Thursday, March 10, 2011

a3geffen's Hints and Pointers - 1-4-7 rule

There are quite a number of manuals on the basics of how to play a game of mahjong. The amount on strategy and tactics however is limited. Mahjong Time has asked Adrie van Geffen (a3geffen) to
write something in that territory. In the year 2011 he will publish a series of articles with hints and pointers having to do with strategy of mahjong in the different styles (except American):
Hong Kong (HK); European Classic (EC); Mahjong Competition Rules (MCR); Riichi Competition Rules (RCR); Taiwanese (TW). Below part 5 – 1-4-7 rule

In RCR the 1-4-7 rule is called a rule but is really just an indication of a rule. For the other variations it’s a rule of thumb with an extra as reminder in MCR. Just get the name 1-4-7 in your head and don’t lose it.

The name of the rule derives from the possibilities of making mahjong on 2-3-4-5-6 in your hand. Three ways to go: 1, 4 or 7. A choice had to be made and it became 1-4-7, but the same applies to 2-5-8 and 3-6-9. Just a shift of one position. The 1-4-7 rule is part of getting a no win hand in RCR and being furiten. If you are waiting for a chow with 2-3 and you have already discarde the 1 yourself, you are not allowed to claim the 4 for a winning hand. If you have the combination of five with a three way waiting hand you are also not allowed to claim the 7 for a win. Perhaps better to give that ‘furiten’ a full page in the future…

For now it suffices to get the term in your head. Time is limited to make your move and this mind sticker can be very helpful. Earlier I suggested you to wait with chowing and punging and watch de development in your hand just by taking tiles from the wall. Although it doesn’t generate many points in EC, a style where mostly anything goes, it may pay off in the end. And that is because waiting will give you more opportunities to go out. Getting a sequence as 3-4-5-6-7 gives you a waiting hand (when the rest is formed) for 3 different tiles (2-5-8) of which ideally there are still 11 available. But it is also important for your flexibility and not losing turns by claiming a tile you later pick up yourself. The sequence of five tiles could be very useful to get a larger target for a closing pair if you are still looking for it. Four ways to get the eyes and if you pick the five you will have two full chows. Something to treasure.

In MCR there is a weird combination that scores quite some points: knitted tiles. In three different colours you need all (for a straight) or most in combinations 1-4-7, 2-5-8 and 3-6-9. As a personal note: I played this one during the 2nd Chinese Open in Hong Kong and the Chinese players were baffled. That was back in 2004 when the rules were played but not everyone was fully accustomed to them. Nowadays it is more common as a target to aim for. For me it is the first thing to look at when I turn my hand at the start. An initial looking-like-junk hand could well be just two or three tiles from victory.

For those wondering why many players simply discard Dragons and Winds early on: you have the most chances to make mahjong with a chow hand than otherwise. Better to save a the 4 or 7 when you have 4-5-6-7 than to save a single Dragon or Wind hoping to get more to make a pung. The pattern builders in RCR and MCR will discard them happily while the point collectors in TW, HK and EC will sit on them like hens on eggs. Adapting strategy from one style to another is something to to be cautious about. When three players at my table use HK strategy in MCR (pung, pung, pung), well then you have me. And I will curse them. Because then 1-4-7 in my mind has no use. Or…last tile, robbing a kong? Beware: 1-4-7 is powerful!

Thursday, February 24, 2011

a3geffen's Hints and Pointers - Flower power

There are quite a number of manuals on the basics of how to play a game of mahjong. The amount on strategy and tactics however is limited. Mahjong Time has asked Adrie van Geffen (a3geffen) to
write something in that territory. In the year 2011 he will publish a series of articles with hints and pointers having to do with strategy of mahjong in the different styles (except American):
Hong Kong (HK); European Classic (EC); Mahjong Competition Rules (MCR); Riichi Competition Rules (RCR); Taiwanese (TW). Below part 4 – Flower power.

A normal mahjong set contains 144 tiles to play with. Some styles however don’t use all of them. When you go to play Sichuan style all dragons, winds and flowers are left out. Watch out when buying a mahjong set in that area for the style is so popular that most of the sets for sale there don’t even contain these tiles, which makes the set a lot cheaper. But otherwise the odd ones out are the flower tiles. EC and RCR are played without them.

In other styles flowers play a more or less important part. In HK you have to be aware. Tournaments are played on MJT with a minimum of 8 points, being 3 fan. You must be able to distinct the flowers and seasons for only those belonging to your seat gives you a fan. When you play for all chows (1 fan) and you get a flower tile not your own, you are in trouble. To prevent picking an unwanted flower from the wall the common strategy is to chow always, even if you already have the tile: claim it and discard the one you have. Of course only when not all flowers are on the table yet. Then why play for all chows then? This of course has to do with chances. The chances to pick up the right tile when you are waiting double sided for the finishing chow has 8 possible tiles. When playing with pungs you only have 4 tiles available. And all this makes going for half flush very popular, albeit that once you have opened up a set your opponents will get careful.

