There is a lack of English description of Japanese mahjong scoring. Here I attempt to describe it. Please forward all comments and corrections to me. This page is a revision of a text file I wrote back in 1998.
The most common version of Japanese Mahjong (Maajan [麻雀]) is Toudai-shiki [東大式], which means "version as used by Tokyo University" (I think, I'm not sure). It is one of the "Big 3" Japanese professional Mahjong associations. This is the version I try to describe here.
10000 point counter;
5000 point counters;
1000 point counters;
100 point counters.
There are 136 tiles, composed of four copies of a 34 tile set. The set of tiles is called Jan-pai [雀牌]. ("Pai" means "tile" or "card"; possibly the term is simplified from Majan-pai [麻雀牌], but no one calls them that.) If you have a Chinese set (or some Japanese sets), your set may come with flowertiles and extra blank tiles. These are not used in Japanese Mahjong.
The tiles can be subdivided into four groups:
The Dots, Bams, and Craks are called the three SUITS, and are numbered from 1 through 9. As a group, all of them are called NUMBERS ([数牌] officially shuu-pai, commonly zu-hai). ("Dot," "Bam," and "Crak" are actually rather poor names, as they completely ignore the meanings of the symbols, but they are so common in English we're stuck with them.) The Japanese names for number tiles are created by combining a Chinese number prefix with a suit suffix, but with some idiomatic differences (shown in bold:
| 1 "Ii" | 2 "Ryan" | 3 "San" | 4 "Suu" | 5 "Uu" | 6 "Ryuu" | 7 "Chii" | 8 "Paa" | 9 "Chuu" | |
|---|---|---|---|---|---|---|---|---|---|
| Dot "pin" | Iipin |
Ryanpin |
Sanpin |
Suupin |
Uupin |
Ryuupin |
Chiipin |
Paapin |
Chuupin |
| Bam "sou" | Iisou |
Ryanzou |
Sanzou |
Sussou |
Uusou |
Ryuusou |
Chiisou |
Passou |
Chuusou |
| Crak "wan" | Iiwan |
Ryanwan |
Sanwan |
Suuwan |
Uuwan |
Ryuuwan |
Chiiwan |
Paawan |
Chuuwan |
The Chars are subdivided into four WINDS ([風牌] officially fon-tsu, commonly kaze-hai) and three ELEMENTS (dragons, sangen-pai [三元牌]). Their individual names are:
Ton [東]: East Wind
Nan [南]: South Wind
Shaa [西]: West Wind
Pei [北]: North Wind
Haku [白] (officially paipan [白板]):
White Board (White Dragon)
Hatsu [発] (officially ryuufa [緑発]):
Green Prosper (Green Dragon)
Chun [中] (officially honchun [紅中]):
Red Middle (Red Dragon)
Note that the ordering of the elements (white-green-red) are reversed from traditional Chinese ordering (red-green-white).
Some other card terms:
| Ends | Middles | |||
|---|---|---|---|---|
| Chars | Terminals | |||
| Suits | Dots | ![]() ![]() |
![]() ![]() ![]() ![]() ![]() ![]() ![]() |
|
| Bams | ![]() ![]() |
![]() ![]() ![]() ![]() ![]() ![]() ![]() |
||
| Craks | ![]() ![]() |
![]() ![]() ![]() ![]() ![]() ![]() ![]() |
||
| Winds | ![]() ![]() ![]() ![]() |
|||
| Elements | ![]() ![]()
| |||
Of the four winds, one is a ROUND WIND (bakaze [場風]), determined by which round the game is in; one is a POSITION WIND (menfon [門風] "door wind" or tsufon [自風] "self wind"), determined by the position the player is sitting in relative to the dealer (dealer's wind is East, player after dealer is South, player after South is West, player after West is North). If the round wind and the position wind is the same, it is called a DOUBLE WIND (renhoupai, dabu-kaze [ダブ風]). (Sometimes the wind name is in Japanese, e.g., "dabu-ton" is a double East.) All other (two or three) winds are called GUEST WINDs (ota-kaze [客風]).
Most Japanese only play two rounds, so West and North are rarely round winds.
Each tile has a successor. A suit tile's successor is simply a tile in the same suit that is one larger than it. A 9 tile's successor is a 1 tile. Among the winds, the succession sequence is East, South, West, North (the successor of East is South, etc.). Among the elements, the succession sequence is White, Green, Red.
A Winning hand is, except for two exceptions, composed of four MELDS (mentsu [面子]) and a PAIR (jantoo, [雀頭]). The two exceptions are the SEVEN PAIRS (chiitoitsu [七対子]) hands (covered in a later section) and the THIRTEEN ENDS (kokushimusoo [国士無双]) hands (covered later in the special hands section).
A pair is two identical tiles.
There are three types of melds:







This means that a winning hand must have 14+K tiles, where K is the number of quads in the hand.
A hand can be won in (basically) two ways:
A meld is OPEN (min [明] "exposed") if it was melded by the discards of another player (including a win on discard). Otherwise it is CLOSED (an [暗] "dark") if it was melded "naturally" in one's hand.
A hand is CLOSED (menzen [門前] "door front", short for menzenchin [門前清] "door front pure") if *all* melds that do not contain the winning tile (there are at least three, and four if the winning tile completes a pair) are closed. Otherwise the hand is OPEN. In other words, a closed hand is one where the player never called "chi," "pon," or "kan." (But he may have called "riichi," "tsumo," or "ron.")
A hand is STRONGLY CLOSED if it is closed and was won on self-draw.
A hand is WEAKLY CLOSED if it is closed and was won on discard.
Before a hand gets the winning tile, it must necessarily be in a
WAITING (tenpai [聴牌] "listening to tiles") state, where the
(usually 13-tile) hand needs one more tile to win.
This section provides an overview of the rest of the scoring
section.
Only the winning hand is evaluated; all other hands are irrelevant.
First, a TALLY (fu [符]) value is calculated based on the composition
of the hand and how the hand was won. (I called this term "abscissa" in
an earlier version of this draft.) This number will be an integer,
usually between 20 and 70.
Then, an EXPONENTIAL (fan [翻]) value is calculated. The significant
portion of the exponential (but not all of it) is based on
certain properties of the hand which award MULTIPLIERS
(yaku [役]). (Since each multiplier will equal one exponential,
you'll often see texts confusing the two terms.)
The exponential will usually be less than 10.
The TALLY is multiplied by 2^EXPONENTIAL (2 raised to the
power of EXPONENTIAL), and is then multiplied
by another number depending on whether the winner was dealer or not.
Finally, the number is rounded to the nearest LIMIT
(kan [貫]) and/or hundred.
If the winning hand is a special hand,
the tally and exponential method is not used.
[Note: this section has been revised heavily since the last
version. Either they revised the rules, or, more likely,
I got a lot of stuff wrong.]
The tally is a sum of five numbers; a BASE score, a CLOSURE
bonus, a SELF-DRAW bonus, a COMPOSITION score, and a WAITING
score. However, there are two exceptions: the SEVEN PAIRS
(chiitoitsu [七対子]) hands and the ALL SEQUENCE (pinfu [平和])
hands.
In this section, the term "points" is used to represent tally
points and has no relation with the final points.
The Base score is always 20 points.
If the hand is weakly closed
(player won by opponents discard, but has not used any other
discards), add 10 points.
If the hand was won by self-draw, add 2 points.
(But note the exception for ALL SEQUENCE hands, below.)
This score is based on the composition of the hand, regardless of
readiness or openness.
The pair is worth:
Each seq is worth:
Each tri is worth:
Each quad is worth:
This score is dependent on how exactly the winning tile came into
the hand. There are five essential ways:
Note that a hand may be readying to win in more than one way. For
instance, a hand may have three melds and the tiles 5557 in one
suit. Then it is a central win if the winning tile is a 6,
but a hanging win if the winning tile is a 7.
The readying score is calculated like this:
A rule of thumb to remember this is to think of the 2 points
only given if the ready tile was "unique". But this is misleading
because of hands that are ready to win in more than one of
the five ways.
A Seven Pairs hand gets a tally of 25 points.
An All Sequence Hand gets a tally of 30 points if won by
opponent's discard, and 20 points if won by self-draw.
(Note that there is no self-draw bonus.)
The exponential (fan [翻]) is a sum of three numbers;
the MULTIPLIER (yaku [役]) count, the DORA count,
and a BASE exponential (bazoro [場ゾロ]).
The multipliers are the crux of the game, and
have their own section.
The dora count is based on the dora tile(s), but is
only counted for closed hands. At each
game, a tile near the end of the wall is turned over,
called the dora tile.
The successor of that tile is now a scoring tile, adding
one to the exponential count for each such tile the
player has. Also note these common variants:
The base exponential is always 2.
Start with the tally. If it is even, round it up to the
nearest multiple of 10. (The only possible case where
the tally is not even is when it is 25 from a Seven
Pairs hand.)
and multiply it by 2^exponential (two raised to the
power of the exponential score). This is the HAND VALUE.
If the player was dealer, multiply the hand value by 6
(representing each other player paying twice the hand value).
If the player was not dealer, multiply the hand value by 4
(representing dealer paying twice the hand value, and the
other two players paying the hand value). The resulting
product is called the PAYOFF, and
should represent approximately what the winner should get.
If the hand was won by discard, then the discarder pays the winner
the entire payoff, rounded to the nearest hundred. (If the discarder
is dealer, he does not pay double.)
Otherwise, the hand was won by self-draw. Then each player pays
the winner the hand value, rounded up to the nearest hundred. (The
hand value is doubled if either the winner or the payer is dealer.)
Note that the winner should receive a total amount close to that of
the payoff.
If the hand value is greater than 2000, then instead of using the
"actual" hand value, the hand value is reduced to a LIMIT
(mankan [満貫]) of 2000 points. (This is reached at about 3
exponentials for tallys greater than 70, about 4 exponentials
for tallys greater than 40, and 5 exponentials for smaller
tallys.) (Some books will refer to the limit as 8000 or 12000
points. They're talking about the PAYOFF limit.)
The only way to get more than the limit as a hand value is to have
a lot of exponentials. The higher values are:
Hand value chart. The following represents how much each hand
is worth. This is the amount that would be paid, if there were
no dealer bonuses, no limits, and cash were not rounded to 100s.
Asterisks represent hand values that are over the limit cutoff
(2000). Note that exponentials of less than 3 are not possible
in a normal game (there's a base of 2, and a minimum of 1
multiplier).
1.5 Pre-win Taxonomy
2. Scoring
2.1 General Overview
2.2 Calculating the Tally
2.2.1 Base Score (fuudii [副底] or kihonfu [基本符])
2.2.2 Closure Bonus (menzenron-agari [門前ロンアガり])
2.2.3 Self-draw Bonus (tsumo-agari [ツモアガり])
2.2.4 Composition Score
Note that the pairs that give points are exactly those
SPECIAL CHARS (yakuhai [役牌]) that
would give MULTIPLIERS if they were a tri or quad.
2.2.5 Ready Score

