ReachMahjong Ebook PDF
ReachMahjong Ebook PDF
ReachMahjong Ebook PDF
Jenn Barr
Huntington Press
Las Vegas, Nevada
Reach Mahjong
The Only Way to Play
Published by
Huntington Press
3665 Procyon St.
Las Vegas, NV 89103
Phone (702) 252-0655
e-mail: books@huntingtonpress.com
Copyright 2009, Jenn Barr
10-Digit ISBN: 1-935396-03-X
13-Digit ISBN: 978-1-935396-03-1
Design & Production: Laurie Shaw
Photos: Harunobu Yoda
Hair/Make-up: Shigeru Obayashi
All rights reserved. No part of this publication may be translated, reproduced, or transmitted in any form or by any means, electronic or mechanical, including photocopying and recording, or by any information storage
and retrieval system, without the express written permission of the copyright
owner.
Dedication
For my parents, sister, Andrea, and Seth.
Also, for Moriyama, who has the vision;
Gem and Garthe, who stand by me;
Kirk, who keeps it going; and
Kei, who started it all.
Acknowledgments
I owe much of my success to the support of the Japan Professional Mahjong League.
A big thank you to Tom Sloper and Troy Presley for their
help in the proofreading process.
Id also like to thank all the readers at ReachMahjong.com.
Their constant encouragement and support keep me motivated
and fuel my passion for the game.
Contents
vi Reach Mahjong
VII. Mahjong for Money........................................ 110
VIII. Two-Player Mahjong....................................... 112
IX. Three Player Mahjong..................................... 114
Simple Three Player Game............................... 114
Original Three Player Game............................ 115
Wild White Dragon........................................ 120
5 or More Players........................................... 127
Variation Summary......................................... 127
Part IIIStrategy..................................................... 129
X. Playing Your Hand.......................................... 130
XI. Reading the Board.......................................... 142
XII. Your Opponent.............................................. 144
Part IVAppendices................................................. 154
A. Glossary........................................................ 155
B. Answers to Quizzes........................................ 192
C. Etiquette........................................................ 199
About the Author............................................ 204
About Huntington Press.................................... 206
New Dogs
Learning Old Tricks
Most descriptions you will read about Mahjong start out by
telling you what an old and traditional game it is. Thats fine,
but hearing vague comments about its long history in China
will not help you learn the game and, quite frankly, may bore
you out of a learning mindset.
This book is simple and straightforward. Its designed to
teach you how to play the game in a day or two (with practice) and get you comfortable with the rules currently used in
Japan, where 10% of the countrys population plays this game
regularly.
Throughout Japan, there is a huge competitive network of
both amateurs and professionals, including networked computer and arcade games, each with tens of thousands of members.
The reason for its popularity is not because Mahjong is an ancient spiritual game connected with the blood of the peoples
ancestors (although this very well might be true). The reason
everyone is playing this game is because its challenging, competitive, and fun. Its as simple as that.
People throughout the world are realizing the benefits of
this rule set. Mahjong clubs can be found in places like Canada, Russia, Croatia, and throughout Europe.
Like poker in the Western world, Mahjong is perfect for
companionship, mind skills, and gambling. Pick up this book
2 Reach Mahjong
and youll find a challenging hobby that will stay with you
throughout your life, as well as a new way to take money and
pride from your friends and, more importantly, your enemies.
Mahjong tiles are like a deck of cards. There are a million
different games that you can play using the tiles. Theyre all
Mahjong. This book only explains the Japanese style of Mahjong, known as Reach Mahjong. Its simplicity and strict rules
provide a firm platform for a test of skill and a strong competitive atmosphere. A player who becomes proficient in Reach
Mahjong will have no problem transferring to Chinese rules
and will only need a short lesson and a bit of practice to get
used to the American rules, since the main differences among
all types of Mahjong are the scoring systems.
Read the book, get online and play, get a deck of tiles, call
some friends, and make some money!
Part I
How To Play
What
There are a few things that you must have to start your
game.
5 Reach Mahjong
Tiles
Bamboos
Dots
Craks/Grands
6 Reach Mahjong
Honors
Winds:
East South
West North
Dragons:
Extra Tiles
Bamboo Dots
Craks
Flowers/Seasons: These will differ for each set. A Mahjong-tile artist puts his heart into the Flowers/Seasons tiles.
Spring Summer Autumn
Winter
7 Reach Mahjong
Round Indicator (Button): This plate is necessary to help
keep track of which Round the game is in. Reach Mahjong
plays two rounds, East and South, so anything that shows this
will work.
East Round South Round
Dice
Table
Its possible to play on the floor, but to keep everyone comfortable, a table is best.
Whether its a square
card table, a coffee
table, or a small kitchen table, use whatever
you have. Just make
sure that all players can
reach the middle of the
table comfortably. Bestcase scenario: an automatic shuffling table
made by Alban with a
point display.
8 Reach Mahjong
Still good: A mat with places for your point bones, so everyone knows how many points the other players have.
At least you can play: Contact paper on a rectangular table, so your tiles dont get scratched up while youre shuffling.
Two people have to reach far, but just place the dudes with
long arms there.
Bones/Chips
9 Reach Mahjong
Cant find the right bones? No worries. Poker chips work
just as well! Just assign an amount to each color.
When
Where
How
Now that you have everything you need, its time to learn
how to play.
10 Reach Mahjong
Board Map
II. Deal Em Up
Seating
12 Reach Mahjong
2. After shuffling, line them
up facedown.
13 Reach Mahjong
Deal Em Up 13
14 Reach Mahjong
8. The seat with the Button is Temporary East and thats
where the player who drew the East tile will sit. The player that
drew the South tile will sit to the right of Temporary East, the
player with the West tile will sit across, and the player with the
North tile will sit to the left of Temporary East.
15 Reach Mahjong
Deal Em Up 15
Points
16 Reach Mahjong
The wall is the collection of tiles that the deal and all draws
will happen from. There is an order to this madness. If you are
fortunate enough to get to wash the tiles (shuffle by hand) and
build the wall all by yourself, youll learn a cool trick to show
off to your friends.
Everyone needs to help in washing the tiles, since there are
so many (136) of them. Unless youre playing in a tournament,
dont worry about if they are all upside down or not; that will
slow down your efforts. The important thing is to play as many
hands as possible. If your set has more than 136 tiles, make
sure to take out the seasons and/or separate out the red 5s.
If you want to use the red 5s, replace 3 or 4 normal 5s with
them.
After the tiles are good and mixed, line up 17 in front of
you facedown.
17 Reach Mahjong
Deal Em Up 17
Push the front row out a little bit, push the second row out
a little less
Theres your wall! If your friends are doing their jobs, there
should be four of these to form a mountain.
18 Reach Mahjong
Dealer
The dice roller starts with himself and counts off the total of
the dice counterclockwise.
19 Reach Mahjong
DEAL EM UP 19
The player chosen wins the Round Indicator and is the first
dealer of the game.
20 Reach Mahjong
The dealer is responsible for breaking the wall and for this
she gets a bonus of 50% for any hands she wins! The catch is
that she has to pay double for hands won on a draw by other
players The idea is to win! The dealer is also always the
East Wind.
The dealer picks up the dice for the last time.
The dealer starts with herself and counts off the total on the
dice counterclockwise.
21 Reach Mahjong
Deal Em Up 21
Leave all the tiles that you counted off. Those tiles will be
the end of the wall. Starting with the next tier, the dealer takes
four tiles (i.e., breaks the wall). These 4 tiles will not be the tiles
that you counted off. The tiles counted off will not be touched
during the entire deal.
Next, the player to her right takes four tiles (two tiers), and
each player after takes turns taking four tiles each three times
so each player has 12 tiles. Make sure youre taking your tiles
in order!
22 Reach Mahjong
Next, the dealer takes one tile, plus her first draw.
23 Reach Mahjong
Deal Em Up 23
The player to her left takes one tile from the bottom and the
other two players take one tile each as well.
Tiles are always taken by tier: first the top tile of the tier,
then the bottom tile of the tier. No other drawing order is allowed for normal turns.
24 Reach Mahjong
The dealer now has 14 tiles and each of the other players
have 13. Congratulations! Your hands are ready to play!
25 Reach Mahjong
Deal Em Up 25
Next, flip over the top tile of the third tier from the end.
When you are counting tiers to the third, count them before
you drop the tile. If youre not sure, check the image above and
make sure the end of your wall matches the one in the image.
The next number in sequence of this tile (the dora indicator) will
be the Lucky Dora. More about that later.
The 14 tiles at the end are called the Kings Tiles or the
Dead Wall. These tiles will not be touched for the whole game
(unless you declare a quad, but more about that later).
26 Reach Mahjong
Each turn a player takes includes receiving a tile and discarding a tile. Normally, players draw a tile from the wall. Its
not OK to take just any tile you want! You must draw the next
available tile when you draw from the wall.
27 Reach Mahjong
Deal Em Up 27
If you like the tile you get, keep it and discard a tile from
your hand. If you dont like it, discard the one you picked directly to the River.
28 Reach Mahjong
It sounds a little tedious, but the order of the discard is important for rules later, so just do as you are told.
Combos
Set of 3-of-a-kind
29 Reach Mahjong
Deal Em Up 29
Set of 4-of-a-kind
Bad run
Get the idea? Now that you realize you actually wanted to
keep that tile you just discarded, get your friends to let you take
it back and lets start over again.
Complete hands consists of four runs or sets and one pair:
30 Reach Mahjong
Chow
You may take a tile from the player to your left when he
throws it away if it completes a run in your hand. Make sure
you dont touch the wall before you decide to take it! Once
you touch the tile youre supposed to draw, youre no longer
allowed to take other players discarded tiles. To complete a
run with another players discard, chow is used. chow means
to eat. In effect, if you declare chow, you may eat another
players discard. The final discard of the game is never allowed to be chowed.
31 Reach Mahjong
Deal Em Up 31
To declare chow, first show which tiles you will use with
your newfound treasure.
32 Reach Mahjong
Now your turn is over and the play continues to your right
as usual. Remember, chow is used only to complete runs of
three.
