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Riichi Mahjong Glossary

Master the language of Japanese Mahjong with 179 essential terms

179Total Terms
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6Categories
๐Ÿ€„

Tiles

The 136 tiles that make up a mahjong set

26 terms
่ฌๅญ(ใพใ‚“ใš)
Manzu- Characters

The suit depicted with Chinese numerals for 10,000. One of three numbered suits with tiles 1-9.

Example

ไธ€่ฌ (1-man) through ไน่ฌ (9-man)

็ญ’ๅญ(ใดใ‚“ใš)
Pinzu- Circles/Dots

The suit showing circular coin designs. One of three numbered suits with tiles 1-9.

Example

A hand with 234 pinzu forms a sequence.

็ดขๅญ(ใใ†ใš)
Souzu- Bamboos

The suit depicting bamboo sticks. The 1-sou (bird) is unique. One of three numbered suits with tiles 1-9.

Example

The 1-sou shows a bird (peacock) instead of bamboo.

ๅญ—็‰Œ(ใ˜ใฏใ„)
Jihai- Honor Tiles

The seven honor tiles: four winds and three dragons. Cannot form sequences, only triplets.

้ขจ็‰Œ(ใ‹ใœใฏใ„ / ใƒ•ใ‚ฉใƒณใƒ‘ใ‚ค)
Kazehai / Fonpai- Wind Tiles

The four wind tiles: East, South, West, North. Worth 1 han when matching seat or round wind.

ไธ‰ๅ…ƒ็‰Œ(ใ•ใ‚“ใ’ใ‚“ใฑใ„)
Sangenpai- Dragon Tiles

White (haku), Green (hatsu), and Red (chun) dragons. A triplet of any is worth 1 han.

ๆฑ(ใจใ‚“)
Ton- East

East wind tile. The starting dealer position and first round wind.

ๅ—(ใชใ‚“)
Nan- South

South wind tile. The second round wind in a full game.

่ฅฟ(ใ—ใ‚ƒใƒผ)
Shaa- West

West wind tile. Third seat position counter-clockwise from East.

ๅŒ—(ใบใ„)
Pei- North

North wind tile. Fourth seat position in the rotation.

็™ฝ(ใฏใ)
Haku- White Dragon

The white dragon, shown as a blank or framed tile. Also called 'blank' ('shiro') or 'soap'.

็™ผ(ใฏใค)
Hatsu- Green Dragon

The green dragon, displaying the character for 'development' or 'prosperity'. Also called 'Ao' or 'green dragon'.

ไธญ(ใกใ‚…ใ‚“)
Chun- Red Dragon

The red dragon, showing the character for 'center' or 'China'. Often worth 1 han as yakuhai.

่€้ ญ็‰Œ(ใ‚ใ†ใจใ†ใฏใ„)
Routouhai- Terminal Tiles

The 1 and 9 of each numbered suit. Key to yaku like junchan and chinroutou.

ไธญๅผต็‰Œ(ใกใ‚…ใ‚“ใกใ‚ƒใ‚“ใฑใ„ / ใกใ‚…ใ†ใกใ‚ƒใ‚“ใฏใ„)
Chunchanpai / Chuuchanhai- Simple Tiles

Numbered tiles 2-8 in any suit. A tanyao hand contains only simples.

ไนˆไน็‰Œ(ใ‚„ใŠใกใ‚…ใ†ใฏใ„)
Yaochuuhai- Terminals and Honors

Collective term for 1s, 9s, and all honor tiles. Central to many yaku.

้ †ๅญ(ใ—ใ‚…ใ‚“ใค)
Shuntsu- Sequence

A set of three consecutive numbered tiles in the same suit (e.g., 2-3-4 man).

ๅˆปๅญ(ใ“ใ†ใค)
Koutsu- Triplet

A set of three identical tiles. Can be formed with any tile type.

ๆง“ๅญ(ใ‹ใ‚“ใค)
Kantsu- Quad/Kong

A set of four identical tiles. Requires declaring kan to form.

ๅฏพๅญ(ใจใ„ใค)
Toitsu- Pair

Two identical tiles. Every standard winning hand needs exactly one pair (the head).

้ ญ(ใ‚ใŸใพ)
Atama- Head/Pair

Another word for the pair in a winning hand. Determines some fu points.

้ขๅญ(ใ‚ใ‚“ใค)
Mentsu- Meld/Set

A group of tiles forming a valid set: sequence, triplet, or quad.

ใƒ‰ใƒฉ(ใฉใ‚‰)
Dora- Bonus Tile

Bonus tiles adding 1 han each. The dora indicator shows the tile before the dora.

