Mahjong Game Rules
Riichi is played with a set of rectangular tiles. Below
you find a list of the tiles used in the classic game. Each of
the tiles shown, occurs four times in a complete mahjong set,
except for the bonus tiles of which there are only one copy of
each type.
Riichi is played as a series of hands. The objective of
each hand is to collect tiles to form one of the scoring pattern
described later and thereby achieving a mahjong hand. A mahjong
hand normally consists of four sets of the form detailed below
plus a pair of tiles.
A set must consist of either three identical tiles (called a
pon), or four identical tiles (called a kan), or three Suit tiles in numerical sequence and of the same
suit (called a chii). A pon or a kan must be made up of identical tiles. Note
also that a chii must consist of exactly three tiles, no
more and no less, and of the same suit. The pair may be any pair, as long as it consists of two
identical tiles. Note that there are also two special mahjong hands: Seven
Pairs and Thirteen Orphans, which do not confirm to the
“four sets, one pair” rule above! Go to the Special
Hands section to see a description of these special
hands. In riichi, the four players sit at a table facing each
other, as when playing bridge or whist. Unlike in these card
games, however, riichi players do NOT play in teams: rather,
it is every player for himself. Each deal begins by shuffling and arranging the 136 tiles
in a square 2x17 tiles long on every side, called “the
Wall”. Then each player draws (according to a certain
ritual) 13 tiles each; the exception is the player in the East
seat, who draws 14 tiles. (Here, this entire process is taken
care of by the software.) The players, starting with East who must first discard
one of his/her tiles, now in counterclockwise order take turns
to draw tiles: either the last one discarded by a previous
player (provided certain conditions are met), or the next
available one from the Wall. After drawing, that same player
must immediately discard a tile, after which it is the next
player's turn. While drawing and discarding, each player tries to
exchange and arrange his/her tiles so as to form them into a
mahjong hand. The first player to accomplish this declares
mahjong, upon which the game immediately stops. Note that a
player declaring mahjong and thereby going out, does not discard
a tile in that same turn. The winning player is then paid by all the others: the
more valuable the hand, the more points he/she gets. Then all
the tiles are shuffled together again and another deal
begins. Riichi is also playable with two or three players
instead of four (though the game works best with four),
following the same principles as above. As soon as you choose a table here, the software will
take you to it and randomly assign you a seat. If you enter a
tournament, the software will assign you both a table and a
seat at it. Each player's seat is designated by a name, the same
as for the cardinal directions. Going counterclockwise, the
seats are referred to as East-South-West-North. Note that this
order is the customary one among the Chinese, from where the
game of mahjong and also riichi originates. It is NOT the same
as on a compass! As soon as a new deal begins, the 136 tiles are shuffled
and then arranged in a square: each side is 17 tiles long, and
2 tiles high. This arrangement is called “the
Wall”. With the help of dice, the spot where you “break the
Wall” and start drawing tiles is randomly chosen. The
fourteen tiles counterclockwise from this position are reserved
as the “dead wall”. The remaining tiles are called
the “live wall”. All this is automatically handled
by the software. After the wall has been arranged, the third tile of the
dead wall is turned over. This tile is called the dora
indicator, and points out which tile is dora during this hand.
The dora is a bonus tile, and for each dora tile in the winning
hand, an extra double of the score is rewarded.
If the dora indicator is a suit tile, the dora will be the
next higher tile in the same suit; the number wraps around so if
the dora indicator is a nine, the dora will be a one in the same
suit.
If the dora indicator is a wind tile, the dora is the next
wind in the sequence: east, south, west, north.
If the dora indicator is a dragon, the dora is the next
dragon in the sequence: red, white, green.
