defensive play (Betaori) Fu - a measure of score awarded for features in a wining hand; also Minipoints Furikomi - a points payment made, usually when you get Ronned Furiten - the situation where one of your discarded tiles would complete your ready hand making it illegal for you to win by Ron Genbu - the green tortoise in the Four Gods; his aspect is Defence (safe play) Genten - the 30,000 points used to buy into a game; also Kaeshi Go-round - a sequence of all four players taking a turn (once around the table) Going out - the act of completing a valid hand and declaring a win with it Hadaka Tanki - literally a naked (or, by extension, exposed) Tanki wait; a wait to complete a pair in a hand which already has four exposed sets Haikyuu Genten - the number of points that each player starts a game with, commonly 25,000 pts in Japanese Mahjong; also Mochiten Haipai - the tiles drawn by players at the start of a hand Haitei - a Yaku for completing your hand by self-draw with the last tile in the Wall; also Last-Tile Tsumo (cf. Houtei) Haku - the Japanese name for the "White Dragon" tile/s Half-Game - another name for a Hanchan, the standard two-round Japanese game Han - a measure of score awarded for Yaku and Dora which doubles your points; also Fan or Double (Han is the Japanese version of the Chinese "Fan") Hanchan - a game consisting of two rounds; the term means "half-game" since a full game in traditional Chinese Mahjong consists of four rounds, but in Japanese Mahjong this is the standard game length Hand - the thirteen tiles you are holding plus one you are dealt; also Te - each round consists of four normal hands and sometimes extra hands too Haneman - the second limit, applied to hands with six or seven Fan Hatsu - the Japanese name for the "Green Dragon" tile/s Hell Wait - a wait for a single occurence of a single tile (when the other three are already either on the table or in your hand) Hikkake Riichi - to call Riichi on the discard of one end of a Ryankan wait Honba - a count of draws and dealer wins Honitsu - a Yaku for a hand containing only one suit plus Terminals and Honours; also Half-Flush or Semi-Pure Hand Honours - collective term for the Dragon and Wind tiles; also Jihai Honroutou - a Yaku for a hand containing only Terminal and Honour tiles; also All Terminals & Honours Houjuu - when you discard the tile that another player uses to win the hand Houra - a win Houtei - a Yaku for completing your hand by stealing the last discard tile in the hand; also Last-Tile Ron (cf. Haitei) Iichan - a full Chinese game of four rounds Ii Han Shibari - the standard one-Fan minimum applied in the Japanese game Iipeikou - a Yaku for two identical Chows in a concealed hand; also Pure Double Chow or Double Run Ikkitsuukan - a Yaku for three consecutive Chows in the same suit, i.e. 123 456 789; also Pure Straight or Itsuu Ippatsu - literally "one shot"; a Yaku for going out on or before your first turn after calling Riichi (disallowed after any Chii/Pon/Kan) Itsuu - common contracted form of Ikkitsuukan (Pure Straight) Jankyuu - a curious hybrid of Mahjong and Pachinko Janpai - Mahjong tiles or a Mahjong set Janshi - a Mahjong player; also Maajanuchi Jansou - a Mahjong parlour; also Maajanya Jantaku - a Mahjong table Jantou - literally "Mahjong head"; a pair of tiles; it's written using the same kanji as Atama Japan Pro Mahjong League - a league of Mahjong professionals in Japan (duh!) Jigokumachi - literally a "hell wait", when you are waiting on a single instance of one tile (all the others have been played or are unavailable) Jihai - the Japanese name for the Honours: the Wind and Dragon tiles Jikaze - the Japanese term for Seat Wind Junchan - a Yaku for a hand in which all sets and pairs contain a Terminal tile; also Pure Outside Hand or Pure Ends Jun'i Uma (or Jun'i Ten) - another name for Uma (q.v.) Kaeri Ton - a continuation of the Peinyuu rule (q.v.) which causes a fifth round to be played (another east round) Kaeshi - the 30,000 points used to buy into a game; also Genten Kamicha - the player seated to your left Kan - declaration used when making a Kong Kanburi - an optional Yaku that awards one Fan for calling