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Mastering Mahjong

Riichi Mahjong Glossary

Complete terminology reference for riichi mahjong. 106 terms with Japanese readings, definitions, and related concepts. Click any term to see its full definition.

Categories

Gameplay Scoring Tiles Hand Structure Strategy Rules Terminology

A

B

C

Chankan

槍槓 (ちゃんかん)

gameplay

Robbing a kan - winning by ron when another player adds a fourth tile to an existing pon (shouminkan). A 1-han yaku. Only works on shouminkan, not ankan or daiminkan.

Kan Ron Yaku

Chanta

混全帯么九 (チャンタ)

hand structure

Outside hand - a 2-han (closed) or 1-han (open) yaku where every meld and the pair contains a terminal or honor. All melds must include at least one terminal or honor.

Junchan Terminal Honor

Chi

チー

gameplay

Calling the previous player's discard to complete a sequence. Can only be called from the player to your left (kamisha). Opens your hand.

Pon Sequence Naki

Chiitoitsu

七対子 (チートイツ)

hand structure

Seven pairs - a 2-han yaku where your hand consists of seven different pairs. Always worth exactly 25 fu. Must be closed.

Pair Yaku

Chinitsu

清一色 (チンイツ)

hand structure

Pure flush - a yaku worth 6 han (closed) or 5 han (open) where your entire hand consists of only one suit. No honor tiles allowed.

Honitsu Yaku

Chinroutou

清老頭 (ちんろうとう)

hand structure

All terminals - a yakuman where your entire hand consists only of 1s and 9s. No simples or honors. Extremely rare.

Yakuman Terminal Honroutou

Chun

(ちゅん)

tiles

The red dragon tile, one of the three dragon tiles (sangenpai). Forms yakuhai when you have a triplet.

Haku Hatsu Sangenpai +1 more

Chuurenpoutou

九蓮宝燈 (ちゅうれんぽうとう)

hand structure

Nine gates - a yakuman where you have 1112345678999 of one suit plus any tile of that suit. Must be closed. Pure form (waiting on all 9 tiles) is double yakuman in some rule sets.

Yakuman Closed Hand

D

Daiminkan

大明槓 (だいみんかん)

gameplay

A called kan made by adding a fourth tile from another player's discard to your existing pon. Considered an open meld.

Kan Pon Minkan

Daisangen

大三元 (だいさんげん)

hand structure

Big three dragons - a yakuman where you have triplets of all three dragon tiles (white, green, red).

Yakuman Dragon Sangenpai

Daisuushii

大四喜 (だいすーしー)

hand structure

Big four winds - a double yakuman (in some rule sets) where you have triplets of all four winds. The rarest yakuman.

Yakuman Wind Shousuushii

Dama

ダマ (だま)

strategy

Short for damaten. Staying silent in tenpai without declaring riichi, keeping your hand closed and concealed while waiting to win.

Damaten Riichi Tenpai

Damaten

黙聴 (だまてん)

strategy

Silent tenpai. Being in tenpai but not declaring riichi, keeping your wait pattern secret from opponents. Strategic when you want flexibility or when riichi isn't advantageous.

Dama Riichi Tenpai

Dead Wall

王牌 (わんぱい)

gameplay

The last 14 tiles of the wall that are not drawn during normal play. Contains dora indicators and replacement tiles for kans.

Wall Dora Kan

Dealer

(おや)

gameplay

The player with the East seat who starts the hand. Dealer wins and pays 50% more than non-dealers, and retains the dealer position if they win or if the hand ends in draw with dealer in tenpai.

East Oya Renchan

Dora

ドラ

scoring

Bonus tiles that add one han each to your hand's value. The dora indicator is revealed at the start of each hand, and the tile one rank higher is dora. Red fives are also dora in most rule sets.

Uradora Kandora Akadora

Draw

流局 (りゅうきょく)

gameplay

An exhaustive draw where the wall runs out before anyone wins. Players in tenpai receive points from those not in tenpai. Also called ryuukyoku.

Ryuukyoku Tenpai Noten

E

F

G

H

Haipai

配牌 (はいぱい)

gameplay

Your starting hand of 13 tiles dealt at the beginning of each round.

Tenpai Iishanten

Haitei

海底撈月 (ハイテイ)

gameplay

Winning on the last tile drawn from the wall. A 1-han yaku. Must be tsumo (self-draw).

Houtei Tsumo Yaku

Haku

(はく)

tiles

The white dragon tile, one of the three dragon tiles (sangenpai). Often blank or has a blue border. Forms yakuhai when you have a triplet.

