r/Mahjong

5 player game

5 player game

Generative AI disclosure: No generative AI was used, lmao

Overview

We neglect the possibility of taking turns resting, and only consider where all 5 players play at the same time. We discuss the differences in rules between the normal 4-player game and a theoretical 5-player variant, and construct a basic ruleset suited for 5 players. We also discuss adaptations of existing rulesets for 5 players.

I. Tiles

(if you are playing a variant without honour tiles, such as Sichuan Bloody, or really don't care about the game being unfair for the fifth player, then you don't need this section; move on to II.)

Wind tiles for the fifth player:

With a Chinese/Hong Kong/Taiwanese set, use the 🀆 (blue rectangle) tiles for the fifth player's wind. Take four replacement tiles with nothing written on it as the new White Dragons.

With a Malaysian set that doesn't have the replacement tiles, use the fly tiles as the fifth wind. But you gotta remind yourself every turn that these aren't jokers

With a Japanese set, you can use the flowers as the fifth wind. But they look different from each other, and you gotta remind yourself every turn that you can't pluck and replace them

Adding 4 tiles, there will be 140 total tiles. This is divisible by 10, what a coincidence! It's almost like 9 plus 1 equals 10, wow! The way to setup the wall will be 14 wide wall in front of each player, and you gotta count to 5 instead of 4 when breaking the wall. Never thought mahjong players would one day share the same problem as music players, but here it is

We will use the abbreviation Q for the fifth wind.

Flowers:

If your rules care about flowers seat order, you pretty much can't play with flowers at all unless you have the Malaysian set, because of the new flowers for the fifth player. If you do have it, a correct amount of animal tiles can act as the fifth player's flowers.

If there aren't a multiple of 10 flowers, the flower tiles cannot score seat-specific and the 5 walls will be different sizes.

II. Basic differences

Because you get less of them tiles to touch for each hand (21 -> 15 avg. without dead wall, 17.5 -> 12.2 avg. with 14 tiles dead) every pattern is harder to make, from a general winning hand, to a specific pattern like Pure Flush. So

Every pattern should be more valuable compared to the standard rules,

The minimum points for the winning hand should be reduced/removed if present,

The dead wall should be reduced/removed if present,

There can be some other mechanic increasing the number of tiles everyone touches, such as a tile exchange or introduction/increase of jokers. or just call 15 close enough to 17.5, eh

Game length

The extra wind gives an extra round per round wind, and an extra round wind, making the total games in a full rotation 16 -> 25.

For playing multiple full rotations in one sitting (um...) then reducing the number of rotations by a third will give about the same total number of games.

For playing what would be one full rotation, playing 3 out of 5 round winds will give about the same total number of games. Coincidentally there are 3 dragons, so you can choose to use the dragons as rounds instead, but literally nobody does that lmao

For playing 2 round winds or less, there's really no way to reduce this in a way that gives everyone equal rounds as the dealer, so if the dealer position matters the only way is to just take the extra rounds.

Calls for sequences

The most intuitive way is to retain being only able to call sequences from the previous player. This slightly reduces the prevalence of sequences in open hands

Alternatively, also allow calls for sequences from the second previous player. This slightly increases the prevalence of sequences in open hands, and allows calls for sequence to skip a player's turn.

Calls notating the origin of tiles

From left to right: Three-tile meld, promoted quadruplet, declared quadruplet.

Patterns that should be reduced in value despite drawing less tiles

Because of 4 new wind tiles, there are 28 -> 32 honours, so hands concerning honours become easier instead.

All Honours is affected to a large degree, so should have its value reduced;

Mixed Terminals is not affected that much and tends to be undervalued in most rules so can be unchanged,

Mixed Flush is only affected to a small degree since the number tiles will still be easier to use.

Big/Small Three/Four Winds is affected to a large degree, so should have its value reduced. Should also introduce Small Five Winds

Thirteen Orphans: There is a proposal to leave the value of Thirteen Orphans unchanged, but only allow ESWN and not Q in the construction of Thirteen Orphans. However this is also unfair to the fifth player, since it is harder for them to pivot a failed Thirteen Orphans hand to a normal hand with a Seat Wind triplet.

To counter this, we can instead exclude a dragon tile or one specific terminal from Thirteen Orphans, but any decision will feel arbitrary and if terminal removes the symmetry between the three suits (which is already removed by All Green, so what's another hand, lol).

Therefore, I personally suggest disallowing Thirteen Orphans in favour of Fourteen Orphans, which should be harder than Thirteen Orphans in the standard game.