Pon/Bump
Pon is almost like chow. Many people in the world use the
word Pung from the Mandarin word Peng4, which means
bump. In Japan, the word is pon. You are free to use whichever word you would like when you play.
Pon is used when you have a pair and you want to use another players discard to complete a set of 3-of-a-kind. You may
bump off of any player to complete a set, but you must declare
the pon when the tile is thrown away. If the player to your right
discards a tile you want to pon, but you dont declare it until
it comes around to your turn, everyone will think youre dumb
and youll have to pay 1,000 points to the pot for not paying
attention! The final discard of the game is never allowed to be
ponned.
To declare a pon, first say, PON! or BUMP! in a really
loud voice (since you are acting out of turn, you should make
extra sure to pon loud and clear, even more than when you
say chow). Show the pair that matches with the discard, then
discard a tile. Now youre ready to meld! Place the tile corresponding to the player you took the tile from perpendicular,
so everyone knows who you bumped off of. If you ponned off
of the player to your left, place the left tile sideways; if you
bumped off of the player across from you, place the middle tile
sideways; if you bumped off of the player to your right, place
the right tile sideways.
33 Reach Mahjong
Deal Em Up 33
Quad
Quad is a very special type of declaration. Since each normal group of tiles in Reach Mahjong can only contain three
tiles, a quad requires special attention. A quad must be a set
of four of the exact same kind of tile. Once again, no mixing of
suits is allowed and the number or characters has to match too.
Since the rest of your hand will be missing a tile for a group,
you will need to take an extra supplementary tile from the end
of the deck after declaring your quad.
34 Reach Mahjong
After drawing your extra tile, you discard and play continues to your right as normal.
There are three ways to declare a quad.
Open Quad
Show the other three tiles you will use with it, take your
extra tile from the Kings Wall, and make your discard.
35 Reach Mahjong
Deal Em Up 35
Concealed Quad
When youre ready to show the world your set, wait for
your turn, draw a tile from the wall first, then say, quad. Show
all four tiles in your set, draw your supplementary tile from the
Kings Wall, then make your discard. Concealed quads can
only be declared directly after drawing a tile, not directly after
bumping or chowing a tile. The drawn tile doesnt need to be
part of the set of four in the quad.
36 Reach Mahjong
Since you made this quad all on your own, you get extra
points, so you need to show that this quad is concealed by turning two of the tiles upside down and leaving the other two faceup. Make sure you show all four tiles beforehand, so people
dont think youre hiding a different tile in the set!
All concealed quads hang out with the open sets and runs
to your right on the edge of the table. A hand is still eligible for
Reach after declaring a concealed quad as long as there are
no groups exposed from the hand (i.e. pon, chow, open quad).
37 Reach Mahjong
Deal Em Up 37
Add-a-Quad
38 Reach Mahjong
Priority of Declarations
The first to the tile (the first to declare) gets the tile, but if
two or more players declare a tile at the same time, an order is
followed to decide who gets the tile:
Winning the hand with Mahjong (Ron) always holds
top priority.
Pon or quad holds priority over chow.
If no one else claims the tile, it may go to the chow.
III. Winner!
Ready Hand
Incomplete Run
40 Reach Mahjong
Incomplete Set
Incomplete Pair
Outs/Waits
One Wait
This hand can only be won with the 2-dots. Thats one wait
and four outs (there are four of each tile in the deck).
41 Reach Mahjong
Winner! 41
Two Waits
Trade the 1-dots for the 4-dots in the above example and
your waits change from one to two: The 2-dots and 5-dots, giving you eight outs.
Three Waits
Four Waits
Five Waits
42 Reach Mahjong
Depending on how you split this hand, you could be waiting to complete a run.
Nine Waits
The best ready hand ever! All you need to complete this 13
Orphans Limit Hand is a pair. This means that any pair in the
hand will get you a win. There are 13 tiles, so that gives you
13 waits. Since there are three of each tile left, you have 39
outs for this hand. See page 64 for an explanation of the 13
Orphans.
43 Reach Mahjong
Winner! 43
Quiz 1Waits
2.
3.
4.
5.
6.
44 Reach Mahjong
7.
8.
9.
10.
Types of Wins
Self-Draw
45 Reach Mahjong
Winner! 45
and dont discard it. You need to first show the winning tile
by placing it on the table next to your hand. Next, show your
entire hand by pushing the tiles face-up on the table in front of
you.
Its very important that you dont put the tile in your hand;
certain hands and scores will change according to which tile
you were waiting for when your hand was Ready.
46 Reach Mahjong
Kings-Tile Win
Hand Points
47 Reach Mahjong
Winner! 47
48 Reach Mahjong
2.
49 Reach Mahjong
3.
4.
5.
6.
Winner! 49
50 Reach Mahjong
51 Reach Mahjong
Winner! 51
Value Tiles are special tiles in the Honor suit that hold value. Each player will have four to five kinds of tiles that hold
value for each hand. The Colored Dragons are always Value
Tiles for every player.
The other two value tiles are the Round Wind and the Seat
Wind.
The Round Wind is the prevailing wind for the current round
of play. Since Reach Mahjong uses only the East and South
rounds, East will be the Round Wind during each players first
turn at dealer and South will be the Round Wind during each
players second turn at dealer.
The Seat Wind is the wind corresponding to each players
seat. Since the dealer is always the East seat, the player across
from the dealer will always be the West seat. North and South
are placed opposite of the map, so the player to the dealers
right will be the South seat and the player to the dealers left
will be the North seat. At the beginning of each hand, always
make sure you know which seat you are in!
52 Reach Mahjong
Each set of three Identical Value Tiles is worth 1 Hand
Point.
During the East round, both the dealers Seat Wind and
the Round Wind will be East, so the dealer will get 2 Hand
Points for trip or quad Easts. During the South round, the player
to the right of the dealer will have South as the Round Wind
and the Seat Wind, so they will get 2 Hand Points for a set of
South trips or quads. These are called Double East and Double
South.
Set of Value Tiles is the easiest Hand Point to remember
and since you are allowed to steal tiles from other players, its
a very convenient hand. For beginners, I would recommend
going for this hand every time you have a pair of Value Tiles in
your hand until you get used to the game and memorize more
of the Hand Points. Just keep in mind that if this is the only Hand
Point you have, the hand gets really cheap really fast.
The set of three Red Dragons in this hand counts for a Set
of Value Tiles.
The set of West Winds in this hand would count for a Set of
Value Tiles for the player sitting in the West Seat.
53 Reach Mahjong
Winner! 53
If the dealer has this hand during the East Round, the set of
East Winds in this hand will count for two Sets of Value Tiles.
54 Reach Mahjong
55 Reach Mahjong
Winner! 55
A Double Run is two of the exact same run. That means they
must be the same numbers and the same suit. Not only are you
not allowed to steal to complete these two straights, but you
cant pon or chow any part of this hand. It must be completely
concealed before the win. Its often a favorite of beginners and
another easy-to-remember Hand Point.
Whether you have the final draw and win on that tile yourself or another player has the final draw and discards your
winning tile on his final discard, pat yourself on the back and
add another Hand Point to your score. The Japanese name
for drawing your winning tile on the final tile is Bottom of
the Ocean, since you went through the entire mountain before drawing your winning tile. Winning on the final discard is
called Bottom of the River, since the discard area is called the
River and you found your winner at the end of it.
56 Reach Mahjong
A Full Straight is a 9-tile straight including one of each numbered tile of a suit starting with 1 and ending with 9. Essentially, its three runs: 123, 456, and 789. The entire straight
must be the same suit. Its fine to add in pairs and sets of the
same suit in the hand, but to get points from the straight, at
least one of each number must be used to complete runs in the
straight. This hand is usually combined with the Half-Flush or
the Peace Hand.
57 Reach Mahjong
Winner! 57
Just like the name says, this special hand allows no runs
and no sets of 3 or 4. All Pairs is one of two exceptional hands
that differ from the normal 4-groups and 1-pair pattern. 14 tiles
in a finished hand means that this hand will have 7-pairs. The
catch is that all pairs must be different tiles; four of the same tile
may not be counted as two different pairs in Reach Mahjong.
All Pairs is always worth 25 BP.
58 Reach Mahjong
Sets of 3 or 4. While a concealed quad is allowed to be one of
your concealed sets, an exposed quad will ruin it, so be careful. If you have two concealed sets and are waiting on the third,
make sure that you draw your winning tile yourself or youll be
stuck with only two concealed triples!
The groups in this hand must be all trips or quads. Its specially made for people who want to push their All Pairs hands to
a few more points. This hand holds the same 2-HP value of the
All Pairs hand, but the Base Points usually put your score up a
little. Also, if you hold off on your stealing and make this hand
yourself, you may be able to add points like Three Concealed
Sets as well, so dont get too bump-happy too fast! Combining
this hand with Value Tiles or the Half-Flush is also a great way
to gain some points.
59 Reach Mahjong
Winner! 59
Two sets and one pair of dragons. This hand will always
get 2 Hand Points for the two sets of dragons, since dragons
are always Value Tiles, so make sure you remember to start
counting your Hand Points at 4 when you get this hand! Match
this hand up with a Half-Flush and youll be rolling in the points!
For this hand, only sets of 1s, 9s, and Honor Tiles are allowed. Since all groups will be sets of 3- or 4-of-a-kind or pairs,
always remember to add another 2 Hand Points for the All Sets
hand or the All Pairs hand.
60 Reach Mahjong
Getting this hand will give you the name Luck Box. The requirement is simple: Get yourself dealt a Ready Hand and declare Reach on your first discard before anyone pons, chows,
or quads any tiles. The only difference between this hand and
the 1 HP Reach Hand is that this Reach is declared on the very
first discard.
Only one suit and Honor Tiles are allowed in this hand. The
best way to get the most value out of this hand is to add sets
of Value Tiles in the Half-Flush. Only showing two suits in your
discard is sure to tip off your opponents to your intentions in
this hand, but if you can win on it, all your effort will be worth
it in the end.