Starting with East taking the first 4 tiles, each player
eventually draws 13 tiles from the live wall; the exception is
the player in the East seat, who draws 14 tiles. Again, here
the entire process is automatically taken care of by the
software. When the tiles are dealt, you will see your own tiles
face up on the screen, while those of the other players are
seen standing on edge and are hidden from you. During the game you will draw “normal” tiles
from the live wall in clockwise fashion, but drawing any
replacement tiles from the the dead wall. The dead wall is
always kept at the size of 14 tiles. If the live wall is empty and a player needs to draw a
tile from the wall, play stops. This is called a
“washout” or a “dead hand” (see
below). The East player always takes the first turn, by
discarding any of the 14 tiles in his hand, face up within the
area of the Wall. If none of the other players claims this
tile, South now draws the next tile from the Wall and then
discards any of his tiles in the same manner, followed by West,
North, East again, and so on in counterclockwise order around
the table, drawing and discarding each time in turn. Note that the tiles from the Wall are drawn in clockwise
fashion, while the turn order among the players goes
counterclockwise! The only time that you do not draw a tile from the Wall
during your turn, is when you instead claim another
player's recently discarded tile. If any of the other players discards a tile which you
need to complete a pon (three identical tiles), you may say
“Pon!” and then pick up this tile. Any player/-s
sitting between you and he/she who discarded the tile, are
skipped over in turn order. You must then at once, during that same turn, expose and
put on the table (face up) the set you claimed for. After this
you as usual discard a tile, and the turn then passes to the
next player counterclockwise. Example: South has two White Dragons in hand, when East
discards another White Dragon. South immediately shouts
“Pon!”, picks up the tile, and exposes and places
his three White Dragons as a set beside him on the table. Then
South discards one of the tiles in his hand, and it is
East's turn again. Note that West and North were skipped
over in the turn sequence! If no player claims a newly discarded tile, it is
considered “dead”, remains face up on the table,
and may NOT be claimed at a later point in the game. The claimed tile is put sideways in the exposed set, so as
to show which of the other players discarded it. Claiming a tile for a kan (four identical tiles) is
performed exactly as when claiming a tile for a pon – see
above. The only difference is that the player claiming and
exposing the kan must then immediately draw a replacement tile
from the Dead Wall, before discarding one of the tiles in hand.
(This replacement is done for mathematical reasons: if you do
not draw a replacement tile after putting down a kan, it is
impossible to form four sets and a pair with the tiles you have
in hand!) Example: North has three tiles of the Four of Bamboos in
hand, when West discards another Four of Bamboos. North
immediately shouts “Kan!”, picks up the discarded
tile, exposes and puts down her set of four identical tiles,
draws a replacement tile, and finally discards one of her
tiles, after which it is East's turn. Note that in this
example, none of the other players were skipped over in the
turn sequence. As when claiming a tile for a pon, the claimed tile is put
sideways in the exposed set, so as to show which of the other
players discarded it. Each time a player declares a kan, an additional dora
indicator is turned over in the dead wall. These extra dora are
called kan dora. Only four kans are allowed during a single hand. If all
of them are declared by the same player, the game continues, but
no further kans can be declared. However, if more than one
player have declared kan, the hand is ended as an abortive
draw. Claiming a tile for a chii may ONLY be done by the
next player in turn. South may only claim such a tile if it is
discarded by East; West may only claim such a tile if it is
discarded by South; and so on around the table. Apart from
this, the procedure is the same as when claiming a tile for a
pon. Example: South discards the Eight of Characters. West,
who is next in turn, happens to have both the Six and the Seven
of Characters and therefore immediately shouts
“Chii!” and picks up the discarded tile. He
exposes his set, puts it on the table, and discards one of his
tiles in hand. Now it is North's turn. As when claiming a tile for a pon, the claimed tile is put
sideways in the exposed set, so as to show which of the other
players discarded it. If completing a chii would also complete your mahjong
hand, you may claim this tile no matter which of the other
players discards it – just say “Ron!” and pick up
the tile to your hand. This may only be done on one condition: that the player
claiming the tile thereby immediately can finish his mahjong
hand and go out. Under no other circumstances may a player
claim a discard to complete the pair (any pair) needed in a
mahjong hand. Note: you are NEVER forced to claim a suitable tile!