Hatsu Chun Sangenpai +1 more

Han

(はん)

scoring

Doubles or multipliers that determine your hand's value. Each yaku is worth a certain number of han. Combined with fu to calculate the final score.

Fu Yaku Mangan

Hanchan

半荘 (はんちゃん)

gameplay

A half-game consisting of both East and South rounds (two full rotations). The standard game length for competitive riichi mahjong.

Tonpuu East Round South Round

Haneman

跳満 (はねまん)

scoring

A hand worth 8-10 han or 12,000 basic points (non-dealer) / 18,000 basic points (dealer). Between baiman and sanbaiman in value.

Baiman Mangan Sanbaiman

Hatsu

(はつ)

tiles

The green dragon tile, one of the three dragon tiles (sangenpai). Forms yakuhai when you have a triplet.

Haku Chun Sangenpai +1 more

Honba

本場 (ほんば)

scoring

Counter sticks indicating consecutive wins by the dealer or consecutive draws. Each honba adds 300 points per player to the next win.

Renchan Dealer

Honitsu

混一色 (ホンイツ)

hand structure

Half flush - a yaku worth 3 han (closed) or 2 han (open) where your hand contains only one suit plus honor tiles. A common intermediate-level yaku.

Chinitsu Yaku

Honor Tiles

字牌 (じはい)

tiles

The seven non-suited tiles: four winds (East, South, West, North) and three dragons (white, green, red). Cannot form sequences, only triplets/pairs.

Kazehai Sangenpai Jihai

Houtei

河底撈魚 (ホウテイ)

gameplay

Winning on the last discard before an exhaustive draw. A 1-han yaku. Must be ron.

Haitei Ron Yaku

I

J

K

Kabe

(かべ)

strategy

Wall - a defensive reading technique where all four copies of a tile are visible, making certain waits impossible. Used to identify safe discards.

Suji Genbutsu

Kan

(かん)

gameplay

A quad - four identical tiles. Can be concealed (ankan), open (daiminkan), or added to an existing pon (shouminkan). Reveals an additional dora indicator.

Ankan Minkan Dora

Kanchan

嵌張 (かんちゃん)

hand structure

A closed wait or inside straight wait. Waiting for the middle tile of a sequence (e.g., 35 waiting for 4). The least flexible wait pattern with only 4 tiles available.

Penchan Ryanmen Tanki

Kandora

槓ドラ (かんドラ)

scoring

Additional dora indicator revealed when a kan is declared. The tile shown on the fourth tile from the end of the dead wall.

Kan Dora Uradora

Kazehai

風牌 (かぜはい)

tiles

Wind tiles - the four honor tiles representing East, South, West, and North. Each worth yakuhai if matching your seat wind or the round wind.

Honor Tiles Yakuhai

Kazoe Yakuman

数え役満 (かぞえやくまん)

scoring

Counted yakuman - when a hand's han count reaches 13+ through combination of regular yaku and dora. Scored as yakuman in most rule sets.

Yakuman Han Dora

Kokushi Musou

国士無双 (こくしむそう)

hand structure

Thirteen Orphans - a yakuman hand consisting of one of each terminal and honor tile, plus a pair of any of them. Must be closed.

Yakuman Terminal Honor

Kuitan

喰い断 (くいたん)

rules

Open tanyao - allowing tanyao to be scored with an open hand. The default rule in ari-ari mahjong but forbidden in nashi-nashi.

Tanyao Ari-ari

M

N

O

P

R

S

Sanankou

三暗刻 (さんあんこう)

hand structure

Three concealed triplets - a 2-han yaku where you have three concealed triplets. One step below the yakuman suuankou.

Triplet Ankou Suuankou

Sanbaiman

三倍満 (さんばいまん)

scoring

A hand worth 11-12 han. Pays triple mangan: 24,000 (non-dealer) or 36,000 (dealer).

Mangan Haneman Baiman +1 more

Sangenpai

三元牌 (さんげんぱい)

tiles

The three dragon tiles: white (haku), green (hatsu), and red (chun). Part of the honor tiles.

Dragon Haku Hatsu +1 more

Sankantsu

三槓子 (さんかんつ)

hand structure

Three kans - a 2-han yaku where you have three quads (kan). Very rare. Four kans would be the yakuman suukantsu.