Like the Mixed Outside Hand, but this time with no honors.
Every run, set, and pair must include a 1 or 9.
Its All Pairs! Its a Double Run! No its Two Double Runs!
Just like the Double Run hand, but times two. This hand is very
rare and hard to go for. When it does happen, its usually
61 Reach Mahjong
Winner! 61
Limit Hands
Limit hands are the highest possible hands to win with. Because of the difficulty of these special hands, the scores are not
counted, but rather set at 32,000 points for non-dealers and
48,000 points for dealers. Many players like to take a picture
of these hands when they win on them and others may stare in
awe before dishing out their points.
62 Reach Mahjong
Concealed Sets or simply an All Sets hand. Some house rules
allow a double limit score if the four sets are complete and the
final tile is a single wait.
63 Reach Mahjong
Winner! 63
Small Winds
Just like the name says, only tiles that are colored green are
64 Reach Mahjong
allowed in this hand. That means the 2, 3, 4, 6, 8, of Bams and
the Green Dragon. Depending on the house rules, the Green
Dragon may actually be required in the All Green hand. This
hand is so rare that some players have been known to help out
their friends with discards when theyre going for All Green,
just for the chance to see it!
65 Reach Mahjong
Winner! 65
All sets, no Simples, and no honors. There are only six types
of tiles available for this hand, making it even harder than the
All Honors hand. The good news is that in normal hands, players tend to work on the simples, so ample components should
be available to you if theyre not discarded too quickly.
Ill bet you couldnt guess what this hand is by the name.
Give it a shot. Youre right! Declare 4 Quads and youre golden with a single wait. Only 4 Quads are allowed to be declared between all players during a hand, so if someone else
has already quadded a tile, your dreams for this hand will be
squashed and you will have to settle for 3 Quads and no limit
hand.
For the dealer this is dubbed the Heavenly Win and for
non-dealers, the Earthly Win. Any hand that is dealt ready and
won on the first drawn tile (in the dealers case, the hand will
be dealt a winner) qualifies. The catch is that it doesnt count if
66 Reach Mahjong
another player has already ponned, chowed or quaded a tile.
It also only counts for the first draw, so if you dont win on it,
Double Reach it!
House Hands
Once you have declared Reach, you may show your hand,
67 Reach Mahjong
Winner! 67
or the part of your hand that holds your wait, face-up on the
table. Everyone will be able to see what your winning tile is,
so youre going for a Self-Drawn win here. Its worth an extra
Hand Point. Of the places that allow this rule, many only allow
it if youre not victim to the Missed Win rule, even though thats
one of the best situations to use it in.
68 Reach Mahjong
This hand still exists in the Chinese rules, but is rarely used
in the Japanese sets. On the first draw right after the hands are
dealt out, the hand must have no possibility for runs or sets,
which means each tile must be at least two digits separated
from the others in the same suit. There must be one pair in the
hand. Its worth a 5 hand points.
Now that you know all the hands in Reach Mahjong, lets
practice counting your Hand Points. The examples start out
easy and get harder. The answers are all on page 202.
69 Reach Mahjong
Winner! 69
River Win:
70 Reach Mahjong
River Win:
River Win:
71 Reach Mahjong
Winner! 71
River Win:
River Win:
72 Reach Mahjong
Self-Drawn Win:
Reach, First Turn Win
Self-Drawn Win:
73 Reach Mahjong
Winner! 73
Self-Drawn Win:
Self-Drawn Win:
74 Reach Mahjong
River Win:
River Win:
River Win:
76 Reach Mahjong
Missed Win
Besides Reach, the Missed Win rule is the most loved, hated, and unique rule in Reach Mahjong. The rule is a show of
the skill level required in these rules and emphasizes the point
that the strong will win and the weak will need to practice
more.
The idea is that no other player will be punished for discarding your winning tile if you have already discarded it yourself.
If any of your winning tiles are in your discard, youre not
eligible for a River Win (a win off of another players discard).
Even a hand waiting on a 3-6 with a 3 in the discard may not
win on a 6 discarded by another player.
For Example, this hand is Ready, waiting for the 1-dots and
the East Wind.
77 Reach Mahjong
Special Situations 77
Draw
78 Reach Mahjong
In draws, almost does count and players with Ready
hands are rewarded and players who are not Ready are penalized. When there are only 14 tiles left in the wall (including the
Lucky Tile/dora Indicator) and no one has declared Mahjong,
the hand ends in a draw. The players with Ready hands show
their hands and the players without Ready hands turn their tiles
face-down. In this situation, all players without Ready hands
split the penalty of 3,000 points and pay it to the players with
Ready hands, who split the bonus among themselves.
Ready Players Each Non-Ready Players Each
Receive
Pay
No Ready Players N/A
0
1 Ready Player
3,000 pts
1,000 pts
2 Ready Players
1,500 pts
1,500 pts
3 Ready Players
1,000 pts
3,000 pts
4 Ready Players
0 N/A
Special Draws
All Special Draws are subject to house and specific tournament rules. In some cases, they are considered ways to even
the playing field, but most come from superstitious roots and
are no longer considered necessary. When a Special Draw is
declared, the hand starts over, the dealer doesnt change, and
one continuance is added to the bank.
On a players first draw from the wall, if he has nine different terminals and/or honors in his hand, he may declare a
Special Draw and restart the hand. This rule is made to keep
players from getting starting hands that are too hard to play.
Declaring Nine Different Terminals, however, is an option
and not required. Many players choose to aim for the 13 Or-
79 Reach Mahjong
Special Situations 79
If all four players discard the same Wind tile in the first turn,
the hand may end in a Special Draw and the hand is started
over.
This rule originated as a superstition. Four of the same
Wind tiles discarded in the first turn was considered bad luck,
because of the similarities between the Chinese and Japanese
words for four and death. This rule is still common practice,
but certain tournaments and most parlors choose not to allow a
Special Draw for this situation. Be careful, if the same Dragon
is discarded, it does not verify a Special Draw. Only winds.
Four Quads
80 Reach Mahjong
Four Reaches
Three Winners
If three players declare Mahjong on a single players discard, the hand may end in a Special Draw. Certain tournaments and parlor games only allow one winner for each hand,
some allow two, and some allow three. Many rules allow the
player on the discarders right priority for calling the tile and in
that case this rule is unnecessary.
This rule seems mostly to protect the poor soul who threw
the winning tile and is good for friendly home games.
Continuances
81 Reach Mahjong
Special Situations 81
Whenever one of the situations above occurs, one continuance is added to the bank. Each continuance is represented by
one 100-point Bone. These Bones still belong to the dealer and
are only used to show the value of the Continuance Bank. The
winner of the hand is not entitled to these Bones.
The Continuance Bank will always be cleared when a player other than the dealer wins a hand. This is the only way to
clear the Continuance Bank. Each continuance adds a 300point bonus to the winning hand.
Fouls/Penalties
Dead Hand
Pow
A player has put other players hands in jeopardy by discarding tiles considered too dangerous to be allowed in play.
If a player wins because of this specific discard, the discarder
holds responsibility for the win. Basically, discarding this tile is
like holding a gun to your own head and pulling the trigger:
POW!
If a player discards a Colored Dragon, allowing a player
who already ponned the other two Colored Dragons to pon
again, or allows a player to pon the 4th Wind after he has already ponned the other three, this falls under the Pow rule. After
that, if the player wins the Limit Hand on a Self-Draw, the guilty
party must pay the entire score. If another player discards the
winning tile, the guilty party and the discarder of the winning
tile splits the score. Continuances are paid by the player guilty
of the Pow. Also, a player who allows another player to quad
82 Reach Mahjong
his discard must pay the entire score if the players winning tile
is the supplementary tile drawn from the Kings Tiles.
Maximum Penalty
Punishment
83 Reach Mahjong
Special Situations 83
84 Reach Mahjong
foul and the player must pay the maximum penalty. The
hand is restarted. The dealer remains the same and
no continuances are added. The player must pay the
maximum penalty, the tiles are reshuffled, and the hand
is started over.
V. Count em Up
Reach Mahjong hands are scored based on difficulty of
groups and difficulty of combinations. Two types of points,
Base Points and Hand Points, need to be counted. Only winning hands are scored. The idea is that Base Points are counted
first and then doubled for each Hand Point earned. I will introduce and explain the process, but most players find it easier
just to match up the points on the handy chart provided while
playing to speed up the process. After a while, youll have the
chart memorized.
When a player wins a hand off of a discard, the discarder
is responsible for paying all the points to the winner (except in
the Pow case). If a player wins by drawing his/her own tile, the
other three players must split the points of the winning hand.
Base Points
86 Reach Mahjong
concealed than not and sets of four are more difficult than sets
of three. Exposed sets receive half the score of concealed sets.
This chart shows you how many Base Points each set is worth,
either concealed or exposed (pon or open quad).
Open Example
Pair of N/A
Concealed Example
2 BP
Value Tiles
Set of
3 Simples
2 BP
4 BP
Set of 3
Terminals/
Honors
4 BP
8 BP
8 BP
16 BP
16 BP
32 BP
Quad of
Simples
Quad of
Terminals/
Honors
Waits/Draws
Certain final draws are harder than others. There are three
types of waits that only allow one type of tile to be won on (gut
shots): Drawing to a Side Wait, drawing to a Middle Wait,
and drawing to a pair (single wait).
87 Reach Mahjong
Count em Up 87
Side Wait
Points Example
2 BP
2 BP
Middle Wait
Single Wait
2 BP
Points Notes/Exceptions
Winning Hand
20 BP All hands are given this bonus no
matter what.
Self-Drawn Win
2 BP Is not applied to hands won from a
Kings Tile Draw after declaring an
open quad. Also not applied to
the Peace Hand.
Concealed
10 BP An Inside Hand (All Simples) that has
River Win (won
been exposed also receives this bonus
on a discard)
even if it is made entirely of runs with
an open-ended wait.
After all of the Base Points have been tallied, the total
should be rounded up to the next 10. A 22 BP score and a 28
BP score will be rounded up to 30. 36 BP will be rounded up
to 40, 52 BP to 60 and so on.
