As a Japanese game, Japanese terminology is used frequently. This list arranges related terms together.
Game rounds
Enchousen
「延長戦」 Overtime
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Extra game round, in the event where no player scores more than the target points at the end of a normal game.
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Hanchan
「半荘」 Full East-South game
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A game consisting of an East and South round.
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Honba
「本場」
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A counter to indicate the number of hands in-between winning hands, usually indicated by 100-point sticks.
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Kyoku
「局」 Round, Hand session
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A portion of the game, starting from the dealing of tiles and ends with the declaration of a win, aborted hand, or draw. Examples: East Round 1. South Round 2.
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Oorasu
「オーラス」 All last, Last hand
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The final regular hand of a game.
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Renchan
「連荘」
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A continuation of dealer position because the dealer either won or was tenpai at the end of the round.
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Ryuukyoku
「流局」 Drawn hand
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The end of the hand, where every tile not in players' hands and the dead wall has been drawn and discarded; and no winning hand was determined.
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Tonpuusen
「東風戦」 East only round
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A game consisting of an East only round.
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Rule specific
Ari
「あり,アリ,有り」 In effect, on
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States that the preceding rule is used, as in akadora ari for playing with red fives. Opposite of nashi.
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Ari ari
「アリアリ」
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Ruleset which allows kuitan and atozuke. Most common basic set of rules in Japan.
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Atozuke
「後付け」 After-attach
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Allows a hand to win despite having no guaranteed yaku while in tenpai, as long as the winning tile generates a yaku. Opposite of sakizuke.
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Chombo
「冲合,錯和」
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A penalty that results in a mangan payment and restarts the current round.
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Furiten
「振聴」 Sacred discard
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A rule that disables a player's ability to win by discard, due to the presence of a winning tile in the discard and/or the declining of a win during riichi.
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Kuikae
「喰い替え」
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A rule that allows you to call a tile, then discard another tile that could have completed the meld. For example, to chi 123 and discard a 4.
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Kuitan
「喰い断」 Open tanyao
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A rule that allows tanyao to be open.
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Nashi
「なし,ナシ,無し」 Invalid, off
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States that the preceding rule is not in effect.
- For example, as in kuikae nashi for disallowing players to call a tile and immediately discard another tile which would have also completed the called meld.
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Scoring
Akadora
「赤ドラ」 Red dora tiles
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Tiles marked red to indicate as dora, regardless of the dora indicator. Typically used for the 5's of the three suits.
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Aotenjou
「青天井」 No capping
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A rarely used rule, which eliminates the score cappings mangan, haneman, etc., and scores all hands as directly with the scoring formula.
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Baiman
「倍満」
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A hand of value 8, 9, or 10 han.
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Dora
「ドラ」 Bonus tiles
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A specific tile type, that is assigned 1 han per tile as indicated by the dora indicator(s).
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Fu
「符」 Minipoints
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A set of points associated to tile composition: melds, wait patterns, and winning conditions.
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Goumii
「ゴーミー」
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The cheapest tsumo value, of 500 points from the dealer and 300 points from the non-dealers.
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Gyakuten
「逆転」 Passing
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Refers to a situation, where a player passes up another player in points, at the end of the game.
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Han
「飜」
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A value counter associated with values assigned to yaku and dora (if in possession).
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Haneman
「跳満」
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A hand of value 6 or 7 han.
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Honba
「本場」
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A counter indicating the number of consecutive hands played without a winning hand by any player.
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Mangan
「満貫」
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A point cap applied to the regular scoring scale. A hand value of 3 han 70 fu, 4 han 40 fu, or 5 han.
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Nomi
「ノミ」
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A term to indicate a hand won with just one particular yaku, without combination with another or any dora.
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Oyabai
「」
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Short for dealer baiman.
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Oyapanne
「」
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Short for dealer haneman.
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Sanbaiman
「三倍満」
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A hand value of 11 or 12 han.
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Tenbou
「点棒」 Point sticks
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Point sticks used for manual scoring.
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Tobi
「トビ」 Bankrupt, Negative
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The condition by which players points fall below zero (go into negative).
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Uradora
「裏ドラ」 Underneath dora
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Additional dora located underneath previously revealed dora indicators, which can be earned by winning with riichi.
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Yaku
「役」 Pattern
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Specific patterns that validates hands as winnable.
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Yakuman
「役満」 Limit
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The limit point value for a hand. A set of patterns whose value is set at this limit.
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Seating
Kamicha
「上家」 Left player
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Player seated to the left, relative to a player of reference.
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Oya
「親」 Dealer
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Dealer seat, who is designated as East.
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Shimocha
「下家」 Right player
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Player seated to the right, relative to a player of reference.
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Toimen
「対面」 Player across
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Player seated across, relative to a player of reference.