Ron on a tile discarded after declaring a Kong Kanchan - a closed/centre wait on a Chow, for example 2-4 waiting on a 3 Kan Dora - an additional Dora that comes into play when a Kong is declared Kanji - ideographic script used in Japanese text, borrowed from the Chinese Kan(tsu) - Japanese name for a set of four matching tiles; also Kong or quad Kan Ura Dora - a Dora indicated by the tile under a Kan Dora indicator Karaten - literally "empty Tenpai", the situation when you are waiting on a tile but all have already been played or are otherwise unavailable Katakana - a simple Japanese script used mainly to represent foreign words Kawa - literally "river", the part of the table where tiles are discarded Kazehai - the Wind tiles - Yakuhai/Fanpai specifically made with Wind tiles (Seat or Round Wind) Kazoe Yakuman - a Yakuman achieved by making a hand with Yaku/Dora totalling thirteen or more Fan; also Counted Yakuman Keishiki Tenpai - a "Formal Tenpai" rule which allows any ready hand to be considered as being Tenpai even if it lacks Yaku Ko - Japanese name for the three non-dealers (literally "child"); cf. Oya Kokushi Musou - a Yakuman for a hand containing one of each Terminal and Honour tile plus one duplicate; also Thirteen Orphans (the Japanese name actually means "peerless distinguished person") Kong - a set of four identical tiles; also known as a Quad or Kantsu Kouryuu - the yellow dragon who presides over the Four Gods (Shijin) Kouryuu Orbs - golden Orbs required to advance through Kouryuu levels after you've completed all the Dan grades Kou(tsu) - Japanese name for a Pung Kui- - this prefix is used in a few Mahjong terms; the literal meaning is "eating" which in the context of the game refers to stealing discards Kuikae - an optional rule that allows you to steal a tile to meld a set and then to immediately discard another tile that could've completed the same set; the literal meaning is "eating substitution" Kuisagari - the property of certain Yaku, for example San Shoku Doujun, which makes them worth one Fan less in an open hand; the literal reading is "eating decrease" ("eating" discards makes the Fan value drop) Kuitan - an optional rule that allows Tanyao in an open hand; the name implies that Tan(yao) is allowed with stolen discard tiles; also Nakitan Kyoku - a round is composed of four Kyoku or hands (sometimes more) Kyuu - a system of ranks, lower than the Dan grades, running from 10 up to 1 Kyuu Shu Kyuu Hai - an abortive draw which a player can choose to declare when they have nine or more different Terminal and Honour tiles in their hand after their first drawn tile Limit Hand - a rare hand which is automatically worth maximum points Live Wall - the part of the Wall from which the tiles are drawn; cf. Dead Wall Maajan - the Japanese name for Mahjong Machi - the Japanese term for a wait (q.v.) Mahjong - with a complete hand of tiles you declare Mahjong to win the hand - also it's the name of the game! Major tiles - a collective name for the Terminal and Honour tiles Mangan - the lowest limit, applied to hands with five Fan (or 2,000 Base Points) Mangan Kiriage - literally Mangan rounding-up, an optional rule where a hand with 3 Fan and 60 Fu or 4 Fan and 30 Fu is counted as Mangan Manzu - the Japanese name for the Craks suit; also Wanzu; the name is sometimes abbreviated to "man" or just "m" Master - the rank awarded after 8th Dan (effectively 9th Dan) Mekuri Pai - the flipped tile on the Dead Wall which indicates the Dora Meld - (verb) to call Chii/Pon/Kan thereby creating an exposed set - (noun) an exposed set Mentanpin - a combination of Menzen Tsumo/Riichi, Tanyao and Pinfu (qq.v.) Menzen - the Japanese term describing a concealed hand; also Menzenchin Menzen Tsumo - a Yaku for going out with a concealed hand on a Tsumo win; also Fully Concealed Hand or Concealed Self-Draw (CSD) Middles - yet another term for the Simples tiles Min - term used to refer to a melded/exposed set, e.g. Min Kou Minipoints - a measure of score awarded for features in a wining hand; also Fu Minor Tiles - another name for Simples tiles (cf. Major Tiles) Mochiten - the number of points that each player starts a game with, commonly 