88 Reach Mahjong
Base-Point Practice
Base
Points Notes
Win
Self-Drawn or
Concealed River Win
Points for
BP Possible 0-2 points
Difficult Draws
Total
1. River Win:
89 Reach Mahjong
2. River Win:
3. River Win:
4. Self-Drawn Win:
5. Self-Drawn Win:
Count em Up 89
90 Reach Mahjong
Hand Points
Putting it Together
Score Chart
The dealer always gets 1.5 times the score of the nondealers and the dealer always has to pay twice as much as
non-dealers for Self-Drawn wins. It makes it easier to have two
charts available, one for dealers to use and one for non-dealers.
91 Reach Mahjong
Count em Up 91
Non-Dealer Chart
HP 1
2
3
4
5
6-7
8-10
11-
BP
20 N/A
(400, (700
(1300 (2000
700) 1300) 2600) 4000
(3000, (4000
6000) 8000)
Limit
Hand
(6000 (8000
12000) 16000)
92 Reach Mahjong
Dealer Chart
HP 1
2
3
4
5
6-7
8-10 11-
BP
Limit
Hand
20 N/A
48000
(700) (1300) (2600) (4000) (6000) (8000) (12000) (16000)
25 N/A
Continuance Bonuses
93 Reach Mahjong
Count em Up 93
Scoring Chart
River Win Self-Drawn Win
Base Points
Hand Points
Lucky Tiles
Total HP
Chart Score (BPxHP)
Continuances x 300
Total for Dealer
Total for Non-Dealers
94 Reach Mahjong
River Win:
Self-Drawn Win:
95 Reach Mahjong
Count em Up 95
River Win:
River Win:
Self-Drawn Win:
96 Reach Mahjong
BP: 20+8 (
)+2(Inside draw)+8(
)+2(Self-Drawn
win) = 40BP
HP: 2+1(Value Tile)+1(Concealed Self-Draw)= 4HP
The total Base Points are doubled for each Hand Point:
40BPx24 = 40BPx16 = 640
For Self-Drawn wins by a non-dealer, each other non-dealer
pays 1 Score Unit to the winner and the dealer pays double: 2
Score Units. The amount paid is rounded up to the next 100.
In this example, the non-dealers pays 700 points (640 -> 700)
and the dealer pays 1300 points (640x2=1280 -> 1300).
If the same hand were won by the dealer, each non-dealer
would pay 2 Score Units: 1,300 points each (640x2=1280 ->
1300). For River Wins, the discarder pays all 4 Score Units if
the winner is a non-dealer and all 6 Score Units if the winner
is a dealer.
97 Reach Mahjong
Count em Up 97
River Win:
BP: 20+4 (
)+4(
)+10(Concealed River Win) = 38
rounded to 40BP
HP: 2+1(Value Tile)+1(Lucky Tile)= 4HP
40BPx24 = 40BPx16 = 640
Non-Dealer River Win: 640x4 = 2560 rounded up to 2600
paid by discarder.
Self-Drawn Win:
98 Reach Mahjong
BP: 20+2 (
)+2(Inside Wait)+8(
)+2(Self-Draw) =
34 rounded to 40BP
HP: 2+2(3 Colored Runs)+1(Concealed Self-Draw)= 5HP
40BPx25 = 40BPx32 = 1280
Non-Dealer Self-Drawn: 1280 rounded up to 1300 paid
by each non-dealer, 1280x2 = 2560 rounded up to 2600
paid by dealer.
River Win:
BP: 20+32 (
)+16(
)+8(
)+2(Gut Shot) = 78
rounded to 80BP
HP: 2+2(3 Quads) = 4HP
80BPx24 = 80BPx16 = 1280
Dealer River Win: 1280x6=7680 rounded up to 7700
paid discarder.
99 Reach Mahjong
Count em Up 99
River Win:
Self-Drawn Win:
River Win:
After the game is over, scores are settled. Use the chart
below (or get a booklet of these charts) to keep track of the
scores of all the games you play. The scores are calculated according to the 30,000 points each player starts with. Whether
you started with 25,000 or 30,000, you still subtract 30,000
points, since the extra 5,000 was the ante. Whatever your
score is, subtract 30,000. Next, drop the three zeros and you
have your score for the game.
For four players starting with 30,000 points, normal score
calculations might look like this:
Name Score Subtract 30,000 Drop 3 Zeros
Player A
16,300
-13,700
-13.7
Player B
32,400
+2,400
+2.4
Player C
47,800
+17,800
+17.8
Player D
23,500
-6,500
-6.5
Count em Up 101
If you start with 25,000 points, the winner will get an extra
20,000 points (the sum of four 5,000-point antes). Four players scores would look like this:
Subtract Antes Drop 3
Name Score
30,000
for First
Zeros
Player A
34,700
+4,700
+4.7
Player B
17,200
-12,800
-12.8
Player C
6,500
-23,500
-23.5
Player D
41.600
+11,600
+31.6
+20,000
Player B 8,700
-20,000
-41,300
-41.3
+10,000
+7,800
+7.8
-10,000
-27,700
-27.7
-21,300
These charts are just to show you how to arrive at the numbers. The actual process will only take a few seconds and you
will find yourself writing the totals directly into a chart as shown
below. Most players choose to round off the decimals as well. If
the three games above were played and the scores written into
the official scoring chart, it would look like this (all decimals
have been rounded off):
Name
Number
Player A
Player B
Player C
Player D
-
14
61
19*
13
41
-
24
32
28
4
5
6
Subtotal 66
Total
14
+52
54
-52
27
24
+3
32
35
-3
Other
$1 per point
Player A
+52
+$26.00
+$52.00
Player B
-52
-$26.00
-$52.00
Player C
+3
+$1.50
+$3.00
Player D
-3
-$1.50
-$3.00
etc.
Count em Up 103
Now you know all the basics and are ready to play Mahjong with practically anyone in the world. For the Chinese versions, youll have to learn the point system and check which
Hands they use, but the basics should all be the same. The
American rules will take considerably more practice as well,
but for the most part, you should be ready to go!
Part II
Variations
Red 5s
All tile sets made in Japan come with four Red 5s (one
Red 5-Bams, one Red 5-Craks, and two Red 5-Dots). These tiles
may replace one or more 5s of the suited tiles and each one is
worth an extra Hand Point if its used in a winning hand. Red
Gold 5s
Wall-Split (Wareme)
This is a fun rule that inflates the game and is often used in
home games. The idea is to double. Whichever player is sitting at the wall that was opened on the deal pays and receives
double for all scores.
Deciding a Rate
Rounds
Draws/Discards
A
deck,
Tiles).
Many
Scoring
Other
The easiest way to play three-player is to adapt the fourplayer game. There will be less tiles, but all possible Hands
from the four-player game will be used in the three-player game
as well. Chow is not allowed in three-player Mahjong.
Tiles
All Craks 2-8 should be removed and the four 1-craks and
four 9-craks should remain in the deck. The craks left in the
deck may only be used in sets of three or four, just like Honor
tiles. If the Lucky Tile/dora Indicator is 1-crak, then the dora will
be 9-crak, and if the Indicator is 9-crak, then the Lucky Tile/
dora will be 1-crak.
Rounds/Seating
The game will last two rounds, East and South, just like in
the four-player game. There will be no North seat, so the North
tile will be used as a non-value tile for the entire game.
Scoring
Deck/Set-up
All craks 2-8 should be removed from the deck. The 1-craks
and 9-craks should remain in the deck. The 5-craks may be left
as well according to preference. Chow claims are not allowed
in the three-player game. The Lucky Tile Indicator will be the
top tile on the fifth tier of the Dead Wall instead of the third,
so that there are enough supplementary tiles for the extra Lucky
Tiles (dora) and for any declared quads. The more extra Lucky
Tiles (dora) used, the more the indicator should be farther to the
right. At the end of a game that ends in a draw, 14 Kings Tiles
should be left, no matter what.
Since the deck is smaller, only one of the dice should be
used. Walls will be 14 or 15 tiles long (with two tiers), depending on whether the 5-craks and Flowers are used.
Rounds/Seating
die. After that the winner of each hand will become the next
dealer. The game can last for as many or as few hands as
youd like, but should be agreed on beforehand by all players.
Hands/Hand Points
Extra Lucky Tiles (dora)
Hands/Scoring
While most of the hands are the same as the normal fourplayer Reach game, the scoring is different. Each player will
start with 50 points. Using the normal scoring sticks, each
denomination will be divided by 100. Hundred-point sticks
are worth 1 point, 500-point sticks are worth 5 points, and
1000-point sticks are worth 10 points. Each player should start
with four 10-point sticks, one five-point stick, and five one-point
sticks.
Most of the hands in the Original three-player game are
the same, but since there are no base points in this game, the
points are not split into Base Points and Hand Points and are,
1-Point Hands
2-Point Hands
3-Point Hands
5-Point Hands
10-Point Hands
20-Point Hands
When a player runs out of points, the game ends. The winner of the hand will count the full amount of points won on the
final hand.
Its easiest to use the tiles that have been discarded to count
the points. Use one tile for each point.
The winner will receive the amount of points from the discarder of the winning tile. If the win is Self-Drawn, each opponent will pay the amount of the score, so Self-Drawn wins get
double the score.
Intro
Set-up
The basic set-up and rules will be the same as the Original
three-player game explained on page 118. The difference is
that the White Dragon is wild. That means that the White Dragon can count for any tile in the deck. In a 13-tile game, this can
get quite confusing, so practice, practice, practice!
Example 1
Waiting for:
Example 2
Waiting for:
Example 3
Waiting for:
Special Rules
Quad/Quint etc.: Add-a-quad sets may be added to making Quint sets or even sets of six or more.
Lucky Tile (dora) Full Sets: A winning hand that uses four
identical Extra Lucky Tiles (dora) gains 5 extra points. A hand
using all the Red 5s will also gain 5 extra points.
Hand with No White Dragons: A hand using zero White
Dragons is special and called a Purity hand.