Example

If 3-man is showing, 4-man is dora. If 9m is showing, 1m is dora. If Chun is showing, Haku is dora.

่ฃใƒ‰ใƒฉ(ใ†ใ‚‰ใฉใ‚‰)
Uradora- Hidden Dora

Extra dora revealed under the indicator after winning with riichi. Adds more han potential.

่ตคใƒ‰ใƒฉ(ใ‚ใ‹ใฉใ‚‰)
Akadora- Red Dora

Red-colored 5s worth 1 han each. Standard sets include at least one red 5 per suit.

ๆง“ใƒ‰ใƒฉ(ใ‹ใ‚“ใฉใ‚‰)
Kandora- Kan Dora

Additional dora indicator revealed when someone declares kan.

๐Ÿ†

Yaku (Winning Hands)

Valid hand patterns required to win

40 terms
็ซ‹็›ด(ใ‚Šใƒผใก)
Riichi- Ready Declaration

1 han. Declare when one tile away from winning with a closed hand. Costs 1000 points.

Example

Call Riichi out loud, turn your discarded tile sideways, and place a 1000-point stick.

้–€ๅ‰ๆธ…่‡ชๆ‘ธๅ’Œ(ใ‚ใ‚“ใœใ‚“ใคใ‚‚)
Menzen Tsumo- Self-Draw

1 han. Win by drawing your own winning tile with a closed hand.

ๆ–ญไนˆไน(ใŸใ‚“ใ‚„ใŠ)
Tanyao- All Simples

1 han. Hand contains only tiles 2-8, no terminals or honors.

Example

234m 567p 345s 678s 22p

ๅนณๅ’Œ(ใดใ‚“ใต)
Pinfu- All Sequences

1 han. Closed hand with four sequences, valueless pair, and open-ended wait.

Example

123m 456p 789s 234m 55s (waiting on 3-6)

ไธ€็›ƒๅฃ(ใ„ใƒผใบใ„ใ“ใ†)
Iipeikou- Pure Double Sequence

1 han. Two identical sequences in the same suit. Requires closed hand.

Example

223344m in one hand.

ๅฝน็‰Œ(ใ‚„ใใฏใ„)
Yakuhai- Value Tiles

1 han per set. Triplet/quad of dragons, seat wind, or round wind.

ไธ‰่‰ฒๅŒ้ †(ใ•ใ‚“ใ—ใ‚‡ใใฉใ†ใ˜ใ‚…ใ‚“)
Sanshoku Doujun- Three Colored Runs

2 han closed, 1 han open. Same sequence in all three suits.

Example

456m 456p 456s in one hand.

ไธ€ๆฐ—้€š่ฒซ(ใ„ใฃใใคใ†ใ‹ใ‚“)
Ittsu- Pure Straight

2 han closed, 1 han open. Sequences 123, 456, 789 in the same suit.

Example

123456789 in manzu.

ๆททๅ…จๅธฏไนˆไน(ใกใ‚ƒใ‚“ใŸ)
Chanta- Mixed Outside Hand

2 han closed, 1 han open. Every set and the pair includes a terminal or honor.

ไธƒๅฏพๅญ(ใกใƒผใจใ„ใค)
Chiitoitsu- Seven Pairs

2 han. Seven different pairs. No duplicate pairs allowed. 25 fu regardless of contents.

Example

11m 33m 55p 77p 99s 22z 44z

ๅฏพใ€…ๅ’Œ(ใจใ„ใจใ„ใปใ†)
Toitoihou- All Triplets

2 han. Four triplets/quads and a pair. No sequences allowed.

ไธ‰ๆš—ๅˆป(ใ•ใ‚“ใ‚ใ‚“ใ“ใ†)
Sanankou- Three Concealed Triplets

2 han. Three triplets formed without calling. The fourth set can be open.

ไธ‰่‰ฒๅŒๅˆป(ใ•ใ‚“ใ—ใ‚‡ใใฉใ†ใ“ใ†)
Sanshoku Doukou- Three Color Triplets

2 han. Triplets of the same number in all three suits.

Example

555m 555p 555s

ไธ‰ๆง“ๅญ(ใ•ใ‚“ใ‹ใ‚“ใค)
Sankantsu- Three Kans

2 han. Three quads (kan) in one hand. Rare and difficult.

ๆทท่€้ ญ(ใปใ‚“ใ‚ใ†ใจใ†)
Honroutou- All Terminals and Honors

2 han (with toitoi). Only terminals and honors, no simples.

