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The game of Mahjong is often played and displayed in Japanese entertainment, and many do not know its rules
or even its terms. This guide serves to present the entirety of Japanese Mahjong.
In Japanese Mahjong, you will realize that rather than score calculations, the terms used are more important. I
hope by reading this guide that ambiguity is cleared up.
This guide was created by joyjason (Chihaya on Mahjong Hime). Please contact me at itsjoyjason@gmail.com
for any questions, suggestions, or corrections to this guide.
What is a meld?
A meld is defined best by “matching 3 pieces”. While a meld can be created using 3 of the same tile (there are 4
of the same tile in a game). A meld can also be created by a “straight”, which is the numerical increase in one
suit of the tiles; like 3, 4, and 5 of the bamboo tiles.
What is an eye?
An eye is simply any two matching pieces. Simple as that! However, it should be noted that the eyes are
important in scoring, and will be counted as part of the hand.
South
North
NOTE!! : In many variations of Mahjong, the dealer is NOT referred to as “dealer”. In the Japanese version, the
dealer is known as “Oya”, which means parent, and the non-dealers as “Ko” or child. This becomes important
in the scoring section.
Stealing a piece that was thrown away:
One man’s trash is another’s treasure
More often than not, you will find that your opponents receive pieces that you’ll need. However, you will also
realize that some of these players do not need these tiles. You may call pon, chi, kan, or ron to “steal” these
tiles.
Pon: When a thrown away piece completes a meld with 3 of the same kind, you may call “pon” to take the
particular tile and reveal your own two tiles to create the meld. This meld is placed on the side to show
everyone that you have the three pieces, and will be used for scoring provided you win. If you do NOT win that
round, the meld is rendered useless. After receiving this “thrown away” piece, notice that you have a total of 14
tiles, and must throw away one tile. Also note that calling pon MAY skip someone else’s turn. Please be mindful
that this ALSO changes who gets which tile (by drawing)!!
Chi: Similar to pon, this is only available if the person LEFT of you throws away a tile that completes a straight
“chain” (If you had a 3 and 4 of one of the suits, you can call chi for 2 or 5 of the same suit). Because of this,
chi does not skip anyone’s turn, but WILL switch the “flow” of the tiles, just like calling pon.
Kan: On the occasions where you manage to have 3 of the same tile (remember that there are only four tiles of
each particular tile in a game), and the opponent throws away a piece that you could call “pon” on to complete a
meld, you may also call “kan”. Kan is a special move where you set aside your 4-meld and reveal another dora,
while drawing another tile immediately to renew the 13-tile set. We’ll talk about kan a little more in a bit.
Ron: If you already have a complete set and can use the opponent’s piece to complete a winning hand, you may
call “ron”. The person who threw away the piece is usually called to have “been shot or attacked” (In Japanese,
this term is known as “furikomi”), and must pay the FULL amount of the winning hand. Note that Ron can be
extremely devastating; enough to 1hko your opponent with a strong hand. (e.g. You start out with 25000 points,
but a Yakuman is worth 32000 points!)
Calling Riichi is generally favorable, as it adds points even to a hand that may be worth nothing at all.
Note that even if your hand isn’t worth anything, dora tiles (and even ura-dora tiles) can add points to
your hand.
Sousu
Manzu
Honor Tiles
East Wind West Wind South Wind North Wind Green Dragon White Dragon Red Dragon
**
Do note that the colors do not matter in the sticks (They’re usually white). It’s the circles in the middle that
represent the score. However, for online mahjong and stuff like that, just let the computers handle the math.
Alright, here is the calculation for the BASIC POINTS:
Calculating Han:
Calculating Han is done mostly though the type of hand you have.
NOTE: the term “type of hand” will be replaced with a term called “yaku”.
Calculating Fu:
Fu is dependent on the tiles that you have, not the patterns. After calculating fu, the value is rounded UP to the
tens, so if you have 54 fu, you count that as 60 fu.
*See Table Below for fu-value of melds and waits. The number of fu you get also depends on type of melds
and type of “waits”.
========Yaku List========
Yaku is very important, because it is needed to actually earn points. Below is the full list of
yaku that is used in all forms of Japanese Mahjong. Most of the time, you will combine these
yaku to earn more points.