25,000 pts in Japanese Mahjong; also Haikyuu Genten Moupai - to identify an engraved Mahjong tile by touch instead of sight Nagare - a re-deal after a draw Nagashi Mangan - a special Yaku; also known as All Terminal & Honour Discards Naki - Naku is the verb to call or cry (like a bird) so this term is used to describe an exposed hand containing set/s made by stealing discards Nakitan - another name for the Kuitan rule which allows open Tanyao; literally Tan(yao) allowed with calls (exposed sets) Nan - name used in Japanese Mahjong for South wind Nanba - a optional rule where the dealer gets a Renchan if they are Tenpai on a draw in the East round or on any draw in the South round (the Nanba) Nashi - a term used to describe a rule that is not applied (it means "without") No-Ten - the opposite of Tenpai (q.v.), i.e. having a hand which is not "ready" No-Ten Bappu - points totalling 3,000 which are shared on a draw Nobetan - a wait consisting of four consecutive tiles which can be completed with a pair at either end, for example 6789 waiting on a 6 or a 9 Oka - an optional bonus paid to the winner of a game, composed of the remainder of the Genten after the Haikyuu Genten have been deducted (qq.v.) Okkake Riichi - to call Riichi after another player has already "reached"; literally "Chasing Riichi"; cf. Sensei Riichi Omote Dora - the normal or "top" Dora One-Chance - a hand with a Tanki, Penchan or Kanchan wait (qq.v.), i.e. one that is waiting for a single tile to complete it Open Riichi - an optional rule that allows a player to call Riichi and expose their waiting tiles in return for one extra Fan if they win Oriru - to retire or fold (q.v.) Otakaze - literally "Guest Winds"; the non-scoring Winds which are neither your Seat Wind nor the Round Wind Ourasu - the final Kyoku/hand of a game Own Wind - another term for a player's Seat Wind Oya - Japanese name for the dealer (literally "parent"); cf. Ko Paa Renchan - an optional Yakuman awarded for eight consecutive dealer wins Pai - Japanese word for (one or more) Mahjong tiles; sometimes given as Hai Pao - a rule which requires a player to pay if they "deal into" certain open Yakuman by discarding the tile which completes the criteria when Ponned Peace - an alternate name for Pinfu, based on the Japanese reading of the kanji Pei - name used in Japanese Mahjong for North wind Peinyuu - a continuation of the Shaanyuu rule (q.v.) which causes a fourth round Penchan - an "edge wait" on a Chow, for example 8-9 waiting on a 7 Pinfu - a Yaku for a hand with no Fu beyond the basic Fu for going out, i.e. all Chows, Ryanman wait and no Doubling Honour pair Pinzu - the Japanese name for the Dots suit; the name is sometimes abbreviated to "pin" or just "p" Points - points are awarded in each hand, based on Fan and Minipoints Pon - declaration used when making a Pung with a stolen discard Prevalent/Prevailing Wind - another term for Round Wind Pro - a professional Mahjong player from the Japan Pro Mahjong League (JPML) Pung - a set of three identical tiles; also known as a Triple or Koutsu Pure Nine Gates - the Yakuman of Chuuren Poutou when won on a 9-sided wait; optionally this is counted as a double Yakuman Quad - another name for a Kong Quarter-Game - a one-round game; also Tonpuu or Tonpuusen; half a Half-Game! :9 Reach - variant pronunciation of Riichi, sometimes used to refer to the game - also used as a verb meaning "to declare Riichi" ("he reached early") Ready - descriptive of a hand which is one tile from being complete; also Tenpai Red Fives - a special number-five tile marked in red that gives a bonus score; also called Red Dora, or Akago, Akapai or Akadora in Japanese Renchan - a extra hand played when the dealer wins (and optionally if they are Tenpai in a draw, or sometimes in any draw) where the Seat Winds do not move - the dealer "stays on"; also called a "continuance" Renhou - a sometimes optional Yakuman achieved by completing your hand on a stolen discard before your first draw; also Hand of Man Riichi - a "ready bet" that can be placed when one is Tenpai with a closed hand Rinshan Hai - the "supplement tile" taken from the Dead Wall after making a Kong Rinshan