Kan Suukantsu Yaku

Sanshoku Doujun

三色同順 (さんしょくどうじゅん)

hand structure

Three colored sequences - a 2-han (closed) or 1-han (open) yaku where you have the same sequence in all three suits (e.g., 234m, 234p, 234s).

Sequence Yaku

Sanshoku Doukou

三色同刻 (さんしょくどうこう)

hand structure

Three colored triplets - a 2-han yaku where you have the same numbered triplet in all three suits (e.g., 555m, 555p, 555s).

Triplet Yaku

Sequence

順子 (しゅんつ)

hand structure

Three consecutive numbered tiles of the same suit (e.g., 456 of bamboo). Also called shuntsu or run.

Shuntsu Meld Chi

Shanpon

双碰 (シャンポン)

hand structure

A dual pon wait - waiting on two different pairs to complete a triplet (e.g., 11223 waiting on 1 or 2). Offers 6 tiles but less flexible than ryanmen.

Tanki Ryanmen

Shanten

向聴 (しゃんてん)

hand structure

The number of tiles away from tenpai. 0-shanten = tenpai, 1-shanten = iishanten, etc.

Iishanten Ryanshanten Tenpai

Shousuushii

小四喜 (しょうすーしー)

hand structure

Little four winds - a yakuman where you have triplets of three winds and a pair of the fourth wind.

Yakuman Wind Daisuushii

Simples

中張牌 (ちゅんちゃんぱい)

tiles

The numbered tiles 2-8 in each suit. Not terminals or honors. Required for tanyao yaku.

Tanyao Terminal Chunchanpai

South Round

南場 (なんば)

gameplay

The second round of a hanchan where the round wind is South. Follows the East round.

East Round Hanchan

Suji

(すじ)

strategy

Interval-based safe tile theory. If an opponent discards a 4, then 1 and 7 become safer (suji tiles) because they can't form a ryanmen wait with 4 anymore.

Genbutsu Kabe Defense

Suuankou

四暗刻 (すうあんこう)

hand structure

Four concealed triplets - a yakuman where all four melds are concealed triplets. Must win by tsumo or with a tanki wait on ron.

Yakuman Triplet Sanankou

Suukantsu

四槓子 (すうかんつ)

hand structure

Four kans - a yakuman where you have four quads. One of the rarest yakuman. In some rule sets, if a fifth kan is declared by any player, the hand ends in draw.

Yakuman Kan Sankantsu

T

Tanki

単騎 (たんき)

hand structure

Single wait - waiting to complete your pair. Only 3 tiles available (since you already have one). Common in kokushi and chiitoi.

Pair Shanpon Kanchan

Tanyao

断么九 (タンヤオ)

hand structure

All simples - a 1-han yaku where your entire hand consists only of numbered tiles 2-8. No terminals or honors. Can be open (kuitan) or closed depending on rules.

Simples Kuitan Yaku

Tenpai

聴牌 (テンパイ)

hand structure

Ready to win - your hand is one tile away from completing a winning hand. Required to declare riichi.

Riichi Shanten Iishanten

Terminal

么九牌 (やおちゅうはい)

tiles

The 1 and 9 tiles of each suit. Together with honor tiles, they form terminals and honors (yaochuuhai).

Yaochuuhai Simples Honor

Tiles

(ぱい / hai)

tiles

The game pieces in mahjong. A standard riichi set has 136 tiles: 34 unique tiles (9 characters, 9 bamboo, 9 circles, 4 winds, 3 dragons) with 4 copies of each. See the complete Tile Reference page for detailed information about each tile, including cultural meanings and strategic usage.

Hai Suit

Toitoi

対々和 (トイトイ)

hand structure

All triplets - a 2-han yaku where all four melds are triplets (pon or kan). Also called toitoihou.

Triplet Pon Yaku

Tonpuu

東風 (とんぷう)

gameplay

East round only - a short game format consisting of one round (4 hands minimum). Common for online quick matches.

Hanchan East Round

Triplet

刻子 (こうつ)

hand structure

Three identical tiles. Can be concealed (ankou) or open (minkou). Also called koutsu.

Koutsu Pon Ankou

Tsumo

自摸 (ツモ)

gameplay

Winning by self-draw - completing your hand by drawing the winning tile yourself. All three opponents pay a portion of the total.

Ron Agari Menzenchin

Tsuuiisou

字一色 (つーいーそう)

hand structure

All honors - a yakuman where your entire hand consists only of honor tiles (winds and dragons). No numbered suits.

Yakuman Honor Jihai

U

W

Y