Instead, you may if you wish just draw the next tile from the
Wall, even if you could have claimed the previous
discard. What happens if two players both claim the same tile?
Then the claim priority rules come into effect: Claiming a tile for a pon or a kan has priority
over claiming for a chii. Claiming a tile for mahjong has priority over any
other claim. If two or three players both claim the same tile for
mahjong, all of these players will be awarded with points
for their mahjongs. When playing at this site, any claiming options on your
turn are clearly indicated on the screen by the software – just
click to claim, within the set time limit. If you do not claim a possible tile before the next
player in turn draws a tile from the Wall, you have forfeited
your opportunity and may not claim the discarded tile later in
the game; this is also the custom in a live game! If drawing a tile from the Wall completes a pon in your
hand, or a chii, or if you are dealt such a set at the
start of the game, it is considered concealed and you do NOT
need to declare this set before you go out by achieving your
mahjong hand: when this occurs, such sets are shown but still
considered concealed. Keeping your opponents from knowing
whatever combinations of tiles you have in hand during play is
a tactical advantage! Any tiles in concealed sets in hand may of course be
rearranged in new combinations, whenever you wish. However,
exposed sets may never be touched. If you already have a concealed pon (three identical
tiles) in hand, and draw the fourth identical tile from the
Wall, you have a concealed kan. You declare this set by
putting it on the table in that same turn. You must then
immediately draw a replacement tile from the Dead Wall, after
which you as usual discard a tile. It is then the next
player's turn. If you are dealt a concealed kan at the start of the
game, you also declare it in the same way, and draw a
replacement tile. Note that you are not required to declare a concealed
kan! You may if you wish keep your concealed pon, and use the
fourth identical tile in a chii set instead. If you have previously claimed a tile to complete a pon,
having the exposed pon beside you on the table, and you later
yourself draw the fourth identical tile from the Wall, you may
add this tile to your exposed pon: this turns it into an
exposed kan instead. Note that you may NOT claim this fourth tile to an
already exposed pon, if it is discarded by another
player! When drawing and adding the fourth identical tile, you
must as with any declared kan draw a replacement tile from the
Dead Wall before discarding.
If another player extends a pon to a kan, with a tile that you
need to go mahjong, it is possible to steal that fourth tile,
just as if it was discarded. This is called robbing the kan,
and not only let you go out, but also gives you an extra yaku.
You can only rob a kan if you go out directly on that tile.
When you only need one more tile for a complete mahjong hand,
you are said to be waiting, or tenpai. If you are waiting
with a concealed hand, you can declare riichi, which will
award you one yaku if you manage to go out with mahjong.
You declare riichi by saying “Riichi!” and
discard a tile that leave you with a waiting hand. The
discarded tile is placed sideways and you have to put a
1000-point stick at the table. After you have declared riichi,
you may no longer change your hand. Each tile you draw must
immediately be discarded until you go mahjong.
Besides the yaku you gain from having declared riichi, you
will also be rewarded with additional dora tiles, called
ura-dora. Each of the tiles beneath a dora or kan-dora tile in
the dead wall, will be revealed after you've gone out, and for
each of the tiles in your hand pointed out by these ura-dora
indicators will reward you an extra double.
If you draw the last tile you need to complete your
mahjong hand from the wall, you say “Tsumo!”. Show
the tiles you have in hand, taking care to mark concealed
sets. You may also claim the last tile you need to complete
your mahjong hand, regardless of whether for a pon, a
chii, or the pair, and regardless of which of the other
players discards it. If you claim a tile from your opponent to
go mahjong you call out
“Ron!”. As soon as a player calls out “Tsumo” or
“Ron”, play immediately stops after that player has
shown his or her hand. Note that when going out with a mahjong hand, you draw or
claim a tile – but this is the only time you do NOT discard a
tile during your move! Now the scoring begins, for the winning hand – see the
Scoring section for information on this.