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Strategic and tactical terms
Genbutsu
「現物」 Safe tile
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A 100% safe tile.
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Kabe
「壁」
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A tile-counting technique that measures the possibility of someone making shuntsu based on how many instances of a tile are visible.
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Suji
「筋」 Tile interval
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The tiles that complete ryanmen (open waits). Means “muscle”.
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Tiles
Manzu
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Ii wan |
Ryan wan |
San wan |
Suu wan |
Uu wan |
Rou wan |
Chii wan |
Paa wan |
Kyuu wan
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Souzu
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Ii sou |
Ryan sou |
San sou |
Suu sou |
Uu sou |
Rou sou |
Chii sou |
Paa sou |
Kyuu sou
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Pinzu
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Ii pin |
Ryan pin |
San pin |
Suu pin |
Uu pin |
Rou pin |
Chii pin |
Paa pin |
Kyuu pin
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Jihai
Kazehai
Sangenpai
Tile categories
Routouhai
「老頭牌」 Terminals
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The tiles numbered 1 and 9.
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Tanyaohai
「断幺牌」 Simples
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The tiles numbered 2 through 8. Also “chunchan”.
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Yaochuuhai
「幺九牌」
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All tiles numbered 1 and 9 (routouhai) plus characters (jihai).
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Tile calls
Agari
「和がり」 Win
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Generic call for winning a hand.
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Chii
「チー、吃」
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A call making a claim to upgrade a pair of different tiles, to a minjun (open sequence).
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Naki
「鳴き」
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Calling a discarded tile.
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Kan
「カン、槓」
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A call declaring possesion of four identical tiles.
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Pon
「ポン、碰」
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A call making a claim to upgrade a pair of identical tiles to an open set of three identical tiles (minkou).
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Ron
「ロン」
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A call to indicate a winning hand by discard
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Tsumo
「ツモ、自摸」
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A call to indicate a winning hand by self-draw
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Tile groups
Types
Ankan
「暗槓」 Concealed kan
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Four self-drawn identical tiles set aside as a kantsu. Declaring an ankan does not open the hand if it was previously closed.
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Anjun
「暗順」 Concealed sequence
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Three self-drawn consecutive tiles of the same suit, used as one of the four melds in a regular hand. An open sequence would be a minjun, the general term for a sequence is shuntsu.
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Ankan
「暗槓」 Concealed kan
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Four self-drawn identical tiles set aside as a kantsu. Declaring an ankan does not open the hand if it was previously closed.
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Ankou
「暗刻」 Concealed triplet
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Three self-drawn identical tiles, used as one of the four melds in a regular hand. Compare with the yaku names san ankou and suu ankou. An open triplet would be a minkou, and the general term for any triplet is koutsu.
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Daiminkan
「大明槓」 Open kan
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A kan formed with possession of three tile types, and calling on the discarded fourth tile.
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Minjun
「明順」 Open sequence
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An open shuntsu, or a sequence of three consecutive tiles, formed by calling chii on the previously missing tile. A concealed shuntsu would be an anjun.
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Minkou
「明刻」 Open triplet
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An open koutsu made by calling a discarded tile.
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Shuntsu
「順子」 Sequence
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This is the generic term for, three consecutive tiles of the same suit, whether open or closed. Chii is used to call a tile to complete a shuntsu and set it aside as a minjun (open). A concealed (closed) shuntsu is an anjun.
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Wait patterns
Machi
「待ち」 Wait pattern
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The tiles waiting for with a tenpai hand.
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Noten
「ノーテン」
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When your hand is not in tenpai at the end of the round.
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Tenpai
「聴牌」 Ready
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A hand that needs only one tile to win.
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Named patterns
Nobetan
「延べ単」 Double pair wait
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A wait pattern needing to complete one of two possible pairs.
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Penchan
「辺張」 End wait
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A wait pattern to complete a terminal based sequential meld.
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Ryanmen
「両面」 Open wait
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A wait pattern using two consecutive numbered tiles, where the meld is completed by a tile one less than the lower numbered tile or one greater than the higher numbered tile.
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Ryanmenten
「両面」
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A open wait pattern extend to include the third octave.
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Sanmentan
「」 Triple pair wait
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A wait pattern using three pair waits, needing to pair any one of them.
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Shanpon
「シャンポン、双碰」
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A two wait pattern involving two groups of paired tiles, where one of either completes the hand.
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Harabote
「腹ボテ」
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A single wait, where the potential tiles available is reduced by one by having a single tile in the center of a run (e.g.: 3445).
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Tanki
「単騎」 Pair wait
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A wait based off of a single tile, needing another.
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Yaku
Main article:
List of yaku
Yaku
「役」 Hand pattern
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A required scoring pattern or condition in the hand that awards han.
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Yaku
Chankan
「搶槓」
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The winning tile for a hand is called on another player's added kan. Essentially, the tile needed to complete a kan is stolen to complete a winning hand.