Double Riichi: This special riichi is earned through calling riichi on your first turn. It is worth 2 han.
Ippatsu: After calling riichi, if you manage to finish your set in one turn, you earn an additional 1 han
Iipeiko: Pair sequences. Example: 3, 3, 4, 4, 5, 5 – tiles of one suit would qualify. Please do note that
this hand MUST be closed. Calling chi for two straights will not count for this yaku.
Tanyao: Tanyao is a hand with the absence of honors or terminals. It is worth 1 han. Some rules often
prohibit tanyao that has been opened. Open hand Tanyao is called “Kuitan” and such rules that prevent
kuitan are called “Kuitan Nashi”
Chiitoi: While mahjong requires 4 melds and an eye, chiitoi is a composition of 7 pairs of any tile. It is
worth 2 han and receives a fixed value of 25-fu. Note that this hand is always a closed hand.
Menzen Tsumo: Provided that all your tiles are hidden, (aka, no open melds), if you complete your set
by drawing a tile, you are given 1 han
Pinfu: Pinfu is a very easy yaku, in the sense it requires all the melds to be sequences, with the eye. It is
worth 1 han. Note that the eyes CANNOT be honor tiles. Additionally, you must have a “double wait”
(ryanmachi), meaning that there are two possible tiles that allow you to win. Furthermore, it needs to be
a closed hand. If the hand is not closed, it is given the exception of 30 fu when scoring.
Toitoi: All tiles are triplets or quads. Worth 2 han if open, but if completely closed, this yaku becomes a
yakuman.
Yakuhai: Yakuhai is simply a triplet or a quad of any dragon tiles, or seat/round wind. For round winds,
Either East or South Wind tiles can become yakuhai, and wherever your seat is also becomes yakuhai
for that round. Yakuhai are worth 1 han each, but if your seat wind matches up with the round wind, the
particular wind tile’s value is doubled to 2 han
Ikkitsukan (Ittsu): You have all the numbered tiles of one suit. In another way, you have 3 melds
where the melds are comprised of 1, 2, 3 – 4, 5, 6 – and 7, 8, 9. Worth 2 han, but reduced to 1 han when
any part of the hand is open.
List of the Uncommon Yaku that contribute to Han
Haitei Raoyue: Winning by last draw, if you manage to complete your set on the very last tile, you earn
1 han. There is a variation of this rule with regards to the last discard, called “Hotei Raoyui” which is
of same value.
Rinshan Kaiho: A special form of tsumo, this is a move where the extra piece from calling a kan
allows you to call tsumo. Rinshan Kaiho is usually worth more points than a regular tsumo, and
requires a huge amount of luck. While Rinshan awards only 1 han, there are more chances to earn han,
by using dora tiles.
Chan-kan: Chankan is a bonus given to a player who completes his or her set by another player calling
kan. The player who called kan will be in furikomi as if they discarded the tile. Adds 1 han to the hand
Chanta: Chanta is a yaku, where all your melds contain at least one terminal or honor tile. (Including
the eye). If this yaku is made open, it is worth 1 han, but if it’s closed, it is worth 2 han
Junchan: An upgraded version of Chanta, all melds AND the eye contains at least one terminal tile.
Honor tiles are NOT allowed for this yaku. Worth 3 han closed, but 2 han open.
Ryanpeiko: Very simple, the hand has two iipeko. This hand is NOT considered a chiitoi (So when
you call riichi, you might even qualify for pinfu), and gives 3 han. However, this hand (as with iipeko),
must be closed.
Sanshoku doujun/douko: Sanshoku doujun is for straights, and sanshoku douko is for triplets. For
either yaku, you have the same sequence or triplet for all three suits. Worth 2 han if closed, and 1 han
open. In most cases, Sanshoku triplets are given 2 han even if it’s open.
Honitsu: Your entire hand consists of one suit, with honors. Worth 3 han if closed, and 2 han if open.
Hon-rou-to: All the tiles in your hand are terminals AND honors. Worth 2 han, but because of the
nature of this yaku, you will add 2 more han for toitoi. Note that if you ONLY have honors or terminals,
your hand is NOT a honrouto, and is considered a yakuman. This also works with chiitoi.
