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Tenpai

Riichi mahjong glossary: the words of the table

Riichi is played with Japanese words, wherever you are. Here they are, from A to Z, each explained in a sentence or two.

A

Agari 和了
Winning a hand, by tsumo or by ron. You then call out “tsumo” or “ron”, never “agari”. How a game goes →
Aka-dora 赤ドラ
A red five. Each one is worth a dora: one more han if the hand wins. Sets usually have three, one per suit. The tiles →
Ankou 暗刻
A concealed triplet, made without a call. It is worth twice as many fu as an open triplet. Scoring basics →
Atama 雀頭
The pair of a hand (also called jantou). A standard hand has four sets and a pair. How a game goes →

B

Baiman 倍満
The 8 to 10 han limit: 16,000 points for a non-dealer, 24,000 for the dealer. Scoring basics →
Bakaze 場風
The round wind: East during the first round, South during the second. A triplet of this wind is a yaku. How a game goes →

C

Chii チー
The call that takes the discard of the player on your left to complete a run. The run is laid face up and the hand becomes open. How a game goes →
Chiitoitsu 七対子
Seven different pairs: the only winning hand, along with thirteen orphans, that doesn’t follow the four sets and a pair shape. It is always worth 25 fu. Scoring basics →

D

Damaten 黙聴
Being tenpai without declaring riichi. The hand stays flexible and discreet, but it needs another yaku to win. How a game goes →
Dora ドラ
A bonus tile, shown by the indicator turned over on the dead wall. Each dora in the winning hand adds one han, but it is not a yaku. The tiles →
Dora hyoujihai ドラ表示牌
The dora indicator: the tile turned over on the dead wall. The dora is the next tile in its suit’s order. The tiles →

F

Fu 符
The “minipoints” that fine-tune a hand’s value: 20 to start, then whatever the triplets, the pair, the wait and the way of winning bring. Round up to the next ten. Scoring basics →
Furiten 振聴
Being furiten means having one of your winning tiles in your own discards. You can then no longer win by ron, only by tsumo. How a game goes →

G

Genbutsu 現物
A tile an opponent has already discarded: it cannot win them the hand (furiten). It is the safest discard against a riichi. How a game goes →

H

Haipai 配牌
The starting hand: the 13 tiles dealt to each player (14 for the dealer). How a game goes →
Han 翻
The unit of a hand’s value. Each yaku and each dora bring han; together with fu, they give the points. Scoring basics →
Hanchan 半荘
The standard game: an East round then a South round, at least eight hands. How a game goes →
Haneman 跳満
The 6 or 7 han limit: 12,000 points for a non-dealer, 18,000 for the dealer. Scoring basics →
Honba 本場
The repeat counter, placed by the dealer. Each honba adds 300 points to the next hand’s winnings. How a game goes →

I

Ippatsu 一発
A one-han yaku: winning within one turn of your riichi declaration, before any call. Scoring basics →

J

Jihai 字牌
The honours: the four winds and the three dragons. They don’t form runs, only pairs, triplets and quads. The tiles →
Jikaze 自風
The seat wind: East for the dealer, then South, West and North in turn order. A triplet of your own wind is a yaku. How a game goes →

K

Kamicha 上家
The player on your left, who plays just before you. They are the only one whose discard you can call for a chii. How a game goes →
Kan 槓
A quad: four identical tiles. You then draw a replacement tile and a new dora indicator is turned over. How a game goes →
Kanchan 嵌張
The wait on the middle tile of a run, like 4-6 waiting on the 5. It is worth 2 fu. Scoring basics →
Kiriage mangan 切り上げ満貫
An optional rule that rounds up hands of 4 han 30 fu and 3 han 60 fu, which pay almost as much, to a mangan. Scoring basics →
Kokushi musou 国士無双
Thirteen orphans: one of each terminal and each honour, plus a pair of one of them. A yakuman.
Koutsu 刻子
A triplet: three identical tiles. Open if it was called (pon), concealed otherwise. How a game goes →
Kuisagari 食い下がり
The loss of one han by some yaku when the hand is open: honitsu, chinitsu, sanshoku, ittsu, chanta and junchan. Scoring basics →
Kuitan 喰い断
The rule that allows tanyao (all simples) in an open hand. It is used almost everywhere. Scoring basics →

M

Machi 待ち
The wait: the tile or tiles that complete a tenpai hand. Ryanmen, kanchan, penchan, shanpon and tanki are its shapes. Scoring basics →
Mangan 満貫
The first limit, from 5 han (or 4 han 40 fu, 3 han 70 fu): 8,000 points for a non-dealer, 12,000 for the dealer. Scoring basics →
Mentsu 面子
A set of three or four tiles: run, triplet or quad. You need four of them to win. How a game goes →
Menzen 門前
A closed hand, with no calls at all (a concealed kan is allowed). Riichi, pinfu and menzen tsumo require it. How a game goes →