and readying for a
or
.

and readying for a
.

and
readying for a
.
2.2.6 Exception: Seven Pairs (chiitoitsu [七対子])
2.2.7 Exception: All Sequence (pinfu [平和])
2.3 Calculating the Exponential (fan [翻])
2.4 Final Score, Limit Checking
2.4.1 Calculation
2.4.2 Limits
2.4.3 Charts
| Tally | Exponential | ||||||||
|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | |||
| 20 | 40 | 80 | 160 | 320 | 640 | 1280 | 2560* | ||
| 25 | 50 | 100 | 200 | 400 | 800 | 1600 | 3200* | ||
| 22-30 | 60 | 120 | 240 | 480 | 960 | 1920 | 3840* | ||
| 32-40 | 80 | 160 | 320 | 640 | 1280 | 2560* | 5120* | ||
| 42-50 | 100 | 200 | 400 | 800 | 1600 | 3200* | 6400* | ||
| 52-60 | 120 | 240 | 480 | 960 | 1920 | 3840* | 7680* | ||
| 62-70 | 140 | 280 | 560 | 1120 | 2240* | 4480* | 8960* | ||
| 72-80 | 160 | 320 | 640 | 1280 | 2560* | 5120* | 10240* | ||
| 82-90 | 180 | 360 | 720 | 1440 | 2880* | 5760* | 11520* | ||
Dealer wins by self-draw, each player pays twice the hand value, rounded up:
| Tally | Exponential | ||||||||
|---|---|---|---|---|---|---|---|---|---|
| 3 | 4 | 5 | 6 | 7 | 8-9 | 10-12 | 13+ | Special | |
| 20 | NP | 700 | 1300 | 2600 | 4000 (limit) |
6000 (1.5x limit) |
8000 (2x limit) |
12000 (3x limit) |
16000 (4x limit) |
| 25 | NP | NP | 1600 | 3200 | |||||
| 22-30 | 500 | 1000 | 2000 | 3900 | |||||
| 32-40 | 700 | 1300 | 2600 | 4000 (limit) | |||||
| 42-50 | 800 | 1600 | 3200 | ||||||
| 52-60 | 1000 | 2000 | 3900 | ||||||
| 62-70 | 1200 | 2300 | 4000 (limit) | ||||||
| 72-80 | 1300 | 2600 | |||||||
| 82-90 | 1500 | 2900 | |||||||
Dealer wins by discard, the discarding player pays six times the hand value, rounded up:
| Tally | Exponential | ||||||||
|---|---|---|---|---|---|---|---|---|---|
| 3 | 4 | 5 | 6 | 7 | 8-9 | 10-12 | 13+ | Special | |
| 20 | NP | 2000 | 3900 | 7700 | 12000 (limit) |
18000 (1.5x limit) |
24000 (2x limit) |
36000 (3x limit) |
48000 (4x limit) |
| 25 | NP | 2400 | 4800 | 9600 | |||||
| 22-30 | 1500 | 2900 | 5800 | 11600 | |||||
| 32-40 | 2000 | 3900 | 7700 | 12000 (limit) | |||||
| 42-50 | 2400 | 4800 | 9600 | ||||||
| 52-60 | 2900 | 5800 | 11600 | ||||||
| 62-70 | 3400 | 6800 | 12000 (limit) | ||||||
| 72-80 | 3900 | 7700 | |||||||
| 82-90 | 4400 | 8700 | |||||||
Non-dealer wins by self-draw, non-dealer players pay the hand value, rounded up:
| Tally | Exponential | ||||||||
|---|---|---|---|---|---|---|---|---|---|
| 3 | 4 | 5 | 6 | 7 | 8-9 | 10-12 | 13+ | Special | |
| 20 | NP | 400 | 700 | 1300 | 2000 (limit) |
3000 (1.5x limit) |
4000 (2x limit) |
6000 (3x limit) |
8000 (4x limit) |
| 25 | NP | NP | 800 | 1600 | |||||
| 22-30 | 300 | 500 | 1000 | 2000 | |||||
| 32-40 | 400 | 700 | 1300 | 2000 (limit) | |||||
| 42-50 | 400 | 800 | 1600 | ||||||
| 52-60 | 500 | 1000 | 2000 | ||||||
| 62-70 | 600 | 1200 | 2000 (limit) | ||||||
| 72-80 | 700 | 1300 | |||||||
| 82-90 | 800 | 1500 | |||||||
Non-dealer wins by self-draw, dealer pays twice the hand value, rounded up:
| Tally | Exponential | ||||||||
|---|---|---|---|---|---|---|---|---|---|
| 3 | 4 | 5 | 6 | 7 | 8-9 | 10-12 | 13+ | Special | |
| 20 | NP | 700 | 1300 | 2600 | 4000 (limit) |
6000 (1.5x limit) |
8000 (2x limit) |
12000 (3x limit) |
16000 (4x limit) |
| 25 | NP | NP | 1600 | 3200 | |||||
| 22-30 | 500 | 1000 | 2000 | 3900 | |||||
| 32-40 | 700 | 1300 | 2600 | 4000 (limit) | |||||
| 42-50 | 800 | 1600 | 3200 | ||||||
| 52-60 | 1000 | 2000 | 3900 | ||||||
| 62-70 | 1200 | 2300 | 4000 (limit) | ||||||
| 72-80 | 1300 | 2600 | |||||||
| 82-90 | 1500 | 2900 | |||||||
Non-dealer wins by discard, the discarding player pays four times the hand value, rounded up:
| Tally | Exponential | ||||||||
|---|---|---|---|---|---|---|---|---|---|
| 3 | 4 | 5 | 6 | 7 | 8-9 | 10-12 | 13+ | Special | |
| 25 | NP | 1600 | 3200 | 6400 | 8000 (limit) |
12000 (1.5x limit) |
16000 (2x limit) |
24000 (3x limit) |
32000 (4x limit) |
| 22-30 | 1000 | 2000 | 3900 | 7700 | |||||
| 32-40 | 1300 | 2600 | 5200 | 8000 (limit) | |||||
| 42-50 | 1600 | 3200 | 6400 | ||||||
| 52-60 | 2000 | 3900 | 7700 | ||||||
| 62-70 | 2300 | 4500 | 8000 (limit) | ||||||
| 72-80 | 2600 | 5200 | |||||||
| 82-90 | 2900 | 5800 | |||||||