Shosangen: You have a triplet/quad of two of the dragon tiles, and a pair of the third dragon tile. Worth
2 han, but due to the nature of this yaku, you add 2 more han for the yakuhai of the two dragon tiles for
a total of 4 han.
Chinitsu: Your entire hand consists of one suit. Honors are not allowed. Worth 6 han if closed, but 5
han when open.
San-anko: Your hand consists of three triplets/quads that are CLOSED. One meld can be open,
whether it is a straight or a meld. Worth 2 han. Note that calling “ron” and winning may not be
considered “closed” for this yaku!
San-renko: Your hand consists of triplets that chain, three in a row. As an example, you can have a
triplet of 3-pinzu, 4-pinzu, and 5-pinzu for this yaku. Worth 2 han.
San-kantsu: Your hand consists of three kans, whether it’s open or closed. Worth 2 han.
Nagashi Mangan: This hand is not a yaku. If, by the end of the round, you discard only terminals and
honors, take no tile from players, and no other player takes a tile from you, your hand is given a
mangan (Basic Points: 2000) value.
Yakuman Hands
Yakuman is a yaku that is given the highest score possible (8000 Basic Points), because it’s so rare. Extremely
rarely, if you manage to make more than one kind of yakuman in your hand, you will get the combined value
of the two yakuman hands.
Daisangen – Difficulty: ★★
Your hand has triplets or quads of all three dragon tiles. Can be open or closed.
The Fun Box: What is the highest score possible in Japanese Mahjong?
Explanation: Four “Closed kan” (ankan) of each of the winds, and any pair of the dragon
tiles. This hand would qualify for the following Yakuman:
Suanko (2 Yakuman, because it is a pair wait)
Daisushii (2 Yakuman)
Sukantsu (1 Yakuman)
Tsuiiso (1 Yakuman)
On to the scores!
This is a reminder of the formula to calculate the basic score:
1. You have discarded the tile. Let’s say that you have a 7-sou and an 8-sou, and is waiting for either a
6-sou or a 9-sou for a complete hand. However, you now realize that you have thrown away a 9-sou a
while ago, at the beginning of the round. Furiten says you will not be able to win on either a 6-sou
OR a 9-sou. This is why you need to be careful about what you discard.
2. Let’s say you are going for an open “ittsu” (straight). You can use a 4-man or a 7-man to complete
your hand, but need the 7-man to complete your ittsu. If an opponent discards a 4-man tile and you pass
on it REGARDLESS OF YOU BEING ABLE TO WIN FROM THE TILE OR NOT, you will NOT
be able to win on a 7-man discard until one FULL turn has passed, or you make an open meld.
3. Riichi Furiten. After you call riichi, if you pass on ANY winning tile (whether it’s tsumo or ron), you
are in a furiten state, and cannot call ron for the rest of the round. (Remember that you can always
tsumo for any form of furiten)
Kan is a special move that could turn the tide of the game!
Calling kan will negate any melds that may require that particular tile.
Calling kan will increase the number of dora tiles
Calling kan is given similar properties to calling pon.
There are 3 ways to call kan.
Ankan- The best type of kan, this type of kan is only available if YOU collect the 4 tiles by
yourself, without calling anything. Two of the tiles are flipped upside down and sandwiches the two
other tiles that remain visible. The hand is still considered closed, so you can call riichi, menzen
tsumo, etc… After you draw an extra tile from the dead wall, you may immediately reveal another
dora indicator without discarding a tile. Because of its nature, calling ankan is very favorable
when you can call riichi (or have already declared riichi).
Gakan- This kan involves first calling pon for a tile, then drawing the fourth tile yourself. Gakan
should normally be performed on yakuhai-tiles, or if your hand is very close to being finished.
When gakan is performed, you must draw an extra tile and DISCARD a tile before revealing
another dora indicator
Kan- If you have three of the tiles, and someone discards the fourth, calling kan will result in the
same event as gakan. As with gakan, you must draw another tile from the dead wall, and discard a
tile before revealing another dora indicator.
Players call kan:
When they want to earn points quickly. (By adding more dora)
If it’s an ankan, and they call riichi for double dora, and ura-dora.