This also applies to Seven Star hands (one each of 🀀🀁🀂🀃🀄︎🀅🀆 plus one more, and two melds/parts of a Constructed Nine-tile Straight)

We leave testing the true frequency of these hands for the reader since I don't got 4 friends man

Hurricane Quadruplet

If your variant is one that features the Hurricane Quadruplet (one each of 🀀🀁🀂🀃 ESWN), there are a few options that isn't unfair to the fifth player:

- disallow entirely: slows down the game and reduces value of wind tiles

- allow any 4 distinct wind tiles: speeds up the game and increases value of wind tiles

- allow all 5 distinct wind tiles to form Hurricane Quintuplet: slightly slows down the game and slightly reduces value of wind tiles, however increases complexity by introducing the only meld that needs the player to draw 2 tiles after being declared

III. Basic rules

This is designed with the intention to be a framework of a possible ruleset for a 5 player game instead of a complete rules; you may play with them, but it's better for you to customize your rules to suit the preferences of your friend group. You may consider:

- more patterns? less patterns?

- how much blame to assign to the discarder? more favours defense over offense, but since there is 1 more player to pay, the same ratio paid by the discarder is more punishing.

- how much bonus to give to a self-drawn winner? more favours offense over defense, but since there is 1 more player to pay, directly copying over from the normal game is x1.33 more self-drawn bonus

- should there be a minimum?

These rules blame the discarder for 5/8 of the hand, and give no self-drawn bonus, which aims to result in a push-fold preference in the middle between common Chinese variants (1/2 to 1/3) and Japanese Riichi (1/1).

The actual value of the patterns are more from "feel" than from concrete data; again, I have observed a total of zero games of any 5-player mahjong, so all I did was to look at existing rules, find an average, and bump it up or down a little according to above. so its likely that if your friend group plays the game for real, you'd find a different value for some of these patterns lmao

List of patterns and values.

Self draw - Observer/Discarder

List of values of points for each value of fan. Limit hands are not meant to be composed.

IV. Common variants adapted to 5 players

Assuming no/minimal changes to the list of patterns and their values.

In no particular order, and I do not claim this is a complete list.

Chinese Classical:

who still plays this?

No changes are needed. Since winning happens between non-mahjong players as well, and the discarder is not blamed at all (well, same as everyone else), there is no need to adjust anything.

Japanese Riichi:

The 1 fan minimum isn't too high, so there is no need to lower it. Removing the dead wall is better for reducing the exhaustive draw rate. However, there are the dora indicators, so it cannot be removed entirely.

I suggest only taking what is needed to form the dead wall, instead of reserving 14 tiles:

----🀫🀫🀫🀫🀫🀫
🀉🀫🀫🀫🀫🀫🀫🀫

After a quadruplet, draw the next tile normally.

Only the flipped dora indicator is part of the dead wall. The bolded tile can act as the uradora indicator, if it is not drawn at the time of winning. In the case of a quadruplet, flip over more tiles as necessary and only flip uradora indicators that aren't drawn yet.

----🀫🀫🀫🀫🀫🀫
🀉🀖🀫🀫🀫🀫🀫🀫

riichi.wiki 's rules for 5-player mahjong has a dead wall of 2 tiles, and no new dora indicators for quadruplets.

The discarder is punished more due to having to pay for 1 more player, but this doesn't change the game too much since folding is already a big part of the game. As discarder pays all is an integral part of the game, there is likely no way to reduce the blame to the discarder. The old score tables may be used without change for a 1.25x~1.33x self-draw bonus.

Here is the new score table, constructed using the same principle as the normal game:

Nondealer self draw/Dealer self draw
Nondealer discard/Dealer discard

List of values of points for each value of fan and fu. The - row is for games which do not count fu (fixed at 31.25 fu). When winning by discard, the discarder pays more since they pay for all 4 players' point loss, the same way they pay for all 3 players' point loss in the normal game.

Mahjong Competition Rules aka Chinese Standard

Although the 8 point minimum is high, there are about 30 patterns at or below 8 points, so reducing the minimum will not decrease the exhaustive draw rate as much, yet change strategy massively. It is perhaps better to leave the minimum.

To keep the self-draw bonus and discarder blame at the same level (around 1.5-2 and 0.33 respectively, since 24+ point hands aren't common), increasing the ante by 4 points does the deal at the cost of reducing the value of all patterns.

Sichuan Bloody:

With no honours and a forced voided suit, the effective amount of tiles you get to touch are already quite low: 7 -> 4 avg (assuming your starting hand has an average of 2 tiles from your voided suit). Now 4 tiles in Sichuan Bloody is more useful than 4 tiles elsewhere because of the lack of honours, but it's also a lot easier for a stroke of bad luck to stop someone from voiding their voided suit. So just for playability purposes there's a few things you can do:

- three-tile exchange: already popular among Sichuan Bloody players, gives everyone avg 2 more tiles to touch. Perhaps increase to six tiles or two rounds of three tiles.

