Japanese mahjong scoring rules: Difference between revisions

From Japanese Mahjong Wiki
Jump to navigation Jump to search
m (→‎Honba: previous sentence used two different definitions of "hand")
 
(69 intermediate revisions by 7 users not shown)
Line 1: Line 1:
[[Image:Scoring Table.png|right|350px]]
[[Image:Scoring Table.png|right|350px]]
[[Japanese mahjong]] features a very complex scoring system. Every mahjong hand has a value in terms of ''han'' and ''fu'' associated with them. The combination of ''han'' and ''fu'' then corresponds to values indicated from the scoring table, and/or the two numbers of ''han'' and ''fu'' factor into an equation, by which the scoring table is derived.
[[Japanese mahjong]] features a complex scoring system. Nearly every mahjong hand has a value in terms of '''han''' and '''fu''', which determine its point value. The han and fu are then plugged into an [[#Calculating basic points|equation]] to determine the score. Alternatively, a [[scoring table]] can be used to find the point value directly.
 
By default, most games start players at 25,000 points, with the goal of scoring at least 30,000 to declare victory for the points leader.  Point settings may be flexible to vary both the starting score and the goal score.


== Scoring factors ==
== Scoring factors ==


=== Han ===
=== Han ===
{{main|List of yaku}}


'''Han''' {{kana|飜}} is the main portion of scoring, as each [[yaku]] is assigned a han number.  Some may factor being open or closed; for others, this would not matter. Any [[dora]] in the winning hand provide one extra han each. In general, an increase of value by one han doubles the number of points, until the cap of [[#Scoring table|mangan]].
'''Han''' {{kana|飜}} are the main portion of scoring. Each [[yaku]] is assigned a value in terms of han: most are valued at 1-2, going up to 6 han for closed [[chinitsu]]. Each [[dora]] also grants +1 han. Han from yaku and dora are added up to produce a total han value.


Yakuman do not have a han value. If a winning hand satisfies at least one yakuman, han and fu are not counted for the hand. Points are awarded based on the yakuman value; and if [[multiple yakuman]] are allowed, then the yakuman values are multipled by the number of yakuman patterns in the hand.
Players are encouraged to know yaku, their han values, and how much points a given hand is worth. This knowledge may help with various game decisions, particularly when [[Riichi strategy|calling riichi]] or [[Betaori|abandoning the hand]].
 
As a general rule, for every +1 han, the hand roughly doubles in value until reaching 4 han. There is a "[[#Mangan|cap]]" at 2000 basic points (5 han; 4 han 40+ fu) - a hand that scores this much is called a [[#Mangan|mangan]] hand. Once reaching mangan, fu no longer matters for points, and han is reduced in value.


=== Fu ===
=== Fu ===
'''Fu''' {{kana|符}} (''pronounced as foo'') takes the hand composition into consideration in terms of [[mentsu|tile melds]], [[machi|wait patterns]] and/or win method. In addition, every hand begins with a default start value of 20 fu. To determine the final number of ''fu'', the sources of fu are added up along with the base number and then rounded up to the nearest 10. One exception falls on the [[chii toitsu]] yaku, which is set to 25 fu by default.
{{main|Fu}}
 
'''Fu''' {{kana|符}} (''pronounced as foo'') takes the hand composition into consideration in terms of [[mentsu|tile groups]], [[machi|wait patterns]] and/or win method.
 
Every hand begins with a default of 20 fu. Any extra sources of fu are added, and then rounded up to the next multiple of 10. The exception is with [[chiitoitsu]] yaku, which is fixed to 25 fu (and not rounded).


Fu factors into the following elements:
Fu does not impact scoring for hands that have at least 5 han.


