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Mahjong Master
scoring riichi

Sanbaiman

三倍満
(さんばいまん)

Definition

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

Sanbaiman

Sanbaiman (三倍満) is a mahjong hand worth 11-12 han that pays triple mangan: 24,000 points for non-dealers or 36,000 points for the dealer.

Detailed Explanation

Sanbaiman represents the third tier in the standard point progression system used in modern mahjong scoring. The term literally translates to “three times full” (san = three, bai = times, man = full), referring to its payment structure being three times the base mangan payout.

Scoring Structure

In standard mahjong rules, hands are evaluated on two primary metrics: han (the number of winning combinations or patterns achieved) and fu (the base points calculated from tile combinations). A hand qualifies as sanbaiman when it reaches 11 or 12 han, regardless of its fu value.

The payment breakdown follows this pattern:

  • Non-dealer (ko) receives 24,000 points total from all three opponents combined, with each opponent typically paying 8,000 points
  • Dealer (oya) receives 36,000 points total, with each opponent paying 12,000 points

This scoring system was standardized to simplify gameplay by creating fixed payment tiers rather than calculating points through the traditional han-fu multiplication formula.

Relationship to Other Hand Values

Sanbaiman occupies a specific position within the hand-value hierarchy. Below it sits baiman (8-10 han, worth 16,000/24,000 points) and haneman (6-7 han, worth 12,000/18,000 points). Above sanbaiman is yakuman (13+ han or special winning conditions, worth 32,000/48,000 points for the basic version).

The progression creates a clear ladder: mangan (5 han) → haneman (6-7 han) → baiman (8-10 han) → sanbaiman (11-12 han) → yakuman (13+ han or special).

Achieving Sanbaiman

Reaching sanbaiman requires either:

  • Accumulating 11 or 12 han through standard yaku combinations
  • Combining high-value yaku such as Daisangen (big three dragons, 13 han), Tsuisou (all terminals and honors, 13 han), or multiple yakuman-adjacent patterns

Common paths to sanbaiman include stacking multiple yaku like Riichi (1 han) + Iipeikou (3 han) + Honitsu (3 han) + Chanta (2 han) + Tanyao (1 han), which totals 10 han and approaches the threshold.

Usage Example

A player declares riichi and wins on their own discard with a hand containing Honroutou (2 han), Toitoi (2 han), Shou Sangen (2 han), and Riichi (1 han), totaling 7 han. This would be haneman, not sanbaiman.

However, if that same player instead completes a hand with Honroutou (2 han), Toitoi (2 han), Shou Sangen (2 han), Riichi (1 han), Iipeikou (3 han), and Chiitoitsu (2 han), reaching 12 han, the hand would qualify as sanbaiman and pay the higher amount.

  • Mangan: A hand worth exactly 5 han, paying 8,000/12,000 points
  • Haneman: A hand worth 6-7 han, paying 12,000/18,000 points
  • Baiman: A hand worth 8-10 han, paying 16,000/24,000 points
  • Yakuman: A hand worth 13+ han or achieved through special conditions, paying 32,000/48,000 points
  • Han: The unit measuring yaku count and hand strength
  • Riichi: A one-han yaku frequently combined with other patterns to reach sanbaiman

Sanbaiman represents a significant achievement in mahjong, indicating a strong hand that commands substantial payment. Understanding when hands qualify for sanbaiman versus baiman or yakuman is essential for competitive play and proper scoring.