When you are missing just one tile to go mahjong, you are said
to be waiting, or tenpai. The tile or tiles that let you go
out is called your waiting pattern. The rule of furiten, or
sacred discards, says that you may not go mahjong on a discard
from another player, if you have earlier discarded a tile in
your waiting pattern. The only ways to go mahjong when you
are furiten is to either go out on self-draw from the wall, or
change your hand so that your waiting pattern no longer
includes any of your discards.
There is also a related concept called temporary furiten,
which states that if a player discards a tile that you can go
mahjong with, and you choose not to, you are temporary
furiten. This means that you have forsaken your chance of
going mahjong on a discard until your next turn. However if
the go-around is interrupted by a claim for pon, kan or chii,
you are no longer temporary furiten.
Play continues until a player goes out, or until no tiles
remain in the live wall, i.e., only the 14 tiles of the dead
wall remains. If the last allowable tile is drawn
from the live Wall and no player goes out on either this tile or
the discard from the player who drew the last available tile, it
is known as an “exhaustive draw”. In an exhaustive draw, each player that is only waiting
for one additional tile, is said to be “tenpai”
(waiting). The remaining players are said to be
“noten”. The tenpai player are awarded a total of
3000 points distributed evenly among them, which is paid
together by the noten players. In three and two player games,
the point pool is reduced to 2000 and 1000 points respectively.
In addition to exhaustive draw, the game can also be aborted
at an earlier stage if any of the following conditions are
met:
Four kans have been declared, and they
are not declared by the same player, and noone can go
mahjong on the discard of the player claiming the fourth
kan.
All players discard the same wind tile in the first
uninterrupted go-around.
All players have declared riichi, and no
player was able to mahjong on the discard of the last
player.
After an abortive draw east puts a dealer-repeat counter on
the table, in form of a 100-points stick, and a new hand is
dealt, with the players continue playing with the same wind.
No points are paid between the players.
In express games, the seating positions are rotated one
step counterclockwise after each hand: the East player now
becomes North, the South player becomes East, and so on. This is
the case even if the hand was an exhaustive draw or an abortive
draw, and regardless of who won.
For multi-hand games, i.e., sit-and-go and multi-table
tournaments, the dealer rotation is more complex:
If east wins, that player continues in the east position
for the next hand.
In east round, in case of an exhaustive draw, the deal is rotated.
In south round, in case of an exhaustive draw, the deal is
rotated unless east is tenpai.
If the hand ends with an abortive draw, the deal is
repeated with the same seating.
Otherwise, the deal is rotated.
Each time a hand is ended and no dealer rotation occurs, a
100-point stick is placed on the table. For each such stick,
an extra bonus of 100 points are paid by each player to the
winner in subsequent rounds.
Introduction
|
Riichi
|
Classic
|
International
As soon as a player has achieved a mahjong hand and gone out, play stops and the winner's hand is scored.
The calculation of the score and payment between the players in riichi is quite involved. It is documented in full below, but since it is done automatically by the mahjong software, you do not need to know all the details to begin play. Since you need at least one yaku to go out, the best place to start is to learn some of the simpler scoring patterns, and try to achieve them in play. Later you can come back here to get a deeper understanding of how the score is calculated.
Scoring of a hand in riichi is done in two steps:
The base score is calculated. This score is mainly based on the points received for going mahjong plus points for the pons and kans in your hand.
The base score is then doubled a number of times depending on the scoring pattern the hand matches and the number of dora tiles included in the hand.
After the score has been calcuated, payment is done to the winner. In case of a tsumo, each player pays the score to the winner, but if the winner goes out on a discard, the discarding player pays for all the other players.