When the last tile is drawn and discarded with no wins, each player shows their hand and announces whether they are ready (tenpai, one tile away from winning) or not ready (noo-ten). The non-ready players have to give a penalty tally (bappu [罰符]), a collective amount of 3000, to the ready players:
Obviously, if all four are in the same status, then no money is exchanged.
If the game is drawn in some other fashion besides running out, then this does not apply.
First off, a dealer may continue to be dealer as long as he wins. (If a situation such as (2.5) occurs, being ready is enough to let the dealer continue.)
For every "extra" dealer round (i.e., for every round the same
person remains dealer except the initial), the dealer takes out a
single
100 unit stick and places it on his right.
There may be many
such sticks if the dealer has remained dealer for a long time.
When dealer wins, in addition to the normal payment, they collect 300 points for each such stick placed out. This payment comes from the discarder if it is a win by discard, and split among the players if it is a win by self-draw. (Another way to think of it is that all players must pay the amount that is in the pot, but in the case of a discard, the discarder pays for the other players as well.)
Once another player has won, the dealer takes these sticks back.
However, if it is a drawn game and dealership changes, then the sticks are "passed" on to the next player, who adds a stick of his own.
At the end of the agreed upon number of rounds (usually two rounds, an East round and a South round, composed of at least eight hands), points are converted into "final scores" as follows:
First, everyone subtracts 30,000 from their score. Then, the player who has the most points gets a 12,000 bonus (called an "oka").
Another way to think of this is: Every player started with 30,000 points, but contributed 3,000 each to a "pot," which is given to the winning player.
The four scores should add up to 0. These values are then converted to money or match points linearly, as the case may be. Note that this means you could end up with more points than you started with (e.g., 29,000) and still be losing money!
(Sometimes these scores will be rounded to the nearest 1000.)
Essentially, certain properties of the hand give multipliers (yaku [役]). At least one multiplier is necessary for the hand to win.
For each property listed here, the number of multipliers it gives is given in parenthesis. (S) denotes a special hand (i.e., gives quadruple limit). Example hands are given, but they are often not the only possible hand with that multiplier. In these example hands, open melds are denoted with the melded discard lying on its side, and closed quads are denoted with two tiles face down.
Most exponentials can be combined with other exponentials; some supersede weaker ones; some require that the hand be closed (but not necessarily strongly closed) -- those are marked with an asterisk (*).
| Type | Closed | Open | Property | Short Description |
|---|---|---|---|---|
| Winning | 1 | Strongly Closed Hand | no use of discards | |
| 1 | Riichi | declaring ready | ||
| 2 | Double Riichi | declaring ready first turn | ||
| 1 | 1 | Quad Steal | winning on quad tile | |
| 1 | 1 | Flower on the Mountain | winning on post-quad drawn tile | |
| 1 | 1 | Scooping the Moon From the Sea | winning on last drawn tile | |
| 1 | 1 | Scooping the Fish From the Rivers | winning on last discard | |
| S | Heaven | dealer winning on initial deal | ||
| S | Earth | non-dealer winning on first turn | ||
| Sequences | 1 | All Sequence | all sequence, two-sided ready | |
| 1 | Double Sequence | same sequence twice | ||
| 1+2 | Double Double Sequence | two sequences twice | ||
| 2 | 1 | One Breath | 123456789 | |
| 2 | 1 | Three Suit Same Sequence | ||
| Tris/Quads | 2 | 2 | Double-Double | no sequences |
| 2 | 2 | Three Suit Same Triple | same numbers in three suits | |
| 2 | 2 | Three Closed Triples | ||
| 2 | 2 | Three Quads | ||
| S | S | Four Closed Triples | ||
| S | S | Four Quads | ||
| Ends | 1 | 1 | End-less | no ends |