When they want to take the risks below for rinshan kaiho.
If someone already declared riichi (Remember that by calling kan, you’re doing THEM a favor by
doubling the dora tiles!!). This is especially so if it’s an oya-riichi.
If it’s NOT ankan, and doing so will remove the chances of you earning your rightful yaku in many
cases
If they are in 1st place. Unless they WANT people to pass them. Again, you are increasing the number
of dora, so people will catch up or pass your score much quicker!
Generally, calling kan has more penalties than benefits, so it’s not used frequently.
Honba Rounds are indicated with a 100 point stick placed by the oya on the table. One stick = one repeated
round (honba)
Honba Rounds raise the value of ALL hands by (300 x “number of repeated rounds”). Let’s say you are the
oya, and you get a “Tanyao” hand with 30 fu, for 3 straight rounds.
As always, in the event of a ron, the player who discarded the tile pays the entire hand value. However, in the
case of a tsumo, each player pays 100 points more EACH (times the number of honba), to fulfill the +300 points
of the honba.
=Secrets of Mahjong – Road to Supreme Expertise=
This section discusses the higher leveled playing styles of Japanese Mahjong. Please do note
that strategies and skills listed in section are difficult to master, and only takes repeated practice
over a long period of time.
How do I do this???
One of the required traits of a professional Mahjong player is the ability to read an opponent’s hand
within a short amount of time. By being able to read an opponent’s hand, the player himself has greater
chances of changing his own hand to counteract. The greatest requirement for this skill is the knowledge of
yaku.
Again, generally speaking, reading an opponent’s hand is easier if the opponent has open melds. However,
this guide will do its best to explain the theory behind “reading” hands. Remember, that “reading hands” must
be done quickly, as you can’t just simply read opponent’s hands; you need to decide how to counterattack it!
Generally speaking, reading hands from discards can follow most of the rules below:
Discarding ANY tile automatically makes the player in a furiten state for that tile, and possibly more
(due to the ryanmachi furiten rule). This is the universal method to “read hands”
Throwing away ANY tile means that the player does not need that tile to create a 3-of-a-kind meld for
the rest of the round. This is most common for honors.
If at least 3 of the tiles are of one suit, for the first 6 discarded tiles, the player likely doesn’t need
any more tiles from that particular suit. However, this is very subjective.
If one particular suit of a tile does not appear within the first 12 discarded tiles (or even the first 6 for
that matter!), the player is likely aiming to collect that suit. (Note: It doesn’t have to be chinitsu!!)
Reading the Opponent’s Hand using Open Melds: Generally, open melds score very low. Without dora tiles,
open hands cannot even reach baiman. (Chinitsu hands reach haneman with a very low rate)
If an opponent calls “chi” using non-terminals, relax. The only hands they can create is tanyao (1 han),
yakuhai (1 han), honitsu or chinitsu (Refer to the discard reading--This will be a lot easier to see!).
They can also make a sanshoku, but because this hand is open, sanshoku is only worth a meager 1 han.
If an opponent calls “chi” using terminals, the only yaku they have available is yakuhai (1 han),
chanta/junchan (fairly difficult, low scoring), and sanshoku (1 han). The max score without dora is
approximately 3000 points.
In any of these cases, if the opponent calls chi and/or pon for two or more suits, you may
immediately throw away any chances of honitsu and chinitsu.
If an opponent calls “pon” for a wind tile that’s not their seat wind or round wind, it is very likely
that they’re aiming for honitsu. (I leave out the chances of shushii Yakuman, because they’re
extremely rare)
If an opponent calls “pon” for yakuhai (seat wind, round wind, or dragon tiles), use the discard reading
to figure out their hand. While it can be a simple 1 han, 30 fu hand, you cannot disregard the possibility
of a higher scoring hand.
Example 1: A player seems to only throw away Honor tiles, Sou-tiles, and Man-tiles. He has called a pon, with
a 2-pin and a chi that consists of 7, 8, and 9 of pin. Statistically, this person is most likely collecting a hand for
“honitsu” or “chinitsu” (note that even if the person throws away honor tiles, I do NOT throw away the fact that
the person may be going for Honitsu.