ๅฐไธ‰ๅ…ƒ(ใ—ใ‚‡ใ†ใ•ใ‚“ใ’ใ‚“)
Shousangen- Little Three Dragons

2 han. Two dragon triplets and a dragon pair. Comes with 2 yakuhai.

ๆททไธ€่‰ฒ(ใปใ‚“ใ„ใค)
Honitsu- Half Flush

3 han closed, 2 han open. One suit plus honors only.

Example

123m 456m 789m 111z 33z

็ด”ๅ…จๅธฏไนˆไน(ใ˜ใ‚…ใ‚“ใกใ‚ƒใ‚“)
Junchan- Pure Outside Hand

3 han closed, 2 han open. Every set and pair includes a terminal. No honors.

ไบŒ็›ƒๅฃ(ใ‚Šใ‚ƒใ‚“ใบใ„ใ“ใ†)
Ryanpeikou- Twice Pure Double Sequence

3 han. Two sets of iipeikou. Requires closed hand. Cannot combine with chiitoitsu.

ๆธ…ไธ€่‰ฒ(ใกใ‚“ใ„ใค)
Chinitsu- Full Flush

6 han closed, 5 han open. Entire hand is one numbered suit only.

ๅ›ฝๅฃซ็„กๅŒ(ใ“ใใ—ใ‚€ใใ†)
Kokushi Musou- Thirteen Orphans

Yakuman. One of each terminal and honor, plus one duplicat as head.

ๅ››ๆš—ๅˆป(ใ™ใƒผใ‚ใ‚“ใ“ใ†)
Suuankou- Four Concealed Triplets

Yakuman. Four triplets all formed without borrowing tiles (i.e. must win by tsumo unless tanki wait).

ๅคงไธ‰ๅ…ƒ(ใ ใ„ใ•ใ‚“ใ’ใ‚“)
Daisangen- Big Three Dragons

Yakuman. Triplets/quads of all three dragons.

ๅฐๅ››ๅ–œ(ใ—ใ‚‡ใ†ใ™ใƒผใ—ใƒผ)
Shousuushii- Little Four Winds

Yakuman. Three wind triplets and a wind pair.

ๅคงๅ››ๅ–œ(ใ ใ„ใ™ใƒผใ—ใƒผ)
Daisuushii- Big Four Winds

Double Yakuman. Triplets/quads of all four winds.

ๅญ—ไธ€่‰ฒ(ใคใƒผใ„ใƒผใใ†)
Tsuuiisou- All Honors

Yakuman. Entire hand consists of honor tiles only.

ๆธ…่€้ ญ(ใกใ‚“ใ‚ใ†ใจใ†)
Chinroutou- All Terminals

Yakuman. Entire hand consists of terminal tiles (1s and 9s) only.

็ท‘ไธ€่‰ฒ(ใ‚Šใ‚…ใ†ใ„ใƒผใใ†)
Ryuuiisou- All Green

Yakuman. Hand uses only green tiles: 23468s and hatsu (only green tiles).

ไน่“ฎๅฎ็‡ˆ(ใกใ‚…ใ†ใ‚Œใ‚“ใฝใ†ใจใ†)
Chuuren Poutou- Nine Gates

Yakuman. 1112345678999 in one suit plus any tile of that suit. Closed only.

ๅ››ๆง“ๅญ(ใ™ใƒผใ‹ใ‚“ใค)
Suukantsu- Four Kans

Yakuman. Four quads in one hand. Possibly the rarest standard yakuman.

ๅคฉๅ’Œ(ใฆใ‚“ใปใ†)
Tenhou- Heavenly Hand

Yakuman. Dealer wins on their initial 14-tile draw. Extremely rare.

ๅœฐๅ’Œ(ใกใƒผใปใ†)
Chiihou- Earthly Hand

Yakuman. Non-dealer wins on their first draw before any calls.

ไบบๅ’Œ(ใ‚Œใ‚“ใปใ†)
Renhou- Hand of Man

Non-dealer wins on a discard before their first turn. Value varies by ruleset.

ใƒ€ใƒ–ใƒซ็ซ‹็›ด(ใ ใถใ‚‹ใ‚Šใƒผใก)
Daburu Riichi- Double Riichi

2 han. Declare riichi on your first turn before any calls. Worth extra han.

ไธ€็™บ(ใ„ใฃใฑใค)
Ippatsu- One-Shot

1 han. Win within one turn cycle after declaring riichi, with no calls interrupting.

ๆตทๅบ•ๆ’ˆๆœˆ(ใฏใ„ใฆใ„ใ‚‰ใŠใ‚†ใˆ)
Haitei Raoyue- Last Tile from Wall

1 han. Win by self-draw on the last drawable tile from the live wall.