Lucky Tile (dora) Indicator: If the White Dragon is the Lucky
Tile (dora) Indicator, then every tile in the deck will count as a
Lucky Tile (dora).
Extra Lucky Tiles (dora): A hand that uses no Extra Lucky
Tiles (dora) is called a Crows Hand and gets an extra 30
points if there are also no White Dragon Tiles in the hand,
or 20 points if there are White Dragon Tiles in the hand. The
Crows Hand does not count toward the minimum points required to win a hand and there is a 10-point penalty for a
Crows Hand that uses stolen tiles.
Open Reach: Any time a player has a concealed Ready
hand, the player may declare Open Reach. The player should
declare Reach as usual and show the entire hand on the table.
A player who discards the winning tile of an Open Reach hand
must pay an extra 50-point penalty.
All Pairs: The All Pairs hand may use multiples of the same
pair and use White Dragons to make these pairs.
Hands/Hand Points
1-Point Hands
s
s
s
s
s
s
s
Reach; no stealing
Peace hand (all runs); no stealing
All simples; stealing ok
Double run; no stealing
Kings tile draw; stealing ok
Add-a-quad; stealing ok
Open quad; stealing ok
2-Point Hands
3-Point Hands
4-Point Hands
5-Point Hands
6-Point Hands
10-Point Hands
20-Point Hands
30-Point Hands
300-Point Hands
500-Point Hands
1,000-Point Hands
Scoring
Its easiest to use the tiles that have been discarded to count
the points. Use one tile for each point. See image on page 123.
The winner receives the amount of points from the discarder
of the winning tile. If the win is Self-Drawn, each opponent
pays the amount of the score, so Self-Drawn wins get double
the score.
5 or More Players
Variation Summary
Rule variations are great ways to improve your game. Using rules with more gambling elements (First-Turn Win bonuses
and Hidden Lucky Tiles (dora)) encourage players to go for
faster wins and more chances to get lucky. Using Red 5s
encourages players to go for inside hands and leave out the
terminals and honors more. Three-player variations encourage
more Half-Flushes, Flushes, and big hands, since there are only
two suits and honors. Learning all the games turns you into
a much stronger player in each game individually as well as
2.
3.
4.
Part III
Strategy
2.
3.
4.
5.
Getting Ready
2.
3.
Exchange
Exchange
Exchange
or
6-Bam, 9-Bam wait.
This wont always be correct, but until you can read the
board well, its a good idea to go through this step to create
good habits. This practice will help you notice good and bad
spots in your hand and plan for better hands in the future.
Flexibility
To:
This hand looks like a Half-Flush, but now a Lucky Tile has
been drawn, messing it all up. Look closer. This hand could
also be a Small Dragons or a 2 Value-Tile with two Lucky Tiles.
Get rid of the 1-Bam and 9-Bam and youre left with a 2-5-8Bam wait and lots of chances to win or get to Ready.
Getting PointsValue
Reach Mahjong only requires 1 Hand Point for each winning hand. Just because thats the rule, however, doesnt mean
you should stop there. Winning players combine as many Hand
Points as possible and use Lucky Tiles (dora) every chance they
get to take advantage of every point possibility available. Each
Hand Point you let go by for your winning hands is the same
as losing a Hand Point. On the other hand, if you get greedy
and go for too many Hand Points at a time, you run the risk
of missing your chance to win the hand. Finding the balance
here is the key to becoming a winning player in any game of
mahjong.
Simplicity
Peace
The All Runs hand, dubbed Peace for its lack of complications, is the most versatile hand in Reach Mahjong. Its only
worth 1 Hand Point itself, but combined with a few others, its a
weapon that will make your enemies weep with pain. Consider
the number of other hands that can be combined with this one:
Reach, All Simples, Concealed Self-Draw, Inside Hand,
Double Run, Final Tile Win, Add-a-quad Win, ThreeColored Runs, Full Straight, Mixed Outside Hand, Double Reach, Half-Flush, Pure Outside Hand, Two Double
Runs, Full Flush.
Thats 15 out of 23 non-Limit hands that can be combined with the Peace hand (there are 24 including the
Peace hand). Not all of these hands can be combined
all at the same time, but combine three or four of them
and youre looking at a 8,000+-point hand.
Example 1Reached,
Self-Drawn Win, Winning Tile:
Sometimes you will decide to change your waits, depending on what is showing on the board. If youre only down to
two outs with an open-ended draw, but you can change to four
outs with two-pair waiting to complete a set, be strong enough
to stand by the wait with the better percentage. Sometimes a
big hand will have to be folded due to lack of waits. A strong
player must be flexible enough to recognize these situations
and play accordingly.
Speed
Four players are trying to win at the same time. This means
that speed is a big factor. A player with a fast 1,000-point
hand will kill a slow 24,000-point hand. Fast cheap hands will
not win you the game, but sometimes speed needs to be chosen
over value to protect yourself. For example, if youre the point
leader and you sense another player is going for a big hand,
you might want to get a quick win, even for few points, just to
keep the other player from taking the lead away from you.
DealerAs the dealer, your main goal is to remain the
dealer as long as possible. When youre the dealer, the points
you receive for hands are 1.5 times what you get as a nondealer. This opportunity is huge! It means you need less Hand
Points to get big hands and monsters. You want to win as many
hands as possible in this situation. The scoring difference will
cause your opponents to fear you and think harder about coming up against you if you show strength.
Texture/Discards
Watch the Dealer
Suits
Honors
Hand:
If there are Value Tiles, Honors and some of each suit in the
discard, this hand can only be going for an Outside Hand or a
3-Colored Run or have concealed Value Tiles in the hand. This
discard will start with inside tiles and later have outside tiles.
Example 2
Discard:
Hand:
This hand starts off with honors and terminals in the discard, then moves toward the middle tiles. Most likely a Peace
Hand and an open-ended wait.
Example 3
Discard:
Ponned Tiles:
Hand:
This hand starts with outside Dot and Bam discards and
then discards honors. The hand is obviously a Half-Flush and at
worst may be a Full Flush. Watch your discards!
Reached Opponents
This hand is 2-Away. If honors look safe, start with the honors and see where the hand goes.
Hands to go for:
East Round, 2nd Hand, North Seat, Lucky Tile:
Your Hand:
This hand is hard to fold. The only safe tiles to your opponent are 5-bam and 6-bam and he could be waiting for
anything. If you get Ready with a 3-dot, 3-crak, or 5-crak then
it might just be worth the risk to get a quick win and let your
opponent steam over losing his early Reach.
Octaves
The majority of hands will end up waiting on an open-ended straight draw. Since the only options for this are 1-4-7, 2-58, and 3-6-9 (dont they remind you of piano octaves?), you
can use your opponents discard to guess safe tiles. If a player
has discarded a 4, there is a good chance hes not waiting
on 1 or 7. If a 5 has been discarded by the player, there is a
good chance that 2 and 8 are safe. And finally, if a 6 has been
discarded, there is a good chance that 3 and 9 are safe. This
is not always true and its a way that some strong players use
to trap weaker players. When that happens, there is not much
you can do except to fold only safe tiles. This trick is simply a
way to better guess what your opponent is waiting for. If there
are less honors in the beginning of the players discard and it
doesnt look like he is going for the All Runs (Peace) Hand, then
this technique should be used with caution.
Walls
One Chance
Deceit
Defensive Tricks
The tricks above are not only good defensive ways of thinking, theyre great for offense too. If you can see three or four 3s
of one suit on the board, you could Reach waiting for a 1 or 2
of the same suit and trap your opponents into discarding your
winning tile. This works well especially if you think your opponents are weak, but committed to continuing with their hand.
You can also use the Octaves trick to trap your opponents. If
you have 1-3-5 and must discard one tile to be Ready, a good
trick is to discard the 5 and declare Reach. Youre only leaving yourself with four outs, but youre putting pressure on your
opponents and may be tricking them into thinking that the 2 of
that suit is safe, since you discarded the 5.
Exposing Tiles
Hand:
Example 2Discard:
Hand:
The
Hand:
The
even drawing a
discarded.
Part IV
Appendices
A. Glossary
English Type of
Japanese
Term Term Definition Term
Ready Tile The tile that makes
a hand Ready.
hairime
12-Tile
3PM A hand in the Wild
All Pairs
Hand
White Dragon game
that is All Pairs and has
3 sets of 2 identical pairs.
juunimai chitoitsu
14-tile
3PM A hand in the Wild
All Pairs
Hand
White Dragon game
that is All Pairs and has
3 sets of 2 identical pairs
plus 2 White Dragons.
juuyonmaichitoitsu
2-Hand
house A house rule. After 5
Point
rule
continuances, 2 Hand
Minimum
Points are required for
winning hands until the
Continuance Bank is reset.
ryanhanshibari
2nd Call
strategy
term
ninaki
Calling bump/pon on
the 2nd discarded tile
instead of the first.
4-Tile
3PM A hand in the Wild
All Pairs
Hand
White Dragon game
that is All Pairs and has
2 identical pairs.
yonmaichitoitsu
house
rule
hachimaichitoitsu
Add-a-
action Adding the 4th matching
Quad
tile to a bumped/
ponned set.
kakan
Add-a-
Quad Win 1HP
chankan
All 1s
and 9s
chinroutou
Limit
Hand
All Green
Limit
Limit Hand consisting of
Hand
only 2, 3, 4, 6, and 8
of Bams and/or the
Green Dragon.
ryuuisou
All Honors
tsuuiisou
Limit
Hand
All Last
strategy The final hand of a
term
game. All Last may
occur more than once
if the final dealer
continues as dealer.
oorasu
All Pairs
2HP A 2-HP hand consisting
only of pairs. This hand is
always worth 25 Base
Points and at least 2
Hand Points.
chiitoitsu
All Sets
2HP A 2-HP hand consisting
of sets of 3 or 4 tiles.