As an important factor of luck in TW every flower tile counts, as well as the absence of flowers. The minimum required in tournaments is 6 points (or tai). Winning is 2 and one or no flowers is 1 tai. So the counting starts with three to go. That any extra flower gives you an extra point helps a lot. Having four flower tiles means that you can win on anything. Keeping an eye on the amount of flower tiles you have managed to get is therefore quite crucial.

In MCR the flower tiles are regarded as bonus points. In terms of getting the required minimum of 8 points this is true. But there is more to them. In other styles you are required to put out your flower tile and take a replacement tile. Not in MCR. The Chinese official rules have quite a lot of punishments which are not so obvious when you are playing on MJT. For several reasons the hand of a player can be called ‘dead’ which means that the game continues but the player with the dead hand cannot make mahjong anymore. Reasons to get a dead hand are for example: having too many or few tiles (no restoration allowed) or taking a tile from the wrong end of the wall He is out of the race, but has to continue playing and thus discarding. Because the discarder of the winning tile pays one has to be cautious what to discard. In the case of a dead hand, when drawing a flower tile, the move is obvious: discard it! But you can also do this when tiles are getting dangerous. It is good to win, but much worse to be the loser.

Thursday, February 10, 2011

a3geffen's Hints and Pointers - Levels of play

There are quite a number of manuals on the basics of how to play a game of mahjong. The amount on strategy and tactics however is limited. Mahjong Time has asked Adrie van Geffen (a3geffen) to share his views in that territory. In the year 2011 he will publish a series of articles with hints and pointers having to do with strategy of mahjong in the different styles (except American): Hong Kong (HK); European Classic (EC); Mahjong Competition Rules (MCR); Riichi Competition Rules (RCR); Taiwanese (TW). Below part 3 – Levels of play.


You’ve learned the basic rules and the fun can start. When you play with real tiles then the basics include setting up the walls, go through the rituals of what each ones seat wind is, breaking up the wall, getting your tiles and get the show on the road. You know what pungs, chows and kongs are and basically how to get a winning hand. When playing on Mahjong Time and having paid your membership fees you will get a rating and by that a ranking. But does that show how good you really are? EC is the simplest variety that can be played. There is no miminum of doubles (which should be quite easy to implement) and that means that everything goes. It is a good style to get familiar with the basics. And you only have to check you are not waiting for a tile that is no longer available. HK, with a minimum of 3 fan, and TW, with a minimum of 6 points, require some more insight. But the possibilities are however limited. Going for pungs of winds and dragons and playing for half or full flush is in HK obvious. TW, with 16 tiles, hasn’t many scoring combinations either, but like HK you will not only have to check on your own tiles but keep a closer eye on what is discarded by others.
A lot more thought is involved when playing MCR and RCR. The first mostly because of the flexibility in forming patterns, keeping open the options and being able to switch for another pattern to get to the 8 points minimum. The second mostly because of the ‘furiten’ rule and the need to play defense. Not only do you need to know what you are doing with your own hand but you also have to be alert on what the other players are doing. You want to win, but you certainly don’t want to be the discarder of the winning tile. Not only being flexible is important but also the ability to lose as little as you can, probably even by breaking up you hand in order not to discard the winning tile and maybe go for a draw. Quite often even the last tile thrown is claimed for winning when it could be prevented easily, just not to break up what is built. But the real weighing should be (in RCR): am I willing to pay 3000 points for being the only one not waiting or do I take the risk and discard a tile that will cost me as much as 24000 points?


The level you play mahjong isn’t just how high you are ranked in a variety. When you have achieved a top 10 ranking in EC, HK or TW it is time for you to look at MCR and RCR. That is where the real challenge for you brain lies. But if you’re not up to that, or you don’t wish to put in that much concentration, then stick to what you know. On the other hand: if you play MCR and RCR but you can’t get beyond punging and going for all melded, please consider taking up EC, HK or TW. You may find that those styles suit you better than the intricate play of patterns and defense.




Written by
Adrie van Geffen

homepage: http://homepages.ipact.nl/~geffen

Related Articles:

a3geffen's Hints and Pointers - Be comfortable

Player Profile a3geffen

Thursday, January 27, 2011

Compete in 'All Dragon' Tournaments and win Mahjong sets!

Overview:  For the next five weeks Mahjong Time will offer additional prizes to the winners of 'All Dragon' Tournaments. Everyone can participate in the tournament but only Premium and VIP Members will be eligible to convert the Dragon Chips won at the tournament for Mahjong sets.
 