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Chanta
「全帯幺九」
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All melds contain at least 1 terminals or honor.
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Chiitoitsu
「七対子」
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This hand is composed of seven pairs. It is one of two exceptions to the standard 4 melds and a pair pattern.
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Chinitsu
「清一色」
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This hand is composed entirely of tiles from only one of the three suits. It is the only yaku set at 6 han, where the number drops to 5 han when opened.
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Daburu riichi
「ダブルリーチ」 Double Reach
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Riichi is declared with a dealt hand before the first discard.
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Haitei raoyue
「海底撈月」
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The hand is completed with the last tile on the wall.
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Honitsu
「混一色」
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This is a single suit hand mixed with some honor tiles.
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Honroutou
「混老頭」
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The hand is composed of nothing but all terminals and honors. † This hand may be considered as 4 han, because it is impossible to score this hand without either chii toitsu or toi toi.
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Houtei raoyui
「河底撈魚」
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The hand is completed with the very last discarded tile.
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Iipeikou
「一盃口」
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This hand includes two identical sequences.
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Ittsu
「一通貫」
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This hand has a complete sequence of 1 through 9 of a single suit. As a note, the sequence of 1-9 are actually three groups of sequences numbered 123, 456, and 789.
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Junchan
「純全帯么」
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All sets contain at least one terminal.
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Menzen tsumo
「門前清自摸和」
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This yaku may apply to any closed hand. Any player who draws a winning tile with a closed hand is awarded this yaku.
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Nagashi mangan
「流し満貫」
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All the discards are terminals and/or honors. In addition, none of these discards were called by other players.
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Pinfu
「平和」
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Typically known as "all sequences", this is a hand that does not gain fu based on composition, other than that of a closed ron.
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Riichi
「立直」 Reach
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This is a special yaku applied to closed tenpai hands, which requires the player to make a declaration and "wager".
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Ippatsu
「一発」
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This is applied when the player calling riichi wins within 4 tile draws/discards. In addition, the cycle must not be interrupted by tile calls.
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Rinshan kaihou
「嶺上開花」
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This yaku is awarded upon winning with a tile from the dead wall.
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Ryanpeikou
「二盃口」
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This hand has two sets of "iipeikou". This hand does not combine with chii toitsu, even though the hand can be interpreted as one.
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Sanankou
「三暗刻」
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The hand includes three sets of triplets that have been formed without calling any tiles. The fourth set can be an open triplet or sequence.
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Sankantsu
「三槓子」
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Three kans are called for this hand.
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Sanshoku doukou
「三色同刻」
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The hand includes three groups of triplets with the same number.
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Shousangen
「小三元」
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The hand contains two sets of 3 dragon tiles and a pair of the third dragon tiles. † This hand may be considered as 4 han, because it is impossible to score this hand without two sets of yakuhai, from the two sets of dragons.
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Tanyao
「断幺九」
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A hand composed of only inside (numbers 2-8) tiles
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Toitoi
「対々」
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The entire hand is composed of triplets.
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Yakuhai
「役牌」
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A hand with at least one group of dragon tiles, seat wind, or round wind tiles. This hand can be valued at 1 han for each group.
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Yakuman
This is a specific set of "yaku", known as yakuman.
Chiihou
「地和」
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The non-dealer hand is a winning hand after the first draw.
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Chinroutou
「清老頭」
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Every group of tiles are composed of terminal tiles.
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Chuuren poutou
「九連宝燈 純正九蓮宝燈」
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A hand consisting of the tiles 1112345678999 in the same suit plus any one extra tile of the same suit.
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Daisangen
「大三元」
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This has possesses three groups of all the dragons.
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Daisuushii
「大四喜」
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This hand has four groups of all four wind tiles.
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Kazoe yakuman
「数え役満」
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This is a special class of yakuman, where a hand is composed of 13+ han based on the combination of above regular yaku and/or dora.
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Kokushi musou
「国士無双 国士無双13面待ち」
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This hand has one of each of the 13 different terminal and honor tiles plus one extra terminal or honour tile. Some rules may allow double yakuman for a 13-wait set.
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Ryuuiisou
「緑一色」
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A hand composed entirely of green tiles: 2, 3, 4, 6 and 8 Sou and/or Hatsu.
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Shousuushii
「小四喜」
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This hand has three groups of the wind tiles plus a pair of the fourth kind.
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Suuankou
「四暗刻 四暗刻単騎」
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This hand is composed of four sets of closed triplets. When this hand has a shanpon pattern and the win is via ron, then it would not be counted as suu ankou.
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Tenhou
「天和」
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The dealer hand is a winning hand even before discarding a tile.
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Tsuuiisou
「字一色」
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Every group of tiles are composed of honor tiles.
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External links