ๆฒณๅบ•ๆ’ˆ้ญš(ใปใ†ใฆใ„ใ‚‰ใŠใ‚†ใ„)
Houtei Raoyui- Last Discard

1 han. Win by calling ron on the final discarded tile of the hand before an exhaustive draw.

ๅถบไธŠ้–‹่Šฑ(ใ‚Šใ‚“ใ—ใ‚ƒใ‚“ใ‹ใ„ใปใ†)
Rinshan Kaihou- After a Kan

1 han. Win by self-draw immediately on the replacement tile after declaring kan.

ๆงๆง“(ใกใ‚ƒใ‚“ใ‹ใ‚“)
Chankan- Robbing the Kan

1 han. Win by calling ron on a tile used to upgrade an open pon to an open kan.

ๆตใ—ๆบ€่ฒซ(ใชใŒใ—ใพใ‚“ใŒใ‚“)
Nagashi Mangan- Mangan at Draw

House rule. Mangan payment. All your discards are terminals/honors, and none were called (rules may require you to be menzen as well).

๐ŸŽฎ

Gameplay Actions

Actions and decisions during play

42 terms
่‡ชๆ‘ธ(ใคใ‚‚)
Tsumo- Draw

The act of drawing a tile from the wall. Also the call when winning by self-draw.

ๆ‰“็‰Œ(ใ ใฏใ„)
Dahai- Discard

The act of discarding a tile after drawing. Must be placed in the discard pond in order.

ๆ‰“็‰Œ(ใ‚‚ใ†ใ )
mouda- Draw and Discard

The act of drawing and discarding (any) tiles; the most common action in the game.

ๆ „(ใ‚ใ‚“)
Ron- Win by Discard

Calling a winning tile from another player's discard. Discarder pays full value. Ron takes priority over all other calls or actions (including penalties in some cases), unless the ron call was maliciously delayed or invalid.

Example

Say 'Ron!' and reveal your winning hand.

ๅ’Œไบ†(ใ‚ใŒใ‚Šใƒปใปใ†ใ‚‰)
Agari / Houra- Win

A winning hand as well as the act of winning it. Achieved by completing a valid hand with at least one yaku.

ๅƒ(ใกใƒผ)
Chii- Call Sequence

Take a discarded tile to complete a sequence. Only from the player to your left.

Example

Call 'Chii!' to take a 5 and complete 456.

็ขฐ(ใฝใ‚“)
Pon- Call Triplet

Take a discarded tile to complete a triplet. Can call from any player. Pon takes priority over chi, unless the pon call was maliciously delayed.

Example

Call 'Pon!' when holding two 7m and someone discards 7m.

ๆง“(ใ‹ใ‚“)
Kan- Declare Quad

Declare four of a kind. Reveals a new dora. Three types: ankan (closed), minkan (open), kakan (upgraded). Kan takes priority over chi, unless the kan call was maliciously delayed.

ๆš—ๆง“(ใ‚ใ‚“ใ‹ใ‚“)
Ankan- Concealed Kan

Declare kan with four tiles you drew yourself. Still counts as a menzen (closed) group.

ๆ˜Žๆง“(ใฟใ‚“ใ‹ใ‚“)
Minkan- Open Kan

Declare kan by calling a discarded tile when holding three. Opens the hand.

ๅŠ ๆง“(ใ‹ใ‹ใ‚“)
Kakan- Added Kan

Upgrade an existing pon to a kan by adding the fourth tile. Can be robbed (chankan).

้ณดใ(ใชใ)
Naki- Call/Meld

General term for calling tiles (chii, pon, kan). Opens the hand.

้–€ๅ‰(ใ‚ใ‚“ใœใ‚“)
Menzen- Closed Hand

A hand with no called tiles. Enables riichi and keeps some yaku at full value.

ๆŒฏ่ด(ใตใ‚Šใฆใ‚“)
Furiten- Sacred Discard

Cannot ron if any of your waiting tiles is in your own discard pile. Must tsumo instead.

่ด็‰Œ(ใฆใ‚“ใฑใ„)
Tenpai- Ready

One tile away from completing a winning hand. Required to declare riichi.

ใƒŽใƒผใƒ†ใƒณ(ใฎใƒผใฆใ‚“)
Noten- Not Ready

Not in tenpai when a hand ends in a draw. Must pay to those in tenpai.

ๅพ…ใก(ใพใก)
Machi- Wait

The tile(s) that would complete your hand. Different wait patterns have different names.

ไธก้ข(ใ‚Šใ‚ƒใ‚“ใ‚ใ‚“)
Ryanmen- Two-Sided Wait

Waiting on either end of a sequence (e.g., 34 waiting on 2 or 5). Best wait type.