Example 2: Please take a look at the picture.
According to your knowledge, what would be my hand? (Note that the sideways 1-pin is what I called riichi
with)
Following the rule above, notice that I have 3 honor tiles and 3 sou tiles for the first 6 discards. Additionally,
you only see two pinzu discards and three manzu discards. Here’s the actual hand for this group of discards:
As you can see, my hand consisted of manzu and pinzu, which was lacking in my discard pile. Also, I’m
waiting for either a 7-pin or an 8-pin, which are NOT in my discard pile.
Example 3:
Can you predict my hand, given the above open melds and discards?
Whoa! That’s was a Honitsu that’s worth at least 2000 points, most likely with dora added (because of kan),
AND a 3-way wait for the win!! If I got a 3-sou tile, I would’ve gotten an extra han for Ittsu!
Example 4:
Answer to Example 4:
While this hand seems like a crappy hand, with only one tile available, take a closer look:
This hand has Sanshoku!! Remember that Sanshoku is worth 2 han if closed, (Which this hand is, because you
can see that I called riichi). This hand is worth AT LEAST 5200.
Most common hands you should aim for, right off the bat:
Yakuhai: Best described as a triplet of your seat wind, round wind, or dragon tiles. Worth 1 han, and is used
most frequently with dora tiles to raise its points
Pinfu: A closed hand with only sequences, and waits for at least two tiles. Note that you must already have the
eye (pairs). Pinfu is very often used with riichi for more points.
Tanyao/Kuitan: With tanyao, don’t worry too much about making open melds, because if your game allows
“kuitan” (tanyao with open melds), you won’t lose points. Tanyao is a relatively easy hand that people usually
associate with pinfu for an easy 2-han hand.
Chiitoi: Chiitoi is, remember, the 7-pair, closed hand. Quite often, when you make hands, you find that you
have a lot of times when you can go for pinfu OR chiitoi.
Toi-toi: Toi-toi hand is an “all-triplets” hand, and is extremely easy to make IF you already have a chiitoi.
Because of chiitoi’s nature, you are completely free to change from a chiitoi to a toi-toi if you feel like it.
Remember that with toi-toi, you have chances of additional points via sananko (3 closed triplets) or sankantsu
(3 quads)
Step 1: First, take a look to see if you have yakuhai. This should be the very first thing on your mind, because
Japanese Mahjong is a battle of speed. If you have triplet of winds or dragons, you should usually leave them be,
since it allows you to call riichi by following the next steps. In the case of having two of the yakuhai tiles, you
can either:
Call when another player discards the third tile
Advantage is that your yakuhai is made immediately
Disadvantage is that your hand is not open
Wait for the last tile
Advantage is that you can wait for you to draw the last tile, which allows the use of riichi, as
well as hiding your yakuhai from other players.
Disadvantage is that the “last tile” may be hidden in the dead wall pile, or be placed as a
dora-indicator, in which is impossible to draw it for your yakuhai.
Step 2: Carefully make melds in your head. If you see triplets, make them into a meld in your head, and keep it
that way until the end of the round. If you see tiles waiting for a ryanmachi, set the two tiles aside in your mind
to NOT throw away, since there are two tiles that can make them into a meld.
Step 3: Probably the easiest and most important step. NEVER make open melds unless you can fulfill any of
the conditions listed above. This limits your open melds to Yakuhai, kuitan, and toi-toi. However, note that toi-
toi is slightly harder to finish than Yakuhai or kuitan, so it’s not recommended.
Step 4: Observe the tiles being discarded. If you see the tiles you need being discarded, don’t call on them
unless you’re following Step 3. You should just simply change your hand instead.
I don’t know about you, dear reader, but I’m better with pictures. Here’s an example of one of my matches:
Turn 1: Wow... 3 honor tiles I don’t need. Let’s get rid of them first! The order of them doesn’t really matter, but
throw away non-seat, non-round wind tiles first! See that the Round AND Seat for me this time, is East.
Possible Meld
Possible Meld
Ryanmachi
Turn 2: Let’s throw the West tile away, since the two dragon tiles can come in handy
Possible Meld
Possible Meld
Ryanmachi
Turn 3: Hmm… a 2-man tile I don’t need… Let’s throw that away.