| 2 | 1 | Dirty End-Full | each meld has an end | |
| 1+2 | 1+1 | Pure End-Full | each meld has a terminal | |
| Terminals | 2+3 | 2+3 | Dirty Terminals | each meld is only ends |
| 2+2 | 2+2 | Dirty (Seven Pairs) Terminals | each pair is only ends | |
| S | S | Pure Terminals | only terminals | |
| Characters | 1 | 1 | Special Chars | elements, round wind, position wind |
| S | S | Pure Chars | only characters | |
| 2+2 | 2+2 | Little Three Elements | ||
| S | S | Big Three Elements | ||
| S | S | Little Four Joys | ||
| S | S | Big Four Joys | ||
| Suits | 3 | 2 | Dirty One-Suiter | one suit with characters |
| 3+3 | 3+2 | One-Suiter | one suit, no characters | |
| Structure | 1 | All Sequence | ||
| 2 | Seven Pairs | |||
| 2 | 2 | Double-Double | no sequences | |
| Specific | S | S | Pure Green | only green tiles |
| S | S | Nine Lanterns | 1112345678999 | |
| S | S | Peerless Kingdom | one of each end |
During the course of play, if a player's hand is closed and is a
ready hand, he may declare riichi on his turn. He exclaims
"riichi", positions a
The 1000-unit counter goes to the next person to win a hand.
If the round is drawn, it stays in a pot with the dealer's ante,
until someone has won a hand.
After this call, he may no longer discard
any tiles from his original hand during play.
He may extend a tri to a closed quad if he draws the fourth
tile (but not when an opponent discards it). Some play with the
rule that a tri cannot be extended to a closed quad
if the set of readying tiles changes, e.g.:
A win by a player who has declared
riichi gets a multiplier. He gets two multipliers if he has
successfully called riichi on his very first discard; this is
called a "double" riichi.
Some players play that the horizontal discarded tile is necessary
for the riichi; if it is taken, the player must call riichi again
on their next turn.
One multiplier when the winning tile is a result of drawing the
extra tile after completing a quad. The win counts as a
self-draw win regardless of how the quad was completed.
Some players will play a variant where the payment is all paid by
the discarding player if the quad was completed by a discard.
Winning on the last legal tile in the wall. (The identity
of that tile changes during quads, of course.)
Winning on the last legal discard in the game (by another player,
of course).
Some variants play this as only two multipliers (i.e., no bonus,
as if it were just two doubles).
Cannot be combined with Seven Pairs.
If the hand is a Seven Pairs, it's
only four multipliers -- two from Dirty Terminals, two for
the Seven Pairs. Sometimes such a hand is called
"honroochiitoi."
Some variants play this as only four multipliers total
instead of five.
Several of these hands have a special rule. A player X (not
holding the special hand) can be "responsible" for the
special hand (usually by discarding the danger tile that
was required to make it special). The "responsible" player
must pay the entire payoff if the special hand wins by self-draw,
and must pay half the payoff if the special hand wins by discarder
(and discarder pays the other half).
Note that once a hand is special, all other multipliers
are irrelevant. "Doubly-special" hands are meaningless
(unless previously agreed upon).
Responsible Player: If all three melds are open, the player who
discarded the tile leading to the third open meld is responsible.
Responsible Player: If all three melds are open, the player who
discarded the tile leading to the third open meld is responsible.
Responsible Player: If all four melds are open, the player who
discarded the tile leading to the fourth open meld is responsible.
Sextuple limit if the actual ready hand is 1112345678999.
Some play this as a simple limit, some play this as a triple limit,
and some play this as a yakuman.
Some players force the dealer to "retire" after this win, others
allow the dealer to continue, winning a yakuman each time
from then on.
Here are some variations I've heard of or seen. These are
definitely not Toudai-shiki, and I'm not sure I got
all of these right. Some don't really apply to
scoring.