- allow calls for sequence: again, gives everyone more tiles. This would bring a nerf to Apparent Single Wait

- remove the requirement for voided suit: This gives everyone even more tiles (7 -> 8.6) than the normal game, however would reduce the gambling aspect of the game somewhat by offering a venue of defense. This would also bring a buff to Pure Flush 2 -> 3 fan

Hong Kong Old Style:

It's recommended to reduce the minimum from 3 fan, especially when now 5 players have 4 suits between each other for flushes. As there aren't any 2 fan patterns, I do believe lowering the minimum to 2 fan will not change strategy too much except making chicken type hands easier, which hopefully balances out seeing less tiles.

To keep the self-draw bonus and discarder blame at the same level (around 2-2.25 and 0.44-0.55 respectively), removing the 1 fan for self draw is enough.

American Mahjong:

Adding more jokers is enough to compensate for less drawn tiles. If the winning hands do not have flowers, they can act as jokers. If not, you can use whatever tile that's not featured on the card at all to act as jokers.

V. getting 4 friends

TBD, lmao.

but if you're still reading, you probably already have 3 friends to play mahjong with, so you're most of the way there! good luck! what? you can play mahjong with 4 players? oh yeah, i forgot about that, dayumn

reddit.com
u/CryingRipperTear — 9 hours ago

Looking for recommendations

Hi everyone!

I am relatively new to Mahjong and was wondering if there are any apps you (ppl in the community) recommend or like for playing online? I tried a couple of apps from the appstore but I really don't enjoy the constant adds and the pay to win/pay to have an easier time. All the apps I've tried were also just for solo play and I would like to actually learn how to play with/against people.

Also - is there any other two player mahjong mode outside of "american" style mahjong?

Thanks :)

reddit.com
u/DesasterMaiden — 17 hours ago
▲ 18 r/Mahjong

Please explain this winning hand.

Playing playmahjong.io and a player pulled this combo and won. I tried asking chatgpt and other AI assistants and it keeps saying its the “Thirteen Orphans” when i know that it doesn’t look like the “Thirteen Orphans”. I see similar but i see no 1 to 9 tiles and a pair. Please someone explain.

u/The_Whoaless — 1 day ago
▲ 57 r/Mahjong+2 crossposts

I’m making a beginner-friendly Mahjong roguelike deckbuilder where you learn Mahjong patterns while playing

Game Title: Mahjong Rush

Playable Link: https://store.steampowered.com/app/4881270/_Mahjong_Rush/

Platform: PC / Steam

Description:

Hi everyone! I’m working on Mahjong Rush, a single-player Mahjong-inspired roguelike deckbuilder.

The basic idea is: what if a roguelike deckbuilder used Mahjong tiles instead of poker cards? Instead of making traditional 4-player Mahjong, I wanted to turn Mahjong patterns into a single-player scoring and combo-building game.

One thing I learned from early feedback is that Mahjong tiles can be hard to read, especially for players who don’t know Chinese or have never played Mahjong before. So I recently added a beginner-friendly assist mode.

Now every numbered tile has a simple number label, different suits are easier to distinguish by color, and honor tiles have simple letter labels. I also added tooltips to explain tiles, effects, special cards, relics, and scoring rules. The beginner tutorial has also been reworked, so players don’t need to know traditional Mahjong rules before starting.

My goal is to let players enjoy the roguelike deckbuilder loop while gradually learning Mahjong concepts, such as sequences, triplets, pairs, suits, honor tiles, and different scoring hand types.

The game is not traditional Mahjong. It is more about building scoring hands, collecting special cards and relics, upgrading your run, and trying to survive harder and harder tables.

I would really appreciate feedback from people who don’t know Mahjong:

Does this look readable now? Would the numbers, colors, labels, and tooltips help you understand what is going on?

Free to Play Status:

[ ] Free to play

[x] Demo/Key available

[ ] Paid

Involvement:

I am the solo developer of the game. I designed, developed, and updated the game myself, and I recently added the beginner-friendly assist mode based on early player feedback.

u/Quirky_Protection602 — 3 days ago

beginner set with Arabic numerals and letters for HK

hi! i’ve been looking all over trying to find a set for beginners! we are wanting to learn Mahjong and i think Hong Kong style will be the best! we are located in the united states. i have younger daughters so i think a set that has the numbers and letters on it as well will be helpful as they learn! is there a recommended set to get that has this? thank you so much in advance!

reddit.com
u/sarahbelllle — 2 days ago

Traditional Chinese mahjong rule

If two people need a tile to win mahjong, who gets the winning tile if it is disposed of by a player? Is it the person whose turn is next? Is it the person who will have a pung over a person who gets a chow or eye to win? Is it the person who grabs it first?

reddit.com
u/blueskiesbluewaters — 2 days ago
▲ 25 r/Mahjong

Why is Dora worth 6 han in this hand (Yakuza 6)

