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Free course麻雀講座

Riichi mahjong course

Learn riichi from the first tile to push or fold, one short lesson at a time, with problems to check yourself as you go.

  • 48 lessons
  • 10 modules
  • About 7 hours
  • No sign-up
Your progress成績

Nothing done yet. Lesson 1 takes 9 minutes.

Start with lesson 1, How to play riichi mahjong

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  • First draw, not earned yet

    Mark your first lesson done.

  • On the board, not earned yet

    Get a practice problem right on the first try.

  • Seated, not earned yet

    Finish every lesson in module 1, How riichi works.

  • Shape reader, not earned yet

    Finish every lesson in module 2, Reading your hand.

  • Five blocks, not earned yet

    Finish every lesson in module 3, Tile efficiency.

  • Value hunter, not earned yet

    Finish every lesson in module 4, Hand value.

  • Riichi!, not earned yet

    Finish every lesson in module 5, Riichi.

  • Pon!, not earned yet

    Finish every lesson in module 6, Calling.

  • Iron wall, not earned yet

    Finish every lesson in module 7, Defense.

  • Steady nerves, not earned yet

    Finish every lesson in module 8, Push or fold.

  • Closer, not earned yet

    Finish every lesson in module 9, Playing for placement.

  • Student of the game, not earned yet

    Finish every lesson in module 10, Getting better.

  • Sharp eye, not earned yet

    Get 10 problems right on the first try.

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    Get every problem in one lesson right on the first try.

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    Study three days in a row.

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    Study seven days in a row.

  • Halfway there, not earned yet

    Finish half of the lessons.

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    Answer every practice problem in the course.

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    Finish every lesson in the course.

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01Module 1ルール

How riichi works

The tiles, the winning hand, calls, yaku, riichi and how a game is scored, then five rules to play your first ranked games by.

0 of 6 lessons done

  1. Lesson 1: How to play riichi mahjong

    Almost every winning hand in riichi is four sets and a pair. Learn the 34 kinds of tile, read the code the course writes hands in, and tell at a glance when 14 tiles are complete.

    9 min read

  2. Lesson 2: How a hand is played

    Who plays next, which discards you can take, which call wins, and who pays. Go through a hand in the order it happens, from the deal to a ron, a tsumo, or an empty wall.

    9 min read

  3. Lesson 3: What is a yaku?

    Four sets and a pair isn't enough to win. Learn the five everyday yaku, why one call can leave a hand with none, and why dora never count.

    9 min read

  4. Lesson 4: Tenpai, riichi and furiten

    Reach tenpai, declare riichi the right way, and never lose a ron to furiten. Check every winning tile against your own discards before you count on a ron.

    9 min read

  5. Lesson 5: How a game works: rounds, dealer and placement

    A game usually runs eight hands or more while the deal moves around the table. See who deals next, what a draw pays, how the game ends, and why your place beats your points.

    10 min read

  6. Lesson 6: Your first ranked games: five rules to start with

    Cut loose tiles, riichi every closed tenpai, call only for a yaku, fold against a riichi, and check your yaku and furiten. Four of the rules name the lesson that replaces them.

    9 min read

02Module 2牌の形

Reading your hand

See a hand the way strong players do: partial sets, shanten, the tiles that help, and every wait.

0 of 4 lessons done

  1. Lesson 7: Ryanmen, kanchan, penchan: partial sets ranked

    Rank every two-tile shape in your hand by the tiles that finish it and the draws that improve it, then label every tile as a set, partial set, pair, or loose tile.

    9 min read

  2. Lesson 8: Shanten: how far you are from tenpai

    Shanten is how many useful tiles you still need to reach tenpai. Count it by hand from your sets, partial sets, and head, then check seven pairs.

    9 min read

  3. Lesson 9: Tile acceptance: count the tiles that help

    Two discards can leave you the same distance from tenpai and still differ by four tiles. Count both lists, take off what you can see, and let the count pick the cut.

    9 min read

  4. Lesson 10: Mahjong waits: find every winning tile

    Most waits are one of five basic shapes, or two or three of them sharing tiles. Learn to split a hand so you find every winning tile, then count how many copies are still live.

    9 min read

03Module 3牌効率

Tile efficiency

Pick the discard that reaches a good tenpai fastest, from the first discard to a strong 1-shanten.

0 of 8 lessons done

  1. Lesson 11: What to discard first: loose tiles and honors

    Loose tiles leave first, and the order among them matters. Rank them by how many copies help each one grow, then cut honors from guest winds to your own wind.

    9 min read

  2. Lesson 12: Pairs: two is right, three is one too many

    Two pairs give you a head and a set in waiting. A third pair is the cheapest block to break in a closed hand, and value and copies left decide which one goes.