Kaihou - a Yaku for completing a hand with a supplement tile drawn after the declaration of a Kong; also After A Kong Ron - to declare Mahjong by claiming another player's discard; cf. Tsumo Ronchan - a following hand played with the Seat Winds moving; cf. Renchan Ronned - when a player takes your tile by Ron you have been Ronned! Round - a set of four normal Kyoku/hands (not counting extra hands played) Round Wind - this is East in the first round and South in the second Routouhai - the Terminals tiles Ruuru - Japanese transliteration of the word "rule" (or "rules") Ryan Cha Hou - another name for the Double Ron rule, literally "two-player win" Ryan Han Shibari - formal name for the two-Fan minimum rule; also Ryan Shi Ryankan - two adjacent Chankan (q.v.) waits, for example 5-7-9 Ryanmen - a "two-sided wait" on a Chow, for example -34- waiting on a 2 or 5 Ryanpeikou - a rare Yaku for a hand with two sets of two identical Chows (i.e. Iipeikou twice); also Twice Pure Double Chow Ryan Shi - contraction of Ryan Han Shibari (q.v.) Ryuuiisou - a Yakuman for a hand containing only "pure green" tiles, i.e. the 2, 3, 4, 6 or 8 of Bams/Souzu and Hatsu; also All Green Ryuu Kyoku - a drawn hand Saikoro - the dice used to determine which side of the Wall is broken San An Kou - a Yaku for a hand with three fully self-drawn Pungs/Kongs; also Three Concealed Pungs Sanbaiman - the fourth limit, applied to hands with eleven or twelve Fan San Cha Hou - an abortive draw declared when three players declare a win off the same tile; also Triple Ron San Gen Pai - correct Japanese name for the Dragon tiles collectively San Kantsu - a rare Yaku for a hand with three Kongs (Three Kongs) San Ren Kou - an optional Yaku worth two Fan composed of three consecutive Pungs in the same suit (it could also be considered as Pure Triple Chow) San Shoku Doujun - a Yaku for three Chows with the same numbers, one in each of the three suits; also Mixed Triple Chow or Three Colour Runs San Shoku Doukou - a rare Yaku for three Pungs/Kongs with the same numbers; also Triple Pung or Three Colour Triples Sashikomi - the tactic of intentionally discarding a tile that will let an opponent win a hand (so that you can win the overall game) Scoring element - a pattern or condition that is worth Fan; also Yaku Scoring stick - a short white stick used like a casino chip; also Tenbou Seasons - four tiles depicting seasons, not used in Japanese Mahjong Seat Wind - the Wind assigned to a player that changes after each normal hand of a game; also Jikaze Sekinin Harai - literally "responsibility payment"; another name for Pao (q.v.) Sen - a match Sensei Riichi - calling Riichi in a hand when no other players have "reached"; the name means "pre-emptive Riichi"; cf. Okkake Riichi Sequence - another name for a set of three consecutive suit tiles; also Chow Set - a Pung, Chow or Kong; known collectively as Mentsu in Japanese Shaa - name used in Japanese Mahjong for West wind Shaanyuu - an optional rule which causes a third round to be played if no player meets the target score by the end of the South round (cf. Peinyuu) Seiryuu - the blue dragon in the Four Gods; his aspect is Luck (many Dora) Shanpon - a wait with two pairs, waiting to make one into a Pung Shanten - a Japanese term used to refer to the number of tiles required in order to become ready, for example Ryan Shanten if you are two tiles away Shiisanpuutaa - an optional Yakuman composed of thirteen unconnected tiles plus one duplicate; also known as "Thirteen Unrelated Tiles" Shijin - Japanese name for the "Four Gods" of Chinese astrology Shimocha - the player seated to your right Shinjin - a new-comer or rookie Shodan - the first rank in the Dan scale Shou San Gen - a Yaku for a hand with two Dragon Pungs and a Dragon pair; also Little Three Dragons Shou San Shii - a Yakuman for a hand containing three Wind Pungs and a Wind pair; also Little Four Winds Shuntsu - Japanese name for a Chow Shuupai - Japanese name for the numbered suit tiles Simples - suit tiles marked with numbers between 2 and 8 inclusive Sokurii - literally "immediate Riichi", to call Riichi as soon as you are Tenpai Souzu - the Japanese name for the