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Like a Dragon: Ishin! — How to Play Mahjong and Why Your Hand Won't Win

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Like a Dragon: Ishin! — How to Play Mahjong and Why Your Hand Won't Win Mahjong gets a lot easier once you know why the game is refusing to let you win. Getting the tiles into groups is only part of it. You also need a qualifying scoring condition, called a yaku. This covers the 2023 remake. Its completion target is 35,000 points in one match. That isn't a cumulative total across separate visits, and it isn't the older game's 40,000-point requirement. The mahjong parlor is in Mukurogai, west of the southern boat landing. The normal tables use mahjong sticks, not the wooden tags from chicken racing. Alternatively, the Rising Dragon Tournament has a 5-ryo entry fee and lets you keep playing for rank without paying for every new attempt. Recognizing the tiles There are three numbered suits: characters, circles and bamboo. Each runs from one through nine. Then there are four winds and three dragons. Winds and dragons are honor tiles, and they don't form numbered sequences. A normal winning hand contains four sets and a pair. A set can be three identical tiles or three consecutive numbers in the same suit. For example, 3-4-5 bamboo is a set. Three different suits numbered 3-4-5 are not. East-South-West isn't a sequence either. You normally hold thirteen tiles, draw a fourteenth, then discard one. That repeats until someone wins or the available draws run out. Declared quads work differently because you receive a replacement tile; don't count four identical tiles as two separate pairs. A simple example Imagine your hand has: • 2-3-4 circles. • 4-5-6 bamboo. • 6-7-8 characters. • Two fives of circles. • 3-4 bamboo. The first three groups are complete. The circle fives are your pair. The last group needs either a two or a five of bamboo. Either tile gives you four sets and a pair, and every tile is between two and eight, which supplies the All Simples yaku. That example also shows why adjacent middle tiles are useful. A 3-4 can finish on either end. A 3-5 needs specifically the four. You still have to look at the discards to see how many useful tiles remain. Ron, tsumo and stealing tiles Ron is winning with another player's discard. Tsumo is winning with a tile you draw yourself. On a ron, the person who discarded the winning tile pays. On a tsumo, the other players share the payment. Chi takes a discard to complete a sequence, and only works from the player to your left. Pon takes a discard for a triplet and can come from any opponent. Kan declares four matching tiles and gives a replacement draw. Calling chi or pon opens your hand. That removes riichi as an option and can remove or reduce other scoring combinations. A concealed kan made entirely from your own tiles is different and doesn't open the hand. Don't press every claim prompt just because it appears. If you open the hand, know what yaku you're building. Otherwise you can finish all your groups and still have no legal win. Three useful ways to qualify Riichi: keep the hand closed, get one tile away from winning, then declare riichi. You need at least 1,000 points for the deposit. On PlayStation, check the command menu with Square; on Xbox, use X. Don't wait for an automatic prompt to explain that you're ready. All Simples: every tile is numbered two through eight. No ones, nines, winds or dragons. With Kuitan enabled, this can also work with an open hand. Value honors: a triplet of one dragon, your seat wind or the round wind supplies a yaku. A random wind triplet doesn't automatically qualify. Check which wind belongs to your seat and which is the prevailing round wind. These don't replace the rest of the hand. Three red dragons alone aren't a win; you still need the other sets and the pair. Seven Pairs is another valid shape: seven different pairs in a closed hand. Four identical tiles don't count as two pairs for it. Keep that possibility in mind when your opening hand already has several pairs, rather than forcing everything into sequences. What riichi changes Once you declare it, your hand is locked. You don't get to keep rearranging your plan every time something better arrives. You wait for a winning tile and discard unsuccessful draws. Riichi itself provides a yaku. Winning with a closed hand by self-draw can add another, and extra scoring conditions can stack. That's one reason staying closed is a straightforward starting approach. Why dora doesn't fix a bad hand Dora gives bonus han after you already have a valid winning hand. It is not a yaku by itself. The exposed tile in the middle is usually the indicator, not the actual bonus tile. If the indicator is three circles, four circles is dora. A numbered nine wraps around to one. Red fives are bonus tiles too when Red Dora is enabled. If you have a beautiful collection of bonus tiles but no yaku, the game still won't let you win. Fix the hand's scoring condition instead of assuming it glitched. Furiten: the other common problem If one of your current winning tiles is in your own discard history, you can't win by ron. That restriction applies to the whole waiting hand, not just the particular tile you discarded. For example, if you're waiting on three or six circles and previously discarded a three, you can't ron a six either. You can still win by drawing a valid winning tile yourself. Passing up a winning discard can also temporarily block ron. After declaring riichi, passing a winning opportunity leaves you restricted to self-draw for the rest of that hand. Don't skip a ron casually and expect to claim the next one. For your first attempts, keep the hand closed, build a clear set-and-pair shape and check whether riichi is available. Before discarding near the end, look at what the other players have thrown away, especially if someone has declared riichi. Winning your own hand matters, but feeding another player their winning tile can cost more than sitting out a bad hand.

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