ๅตŒๅผต(ใ‹ใ‚“ใกใ‚ƒใ‚“)
Kanchan- Middle Wait

Waiting for the middle tile of a sequence (e.g., 35 waiting on 4). One out.

่พบๅผต(ใบใ‚“ใกใ‚ƒใ‚“)
Penchan- Edge Wait

Waiting on 3 for 12 or 7 for 89. One out, considered a bad wait.

ๅŒ็ขฐ(ใ—ใ‚ƒใ‚“ใฝใ‚“)
Shanpon- Pair Wait

Waiting on either of two pairs to become a triplet. Four total outs.

ๅ˜้จŽ(ใŸใ‚“ใ)
Tanki- Single Wait

Waiting for one tile to complete the pair. Three outs maximum.

ๅปถในๅ˜(ใฎในใŸใ‚“)
Nobetan- Extended Single

A 4-tile tanki wait (e.g., 2345 waiting on 2 or 5 for the pair).

้…็‰Œ(ใฏใ„ใฑใ„)
Haipai- Starting Hand

The initial tiles dealt to each player. Dealer gets 14, others get 13.

ๅ‘่ด(ใ—ใ‚ƒใ‚“ใฆใ‚“)
Shanten- Tiles Away

Number of tile changes needed to reach tenpai. 0-shanten means tenpai.

Example

A 2-shanten hand needs 2 more useful tiles to be ready.

ไธ€ๅ‘่ด(ใ„ใƒผใ—ใ‚ƒใ‚“ใฆใ‚“)
Iishanten- One Away

One tile away from tenpai. One more useful tile will make you ready.

ๆตๅฑ€(ใ‚Šใ‚…ใ†ใใ‚‡ใ)
Ryuukyoku- Exhaustive Draw

A hand ends with no winner and the wall is exhausted. Tenpai payments occur.

ๅทฎใ—่พผใฟ(ใ•ใ—ใ“ใฟ)
Sashikomi- Intentional Deal-In

Deliberately discarding a winning tile to another player for strategic reasons.

ใƒ™ใ‚ฟ้™ใ‚Š(ในใŸใŠใ‚Š)
Betaori- Full Defense

Abandoning your hand to avoid dealing in. Discard only safe tiles.

้™ใ‚Šใ‚‹(ใŠใ‚Šใ‚‹)
Oriru- Fold

To give up on winning the current hand and play defensively.

ๆ‰‹ๅ‡บใ—(ใฆใ ใ—)
Tedashi- Hand Discard

Discarding a tile from your hand rather than the one just drawn.

ใƒ„ใƒขๅˆ‡ใ‚Š(ใคใ‚‚ใŽใ‚Š)
Tsumogiri- Draw-Discard

Immediately discarding the tile you just drew. Indicates a fixed hand.

ๅฑฑ(ใ‚„ใพ)
Yama- Wall

The tile walls built at the start of each hand. Players draw from the wall.

็Ž‹็‰Œ(ใ‚ใ‚“ใฑใ„)
Wanpai- Dead Wall

Also 'King's Tiles'. The 14-tile section containing dora indicators and kan replacement tiles.

ๅถบไธŠ็‰Œ(ใ‚Šใ‚“ใ—ใ‚ƒใ‚“ใฑใ„)
Rinshanpai- Replacement Tile

The tile drawn from the dead wall after declaring kan.

ๆจใฆ็‰Œ(ใ™ใฆใฏใ„)
Sutehai- Discarded Tile

Any tile that has been discarded. Forms the discard pond.

ๆฒณ(ใ‹ใ‚)
Kawa- Discard Pond

The area where each player places their discards in order.

็พ็‰ฉ(ใ’ใ‚“ใถใค)
Genbutsu- 100% Safe Tile

A tile already in a riichi player's discard pond. Guaranteed safe against them.

็ญ‹(ใ™ใ˜)
Suji- Octaves (Furiten Logic)

Tiles 3 apart that share waits (1-4, 2-5, 3-6, etc.). Used for defense.

Example

If 4 is discarded, its octaves 1 and 7 are suji-safe.

ๅฃ(ใ‹ใน)
Kabe- Wall/Block

When all 4 of a tile are visible, blocking certain waits. Used for defense.

่ฃ็ญ‹(ใ†ใ‚‰ใ™ใ˜)
Ura-suji- Reverse Suji

Tiles that are dangerous because of early discards. Opposite of suji logic.