No penalty for stealing/
calling tiles.
toitoihou
Appendix a 157
English Type of
Japanese
Term Term Definition Term
All A 2-HP hand consisting of
Terminals/ 2HP
only sets of Terminal and
Honors
Honor tiles. There is no
penalty for stealing/calling
tiles. An extra 2 HP will al
ways be added to this hand
for the All Sets hand, making
the All Terminals/Honors
hand worth at least 4 HP.
honroutou
Ante
rule The amount of points col
lected from each player at
the beginning of the game to
go to the winner of the game.
This is usually 5,000 points
taken from each players
30,000 starting points.
oka
Away
strategy The number of tiles needed
term
to turn an active hand into a
Ready hand. It is used by put
ting the number before the
word Away, e.g., 1-Away,
2-Away (from Ready).
shanten
B Top
rule set
Back
strategy Open-ended combination
Octaves
term
considered dangerous,
because of a tile next to
the combination showing
in the discard. e.g. 3-6 are
Back Octaves to 2 and 7.
B toppu
urasuji
Backdoor
rule The winning Hand Point does
Win
not need to be guaranteed
before the hand is won.
sakizuke/atozuke
Balk
strategy A player makes a move as
term
if he wants to call for a tile
or win the hand, but then
doesnt.
koshi
souzu
Limit
Hand
daisharin
Bird
Black
strategy
term
uki
moupai
Blocking
strategy A Reach declaration made
Reach
term
with a weak hand to scare
opponents with possible
stronger hands into folding
stronger hands.
ashidome riichi
Bluff
strategy Actions to make opponents
term
think a hand is worth more
or less than it really is and/
or Ready when it is not.
burafu
Appendix a 159
English Type of
Japanese
Term Term Definition Term
Bones
tiles/ The chips used to keep
game
track of and exchange
points in Reach Mahjong.
tenbou
Bonus
rule set Rule set that awards Bonus
Mahjong
chips for using Red 5s and
Hidden Lucky Tiles (dora).
goshugi ma-jan
Boo
rule set A rule set popular in the
Mahjong
Kansai region in the past.
buuma-jan
Bottom
tiles/
Draw
game
shitazumo
Break
tiles/ To start the deal by rolling
the Wall
game
the dice, counting off the
appropriate number of tiers
on the wall, and taking the
first 4 tiles after that count.
kaimen
Button
tiles/ The plate that shows which
game
round of the game is currently
being played. The Button/
Round Indicator always stays
on the right side of the table
in front of the dealer.
chiichamaaku
C Top
rule set
kuu
Casino-style tiles/
Mahjong
game
furiimaajan
Mahjong played in a
parlor without prior
reservation for money or
points. Customers may sit
at an open seat at any time
and leave after any game.
Chinese
rule set Set of rules used for
Official
competitions in Asia and
Rules Europe based on the
classical Chinese version
of the game.
chuugokukoushikimaajan
Chip
Leader
toppume
strategy
term
Chips
tiles/ Round chips used to keep
game
track of bonuses for
Hidden Lucky Tiles, quad
Hidden Lucky Tiles, First-Turn
Wins, and Red tiles in
cash games.
chippu
Chow
tiles/
game
chii
Chow
tiles/ Declare a chow using two
Switch
game
tiles that are already part of
a run and discarding the 3rd
tile of the run. Also, declaring
a bump/pon on an already
complete set and discarding
the 4th tile of that set.
kuikae
Collabor-
ation
tiles/
game
konpiuchi
Appendix a 161
English Type of
Japanese
Term Term Definition Term
Complete tiles/ A hand that includes
Hand
game
4 sets/runs of 3 and
one pair, 7 pairs or one
of each Terminal and
Honor, and 1 pair.
agarite
menzen
Concealed groups
Quad
ankan
Four-of-a-kind declared
by a player who has collected all four tiles from
the deal and/or draws.
menzendeagari
menzentsumo
anko
Continu-
tiles/ A count of hands won
ance
game
consecutively by a dealer
and/or ending in a draw.
continuances are reset to
zero when a player other
than the dealer wins.
renchan
Continu-
tiles/ A 100-point score stick
ance
game
placed on the table in front
Bone
of the dealer to show how
many continuances apply to
the current hand.
tsumibou
Continu-
tiles/ The amount awarded to
ance
game
a winning player for each
Bonus Hand
continuance saved up in
the game.
tsumiba
wanzu/manzu
kikenhai
agarihouki
Dead Pair
toisuu
strategy
term
Deal
tiles/game The distribution of 13 tiles to
each player at the beginning
of a hand.
haipai
Dealer
tiles/ The player who begins the
game
deal by breaking the wall.
The dealer receives 1.5x
the winning score of non
dealers and must pay double
what the non-dealers pay to
winning hands that are self
drawn by non-dealers.
oya/toncha
Decided
strategy A play style in which the
Play
term
player decides on a final
shape for a hand and
discards all tiles that do not
fit in the shape.
kimeuchi
Declaration tiles/
game
naki
Declared
Tiles
Appendix a 163
English Type of
Japanese
Term Term Definition Term
Dice
tiles/
Cubes with numbers 1-6
game
used by the dealer. Two dice
are generally used in
Reach Mahjong.
saikoro
Digital
strategy Style of play played hand
term
by hand without thought of
impact of hands before and
after the current hand.
dejitaru
Discard
tiles/
game
dahai/kiru/
sutehai
Discard
strategy Discarding a tile already in
Match
term
an opponents discard pile
because it is safe.
genbutsu
Discard
strategy The order that tiles are
Order
term
discarded to make a
winning hand.
tejun
tsumogiri
Dora
tiles/ A tile determined by the
(lucky tile) game
Lucky Tile/dora indicator at
the beginning of the game.
Any Bonus Tile used in a
winning hand is worth 1
Hand Point, but does not
count toward the minimum
of 1 Hand Point required for
a winning hand.
dora
Dots
pinzu
Double
strategy
Belly Buster term
Double-
strategy A run of 4 waiting to
Ended
term
complete a pair on either
Wait
end, e.g., 1234.
ryankan
nobetan
daburuyakuman
Double
2HP A hand that delcares Reach
Reach
on the first discard before
any tiles have been called
by bump/pon, or Chow.
Worth 2 Hand Points.
daburu riichi
iipeikou
Double
Win
daburon
tiles/
game
Double
2 HP A Wind that corresponds
Wind
to both the players seat and
the round and worth 2 Hand
Points when used as a set of
3 or 4. For example, Double
East and Double South.
renfu
Dragons
tiles/ Three Honor tiles that are
game
denoted by Chinese charac
ters and distinguished by
color: red, green, and white. sangenpai
Draw
ryuukyoku
tsumo
Appendix a 165
English Type of
Japanese
Term Term Definition Term
Drop
strategy To discard a tile from either
term
a pair, incomplete run, or
completed group with the
intent of discarding the other
parts of the group as well.
otosu
tonrasu
tonba
tiles/
game
Making a declaration
and then cancelling it.
karanaki
Empty
tiles/ To declare chow without
Chow
game
showing any tiles and can
celling the action.
kuuchii
Empty
tiles/ To declare bump/pon
Pon
game
without showing any tiles
and cancelling the action.
kuupon
Empty
tiles/ To declare quad without
Quad
game
showing any tiles and can
celling the action. Usually
penalized by a 1,000
point penalty.
kuukan
Empty
tiles/ A Ready hand in which
Ready
game
all winning tiles are
showing on the board or in
the hand and the hand
cannot be won.
karaten
karagiri
Etiquette
tiles/ Guidelines and manners
game
that should be followed so
all players are comfortable.
See Appendix C, Etiquette.
manaa
Exposed
tiles/ A hand that has stolen/
Hand
game
called tiles and
exposed groups.
nakite
Eyes
atama/jantou
Facing
Player
toimen
Final
Dealer
rasuoya
Final
Discard
hooteihai
Final
strategy A Ready Hand that has
Shape
term
no chance of improving the
score or wait.
saishuukei
Final Tile
haiteihai
haitei/houtei
First
tiles/ The player who starts the
Dealer
game
game as dealer (East Wind).
The button (round indicator)
remains at the right of this
player for the entire game.
chiicha
Appendix a 167
English Type of
Japanese
Term Term Definition Term
First-Turn
1HP/ A special 1-HP hand
Win
house rule available to Reach hands
that win on the first round
of discards or the first draw
after declaring Reach. Any
pon/bump or chow
declaration between the
Reach declaration and the
win cancels this Hand Point. ippatsu
Fish
kamo
okkakeriichi
Fouls
tiles/game Rules that are broken during
the game and call for
penalties.
Four
Limit
Concealed Hand
Sets
suuankou
suukantsu
suukannagare/
suukansanra
yakitori
Full Flush
6HP A 6-HP hand that consists of
only 1 suit. There is a 1-HP
penalty for exposed hands.
chinitsu
iichan
Appendix a 169
English Type of
Japanese
Term Term Definition Term
Fully
tiles/game A table that mixes all tiles
Automatic
together and builds the
Table
mountains at the push of a
button. Modern tables also
keep track of each players
score.
zenjidoutaku
Grands
tiles/game The red suit denoted by the
Chinese character for
10,000.
wanzu/manzu
Green
tiles/game One of the 3 Colored
Dragon Dragons denoted by the
Chinese character for fortune
painted green.
hatsu/ryuufa
Group
tiles/game A run or set of 3 or 4. Four
of these are needed for a
winning hand.
mentsu
Gut Shot
strategy A middle wait: A group of 2
term
tiles that would make a run if
the tile in sequence was
available, e.g., 24, 46, etc. kanchan machi
Half-
tiles/game A table that shakes to turn
Automatic
all of the tiles upside down
Table
for easy shuffling.
hanjidoutaku
Half-Flush
3HP A 3-HP hand that includes
only 1 suit and honors.
There is a 1-HP penalty for
stealing/calling tiles from
other players discards.
honitsu
hanchan/
tonnansen
Hand
scoring A combination of tiles that
makes a hand worth points.
yaku
Hand
tiles/game The record of hands and
History
games recorded by a
bystander or on computer
software.
paifu
fan/han
Head
tiles/game The pair necessary to
a winning hand.
atama/jantou
futari maajan
Hell Wait
strategy A Ready hand waiting for a
term
single tile when the other 3
are visible to the player.
jigokumachi
Hidden
house rule A special Lucky Tile
Lucky Tile/
available only to winning
Dora
hands that declared Reach.