Bams suit; the name is sometimes abbreviated to "sou" or just "s" Suit - a group of matching tiles, like the four suits in a deck of playing cards Supplement tile - an extra tile drawn after a Kong is declared Sutehai - Japanese name for the tiles that have been discarded Suu An Kou - a Yakuman for a hand with four fully self-drawn Pungs/Kongs; also Four Concealed Pungs Suu Cha Riichi - an abortive draw declared when all four players call Riichi in the same Kyoku Suu Fon Renda - an abortive draw declared when all four players discard the same Wind tile on their first turn Suu Kan Nagare - an abortive draw declared when four Kongs in total are made by two or more players in the same Kyoku Suu Kantsu - a Yakuman for a hand with four Kongs; also called Four Kongs! Suu Ren Kou - an optional Yakuman composed of four consecutive Pungs in the same suit (in CO rules it's called "Four Pure Shifted Pungs") Suzaku - the red bird in the Four Gods; his aspect is Quickness (many wins) Table rules - optional rules that can be chosen at the start of a game Taikai - a tournament Taikyoku - a Japanese word meaning "the act of playing a game" Takame - where you have a wait in which one winning tile will give more Yaku than the other, the tile that gives the higher score is the Takame Tanki - a wait for a single tile to make a pair when you have already completed four sets; the name means "single horseman"; cf. Hadaka Tanki Tanyao - a Yaku for a hand with no Terminals or Honours; also All Simples or Inside Hand Ten - Japanese word for points; sometimes Tensuu Tenbou - a short white stick used like a casino chip in Japanese Mahjong Tenhou - a Yakuman awarded for the dealer drawing a complete hand at the start of a Kyoku; also Heavenly Hand Tenpai - literally "listening to tiles"; the state of having a hand that is one tile away from being complete; also Calling, Fishing, Waiting or Ready Terminals - suit tiles marked with numbers 1 or 9; also Routouhai Tetsuman - short for Tetsuya Maajan or "all-night Mahjong"! Tiles - the pieces used to play the game Tochuu Ryuu Kyoku - another name for an Abortive Draw Toimen - the player seated opposite you Toi-Toi Hou - a Yaku for a hand where all sets are Pungs/Kongs; also All Pungs Toitsu - Japanese name for a matching pair of tiles; also Atama or Jantou Ton - name used in Japanese Mahjong for East wind Ton-Nan - another term for a Hanchan, a game with East and South rounds Tonpuu/Tonpuusen - a one-round or "East wind" game; also Quarter Game Toppu - literally "top"; the player in first place Triple/Triplet - another name for a set of three matching tiles; also Pung Triple Ron - an abortive draw declared when three players declare a win off the same tile; also San Cha Hou Tsumibou - the 100-pt scoring sticks used to record the Honba count (q.v.) Tsumo - to declare Mahjong with a self-drawn tile (cf. Ron) - more generally, any self-drawn tile Tsumokiri - to immediately discard a drawn tile instead of one from your hand Tsuuiisou - a Yakuman for a hand containing only Honour tiles; also All Honours Tsuupai - Japanese name for the Honour tiles: the Winds and Dragons Two-Fan Minimum - a rule applying a score restriction after four extra Hands; only Fan from Yaku are counted, not Dora Uma - a final exchange of points between players after the final hand; the 4th place player pays the 1st and the 3rd place player pays the 2nd Ura Dora - a special Dora applied after a hand is won with Riichi; the indicator is the tile under the basic Omote Dora indicator in the Dead Wall Value Tiles - the tiles which give one Fan for a Pung or two Fu for a pair, i.e. the "Dragons", Seat Wind and Round Wind; cf. Otakaze Wait - an incomplete set/hand that is "waiting" for the tile/s to complete it Wanpai - literally the "king's tiles"; the Japanese name for the Dead Wall Wanzu - the Japanese name for the Craks suit; also Manzu Wareme - an optional rule whereby the player whose section of the Wall is broken at the start of a hand pays and receives double points Winds - the four Wind tiles are each marked East, South, West or North - see also Seat Wind and Round Wind (qq.v.) Yakibuta - an optional rule where a player who avoids