ๅ…ˆๅˆ‡ใ‚Š(ใ•ใใŽใ‚Š)
Sakigiri- Early Cut

Discarding an otherwise useful tile earlier than expected, usually before it becomes dangerous later. (E.g. 5 from 556)

๐Ÿ“Š

Scoring

Point calculation and payment terms

19 terms
้ฃœ(ใฏใ‚“)
Han- Doubles

Also 'fan'. The main multiplier for hand value. Each yaku and dora adds han.

็ฌฆ(ใต)
Fu- Minipoints

Base points from hand composition. Added for triplets, waits, and winning method.

ๆบ€่ฒซ(ใพใ‚“ใŒใ‚“)
Mangan- Limit Hand

5 han (or 4 han/40fu, 3 han/70fu). 8000 points for non-dealer, 12000 for dealer.

่ทณๆบ€(ใฏใญใพใ‚“)
Haneman- 1.5x Limit

6-7 han. 12000 points for non-dealer, 18000 for dealer.

ๅ€ๆบ€(ใฐใ„ใพใ‚“)
Baiman- Double Limit

8-10 han. 16000 points for non-dealer, 24000 for dealer.

ไธ‰ๅ€ๆบ€(ใ•ใ‚“ใฐใ„ใพใ‚“)
Sanbaiman- Triple Limit

11-12 han. 24000 points for non-dealer, 36000 for dealer.

ๅฝนๆบ€(ใ‚„ใใพใ‚“)
Yakuman- Limit Hand

13+ han or special hands. 32000 points for non-dealer, 48000 for dealer.

่ฆช(ใŠใ‚„)
Oya- Dealer

The East seat player. Pays and receives 1.5x. Stays dealer if they win or tenpai in an exhaustive draw.

ๅญ(ใ“)
Ko- Non-Dealer

Any player who is not the dealer. South, West, and North seats.

ๆœฌๅ ด(ใปใ‚“ใฐ)
Honba- Repeat Counter

Bonus of 300 points per honba. Increases when dealer repeats or draws occur.

Example

On 2 honba, winner gets 600 extra points.

ไพ›่จ—(ใใ‚‡ใ†ใŸใ)
Kyoutaku- Deposits (Riichi Sticks)

Uncollected 1000-point riichi sticks. Winner takes all from the table.

ใƒŽใƒผใƒ†ใƒณ็ฝฐ็ฌฆ(ใฎใƒผใฆใ‚“ใฐใฃใท)
Noten Bappu- No-Ten Penalty

3000 points split among players in tenpai when a hand ends in a draw.

้’ๅคฉไบ•(ใ‚ใŠใฆใ‚“ใ˜ใ‚‡ใ†)
Aotenjou- No Limit

A rule variant with no scoring caps. Hands can be worth millions of points.

ใ‚ฆใƒž(ใ†ใพ)
Uma- Placement Bonus

End-game bonus/penalty. Common is 10-20: 1st/2nd gain, 3rd/4th lose points.

ใ‚ชใ‚ซ(ใŠใ‹)
Oka- Table Fee

Points above 25000 collected from all players. Goes to first place.

ใƒใƒงใƒณใƒœ(ใกใ‚‡ใ‚“ใผ)
Chombo- Foul/Penalty

A rule violation resulting usually in a mangan-level payment to all opponents.

ๅฝขๅผ่ด็‰Œ(ใ‘ใ„ใ—ใใฆใ‚“ใฑใ„)
Keishiki Tenpai- Structural/Fake Tenpai

Tenpai in shape but with no valid yaku if you win. Usually still counts for noten payments.

้€ฃ่˜(ใ‚Œใ‚“ใกใ‚ƒใ‚“)
Renchan- Dealer Repeat

When the dealer stays dealer for another hand. Occurs on dealer win or tenpai.

้ฃ›ใณ(ใจใณ)
Tobi- Bust / Bankrupt

When a player drops below 0 points. Usually ends the game immediately.

๐ŸŽŽ

Etiquette

Manners and proper conduct at the table

14 terms
ใ‚ˆใ‚ใ—ใใŠ้ก˜ใ„ใ—ใพใ™(ใ‚ˆใ‚ใ—ใใŠใญใŒใ„ใ—ใพใ™)
Yoroshiku Onegaishimasu- Let's have a good game

Said at the start of a game. Polite way to begin, meaning 'please treat me well.'

ใ‚ใ‚ŠใŒใจใ†ใ”ใ–ใ„ใพใ—ใŸ(ใ‚ใ‚ŠใŒใจใ†ใ”ใ–ใ„ใพใ—ใŸ)
Arigatou Gozaimashita- Thank You for the Game

Said at the end of a game. Thanks everyone for playing, acknowledges shared effort.