====Tile groups====
=== Yakuman ===
For shuntsu (sequences), the fu count is 0.  For koutsu (triplet) and kantsu (four-of-a-kind), the fu value depends on whether they are tanyaohai (simples) or jihai/routouhai (honor/terminals).
{{main|Yakuman}}


{| class="wikitable" width=40%
The highest-scoring combinations are the yakuman patterns. A hand completing a yakuman is not scored for han and fu, but depending on the rules, it may be possible to combine multiple yakuman for an even larger hand.
|-
! width=25%|English !! width=25%| Romaji !! width=25%| Simples !! width=25%| Honor/Terminal
|-
| Open triplet || [[Mentsu|Minkou]] ||align=center| 2 fu ||align=center| 4 fu
|-
| Open kan || [[Kan|Minkan]] ||align=center| 8 fu ||align=center| 16 fu
|-
| Closed triplet || [[Mentsu|Ankou]] ||align=center| 4 fu ||align=center| 8 fu
|-
| Closed kan || [[Kan|Ankan]] ||align=center| 16 fu ||align=center| 32 fu
|}


====Waits====
==Mangan==
[[Image:Mangan tsumo.png|thumb|right|250px|Hand scoring a mangan via [[tsumo]].]]
'''Mangan''' {{kana|満貫}} is a point cap which limits the impact of han and fu once a hand reaches 2000 "basic points". Since a regular player receives <code>4 × basic points</code> for winning, a mangan win is worth 8000 points (12000 points for dealers).


The different [[machi|basic wait patterns]] count for fu as well.  Other wait patterns not listed include [[nobetan]] and [[ryanmenten]]. Nobetan counts for a [[tanki]]; and ryanmenten counts for [[ryanmen]].  Other combination patterns factor fu the same as the basic patterns listed here.  However, the fu counts only one time.  For example, a combination of tanki and [[kanchan]] only generates 2 fu from one pattern but not for both.
Mangan is reached with 3 han and 70 fu, 4 han and 40 fu, or 5 han. Once a hand reaches mangan, increasing fu will no longer affect scoring, and han has a reduced effect.


As for [[shanpon]], the fu generated with this pattern rests on the [[koutsu|tile groupings]] themselves as indicated in the above table.
Below mangan, every han roughly doubles the hand's score. Past it, each han can still increase the hand's score, but in set intervals. These values, like mangan, have their own names:


{| class="wikitable"
* 6-7 han: '''Haneman''' {{kana|跳満}} = 12000 for a nondealer and 18000 for the dealer; 50% more than mangan (x1.5)
|-
* 8-10 han: '''Baiman''' {{kana|倍満}} = 16000 for a nondealer and 24000 for the dealer; 100% more than mangan (double)
! English !! Romaji !! Fu value
* 11-12 han: '''Sanbaiman''' {{kana|三倍満}} = 24000 for a nondealer and 36000 for the dealer; 200% more than mangan (triple)
|-
* 13+ han: '''Kazoe yakuman''' {{kana|数え役満}} = 32000 for a nondealer and 48000 for the dealer; 300% more than mangan (quadruple)
| Open wait || [[Ryanmen]] ||align=center| 0 fu
** Some rulesets don't use kazoe yakuman, in which case 13+ han hands are worth sanbaiman.
|-
* Yakuman: Points are the same as kazoe yakuman.
| Closed wait || [[Kanchan]] ||align=center| 2 fu
* Multiple yakuman: Points are the value of yakuman multiplied by the number of yakuman the hand contains.
|-
| Edge wait || [[Penchan]] ||align=center| 2 fu
|-
| Pair wait || [[Tanki]] ||align=center| 2 fu
|}


====Winning condition====
===Kiriage mangan===
* Winning with a closed hand by ron, the hand is awarded 10 fu. These 10 fu are called ''menzen-kafu'' and do not count against the player for achieving [[pinfu]].
'''Kiriage mangan''' {{kana|切り上げ満貫}}, or "rounded up mangan", is a [[Scoring_variations#Kiriage_mangan|scoring variation]] that modifies mangan. When kiriage mangan is enabled, a 4 han and 30 fu hand, as well as a 3 han 60 fu hand, are considered mangan. The difference between a regular 4 han 30 fu hand (worth 7700 or 7900 points for non-dealers) and mangan is not very large, so these values are rounded up for convenience.
* A win by tsumo with an open or closed hand is worth 2 fu.
 
* An exception to the fu for tsumo is a closed hand that satisfies all other criteria for [[pinfu]]. Such a hand does not score 2 fu for tsumo and instead gains the han for pinfu.
Kiriage mangan is reasonably common to see in real life play, though most computer clients do not use this rule.
* An open hand won by ron without any fu from koutsu or the waiting pattern gains 2 fu. This makes all open hands ineligible for pinfu.