Possible Meld
Possible Meld
Ryanmachi
Turn 4: Oh, an 8-pin tile that I could use! Let’s keep that and throw a dragon tile out
Possible Meld
Possible Meld
Ryanmachi
Turn 5: Another 8-sou? Let’s throw away the last dragon tile and see what we have
Ryanmachi Ryanmachi
Turn 6: Looks like we have a pretty nice hand. That red dragon is unnecessary, so out with it!
Possible Meld Possible Meld
Ryanmachi Ryanmachi
Turn 7: NOW we’re talking! I’m going to throw away the 1-sou, to make a meld with the 5,6 ryanmachi
Meld Meld
Meld
Ryanmachi
Ryanmachi
Turn 9: Yet another tile that we can’t use. If we had the 1 sou from a few turns back, we could’ve used it… Oh
well!
Meld
Meld Variable
Turn 10: YAY! I got the tile I needed to call riichi! For this situation though, this hand is a 4-way wait!!
I can with any of the tiles below:
3-pin, 6-pin, 8-pin or 9-pin!
Turn 11: Looks I got lucky! Along with a great wait (4-way wait) a bit of luck allowed an ippatsu tsumo!
Result: Riichi ippatsu tsumo, pinfu! Too bad there wasn’t any dora tiles or ura-dora tiles, and that 1-man at the
left is preventing me from getting a tanyao added to my score. Nonetheless, I hope that with this example, you
get a feel of how you should create your hand.
Glossary
Riichi The name given to the yaku, where you declare tenpai. Because Japanese
Mahjong is the only variation with this yaku, Japanese Mahjong is often called
“Riichi Mahjong”
Yaku The short way of saying “type of hand”. Various yaku have different values, and
your score depends on what yaku you have.
Dora The luck factor of Japanese Mahjong. When you win a hand, these tiles add one
han to your score. Dora tiles are determined at the beginning of the round, and
are whatever the suit # + 1. As an example, if the indicator is 6-pin, Dora tiles
are 7-pin.
Calling Saying “pon”, “chi”, or “kan” to declare that you can create a meld.
Uradora Same as the dora tiles, but this is only accessible by calling riichi
Pinzu (Pin) The suit with circles.
Manzu (Mahn) The suit with red “Man” (the number 10000) symbol on it, with the number on
top.
Sousu (Sou) The green (and sometimes red) tiles that look like bamboos
Honors Any Dragon or Wind tiles
Terminals Any tiles that have the numbers 1 or 9
Han The main factor used in score calculation. Essentially works by doubling your
score for every han
Fu The secondary scoring factor that’s used if Han value is 4 or less
Yakuman Extremely rare hands that are given “limit” values due to their rarity. In many
rules, yakuman can be combined for an even greater score.
Ko (子) Means “child”, and is often referred to as the “non-dealer”
Oya (親) Means “Parent”, and is often referred to as the “dealer”
Open Hand Any hand that was partially revealed due to pon, chi, or kan. The only exception
is ankan. Cannot qualify for Menzen Tsumo.
Dead Wall 14 tiles that are set aside for every round. 4 of these tiles are there for players
who need an extra tile after calling kan, but the other 10 tiles are used as “dora
indicators” or “uradora indicators”
Discards The tiles you “throw away” as an attempt to modify your hand
Nagashi-mangan The special score where all your discards are honors or terminals. In addition,
you cannot call any tiles, or have anyone take your tiles by calling.
Tenpai & No-ten Expression of your hand. If it is in “tenpai”, you just need one more tile to
complete it. “No-ten” means that you don’t have a hand that can be completed
with just one tile. These terms are used usually at the end of the round, and if
this is the case, the “one-yaku minimum requirement” is not applicable.
Furikomi This term is best translated as “shot”. The term is used for when a player wins
from a discard, so the person who discarded the tile has to pay the entire price
of the hand.
Naki The act of calling with pon, chi, or a non-“ankan” (Lit. trans, to cry)
Agari (lit. trans, to raise) Term used to describe action of completing the hand and
ending the round.
Example: With a closed hand riichi, you have about 100 times the chances to get a haneman, than if you went
with an open hand.