็คผๅ„€(ใ‚Œใ„ใŽ)
Reigi- Etiquette

Proper manners at the table regarding attitude. Includes speech, manners, sportsmanship.

ใƒžใƒŠใƒผ(ใพใชใƒผ)
manaa- Manners

Proper manners at the table regarding actions. Includes speed of play, handling tiles, and game progression.

ๅ…ˆไป˜ใ‘(ใ•ใใฅใ‘)
Sakizuke- Assured Yaku

Having your yaku minimum already guaranteed within your own hand and not depending on discards. Some rules require this.

ๅพŒไป˜ใ‘(ใ‚ใจใฅใ‘)
Atozuke- Conditional Yaku

Opposite of Sakizuke. Having a potential yaku that may not be valid yet, and depends on discarded tiles. Some rules forbid this.

ๅ–ฐใ„ๆ›ฟใˆ(ใใ„ใ‹ใˆ)
Kuikae- Swap Calling

Calling a tile then discarding the same tile or opposite end of the same sequence tile. Usually prohibited.

ๆตใ‚Œ(ใชใŒใ‚Œ)
Nagare- Flow

The perceived momentum or luck flow in a game. A superstitious but common concept.

ๆด—็‰Œ(ใ—ใ„ใฑใ„)
shiipai- Tile Shuffling

How tiles are mixed and dealt. Proper rotation is part of good manners.

็€ๅบง / ๅธญๆฑบใ‚(ใกใ‚ƒใใ–ใƒปๅธญๆฑบใ‚)
Chakuza / Sekigime- Seat Placement

The process of determining starting seats. Usually done by drawing wind tiles.

ๅˆๆ—ฅ(ใ—ใ‚‡ใซใก)
Shonichi- First Day

A new player's (shinki) first day at a club or parlor. Regulars often treat newcomers nicely.

ๅทฎใ—ใ‚ฆใƒž(ใ•ใ—ใ†ใพ)
Sashiuma- Side Bet

Private side bet between two players. Separate from the main game scoring.

ไธ‰ไบบ้บป้›€(ใ•ใ‚“ใซใ‚“ใพใƒผใ˜ใ‚ƒใ‚“)
Sanma- Three-Player Mahjong

Variant played with 3 players. Usually removes the 2-8 of one suit.

้ทฒๅทฃ้บป้›€(ใ‚ใ—ใšใพใƒผใ˜ใ‚ƒใ‚“)
Washizu- Washizu Mahjong

A manga-style variant with transparent tiles. Most tiles are visible to all.

๐Ÿ’ฌ

Jargon & Slang

Formal and Informal terms used by players

38 terms
้ป™่ด(ใ ใพใฆใ‚“)
Damaten- Silent Ready

Being in tenpai without declaring riichi. Sacrifices uradora for flexibility.

้—‡่ด(ใ‚„ใฟใฆใ‚“)
Yamiten- Dark Ready

Same as damaten. Hiding your ready state from opponents.

ใƒใ‚ซใƒ›ใƒณ(ใฐใ‹ใปใ‚“)
Bakahon- Foolish Hon Itsu

A hon itsu with no other yaku (difficult and cheap).

็ฉบ่ด(ใ‹ใ‚‰ใฆใ‚“)
Kara-ten- Empty Wait Tenpai

A wait where all copies of the winning tile are already visible. 0 outs.

ใƒ‰ใƒœใƒณ(ใฉใผใ‚“)
Dobon- Splash/Bust

Going below 0 points and busting out of the game. Ends the match.

ๅœฐ็„(ใ˜ใ”ใ)
Jigoku- Hell Wait

A wait with only 1 out remaining. Waiting on a tile with 3 already visible.

ใจใ‚Šใ‚ใˆใš(ใจใ‚Šใ‚ใˆใš)
Toriaezu- For Now

Phrase used when making a temporary choice. 'For now, I'll discard this.'

ใฎใฟ(ใฎใฟ)
Nomi- Only

Suffix meaning 'only.' Riichi nomi = riichi-only hand with no other yaku.

Example

Pinfu-nomi means a hand with only pinfu.

่ฟฝใ„ใ‹ใ‘(ใŠใ„ใ‹ใ‘)
Oikake- Chasing

Chasing riichi. Declaring riichi after another player already has. Also 'Okkake.'

ๅ…จใƒ„ใƒƒใƒ‘(ใœใ‚“ใคใฃใฑ)
Zentsuppa / Zentsu- All In

Top or bust strategy across the whole hand, pushing everything.

ๅ‡บใŸ(ใงใŸ)
Deta- It Came Out

Exclaimed when a key tile appears, especially a winning tile. Bad manners to replace ron with this.

