Glossary
Riichi mahjong uses many Japanese words. Here they are in plain English, with the lesson that teaches each one.
- Baiman double mangan
- A limit hand of 8 to 10 han: twice a mangan. Scoring: han and fu
- Block mentsu kouho
- A set, a pair or a partial set: one of the five parts a hand is built from. The five-block method
- Chii call a sequence
- Take the discard of the player on your left to complete a sequence. Calling: chii, pon and kan
- Closed hand menzen
- A hand with no called tiles (a concealed quad keeps it closed). Calling: chii, pon and kan
- Dama silent tenpai
- Staying in tenpai with a closed hand without declaring riichi. Riichi or dama
- Dead wall wanpai
- The last 14 tiles of the wall: dora indicators and replacement tiles for quads. Never drawn normally. The table and a turn
- Dealer oya
- The player sitting East. Wins 1.5 times as much, pays twice a non-dealer’s share of a tsumo, and stays dealer after winning or being in tenpai at a draw. The table and a turn
- Dora bonus tile
- Each dora in a winning hand adds 1 han. Dora are not yaku. Dora
- Dora indicator dora hyouji
- The face-up tile on the dead wall. The tile after it in its sequence is the dora. Dora
- Dragons sangenpai
- The white, green and red honor tiles. A triplet of any dragon is a yaku. The tiles
- Fold betaori
- Giving up on winning and discarding only safe tiles, so you don’t deal in. Push or fold
- Fu minipoints
- Points for how a hand is built and won (sets, pair, wait, ron or tsumo), rounded up to 10. Counting fu
- Furiten sacred discard
- You cannot win by ron while one of your winning tiles is in your own discards (or you passed on one). Furiten
- Genbutsu safe tile
- A tile a riichi player cannot ron on: one in their own river, or one they let pass after declaring. Basic defense
- Han doubles
- The main unit of hand value, from yaku and dora. Each han roughly doubles the score, up to mangan. Scoring: han and fu
- Hanchan half game
- A game of an East round and a South round. How a game ends
- Haneman jumping mangan
- A limit hand of 6 or 7 han: one and a half mangan. Scoring: han and fu
- Honba counter
- A counter added after a dealer win or a draw. Each one adds 300 points to the next win. Payments, counters and draws
- Honors jihai
- The winds and dragons: tiles without numbers, used only in triplets and pairs. The tiles
- Kabe wall
- When you can see all four of a tile, two-sided waits through it are impossible, which makes the tiles beyond it safer (no-chance). Basic defense
- Kan quad
- Four of a kind, declared as a set. You draw a replacement tile and a new dora is revealed. Calling: chii, pon and kan
- Kanchan closed wait
- Waiting for the middle tile of a sequence, like 4 with 3 and 5. Wait shapes
- Man characters
- One of the three suits, numbered 1 to 9 with Chinese numerals. The tiles
- Mangan limit hand
- A fixed score for 5 han, or fewer han with many fu: 8000 points (12000 for the dealer). Scoring: han and fu
- No-chance no chansu
- All four copies of a tile are visible, so no two-sided wait can use it. Basic defense
- Noten not ready
- Not in tenpai. At an exhaustive draw, noten players pay the tenpai players. Payments, counters and draws
- One-chance wan chansu
- Three copies of a tile are visible, so a two-sided wait through it needs the last copy: safer, not safe. Basic defense
- Open hand naki
- A hand with at least one called set. Some yaku are lost or worth less when open. Calling: chii, pon and kan
- Pair jantou
- Two identical tiles: every standard winning hand has exactly one. Sets and a winning hand
- Penchan edge wait
- Waiting on 3 with 1 and 2, or on 7 with 8 and 9. Wait shapes
- Pin circles
- One of the three suits, shown as circles (dots). The tiles
- Pinfu no-points hand
- A closed hand of four sequences and a non-value pair, won on a two-sided wait. Your first yaku
- Pon call a triplet
- Take any player’s discard to complete a triplet. Calling: chii, pon and kan
- Push zentsu
- Keep building your hand against a riichi, discarding dangerous tiles if needed. Push or fold
- Quad kantsu
- Four identical tiles declared as a set (counts as one set). Sets and a winning hand
- Red five akadora
- A red 5 tile that counts as a dora. Used on Riichi Arena, not in EMA tournaments. Dora
- Riichi ready declaration
- Declaring that your closed hand is in tenpai, for 1000 points: a 1-han yaku, but your hand is locked. Riichi
- Riichi stick deposit
- The 1000 points put up when declaring riichi. The next winner takes them. Payments, counters and draws
- River kawa
- A player’s discards, laid out in rows of six in front of them. The table and a turn
- Ron win on a discard
- Winning with another player’s discard. The discarder pays everything. Winning: tsumo, ron and yaku
- Ryanmen two-sided wait
- Two consecutive tiles waiting on either end, like 4-5 waiting on 3 or 6. Wait shapes
- Sequence shuntsu
- Three consecutive numbers in one suit, like 3-4-5 of circles. Sets and a winning hand
- Shanpon double pair wait
- Two pairs waiting for either to become a triplet. Wait shapes
- Shanten tiles from tenpai
- How many useful tiles a hand still needs to reach tenpai: 1-shanten is one away. Tenpai and shanten
- Simples chunchanpai
- Suit tiles numbered 2 to 8. The tiles
- Sou bamboo
- One of the three suits, shown as bamboo sticks (the 1 is a bird). The tiles
- Suji lines
- Tiles three apart (1-4-7, 2-5-8, 3-6-9). If a player discarded 4, a two-sided wait on 1 or 7 is impossible for them. Basic defense
- Tanki single wait
- Waiting on one tile to complete the pair. Wait shapes
- Tanyao all simples
- A hand of only 2 to 8: no terminals or honors. 1 han, open or closed. Your first yaku
- Tenpai ready
- One tile away from a complete hand. Tenpai and shanten
- Terminals routouhai
- The 1 and 9 of each suit. The tiles
- Triplet koutsu
- Three identical tiles. Sets and a winning hand
- Tsumo self-draw
- Winning with a tile you drew yourself. Every other player pays a share. Winning: tsumo, ron and yaku
- Ukeire acceptance
- The tiles (and how many copies are left) that would improve your hand. Tile efficiency
- Uma placement bonus
- Points added or taken at the end of a game for finishing 1st to 4th. How a game ends
- Ura dora hidden dora
- Extra dora under the indicators, revealed only for a player who won with riichi. Riichi
- Wait machi
- The tile or tiles a tenpai hand needs to win. Wait shapes
- Wall yama
- The face-down tiles players draw from. The table and a turn
- Winds kazehai
- East, South, West and North honor tiles. Your seat wind and the round wind are value tiles. The tiles
- Yaku scoring pattern
- A pattern a hand must contain at least one of to win, like riichi or all simples. Winning: tsumo, ron and yaku
- Yakuhai value tiles
- A triplet of dragons, your seat wind or the round wind: 1 han each. Your first yaku
- Yakuman limit hand
- The highest score: 32000 points (48000 for the dealer), for very rare hands. Scoring: han and fu
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