    9 min read

  3. Lesson 13: Shapes worth keeping: 3456, 3445, 334 and ryankan

    Some tiles that look spare are doing extra work. Learn the shapes that take more draws than their size, count what each one takes, and you'll know which tile to cut.

    9 min read

  4. Lesson 14: The five-block method

    Count to five and most discards take seconds instead of a full acceptance count. Three steps, one hand from the deal to 1-shanten, and four problems to try them on.

    9 min read

  5. Lesson 15: Too many blocks or too few

    Five blocks make the cut easy. With six, cut what's loose, then drop the weakest partial set whole. With four, keep the loose tile that can grow and cut guest winds and terminals first.

    9 min read

  6. Lesson 16: 1-shanten: the step where hands are won

    When you're one draw from tenpai, your cut decides how many draws say yes and what wait you get. Count both numbers, keep the complete shape, and pick a spare that can still build.

    9 min read

  7. Lesson 17: Headless and floating-tile 1-shanten

    Wide 1-shanten shapes take almost any draw. Count how many of those draws give a two-sided wait, and you'll know which shape to keep.

    9 min read

  8. Lesson 18: One hand from deal to tenpai

    Follow one hand from the deal to a riichi, turn by turn, with the count behind every cut. Then play a second hand yourself, naming your stage before each discard.

    9 min read

04Module 4打点

Hand value

Know what a hand pays, take value when it costs little speed, and build the yaku that actually come up.

0 of 8 lessons done

  1. Lesson 19: What a hand pays: han, mangan and the limits

    Han set the price. Each one about doubles it until mangan caps it, and from there the hand pays one of five fixed limits. Here are the numbers to know, and who pays them.

    9 min read

  2. Lesson 20: Fu without counting: the scores to know

    Four boxes give nearly every winning hand its fu without a count, and a fifth tells you when to count. Learn the 30-fu and 40-fu columns, and most prices are already in your head.

    9 min read

  3. Lesson 21: Speed or value: when a yaku is worth slowing down

    The widest cut and the most valuable one aren't always the same tile. Count what a yaku costs in tiles and adds in points, and pay for value only when it comes cheap.

    9 min read

  4. Lesson 22: Playing the dora: make room, keep it, cut it on time

    A dora is a han that asks nothing of your shape. Build shapes that can catch it, then cut a loose one on your first discards or at tenpai, not in the middle of the hand.

    9 min read

  5. Lesson 23: Pinfu and tanyao: the everyday yaku

    Pinfu and tanyao come from shapes you'd keep for speed anyway. Learn what breaks them, break ties toward the middle tiles, and see how they lift a one-dora riichi to 7,700.

    9 min read

  6. Lesson 24: Sanshoku, ittsu and chanta: notice them, don't force them

    Spot sanshoku and ittsu by reading across your suits, keep the last piece when it costs two tiles or fewer, and learn the two cases where chanta is worth steering for.

    9 min read

  7. Lesson 25: Honitsu and chinitsu: when to go for a flush

    A flush can turn a 1,000-point dragon pon into 3,900 or more, or throw away two good shapes for a slow 2,000. Three counts in your first turns tell you which.

    9 min read

  8. Lesson 26: Seven pairs or toitoi: playing pair-heavy hands

    Seven pairs moves only on your own draws. Toitoi moves on everyone's discards, if your pairs are tiles they throw. Count the pairs you could pon, and play a normal hand when it sits closer to tenpai.

    9 min read

05Module 5立直

Riichi

Declare at the right moment, pick the wait that pays most, and know the rare hands worth slowing down.

0 of 3 lessons done

  1. Lesson 27: When to riichi: almost always, and right away

    Riichi doubles a cheap hand, lets a yakuless one win off a discard, and costs 1,000 points. On almost every closed tenpai, that trade wins. The hands where it loses fit on a short list.

    9 min read

  2. Lesson 28: Choosing your wait: tiles, then value, then ease

    Two discards both make tenpai. Count each wait's live tiles, price what each win pays, and when the two come out level, take the tile the other players throw.

    9 min read

  3. Lesson 29: Going back a step: when to refuse a tenpai

    Take the tenpai and declare almost every time. Go back a step only for a gain you can count: a wait with one copy left or none, a hand that jumps in value, or a 1-shanten too ugly to keep.

    9 min read

06Module 6鳴き

Calling

Call when it buys speed you can't get closed, and pass when it throws away value and defense.

0 of 4 lessons done

  1. Lesson 30: When to call chi and pon

    Every chi or pon trades your closed hand for a faster open one. Price the closed hand you'll end up with, and call only when the call moves you forward or brings a yaku.