่‡ญใ„(ใใ•ใ„)
Kusai- Smells Dangerous

When a discard seems risky or suspicious. 'That tile smells dangerous.'

ๅ‘ณ(ใ‚ใ˜)
Aji- Flavor/Potential

A tile or situation with hidden potential. Borrowed from Go terminology.

ใƒˆใƒƒใƒ—(ใจใฃใท)
Top- First Place

First place. 'Going for top' means aiming to win the game.

ใƒฉใ‚น(ใ‚‰ใ™)
Las- Last Place

Fourth place. Short for 'last.' Avoiding las is key strategy.

ใƒฉใ‚นๅ›žใ—(ใ‚‰ใ™ใพใ‚ใ—)
Rasu-mawashi- Passing Last

Strategy to pass 4th place to another player through deal-ins or clever play.

่ชญใฟ(ใ‚ˆใฟ)
Yomi- Read

Reading opponents' hands and intentions from their discards and actions.

ๆˆฆ็•ฅ(ใ›ใ‚“ใ‚Šใ‚ƒใ)
Senryaku- Strategy

Overall game strategy. Long-term thinking about placement and points.

ๆˆฆ่ก“(ใ›ใ‚“ใ˜ใ‚…ใค)
Senjutsu- Tactics

Short-term tactical decisions. What to discard, when to call, etc.

่ตค(ใ‚ใ‹)
Aka- Red

Short for akadora. 'I have aka' means holding a red five.

่กŒใ‘่กŒใ‘(ใ„ใ‘ใ„ใ‘)
Ike-ike- Go Go

Aggressive playstyle. Pushing forward without regard for defense.

ใƒ™ใ‚ฟ้™ใ‚Š(ในใŸใŠใ‚Š)
Betaori- Full Fold

Completely abandoning offense for safety.

ๆ—ฉใ„(ใฏใ‚„ใ„)
Hayai- Fast

A quick hand reaching tenpai early. 'Their hand is fast' = be careful.

้…ใ„(ใŠใใ„)
Osoi- Slow

A slow developing hand. Takes many turns to reach tenpai.

้ก”้ข(ใŒใ‚“ใ‚ใ‚“)
Ganmen- Face Hit

A direct hit. Dealing in right after a riichi declaration.

ๅฏพๅฟœ(ใŸใ„ใŠใ†)
Taiou- Response

Responding to opponents' actions. Reading and reacting to riichi or calls.

ๅผ•ใฃๆŽ›ใ‘(ใฒใฃใ‹ใ‘)
Hikkake- Trap

A riichi wait designed to trap opponents using suji logic against them.

Example

Discard 6, wait on 3 to catch players using suji.

ใ‚ฝใ‚ฆใ‚บๅ ด(ใใ†ใšใฐ)
Souzu-ba- Bamboo Game

When many bamboo tiles appear early. Field is rich in souzu.

ใƒ”ใƒณใ‚บๅ ด(ใดใ‚“ใšใฐ)
Pinzu-ba- Dots Game

When many circle tiles appear early. Field is rich in pinzu.

ใƒžใƒณใ‚บๅ ด(ใพใ‚“ใšใฐ)
Manzu-ba- Characters Game

When many character tiles appear early. Field is rich in manzu.

ไธ‹ๅฎถ(ใ—ใ‚‚ใกใ‚ƒ)
Shimocha- Player to Right

The player sitting to your right. They discard before you.

ๅฏพ้ข(ใจใ„ใ‚ใ‚“)
Toimen- Player Across

The player sitting directly across from you.

ไธŠๅฎถ(ใ‹ใฟใกใ‚ƒ)
Kamicha- Player to Left

The player sitting to your left. You can call chii from them only.

่‡ช้ขจ(ใ˜ใ‹ใœ)
Jikaze- Seat Wind

Your current seat wind. Changes as the deal passes.

ๅ ด้ขจ(ใฐใ‹ใœ)
Bakaze- Round Wind

The current round's wind. East round or South round.

ใƒ€ใƒ–ใƒชใƒผ(ใ ใถใ‚Šใƒผ)
Daburi- Double Riichi

Slang for double riichi. Declaring on your first turn.

้–“ๅ››้–“(ใ‚ใ„ใ ใ‚ˆใ‚“ใ‘ใ‚“)
Aida Yonken- 4-Gap Read

Defense theory about tiles 4 apart from early discards being dangerous.

็ตžใ‚Š(ใ—ใผใ‚Š)
Shibori- Squeeze

Holding tiles another player needs to slow their hand development.

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