A strongly closed hand (i.e., closed and won on self-draw) gives
an exponential.
3.1.0.2 (1) SPECIAL CHARS (fanpai [翻牌], yakuhai [役牌])









A tri or a quad in the following give one multiplier each:
A double wind gives two multipliers, accordingly.
3.1.0.3 (1*) ALL SEQUENCE (pinfu [平和])









A hand with no tri or quad melds. Also, the following
conditions must be met:
The tally score for an All Sequence hand is calculated
differently.
3.1.0.4 (1) END-LESS (tanyaochuu [断幺])
Also called "tanyao" for short.









A hand with no end cards.
3.1.0.5 (1*) DOUBLE SEQUENCE (sister sequence, iipeekoo [一盃口])









Two completely identical seqs in the same suit. This hand
*must* be closed.
3.1.0.6 (1*) RIICHI (reach [立直])
1000-unit counter
near his discards, discards
a tile and positions it horizontally on his discard line, and covers
his remaining (usually 13) tiles.









In this hand, the set of ready tiles is 

, but if the player draws a
and creates a closed quad, the set of ready
tiles is reduced to just
. Some variants
would disallow such a quad creation.
3.1.0.7 (1) FLOWER ON THE MOUNTAIN (rinjankaihoo [嶺上開花])
Also called "rinjan" for short.
3.1.0.8 (1) QUAD STEAL ("Rob a kong", chankan [槍槓])
This is when the winning tile is one that another player has drawn
and has attempted to add to an already-melded tri with it. As
winning takes precedence over making a quad, this is legal.
3.1.0.9 (1) SCOOPING THE MOON FROM THE SEA (haidei raoyue [海底撈月])
Also called "haidei" for short, or "haidei tsumo" for the less
poetic.
3.1.0.10 (1) SCOOPING THE FISH FROM THE RIVERS (houdei raoyui [河底撈魚])
Also called "houdei" for short, or "haidei ron" for the less
poetic.
3.1.1 One Multiplier if Open, Two if Closed
3.1.1.1 (1/2*) ONE BREATH (DRAGON, ikkitsuukan [一気通貫])
Also called "itsuu" for short.









Three melds are composed of the tiles from 1 through 9 of the
same suit.
3.1.1.2 (1/2*) (DIRTY) END-FULL (hon chanta yaochuu [混全帯幺九])
Also called "chanta" for short.









Every meld must have at least one end card, and the pair must be
of an end card.
3.1.1.3 (1/2*) THREE SUIT SAME SEQUENCE (sanshokudoujun [])
Also called "sanshiki" or "sanshoku" for short.









The same numerical seq in three suits.
3.1.2 Two Multipliers
3.1.2.1 (2) THREE SUIT SAME TRIPLE (sanshokudoukoo [三色同刻])
Also called "sanshokudoupon."









The same numerical triple in all three suits. Some play this as
worth 3 multipliers.
3.1.2.2 (2*) SEVEN PAIRS (chiitoitsu [七対子])
Also called "nikoniko." (Don't ask.)







No melds, just seven pairs. The seven pairs must be distinct
(you cannot have four identical tiles and call them two
pairs), although some variants relax that
restriction. This hand is necessarily closed, and
can be combined with exponents that are not meld-specific, such as
End-Less.
3.1.2.3 (2) DOUBLE-DOUBLE (toitoihou [対々和])
Also called "toitoi" for short.