Tournament Schedule and Time:
First week(Jan 29th, 2011):  MCR - 'All Dragons' Tournament
Time: 6:30 AM (Pacific Time ); 14:30 Europe/London; 22:30 in Singapore

Second week(Saturday, Feb 5th 2011) RCR - 'All Dragons' Tournament
Time: 6:30 AM (Pacific Time ); 14:30 Europe/London; 22:30 in Singapore

Third week(Saturday, Feb 12th 2011) TW - 'All Dragons' Tournament
Time: 6:30 AM (Pacific Time ); 14:30 Europe/London; 22:30 in Singapore

Fourth week(Saturday, Feb 19th 2011) HK - 'All Dragons' Tournament
Time: 6:30 AM (Pacific Time ); 14:30 Europe/London; 22:30 in Singapore

Fifth week(Saturday, Feb 26th 2011) AM - 'All Dragons'  Tournament
Time: 6:30 AM (Pacific Time ); 14:30 Europe/London; 22:30 in Singapore

Prizes:
First Place:
     The winner can exchange the dragon chips won at the tournament for an authentic Mahjong set

Second Place:
      The runner- up will be able to exchange the Dragon Chips won for a travel size Mahjong set.


Restrictions: Only players who have an active subscription(VIP or Premium Mahjong Time Membership) are eligible for the tournament prizes. NO EXCEPTIONS. 

You may cancel your entry into the tournament and receive a refund of your entry fee as long as you cancel at least 6 minutes prior to the beginning of seating for the tournament, which is usually 15 minutes before the start of the tournament.

Rounds
Number of rounds depends on the number of players who sign up for the tournament
4 Players - One 40 min round.
8 Players - One elimination round and 4 players who accumulate the most points(score) proceed to the 4 player final.
12 or more players - One preliminary round, then and an 8 player elimination round and a 4 player final round.
32 or more players - One preliminary round, then a 12 player elimination round, then an 8 player elimination round and a 4 player final round.

Each round consists of 40 min. of play.

Table Details:
Rated: No
Game Helper: Yes
Time to discard: 8 sec.
RCR - Min points: 1 yaku ; Flowers: No
MCR - Min points: 8 ; Flowers: Yes
HK - Min points: 8 ; Flowers: Yes
AM - Min points: 0 ; Flowers: Yes
TW - Min points: 6 ; Flowers: Yes

Dragon Chip Winnings
The 3 best scorers at the final round win the dragon chips which are at stake.
1st place - 50%
2nd place - 35%
3rd place - 15%
Please note that winnings are raked:
VIP members - 0% Rake
Premium - 5% Rake
Free Players - 15% Rake

Scoring
At the end of each round, players who have the best scores at their tables move to the next round.

If two (or more) players tie for a position, the player that won more hands in the game will be ranked higher. In the unlikely event that two players are tied in both scores AND hands won, the player that has a higher rating will be ranked higher.


REPORTING PROBLEMS
Tournament administrators shall be contactable via support@mahjongtime.com. All complaints will be filed and saved. Tournament administrators reserve the final right to every decision including, without limitation, the decision to disqualify any participant due to complaints. Participants must strictly adhere to all game play guidelines or risk the possibility of disqualification. Participants are required to file all questions, comments, disputes, no-show claims, schedule conflicts, or other Tournament related issues through the Website with the appropriate subject. Be sure to explain your situation thoroughly and include any details necessary to assist the Tournament administrator in making a decision. Administrators, in their sole discretion, reserve the right to change the score of a Tournament match. This decision could be made based on administrator's judgment that the game reported the result incorrectly or the participants tampered with the game software or hardware to manipulate the reported score.

Mahjong Time reserves the right to alter the rules and make final decisions on all tournament related issues as they arise, and at our sole discretion.

Monday, January 24, 2011

Guild Play Improvements coming soon

It has been more than one year and a half since we introduced Mahjong Time Guilds. The guild play has became pretty popular, but unfortunately, we have not been able to improve  the team play much since then. Now, we have collected enough feedback to get ready to improve a few aspects of the guild play, and before we go into the development we would like to share our thoughts with you:

Guild Score Design(Guilds tab) 
One of the major changes that we are going to implement with this update is how the guild score will be calculated. 

The score which will be taken into account to announce the wining guild is going to be the Total Score. The Total Score will take into account your Game Score(the points earn in a particular game) and the Dragon Chips bet at that table.  