    9 min read

  2. Lesson 31: Yakuhai: keep the pair, pon the first one

    A dragon pair is one tile from a yaku any player can hand you. Keep the pair, pon the first copy, and know when the closed hand is worth more.

    9 min read

  3. Lesson 32: Open tanyao: fast hands that still have a yaku

    Tanyao still counts after a chi or a pon. Keep every winning tile a 2 to 8, and call when dora, the dealer's seat, a needed win, or the last turns make the speed worth it.

    9 min read

  4. Lesson 33: When to kan, and when it only helps others

    A kan gives you a fresh draw and extra fu, and gives every player a new dora. Make it when you're the player closest to winning, and skip it when someone else is.

    9 min read

07Module 7守備

Defense

Fold cleanly against a riichi, rank every tile by danger, and respect open hands that are really ready.

0 of 6 lessons done

  1. Lesson 34: How to fold: the safest tile, every turn

    Deciding to fold is easy. Folding cleanly takes a procedure: count your safe tiles, throw one genbutsu every turn, and spend them in the right order until the hand ends.

    10 min read

  2. Lesson 35: When genbutsu runs out: suji and kabe

    A 4 in the riichi river means no two-sided wait can win on the 1 or the 7. That rule, plus counting to four, carries your fold past your last genbutsu.

    10 min read

  3. Lesson 36: The safety ladder: rank any tile against a riichi

    Your genbutsu is gone and you still have to discard. Seven rungs rank every tile in your hand against a riichi, from an honor with every other copy in view down to the dora.

    10 min read

  4. Lesson 37: Defending against open hands

    Count the calls, price the hand from what it shows, and find the few tiles it can win on. Then fold to the open hands that matter and keep playing against the rest.

    10 min read

  5. Lesson 38: Reading discards: count first, then the real clues

    Most of what a riichi river tells you comes from counting. The famous reads, from suji traps to aida yonken, are real but small, so use them only to choose between tiles the count calls equal.

    9 min read

  6. Lesson 39: Defense before the riichi: keeping a safe tile

    A fold needs a first safe tile, and it has to be in your hand before anyone declares. Here's when keeping one is free, when it's worth a few tiles, and when acceptance comes first.

    9 min read

08Module 8押し引き

Push or fold

Decide whether your hand is worth the risk, from tenpai down to the last draw.

0 of 4 lessons done

  1. Lesson 40: Push or fold: a checklist that works

    A riichi is down and your discard is next. Five questions, asked in order, tell you whether your hand is worth the danger: shanten, wait, price, who declared, and your safe tiles.

    10 min read

  2. Lesson 41: Tenpai against a riichi: when to chase

    A two-sided tenpai chases a non-dealer riichi at almost any value. A one-sided wait needs about 2,000, and about a mangan against the dealer. Here's the math, the seat rules, and how to play the push.

    10 min read

  3. Lesson 42: 1-shanten against a riichi: push, weave or fold

    You're one draw from tenpai and the riichi player is already there. Count your tenpai tiles, price the hand, then push one tile, weave with safe cuts, or fold.

    10 min read

  4. Lesson 43: The last turns: formal tenpai and noten payments

    In the last turns, tenpai is worth 2,500 to 3,000 points at the draw, even with no yaku. Here is when to call for it and which tiles are worth pushing to keep it.

    10 min read

09Module 9順位

Playing for placement

Turn points into placement: read the gaps, plan the South round, and play All Last by the numbers.

0 of 3 lessons done

  1. Lesson 44: Play for placement, not points

    Tenhou and Mahjong Soul pay for where you finish. Count the gap above and below you, and let it set your speed, value, and defense from South 1 on.

    10 min read

  2. Lesson 45: All Last: know your number before you discard

    One hand is left and every gap is exact. Before your first discard, price three wins for each player you can pass: a ron off anyone else, a ron off them, and a tsumo.

    10 min read

  3. Lesson 46: All Last decisions: by place, not points

    Every All Last decision answers one question: does this change my place? Riichi or dama, push or fold, and which wait to take, from 1st, from 4th, and from the middle.

    10 min read

10Module 10上達

Getting better

Judge decisions instead of results, and turn every session into a step forward.

0 of 2 lessons done

  1. Lesson 47: Luck or skill? Judge the decision, not the result

    One game can't tell a right decision from a lucky one. Grade each decision by what you knew when you made it, and give your stats 300 games before you trust them.

    10 min read

  2. Lesson 48: How to keep improving after the course

    Your own games can teach you more than any lesson, if you look back at them. The routine: review two hands per game, drill ten minutes a day, and fix one leak a month.

    9 min read

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