No seq melds. Note that if this hand is closed, it will
also score for Three Closed Triples
or Four Closed Triples.
3.1.2.4 (2) THREE CLOSED TRIPLES (sanankou [三暗刻])










Three melds are tris or quads *and* are closed. (The other meld and
the pair need not be closed.)
3.1.2.5 (2) THREE QUADS (sankantsu [三槓子])












Three melds are quads. Some variants have this as three multipliers.
3.1.2.6 (2) DOUBLE REACH (daburu riichi)
Calling "riichi" on one's very first discard (and winning).
See Riichi for more information.
3.1.3 Two Multipliers if Open, Three if Closed
3.1.3.1 (2/3*) DIRTY ONE-SUITER (honiisoo [混一色])
Also called "honitsu" or "honichi" for short.









All tiles are in the same suit or a char. (I.e., two suits are
completely absent.) There must be chars
in the hand (otherwise
the hand is a Pure One-Suiter instead).
3.1.3.2 (2/3*) PURE END-FULL (jun chanta yaochuu [純全帯幺九])
Also called "junchan" for short.









The pair and all melds contain an end, and there are no chars.
(I.e., every meld contains at least one terminal tile.)
3.1.4 Three Multipliers or More, non-special
3.1.4.1 (3*) DOUBLE DOUBLE SEQUENCE (double dragon, ryanpeikou [二盃口])









Two pairs of completely identical seqs. This hand
*must* be closed. Three multipliers. (Actually one multiplier,
added to two multipliers from each of the Double Sequences.)
3.1.4.2 (4) LITTLE THREE ELEMENTS (shou-sangen [小三元])










Two melds and a pair of the three elements. Technically,
only two multipliers, but two are added from
the two element melds to make
four.
3.1.4.3 (5) DIRTY TERMINALS (honroutou [混老頭])
Also called "honroo" for short, or "honroutoitoi," as the
hand is also a Double-double hand.









All tiles are ends. Technically, only two multipliers --
add two for the Double-double and one
for the End-Full (but no bonus, even
if the hand is closed) to get a total of 5.
3.1.4.3 (5/6*) ONE-SUITER (chiniisoo [清一色])
Also called "chinitsu" or "chinichi" for short.









All tiles are of one-suit. Cannot add extra suit exponentials like
Dirty One-Suiter -- that's already counted.
5 multipliers if open, 6 if closed.
3.1.5 Special (yakuman) Hands (X = hextuple limits, if playing with them)
3.1.5.1 (S) BIG THREE ELEMENTS (dai-sangen [大三元])










Three melds of the elements.
3.1.5.2 (S) LITTLE FOUR JOYS (shou-suushi [小四喜])










Three melds and a pair of the winds.
3.1.5.2 (X) BIG FOUR JOYS (dai-suushi [小四喜])










Four melds of the winds. To distinguish this from the Little Four
Joys, some people will play this as a octuple limit, even when
they are not playing with sextuple limits.
3.1.5.3 (SX) FOUR CLOSED TRIPLES (suu-ankou [四暗刻])










Four melds of tris or quads, all closed. Sextuple limit if the
winning tile is part of the pair.
3.1.5.4 (S) FOUR QUADRUPLES (suu-kantsu [四槓子])













Four melds of quads. Note that this is very difficult as the matching
tile must be drawn immediately after the fourth quad. (This is
because the fourth quad causes a drawn game.)
3.1.5.5 (S) PURE CHARS (tsu-iisou [字一色])










All chars. Can also be seven pairs (rather rare, of course).
3.1.5.6 (S) PURE TERMINALS (chinroutou [清老頭])









All terminals.
3.1.5.7 (S) PURE GREEN (imperial jade, ryuu-iisou [緑一色])
Also called "ooruguriin." ("All Green.")









All tiles are "green only"; i.e., a winning hand composed
only of





. (These
tiles are usually all green in Japanese sets, but not so in
most Chinese sets.)
3.1.5.8 (S*) THE NINE LANTERNS (nine gates, chuuren-pootoo [九連宝灯])












1112345678999 in one suit, and any other tile in that suit. (Note
that no matter what the number the other tile is, the hand
can be made into four melds and a pair.) Must be closed, although
some variants relax that restriction.
3.1.5.9 (SX*) PEERLESS KINGDOM (kokushi-musou [国士無双])
Sometimes called THIRTEEN ENDS, "kokushi shiisan yaochuu."