This is how the Total Score will be calculated:
For HK, MCR, AM, EC, TW:
Dragon Chip Winnings*Game Score/100,000

For RCR:
Dragon Chip Winnings*Game Score/10,000,000 
Note: The Dragon Chips you win will be raked and then the Total Score will be calculated.
VIP - 0% Rake
Premium - 5% Rake
Free - 15 % Rake

Example:
HK:
VIP Member
Dragon Chip Winnings = 400 DC - 0(0% Rake)
Game Score = 124
Total Score = Dragon Chip Winnings * Game Score/100,000;  400*124/ 100,000 = 0.496
------------
Premium Member
Dragon Chip Winnings = 400 DC - 20(5% Rake)
Game Score = 124
Total Score = Dragon Chip Winnings * Game Score/100,000; 380*124/ 100,000 = 0.471
------------
Free Player
Dragon Chip Winning = 340 DC -60(15% Rake)
Game Score = 124
Total Score = Dragon Chip Winnings * Game Score/100,000; 340*124/ 100,000 = 0.421
------------

And this is how the Guild info window will look like:

Guild Chat 
In the Guild Info window we are going to place a “Chat History” visible only to members of this guild. The Guild Chat itself will be located on the right bottom corner where the Public Chat and Game Chat are.

Prizes
The Guild Prize is going to be calculated against the Total Prize Pool of 500,000 Dragon Chips, and it will  depend on the number of active guilds in the entire competition:

The Guild will be considered active if they achieve at least 25% of the average of the total score of guild winners for the last 4 weeks period.
Example:

HK
First Week - 47,920 (Total Score)
Second Week - 45,684 (Total Score)
Third Week - 42,024 (Total Score)
Fourth Week - 46,228 (Total Score)
------------------------------------
Average Total Score = 45,464 
25% of the average = 11,366
A HK Guild becomes active when its score becomes equal or greater than: 11,366
Based on the data from Dec. 24th, 2010 we have two active HK Guilds

MCR
First Week - 22,815
Second Week - 16,271
Third Week - 17,847
Fourth Week - 19,131
------------------------------------
Average score  = 19,016
25% of the average = 4,754
Based on the data from Dec. 24th,  2010 we have six active MCR Guilds

AM
First Week - 24,610
Second Week - 21,340
Third Week - 17,620
Fourth Week- 20,180
------------------------------------
Average score = 20,937.5
25% of the average  = 5,234.3
Based on the data from Dec. 24th, 2010 we have six active AM Guilds

RCR
First Week - 4,677,731
Second Week- 5,006,096
Third Week - 5,540,378
Fourth Week - 12,679,469
------------------------------------
Average score = 6,975,918.5
25% of the average  = 1,743,979.5
Based on the data from Dec. 24th, 2010we have two active RCR Guilds

EC
First Week - 130,430
Second Week - 74,028
Third Week - 96,822
Fourth Week - 125,896
------------------------------------
Average score = 106,794
25% of the average  = 26,698.5
Based on the data from Dec. 24th, 2010 we have three active EC Guilds

TW
First Week - 22,974
Second Week - 19,921
Third Week - 17,597
Fourth Week - 15,813
------------------------------------
Average score = 19,076.25
25% of the average = 4,769.1
Based on the data from Dec. 24th, 2010 we have two active TW Guilds

We have a total of 21 active guilds which is 100%
The Prize Pool of 500,000 DC will be distributed as follows:
21 active guilds - 100% of the Prize Pool
As we had 2 active HK guilds, the winning HK Guild  will receive 9.52% of the prize pool. 

And the entire distribution of the prize pool among Guilds would be:
Winning HK Guild- 9.52% - 3,966 DC per member  (9.52% of 500000 DC = 47600 DC )
Six MCR Guilds- 28.57%   - 11904 DC per member (28.57% of 500000 = 142850 DC)
Six AM Guilds- 28.57% - 11904 DC per member (28.57% of 500000 = 142850 DC)
Two RCR Guilds–  9.52% - 3966 DC per member (9.52% of 500000 DC = 47600 DC)
Three EC Guilds- 14.28% - 5950 DC per member (14.28% of 500000 = 71400 DC)
Two TW Guilds- 9.52% - 3966 DC per member (9.52% of 500000 DC = 47600 DC)

Guild Prize = Number of active Guilds in the specific style * 100 / Total Number of active Guilds
Prize for the each Member of the winning Guild = Prize of the Guild / Number of Members


The automatic distribution of the prizes will be made as follows:
Winning guild members - Dragon Chips + Medal on player's avatar
The most active member of the winning guild -  Dragon Chips + 300 Golden Coins + Medal + Guild Leadrship
Non-active member of the winning guild - 0 and no medal


Guild Leadership
The guild leader will became the player who has accumulated the most total score points, and in case  the guilds most active player refuses to be the guild leader the next player who accumulated the most points will be offered guild leadership, and so on