Can anyone explain why this hand is getting 6 han for Dora ? Shouldn't this be 4 Dora + 1 point for riichi? What am I misunderstanding here

u/d13robot — 3 days ago
▲ 19 r/Mahjong

Having Trouble, can't see all the winning tiles

I'm new to Riichi Mahjong and I have been completing the lessons in Riichi City. Up until this point I have understood most of it, but I am having a really tough time seeing all the possible wins here. Any tips?

u/Dirty_Socrates — 4 days ago

Why does Mortal hate me? :(

I would rather wait for 2 9p compared to 3 8p (Assuming no one drops dora 3p early). I know I lose iipeikou, but the hand is still guaranteed mangan after calling (and even if it was downgraded to 4 han 30 fu, who cares, it's still a mangan in my heart).

Another consideration is self drawn upgrades, but there are little (only 9p comes to mind which I would just win off after having called chii, and hoping for a upgrade in manzu is slow and could result in furiten). Safety is also not an issue.

Maybe with the discards this hand kinda looks like a flush after calling, making 3s/9s more unlikely to come out, but is the difference really this big? Am I missing something?

I ended up immediately ronning toimen, so all was good

u/aradadi_1 — 4 days ago
▲ 31 r/Mahjong

Considering buying a numbered Riichi set so I can maybe teach people in my college town to play: Question about the AMOS Numbers set, and recommendations?

I've been an on-again off-again Riichi player since I watched Akagi back when I was a teen. Been getting back into it on Mahjong Soul lately, started reading some books for more advanced strategy, feels like a hyperfixation is coming on.

I was thinking about getting a physical set so I could maybe teach some people in town or even start a club through the University I work at. I had two questions:

  1. I'm pretty new to physical Mahjong sets. Can anyone explain why the AMOS Numbers set has 4 red Pins, and 2 reds of Sou and Man? I thought it was one red in each suit?

  2. Any recommendations for a decent numbered set, specifically Riichi if possible or if not then a variant that would play well with the ruleset?

u/ThirdFloorNorth — 4 days ago

Riichi Dora han count

Can someone tell me if 4 manzu is Dora indicator that 2 ordinary 5 manzu and 1 red 5 manzu, would not be 4 han?

A player insisted that only the red 5 manzu is counted??

reddit.com
u/norcal2015-1 — 3 days ago

HK Mahjong in Atlanta?

Hi! Any HK mahjong enthusiasts ITP looking to play? Looking for a casual, friendly game. All levels. Let me know and I’m happy to organize. Thanks friends!

reddit.com
u/jen3686 — 3 days ago

I'm hosting a mahjong party at home for the first time; what kind of food and drinks should I prepare for my friends?

Friends, what do you usually like to eat during a mahjong party?

reddit.com
u/ApprehensiveKoala775 — 4 days ago

Help me identify this set

I have Bought this set online to help my friend learn more easily the tiles but I wonder... How old is this set? Is it original or a bootleg?

A big thank you to whoever can help me <3

u/Arkinet — 4 days ago

I made a single ricchi mahjong game with ai.

https://single-mahjong.github.io

I know Mahjong is a game with a high barrier to entry, so it's hard to attract new players.

I found it difficult to find a single-player Mahjong game that you can learn on your own without friends. (I've only seen one game featuring Kemono-style riichi mahjong)

It explains ricchi mahjong rules and allows you to learn by solving simple quizzes.
It's designed so you can resume playing anytime even if you turn the game off and on again.

I made this game with ai, I thought it would be great to have a game that is as newbie-friendly as possible.

It guides you through the tutorial and helps you decide which moves to make during gameplay, and it also explains how to calculate scores. The difficulty is adjusted, so the guidance is limited on higher difficulties (think of it as the "practical" version).

It supports desktop and mobile (portrait/landscape) both, more optimized for desktop.

I'm working on advanced the game with humble mind to accept some better ideas from anyone.

u/Substantial-Web-3382 — 4 days ago

Tile efficiency quick guide

So I love to play but when there's a timer sometimes I panic and choke. A lot of my issues seem to be tile efficiency related. I have been on the tile efficiency trainer and when there is no timer I'm usually up at 95%+ efficiency. Is there a quick list of common tile groups that can help me make a logical decision in the heat of the moment? I've read the Riichi book 1 as well but it's like I forget everything when I have to make a critical choice. I'm just looking for others quick tips :)

What I have so far:

  • Single honors and terminals go first
  • ryanmen>kanchan>penchan
  • 3-7>2,8>1,9>honors
  • I forget what it's called but tiles like 445 are good waits
  • obviously try not to discard dangerous tiles if I can help it based on what other players are doing
reddit.com
u/Killgrimage — 5 days ago