The tile is determined by
turning over the tile under
the Lucky Tile/dora Indicator.
Any tile next in sequence of
the same suit used in the
winning hand is worth an
extra Hand Point.
uradora
Hidden
tiles/game An extra Lucky Tile that
Quad Lucky
becomes available when a
Tile (dora)
player declares a quad. The
tile next to the Lucky Tile
(dora) Indicator is turned
over and becomes another
Lucky Tile (dora) Indicator.
The next tile in sequence of
the same suit becomes the
Quad Lucky Tile (dora). The
tile under this is the Hidden
Quad Lucky Tile (dora)
Indicator and the next tile in
sequence of the same suit is
the Hidden Quad Lucky Tile. kanuradora
Appendix a 171
English Type of
Japanese
Term Term Definition Term
High End
strategy The Winning Tile worth more
term
when there are 2 or more
waits in a hand.
takame
Honorable house rule A special hand that consists
Discard
of only Terminal and Honor
tile discards. The hand may
be complete upon the final
discard of the player or the
final discard of the hand. The
hand is worth 8,000 points
for non-dealers and 12,000
points for dealers.
nagashimangan
Honors
tiles/game Type of tiles including the
winds and the dragons.
jihai/tsuuhai
rookaru ruuru
Illegal
tiles/game Declaring quad after
Quad Reaching in a way that
changes the wait, shape or
Hand Points of a hand.
okurikan
Incentives
house rule Bonus chips awarded for
using Red 5s and Hidden
Lucky Tiles (dora).
goshuugi
tanki
taatsu
toitsu
tanyao
tenhou
rinshanhai/
wanpai
Last
tiles/game The player in 4th place at
the end of a game.
rasu
agarasu
Appendix a 173
English Type of
Japanese
Term Term Definition Term
Let Go
strategy Not declaring Mahjong on a
term
winning tile discarded by
an opponent.
minogasu
Limit Hand scoring Group of difficult hands
worth 32,000 points for
non-dealers and 48,000
points for dealers.
yakuman
Live Wall
tiles/game The mountain that will be
drawn by players.
tsumoyama
Low End
yasume
dora
dorahyoujihai
Mahjong
tiles/game A four-player game
originated in China played
with tiles or cards.
maajan
Made
Hand
kanzensakizuke
Match
strategy Discard made to match
Discard
term
another players latest
discard, because it is safe to
other players hands.
awaseuchi
sarasu/soroeru
aidayonken
Middle
strategy A group of 2 tiles that would
Wait
term
make a Run if the tile in the
middle of the sequence was
available, e.g., 24, 46, etc. kanchanmachi
Missed Win tiles/game A hand that is Ready, but has
already discarded one of the
winning tiles. Hands with a
Missed Win may not win off
of discards, only Self-Draws. furiten
Appendix a 175
English Type of
Japanese
Term Term Definition Term
Missed
tiles/game Declaring Reach when one or
Win Reach
more of the winning tiles are
in the players own discard
pile.
furitenriichi
Mistaken foul A player mistakenly calls for
Steal
a discarded tile and changes
the call.
gopon/gochi
Mistaken foul A player declares Mahjong
Win
(ron) by mistake on a tile
he cannot win on, but does
not show the hand.
goron
Mixed
2HP A 2-HP hand that includes
Outside
at least one Terminal or
Hand
honors in each group/
set; 1-HP penalty for stealing. chanta
Mix-Up
strategy To shuffle tiles in the hand
term
after the draw to confuse
other players about if the dis
carded tile was drawn or
came from the hand.
kotegaeshi
Monster
strategy A big hand. Usually worth a
term
pound (8,000 points) or
more.
oomonote
More
foul Active hand that has more
than 13 tiles.
taahai
Mountain
tiles/game The stacks of tiles in front of
each player set up at the
beginning of the game.
yama
Multiple
strategy
Hand with more than 2 waits.
Wait
tamenchan
Naked
strategy A Ready hand that has 4
Wait
term
melded sets/runs and only 1
remaining concealed tile,
waiting to complete a pair.
hadaka tanki
Natural
strategy Discarding tiles in the most
Play
term
natural order according to
a hand that was dealt.
tenari
atamahane
chuurenpoutou
no-reeto
No Limit
rule set Game that counts points
without using the score chart
and without rounding values
after 5 Hand Points.
aotenjou
ko
no-ten
Appendix a 177
English Type of
Japanese
Term Term Definition Term
Non-Ready tiles/game The penalty that non-Ready
Penalty
hands must pay to Ready
hands when the hand ends
in a draw.
no-tenbappu
hikkake
Octaves
strategy A strategy term based on
term
open-ended waits and
tiles needed for a run.
(i.e., 1-4-7, 2-5-8, 3-6-9).
suji
iishanten
iihanshibari
Open-
wait A group of 2 tiles that would
Ended
make a run if the tile at the
beginning or end of the
sequence was available,
e.g., 23, 56, etc.
ryanmenmachi
minkan
Open
house rule A 1-HP hand (plus 1 HP for
Reach Reach) in which the player
declares Reach and shows
the hand open on the table
so all players can see what
the player is waiting for. This
hand is a house rule and is
most common in home games
and 3-player Mahjong.
openriichi
Open
tiles/game A set of 3 that includes 1
Set of 3
called tile taken by declaring
bump/pon.
minkou
Open
rule A 1-HP hand. The All
Simples Simples hand in which
bump/pon and chow decla
rations are allowed. This is
the most common form of
the hand in Japan. This rule
is not allowed in the EMA
RCR rules.
kuitan
Appendix a 179
English Type of
Japanese
Term Term Definition Term
Original
tiles/game The next tile of the same suit
Lucky Tile
in sequence to the first Lucky
(Dora) Tile Indicator turned over at
the beginning of the hand.
omotedora
Original
rule set An adaptation of the 4-player
Three-
game for 3 players that is
Player
most commonly played
Mahjong
in Tokyo.
toutenkou sanma
Out
strategy The tile(s) that make a
term
winning hand from a Ready
hand.
machi
Pair
tiles/game A group of 2 tiles identical
in value and suit.
toitsu
Pair of
2BP A group of 2 identical value
Value Tiles
tiles (i.e., Round Wind, Seat
Wind, or Colored Dragons). yakuhaitoitsu
Pass
strategy A strategy of keeping tiles
Around
term
other players may need and
still aiming for a Ready or
winning hand.
mawashiuchi
bappu
Picture
strategy Style of play that disregards
Matching term
all hands and matches runs
and sets to make a Winning
Combination.
eawase
uma
Pon
tiles/game To call a tile from another
players discard to match a
pair already in the calling
players hand. Any tile can
be ponned from any other
players discard when the tile
is discarded, as long as the
calling player holds 2 tiles
that match the discarded tile. Pon
Pow
penalty A penalty in which a player
has discarded a tile that is
called by another player and
guarantees a Limit Hand for
the other player (e.g., the 4th
Wind when a player has
already melded 3 sets of
winds).
pau
Pure
3HP A 3-HP hand in which each
Outside
set or run includes at least
Hand
one Terminal (1 or 9). 1-HP
penalty for an exposed hand. junchan
Purity
3PM Hand A special condition in the
3-player Wild White Dragon
game in which a hand does
not include any White
Dragons.
junsei
Quad
kan
Appendix a 181
English Type of
Japanese
Term Term Definition Term
Quad Lucky house rule An extra Lucky Tile that
Tile (Dora)
becomes available when a
player declares a quad. The
tile next to the Lucky Tile
(dora) Indicator is turned over
and becomes the Quad
Lucky Tile (dora) Indicator.
The next tile in sequence of
the same suit becomes the
Quad Lucky Tile (dora).
kandora
Quarter
tiles/game A game that includes only
Game
1 round: the East Round.
tonpuusen
Quint
3PM Hand A special set in the 3-player
Wild White Dragon game of
4 identical tiles and 1 White
Dragon.
kin
Quotes
tiles/game The final 2 tiles the dealer
takes at the end of the Deal,
on the top of the wall,
skipping one tile.
chonchon
Rate
tiles/game The amount awarded for
each 1,000 points in a
cash game.
re-to
Raw Tile
shonpai
Reach
1HP A 1-HP hand in which a
player creates a concealed
Ready hand and declares
Reach to show that hes
Ready. Reach is declared by
placing the discard on the
declaration sideways and
placing a 1,000-point bet
on the table. After declaring
Reach, the hand may not be
changed except to declare a
quad if it does not affect
any other part of the hand. riichi
riichibou
Reach
tiles/game The tile discarded when a
Declaration
player declares Reach. This
Tile
tile must be placed perpin
dicular to the other discards
when discarded.
riichi
Reach
rule set A set of rules that evolved
Mahjong
from the original Chinese
game in Japan and is now
played in a professional
circuit, most known for its
defensive aspect.
riichi maajan
Reachless
Ready
Read
strategy Determining certain traits
term
about an opponents hand by
looking only at the players
discards.
yomi
Ready
rule set Rules in which a dealer may
Continue
continue being dealer if the
hand ends in a draw by
holding a Ready hand.
tenpairenchan
Ready
tiles/game A hand that only needs one
Hand
more tile to be complete.
tenpai
Ready in
tiles/game A hand that is Ready, but
Shape
does not have any Hand
Points.
keishikitenpai
Red
scoring
shizumi
Appendix a 183
English Type of
Japanese
Term Term Definition Term
Red Dragon tile One of the 3 Colored
Dragons denoted by the
Chinese character for Middle
or China, colored Red.
chun
Red Fives
tiles/game Red tiles that replace the
normal 5s of a suit.
