I’ve mentioned this before, but Mahjong has a really scary potential to be addictive once you actually understand what’s going on. This is doubly true of Japanese Mahjong, where players are required to place all their discards in front of them in order and every player is solely responsible for the payment of any hands they deal into.
This means that anyone can hold their own in Mahjong if they are able to understand the conditions for Yaku (points), avoid Furiten (forming a hand with no points or one that cannot be called) and deduce the state of the game from the discards and understand what tiles are ‘safe’ and what are ‘dangerous’ (likely to complete another player’s hand). This also means far less salt since you don’t pay for anyone else’s mistakes (not counting self-draw wins, of course).
Once you can do this, Mahjong suddenly turns into a deeply tactical game of cut-and-thrust. You try to bait other players into dealing into your hand while keeping out of harm’s way yourself. Sometimes you make hard choices between forming a high-scoring hand, a quicker hand with a wider wait, or a hand that waits on unlikely tiles and is thus easier to win off other players. And the usual calls (Chi, Pon, Kan, Riichi) suddenly become viable tactical tools to shake confidence or redirect the flow of the game.
(All this is opposed to simply waiting for 4 triplets and a pair and spamming the button for Riichi, as most people unfamiliar with mahjong tend to do - at this point they’re just playing Slots. They also become very easy to read.)
Seriously, give Mahjong a chance and it might become your newest hobby. I’ve spent more hours on Mahjong in every Yakuza game than every other minigame.