The first step in calculating the hand score, is to sum up the base points of the hand. These points consist first and foremost of points awarded for going mahjong. The amount of points awarded for going mahjong depends on how the mahjong was achieved according to the table below:
| Mahjong Type | Points |
|---|---|
| Closed Ron | 30 |
| Seven pairs | 25 |
| Other | 20 |
To the mahjong score, points are added for each pon and kan in the hand:
| Meld | Open | Concealed |
|---|---|---|
| Pon, Simples | 2 | 4 |
| Pon, Terminals/Honors | 4 | 8 |
| Kan, Simples | 8 | 16 |
| Kan, Terminals/Honors | 16 | 32 |
Lastly, additional points are added according to the following table:
| Points | |
|---|---|
| Pair of dragons | 2 |
| Pair of seat wind | 2 |
| Pair of prevalent wind | 2 |
| Winning on an edge, closed or single wait | 2 |
| Winning on self-draw | 2 |
| Open Pinfu | 2 |
If the final tile can be added to different sets, the software will choose the most advantageous way to do this, e.g., sometimes it is better to forsake the 2 points for an edge-wait, in order to get a pinfu hand .
After all of the above points has been added, the result is rounded up to the nearest even 10.
After the base score of the hand has been calculated, it is time to add points for doubles. Doubles come from two sources:
Each scoring pattern is arwarded a number of doubles depending on how difficult it is to achieve, as noted in the table below. You need to get at least one double from a scoring pattern to go mahjong.
Each dora, kan dor and ura dora in the hand gives an extra double. If there are more than one copy of the same dora indicator, you will be awarded a double for each of the dora indicators, for each occurrence of the indicated tile in your hand, e.g., if the dora indicator is bamboo 4 and an additional bamboo 4 shows up as a kan dora, and you have a pon in bamboo 5, you will get 6 doubles.
If the number of doubles is smaller than five, the base pointed is doubled by the above number of doubles plus two extra ones, e.g., if you have achieved a scoring pattern valued as one double, you will double the result three times, i.e., multiply by eight. The result may never exceed 2000 points.
If the number of doubles is five or larger, the hand is a limit hand and the base score is not used. Instead the score is taken from the following table:
| Doubles | Name | Points |
|---|---|---|
| 5 | Mangan | 2000 |
| 6-7 | Haneman | 3000 |
| 8-10 | Baiman | 4000 |
| 11-12 | Sanbaiman | 6000 |
| 13+ | Yakuman | 8000 |
If you achieve 13 or more doubles or have a hand that matches one of the special yakuman scoring patterns. The exact number of doubles are no longer of interest. However, it is possible to have multiple yakumans, for which you will be awarded 8000 points each.
| Name | Open | Conc. | Description |
|---|---|---|---|
| Riichi | - | 1 | Going out with mahjong after having declared riichi (see ????). One extra yaku is awarded if you go out within the next uninterrupted go-around, inluding your next draw from the wall (Ippatsu). One extra yaku is awarded if riichi was declared in the very first uninterrupted go-around (Daburu riichi). |
| Fully Concealed Hand (Menzen Tsumo) | - | 1 | Going out on self-draw with a concealed hand. |
| All simples (Tanyaou Chuu) | - | 1 | A concealed hand consisting only of suit tiles 2-8. |
| Pinfu | - | 1 | A hand with four chiis and a valueless pair, that has not been won by going out on a single wait, a closed wait or an edge wait. |
| Pure Double Chii (Iipeikou) | - | 1 | Two chiis of the same value and suit. |
| Mixed Triple Chii (San Shoku Doujun) | 1 | 2 | Three chiis of the same value, with one in each suit. |
| Pure Straight (Itsu) | 1 | 2 | Three consecutive chiis (1-9) in the same suit. |
| Dragon Pon (Fanpai/Yakuhai) | 1 | 1 | A pon or kan in dragons |
| Seat Wind (Fanpai/Yakuhai) | 1 | 1 | A pon or kan in the players wind. |
| Prevalent Wind (Fanpai/Yakuhai) | 1 | 1 | A pon or kan in the prevalent wind. |