Generally there is 1 red 5 for
each suit in a Reach set.
akadora
Right Player tiles/game The person sitting directly to
the right of the subject.
shimocha
River
tiles/game The place on the table where
discards are placed.
kawa
River Win tiles/game A hand won off of a tile
discarded by another player. deagari
Robbing See Add-a-Quad Win. (Kong
the Kong
1HP
is the Chinese and Japanese
word used for a Quad.)
chankan
Ron
tiles/game The Japanese declaration
used for a hand won off of
a tile discarded by another
player.
ron
Round
tiles/game A period of the game in
which each player is dealer
(East Wind) once. Rounds
are denoted by Wind names.
A full Reach Mahjong game
includes the East Round and
South Round.
ba
Round
tiles/game The plate that shows which
Indicator
round of the game is currently
being played. The Button/
Round Indicator always stays
on the right side of the table
to the dealer.
chiichamaaku
shuntsu
Safe
Discard
anzenpai
tenbou
Appendix a 185
English Type of
Japanese
Term Term Definition Term
Seat Wind 1HP The Wind corresponding to
the seat a player is in
according to the dealer.
Also, a 1-HP hand in which
a player has a set of 3 or 4
of the Wind corresponding
with his seat according to
the dealer.
jikaze
tsumo-agari/
tsumoho
shuntsu
Set of
tiles/game A group of 3 tiles that are
3-of-a-kind
identical in value and suit.
kootsu
Set of
tiles/game A group of 4 tiles that are
4-of-a-kind
identical in value and suit.
kantsu
Set of
1HP A 1-HP hand in which the
Value Tiles
player has a set of 3 of their
Seat Wind, the Round Wind,
or a Colored Dragon.
yakuhaikoutsu
Set Wait
tiles/game A Ready hand that has 2
pairs and needs to complete
one into a set of 3-of-a-kind.
Side Bet
other
shanpon
penchanmachi
Simple
other
Hand with Peace and
Peace All Simples.
tanpin
Simple
rule set The 3-player adaptation of
Three-Player
the 4-player Reach Mahjong
Mahjong
game closest to the original
4-player version in scoring
and play.
hanchansei
sanma
chunchanpai
shousangen
Small
Limit Hand A Limit Hand that includes
Winds
3 sets of 3 or 4 Winds and
1 pair of winds.
shousuushi
South
tiles/game The second round of play,
Round
denoted by the button.
nanba
tochuuryuukyoku
Stack
other To play unfairly and arrange
the Deck
tiles so that winning is easier. ikasama
Staked
other A player who plays with
Player
someone elses money.
daiuchi
Starting
tiles/game The amount of points each
Points
player begins a game with.
Usually 30,000 points.
genten
Appendix a 187
English Type of
Japanese
Term Term Definition Term
Suits
tiles/game Three colors distinguishing
the numbered tiles: Craks,
Bams, and Dots.
iro/shuupai
kariton
kariten
Terminals
routouhai
Thirteen
Limit Hand Limit Hand consisting of one
Orphans
of each Terminal and Honor
and including one pair.
kokushimusou
Three
2HP A 2-HP hand including runs
Colored
using the same numbers in
Runs
each suit. There is a 1 HP
penalty for an exposed hand. sanshokudoujun
Three
2HP A 2-HP hand including sets of
Colored
3 or 4 of the same numbers
Sets
in each suit. There is no
penalty for an exposed hand. sanshokudoukou
Three
2HP A 2-HP hand including 3 sets
Concealed
of 3 or 4 that have not been
Sets
called or won from other
players discards. Parts of the
hand not related to the 3
Concealed Sets may be
exposed with no penalty.
sanankou
sanrenkou
Three-
rule set A set of rules adapting the
Player
usual 4-player game of
Mahjong Reach Mahjong to a 3-player
game. Many variations are
played throughout Japan.
sanma
Three
2HP A 2-HP hand that includes 3
Quads
sets of 4 (quads). There is no
penalty for an exposed hand. sankantsu
Three
house rule A special rule for the Wild
Quints
White Dragon game. The
Three Quints hand includes
3 sets of 5 (at least one Wild
tile must be used).
sankintsu
Three-way tiles/game A group of tiles that will
Wait
complete a run with 3 types sanmenchan/
of tiles, e.g., 2333, 23456. sanmenmachi
Thirteen
house rule A special hand that consists
Non-Towers
of 1 pair and all
non-connected tiles for the
rest of the hand on the deal.
The hand is worth 12,000
points for dealers and 8,000
points for non-dealers.
juusanputou
Throw To
sashikomi
Tier
tiles/game A set of 2 tiles stacked on top
of each other in the wall.
Each hand starts with a
mount that contains 42 tiers. ton
Tile Odds strategy The process of considering
term
the number and types of tiles
that will advance a hand.
haikouritsu
Tiles
hai/pai
Appendix a 189
English Type of
Japanese
Term Term Definition Term
Title
other
Too Few
foul A hand that has less than
13 tiles.
taitoru
shouhai
Top
tiles/game Player that has the most
points at the end of a game. toppu
Triple
Limit Hand House rule that allows multiLimit Hand
ple counting of Limit Hands,
e .g., Big Dragons and
All Honors together. Also,
sometimes special waits call
for Double Limit Hands in
house rules, such as 4 Con
cealed quads single wait
or 13 Orphans 13-tile wait.
toripuru yakuman
ryanpeikou
fanpai/yakuhai
machi
yama
shiipai
West
house rule Playing an extra round after
Round Play
the South Round is over
because all players hold
less than 30,000 points.
shaanyuu
Appendix a 191
English Type of
Japanese
Term Term Definition Term
Win
foul A foul in which a player has
Without
declared a win and shown
a Hand
down a hand that has no
Hand Points.
yakunashi
Winds
type of tile Four of the Honor Tiles that
are denoted by the 4
directions on a compass:
East, South, West, and North.
Also the names of the seats
of each player.
kaze/kazehai
Winning
scoring
Base-
Point Bonus
fuutei
Winning
scoring The 2 HP awarded to every
Hand
winning hand. Does not
Point Bonus
apply toward the 1-HP
minimum of a winning hand.
Omitted in modern
calculating shortcuts.
banban/bazoro
Winning
strategy The amount of times a player
Percentage term
gets first place divided by
the number of games played
by the player.
shouritsu
Winning
tiles/game The final tile to complete a
Tile
winning hand.
agarihai
ganpai
B. Answers to Quizzes
Quiz 1Waits
i.
ii.
iii.
iv.
v.
vi.
vii.
viii.
ix.
x.
1.
May be quadded.
2.
3.
4.
5.
May be quadded.
6.
vs.
Appendix B 194
tile.
1.
2.
3.
4.
5.
1.
2.
3.
4.
5.
50
40
50
70
50
Base
Base
Base
Base
Base
Points
Points
Points
Points
Points
Appendix B 196
1. BP: 20+8(
)+4(
)+2(Gut Shot)=34 rounded
up to 40BP
HP: 2+1(Value Tile)+1(Lucky Tile)=HP
40BPx24 = 40BPx16 = 640
Dealer River Win: 640x6=3840 rounded up to
3900 paid by discarder.
)+4(
)+2(Gut Shot)+2(Self-Drawn
2. BP: 20+8(
Win=36 rounded up to 40BP
HP: 2+1(Value Tile)=3HP
40BPx23 = 40BPx8 = 320
Non-dealer Self-Drawn Win: 320 rounded up to
400 from each non-dealer and 320x2=640 rounded up to 700 from the dealer.
)+2(
)=26 rounded up to 30BP
3. BP: 20+4(
HP: 2+1(All Simples)=3HP
30BPx23 = 30BPx8 = 240
Dealer River Win: 240x6=1440 rounded up to
1500 paid by discarder.
Player A
Player B
Player C
Player D
Question
1
+42
Question
2
+16
-44 +17
Question
3
+46
+11
Question
4
+51
-49
-19
-25
-39
+52
-43
-12
-14
+10
Subtotal
Total
Other
2.
3.
4.
Appendix B 198
1.
2.
3.
4.
5.
1
3
2
4
3
Away
Away
Away
Away
Away
from
from
from
from
from
Ready
Ready
Ready
Ready
Ready
1.
2.
3.
C. Etiquette
These are general guidelines used in cash games and tournaments in Japan to make games run smoothly. Some rules
dont apply outside of Japan and if any are used for home
games, they should be decided on before the game starts.
These are not game rules, but rather etiquette guidelines. Many
guidelines are here to speed up games and some are to consider other players during the game.
i. Tiles
Wall
You should always place the wall in front of you
close to the middle of the table.
The wall should be placed at a slant so the tiles
on your right (the ones that will be drawn first)
are closer to your opponents, making it easier
for them to make draws.
After a hand ends, players should not turn over
the remaining tiles in the wall.
In a hand-shuffled game, all tiles should be
placed upside-down before the wash begins.
Dealing
The dealer should always break the wall himself, no matter whose wall the dice lands on.
Appendix C 201
ii. Play
A tile should never be drawn until the previous
player has already completed his discard.
As tiles are drawn from the wall, the player in
front of the shortening wall should push the tiles
toward the center to make it easier for other
players to draw tiles.
Reach should only be declared using a
1,000-point stick. If a player does not have one,
he should ask another player for change before
placing any scoring sticks in the middle for his
Reach declaration.
After Reaching, a player should not check the
Hidden Lucky Tile (dora) and should not look at
other players hands until the hand is over.
Non-winning hands should not be displayed for
other players after the hand is over unless the
hand ends in a draw.
When the hand ends in a draw, the dealer
should always announce Ready or Not Ready
first and the following announcements should
follow in the proper play order.
Elbows should not be placed on the table.
iii. Speaking
When making declarations, players should
always speak clearly and loud enough for all
other players to hear.
All declarations should be announced before
any actions are taken.
Tiles should not be named when being called
(example: North-pon).
A player making a chow declaration should
wait one beat to make sure other players are
not going to declare pon/bump.
Appendix C 203
Mahjong News
http://mahjongnews.com/
English
Mahjong News is an independent Internet Mahjong
newspaper run by Martin Rep and reports on Mahjong
events throughout the world.
Visit
LasVegasAdvisor.com
for all the latest on
gambling and Las Vegas
Games
$7.98
HuntingtonPress.com
Las Vegas, Nevada