Yakitori (q.v.) in the final hand with a Ron win forces the discarder to pay the penalty (the name means "roast pig") Yakinaoshi - a variation of the Yakitori rule (q.v.) also known as the Phoenix rule because when all four players have won a hand the Yakitori markers come back into play and the process begins again Yakitori - an optional rule whereby any player who has won no hands must pay a penalty at the end of the game (the name means "roast bird") Yaku - a pattern or condition that is worth one or more Fan; a scoring element Yakuhai - a Yaku for a Pung of Dragon or Round/Seat Wind tiles; also Fanpai Yakuman - the top limit, applied to any of the special Limit Hands allowed in the game and usually to hands with thirteen or more Fan as well Yama - the name given in Japanese Mahjong to the square Wall from which all tiles are drawn (the word Yama means "mountain") Yasume - where you have a wait in which one winning tile will give more Yaku than the other, the tile that gives the lower score is the Yasume This table gives a summary of the two numbering systems you might encounter. | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 ----------+------+------+-----+---------+----+------+-------------+-------+----- Japanese | ichi | ni | san | yon/shi | go | roku | nana/shichi | hachi | kyuu ----------+------+------+-----+---------+----+------+-------------+-------+----- Mahjong | ii | ryan | san | suu | uu | ryuu | chii | paa | chuu The first row gives the words normally used in Japanese (there are two different words for both four and seven) and the second row gives the Japanese renderings of the Mandarin Chinese numbers which are often used in Japanese Mahjong terms, for example Ryan Han Shibari, Suu An Kou, Chii Toitsu, etc. ------< CONTACT >------------------------------------------------- [Section 15] I welcome feedback, corrections, contributions and questions about Mahjong Fight Club (PS3 version), Mahjong Taikai IV and the Mahjong minigames that appear in the various titles in the Yakuza (Ryuu ga Gotoku) series. You can email me at barticle at hotmail.com - obviously changing the "at" to an @ and removing the spaces. It would be helpful if you include the word "Mahjong" in the subject line and tell me which game you're playing. Most of the Japanese translations in this guide - and any errors in them - are my own; I'd welcome any corrections to these. ------< THANKS >-------------------------------------------------- [Section 16] I would like to thank... o Poochy for information on the MFC online service, e-Amusement Card, Four Gods affiliation, the "Buttobi" rule and stacked Yakuman fantasies 8) o Suihi for information on the online service o July for explaining Hikkake Riichi o Maximax for confirming my suspicions regarding Okkake Riichi o Everyone else at reachmahjong.com for generally being cool and groovy o UmaiKeiki for the excellent online Japanese Mahjong glossary o Wei-Hwa Huang for the online Japanese Mahjong info o Asiaestore (eBay trader) for their solid worldwide games sales service o Berlitz, Tuttle and tangorin.com for great language resources o Etsuko for her help with some kanji o Kraftwerk (and Afrika Bambaataa) for teaching me the Japanese numbers 1 to 4! o Chuck Palahniuk I will be happy to give credit and thanks to anyone who makes a contribution. -- Mahjong Fight Club (PS3) Guide Copyright 2009-2010 James R. Barton Initial version 1.00 completed 5 November 2009 Current version 1.01 completed 2 March 2010 All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. This guide may be downloaded and printed for personal, private, non-commercial use only. This work is subject to copyright. It may not be hosted online or otherwise distributed publically or reproduced either in whole or in part without the advance written consent of the author. Any violation would constitute an infringement of copyright and is strictly prohibited. The only websites with the author's consent to publish this guide are GameFAQs (www.gamefaqs.com) and its affiliates (i.e. Gamespot). If you find this file hosted on any other site I would be grateful if you would inform me at the email address given at the top. Thanks!