One of each of the 13 ends, and any other end. Note that the extra
end need not be the winning tile -- but if it is, it's a sextuple limit.
3.1.5.10 (S*) HEAVEN (going out of the gods, tenhou [天和])
Dealer winning from his initial deal of fourteen tiles.
3.1.5.11 (S*) EARTH (chiihou [地和])
Non-dealer winning on their first draw. Only allowed if there are
no called melds before that draw. (For instance, if someone melds
on dealer's first discard, Chiihou is impossible.)
3.1.6 Other Multipliers
These multipliers are not in official Toudai-shiki, but are
rather common in most social play, so they are listed here.
3.1.6.1 (1*) ONE-OUT (ippatsu [一発])
If a player who has called riichi wins before
he makes his next discard (this includes winning on self-draw on
his next turn), then he gets an extra multiplier.
3.1.6.2 (2*) OPEN RIICHI (oopun riichi)












A player who has called riichi can decide to
reveal the readying section to the other players If he manages
to win after that, he gets two extra multipliers.
3.1.6.3 (2) ONE SUIT TRIPLE SEQUENCE (sanrenpon)









Three consecutive tris in the same suit, or three identical
seqs in the same suit.
Some people play this as giving 3 multipliers if closed.
3.1.6.4 (1) LITTLE THREE SUIT SAME TRIPLE (sanshokushodoukoo [三色小同刻])









The same number as the pair and two melds, in three suits. Worth
one multiplier.
3.1.6.4 (L) END DISCARDS (nagashi mankan [流し満貫])
If the game is drawn and a player has discarded NO middles, then they
win a simple limit game.
3.1.6.5 (S*) MAN (renhou)
Winning in the first round of discards. (Note that if turns are skipped,
then the first round is over.)
3.1.6.6 (S) THIRTEEN BROKEN (shiisanbudoo [十三不塔])













Twelve tiles and one pair such that there are NO meldable tiles
(with the exception of the tile making the pair). Can only
be claimed in the opening deal by dealer, or after the first
round draw by non-dealer. Yakuman.
3.1.6.7 (S) THE CHARIOT (daisharin [大車輪])













22334455667788 in one suit. (Note that this is a "seven pair"
hand AND a "double sequence" hand.) Some play this is only
legal in the dots suit. Yakuman.
3.1.6.8 (S) ONE SUIT FOUR SEQUENCES









The same sequence four times.
3.1.6.9 (S) DEALER EIGHT TIMES
Winning as the dealer for eight consecutive games.
4. Examples
To Be Written
5. Exercises
To Be Written
6. Variations
6.0 STARTING SCORE
Starting scores of 25000, 26000, 27000, and 30000 have all
be seen. In almost all cases, the difference between that
score and 30000 is given as an "ante" to the final winner.
6.1 RED TILES (akapai, akago)
Sometimes special "red" versions of the fives in each suit are used.
These behave as if they were dora-scoring tiles -- each one is a
multiplier, but cannot be used as the necessary minimum
exponential.
6.2 DOUBLE WIN (daburon)
When two people can go out on the same discard, both get to win
(instead of traditional rules where the next player in line does)
and discarder has to pay both. Some contention over who gets
the riichi antes, though.
6.3 SOUTH SIDE NOT READY ([南場不聴])
Usually if the game is drawn, the dealership passes if dealer
did not have a ready hand. However, under this variation, dealer
keeps dealership, unless the hand after dealer (south) happens
to have a ready hand while dealer was not ready.
6.4 DEALER DIFFICULTY ([2翻しばり])
After dealer has won 5 (some people say 7) hands in a row, they
now need a minimum of two multipliers to win.
6.5 GO WEST ([西入])
In a normal two-round (East and North) game,
if no one has more than 30000 after two complete wind rounds,
another "West" round of four hands is played.
6.6 GO NORTH ([北入])
In a "Go West" game, if no one has more than 30000 after a
West round, then a "North" round is played.
6.7 YAKITORI ("roast bird" [焼鳥])
(Not sure of this.) A penalty levied upon a player who has
been unable to win. (The name apparently comes from a pun:
The pair is called the "sparrow head", so the four melds
and a pair represent a sparrow and its four limbs. A
sparrow that has "failed to escape the humans" is a
"roast bird."
6.8 YAKIBUTA ("roast pig" [焼豚])
Some sort of "revenge penalty" from a player who has been
hurt by the "roast chicken" rule.
6.8 UMA ("Horse")
Instead of a big pot collected by the top player at the
end of two rounds, the "pot" is shared by the top two players.
Distributions of (+10, +5, -5, -10) and (+20, +10, -10, -20)
are common. (The normal game uses (+9, -3, -3, -3)).
6.9 NO QUAD AFTER RIICHI
After calling riichi, a player may not make a quad from their
own draws.
6.10 NATURAL WINS
The four ways of getting multipliers that ignore hand
composition (flower on the mountain, quad steal,
scooping the moon from the sea, scooping the fish from the
rivers) cannot be the only multiplier. The hand must be
winnable on its own merit. Some play that these can
be the only multiplier, but only if the hand was closed.
7. Links
Here are some other sites that describe Japanese Mahjong
in English. Hopefully this site is more detailed than
those (or else I wasted a lot of time writing this), but
you should check them out for comparison.
written by Wei-Hwa Huang