| Outside Hand (Chanta) | 1 | 2 | A hand where all sets contain a terminal or honor tile, and at least one of the sets is a chii. |
| After a Kan (Rinchan Kaihou) | 1 | 1 | Going out on a replacement tile for a kan. |
| Robbing a Kan (Chan Kan) | 1 | 1 | Going out by robbing a kan (see ????) |
| Bottom of the Sea (Haitei) | 1 | 1 | Going out on the last tile of the live wall, or the discard thereafter. |
| Seven Pairs (Chii Toitsu) | - | 2 | A hand consisting of seven pairs. Note, that this is one of the two special hands that don't follow the standard 4 sets plus 1 pair formula. It is also special in that you are awarded 25 points for going mahjong with a seven-pairs hand. |
| Triple Pon (San Shoku Dokou) | 2 | 2 | One pon or kan in each of the three suits, all having the same number. |
| Three Concealed Pons(San Ankou) | 2 | 2 | Three concealed pons or kans. |
| All Pons (Toi-toi hou) | 2 | 2 | A hand with four pons/kans and one pair. |
| Half Flush (Honitsu) | 2 | 3 | A hand with tiles from only one suit plus honor tiles. |
| Little Three Dragons (Shou Sangen) | 2 | 2 | Two pons/kans of dragons plus one pair of dragons. |
| All Terminals and Honors (Honroutou) | 2 | 2 | A hand consisting of only terminals and honors. |
| Terminals in All Sets (Junchan Taiyai) | 2 | 3 | A hand with atleast one chii and where all sets and the pair contains terminals. |
| Twice Pure Double Chiis (Ryan Peikou) | - | 3 | Two pair of chiis, where each pair consists of two identical chiis. |
| Full flush (Chinitsu) | 5 | 6 | A hand with tile from only one suit and no honor tiles. |
| Name | Open | Conc. | Description |
|---|---|---|---|
| Thirteen Orphans (Koku Shimusou) | - | 1 | One of each honor tile and terminal plus a fourteenth tile forming a pair with one of those tiles. |
| Nine Gates (Chuuren Pooto) | - | 1 | Going out with a waiting hand consisting of the tiles 1112345678999 in one suit. |
| Blessing of Heaven (Tenho) | - | 1 | East wins on the initial hand. |
| Blessing of Earth (Chiho) | - | 1 | A hand won on self draw in the first go-around. |
| Blessing of Man (Renho) | - | 1 | A hand won on discard in the first go-around. |
| Four Concealed Pungs (Suu Ankou) | - | 1 | Four concealed pons or kans. |
| Four Kans (Suu Kan Tsu) | 1 | 1 | Four kans. |
| All Green (Ryuu Iisou) | 1 | 1 | A hand consisting of only green tiles, i.e., green dragons and bamboo 2, 3, 4, 6 and 8. |
| All Terminals (Chinrouto) | 1 | 1 | A hand consisting of only terminal tiles. |
| All Honors (Tsuu Iisou) | 1 | 1 | A hand consisting of only honor tiles. |
| Big Three Dragons (Dai Sangen) | 1 | 1 | A pon or kan in each of the three dragons. |
| Little Four Winds (Shou Suushi) | 1 | 1 | A pon or kan in three of the winds and a pair in the fourth wind. |
| Big Four Winds (Dai Suushii) | 2 | 2 | A pon or kan in each of the four winds. |
The final score calculated in the previous section serves as a base payment for the other players. In case of a tsumo each player pays this amount to the winner. East is treated slightly different, and will pay double the score if loosing, or receive double the score from each of the other players if he or she is winning. This means that the winning player of a four-player game normally receives four times the score (two times from east, and one time from each of the two other players), but if east is winning, he or she gets six times the score (two times the score from each of the other players).
If the winner goes out on ron, the discarding player pays for all players, i.e., six times the score if east is winning, or four times the score if another player is winning in a four-player game.
Sometimes it can happen that more than one player goes out on the same discard. In that case the discarding player will settle the payment separately with the winners, and pay the full amount to each of them.
All payments that are made are rounded up to the nearest 100. The rounding is done after all doubles have been applied, e.g., if west wins with tsumo and the score is 240, east will pay 500 points and the other two players will pay 300 points.