N

Noten 不聴
Not being tenpai. When the wall runs out, noten players pay 3,000 points in total to tenpai players (noten bappu). How a game goes →

O

Oya 親
The dealer, sitting at East. They win and pay one and a half times as much as the others, and keep the deal if they win. The other players are the ko. How a game goes →

P

Penchan 辺張
The wait at the edge of a suit: 1-2 waiting on the 3, or 8-9 waiting on the 7. It is worth 2 fu. Scoring basics →
Pinfu 平和
A one-han yaku: a closed hand of four runs, a valueless pair and a ryanmen wait. The hand only counts the base fu: 20 on tsumo, 30 on ron. Scoring basics →
Pon ポン
The call that takes anyone’s discard to complete a triplet. It takes priority over a chii. How a game goes →

R

Renchan 連荘
The dealer keeps the deal: they won, or they were tenpai when the wall ran out. A honba is added. How a game goes →
Riichi 立直
Declaring a closed tenpai hand: you bet 1,000 points and no longer change your hand. It is a yaku, which unlocks ippatsu and ura-dora. How a game goes →
Riichi-bou リー棒
The 1,000-point stick placed on the table to declare riichi. The next winner collects it. How a game goes →
Rinshan 嶺上
The replacement tile drawn from the dead wall after a kan. Winning with it is a yaku (rinshan kaihou). How a game goes →
Ron ロン
Winning on an opponent’s discard. The player who discarded it pays for the whole hand. How a game goes →
Ryanmen 両面
The wait on both sides of a run, like 4-5 waiting on the 3 or the 6. The best wait, worth no fu. Scoring basics →
Ryuukyoku 流局
A drawn hand, most often because the wall runs out with no winner. Noten players pay tenpai players. How a game goes →

S

Sanbaiman 三倍満
The 11 or 12 han limit: 24,000 points for a non-dealer, 36,000 for the dealer. Scoring basics →
Shanpon 双碰
The wait on two pairs: one will become a triplet, the other will stay the pair. Scoring basics →
Shanten 向聴
The number of tiles missing to be tenpai. A hand at one shanten is one useful tile away from tenpai. How a game goes →
Shimocha 下家
The player on your right, who plays just after you. Your discard can give them a chii. How a game goes →
Shuntsu 順子
A run: three consecutive tiles in the same suit, like 3-4-5 of circles. Honours can’t form one. How a game goes →
Suji 筋
A defence technique: if a player has discarded the 4, they can’t win on the 1 or the 7 with a ryanmen wait.

T

Tanki 単騎
The wait on the pair: only the second tile of the pair is missing. It is worth 2 fu. Scoring basics →
Tanyao 断幺九
The “all simples” yaku: only tiles from 2 to 8, no terminals, no honours. One han, one of the most common yaku. Scoring basics →
Tenpai 聴牌
Being one tile away from winning. The hand has 13 tiles and waits for its fourteenth. How a game goes →
Tobi 飛び
Falling below zero points. Depending on the table rules, the game ends at once. How a game goes →
Toimen 対面
The player sitting opposite you. How a game goes →
Toitsu 対子
A pair: two identical tiles. How a game goes →
Tonpuusen 東風戦
The short game: the East round only, at least four hands. How a game goes →
Tsumo 自摸
Drawing, and winning with the tile you just drew. The three opponents then share the payment. How a game goes →
Tsumogiri ツモ切り
Discarding the tile you just drew straight away, without keeping it. It is what a player in riichi does. How a game goes →

U

Uma ウマ
Placement points added at the end of the game (for example +15, +5, −5, −15 in thousands). Mostly in tournaments. How a game goes →
Ura-dora 裏ドラ
Extra dora, shown by the tiles hidden under the indicators. They are only turned over when a riichi hand wins. Scoring basics →

W

Wanpai 王牌
The dead wall: the last 14 tiles, which are not drawn. It holds the dora indicators and the replacement tiles for kans. How a game goes →

Y

Yaku 役
A combination that brings han. You need at least one yaku to win: dora alone are not enough. Scoring basics →
Yakuhai 役牌
A triplet of dragons, of the round wind or of your seat wind: a one-han yaku, allowed in an open hand. Scoring basics →
Yakuman 役満
The most expensive hand: 32,000 points for a non-dealer, 48,000 for the dealer. Thirteen orphans, four concealed triplets, big three dragons… Scoring basics →
Yaochuuhai 么九牌
Terminals (1 and 9) and honours. Their triplets are worth twice as many fu as those of simples. The tiles →

A word missing? The names of the yaku, with their value, are all in the scoring sheet. See all the yaku.

Table rules

They change the score, never the hand dealt. A hand in progress starts again from the first step.

Presets

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