== Scoring procedure ==
== Scoring procedure ==
Line 64: Line 52:


To determine the point value of a hand, the following procedure is used:
To determine the point value of a hand, the following procedure is used:
# If the hand is a [[List of yaku|yakuman]], then hand scores 8,000 basic points × number of yakuman.
# If the hand is a [[List of yaku|yakuman]], then the hand scores 8,000 basic points.
# Otherwise, determine the hand's valid [[yaku]].
## If double yakuman are used, a double yakuman scores 16,000 basic points. If multiple (>2) yakuman are used, points are multiplied accordingly.
# Count the han based on the yaku.
# Otherwise, determine all of the hand's valid [[yaku]] and determine the amount of [[dora]]. Count the number of han from these sources.
# Count any number of dora to the han count.
## Some [[Yaku compatibility|yaku combinations]] such as [[chanta]] + [[junchan]] are not compatible with each other.
# If the han count is 5 or more, then counting fu is no longer necessary. Score the hand according to its han value on the scoring table.
# If the han count is 5 or more, then counting fu is no longer necessary. The hand is scored according to its han value:
## 5 han: mangan hand worth 2,000 base points.
## 6-7 han: haneman hand worth 3,000 base points.
## 8-10 han: baiman hand worth 4,000 base points.
## 11-12 han: sanbaiman hand worth 6,000 base points.
# If the han count is 4 or less, then count fu.
# If the han count is 4 or less, then count fu.
# After determining the number of han and/or fu, refer to the [[Scoring#Scoring table|scoring table]].
## If the hand is not [[chiitoitsu|seven pairs]], round the fu up to the nearest 10.
 
# To get the base points, plug in the equation <code>fu × 2<sup>(2 + han)</sup></code>
For any who prefer to use the equation, basic points for 5 han or less are computed as
# If playing with [[kiriage mangan]], round a 1,920-point hand up to a 2,000-point mangan.
 
# In any case, if the base points value would be above 2,000 for a hand with 4 or fewer han, it is instead a 2,000-point mangan.
: '''Basic points = fu × 2<sup>(2 + han)</sup>''', using '''basic points = 2,000''' if the former exceeds 2,000


=== Payment multipliers ===
=== Payment multipliers ===


After determining the basic points, multiply based on the status as dealer and no-dealer as well as the win by ron or tsumo.
After determining the basic points, multiply based on the status as dealer and non-dealer as well as the win by ron or tsumo.


*When a non-dealer wins by tsumo, the player earns 1 × basic points from the other non-dealers, rounded up to a full 100.  The dealer in this case pays 2 × basic points, rounded up to a full 100.
*When a non-dealer wins by tsumo, the player is paid 1 × basic points by the other non-dealers, and 2 × basic points by the dealer.
*When a non-dealer wins by ron, the discarding player pays the winner 4 × basic points, rounded up.
*When a non-dealer wins by ron, the discarding player pays the winner 4 × basic points.
*When the dealer goes out by tsumo, the dealer scores 2 × basic points from all players, rounded up.
*When the dealer goes out by tsumo, the player is paid 2 × basic points from all other players.
*When the dealer goes out by ron, the dealer earns 6 × basic points from the responsible non-dealer, rounded up.
*When the dealer goes out by ron, the discarding player pays the winner 6 × basic points.


So finally, a hand's point value is finally expressed as:
Each value to be paid is rounded up to the nearest 100. Because of how this rounding works, a tsumo win may result in a few hundred more points than a ron of the same value. (For example, a 1 han 30 fu hand scores 240 basic points. Without rounding, a ron would score 960 points, and a tsumo would also score 240+240+480 = 960 points. As each individual player's payment is rounded, ron scores 1000, and tsumo scores 300+300+500 = 1100, or 100 more than ron.)
:'''Points = Basic points x Payment multiplier'''


=== Aotenjou ===
To explain this in different terms: when hand wins by ron, the ronned player pays 100% of the hand's value. When a hand wins by tsumo, each player splits the payment evenly (with the dealer paying double).
{{main|Aotenjou}}
 
Aotenjou {{kana|青天井}} is the practice of scoring hands without any limit imposed. This practice is rarely used, because without scoring limits, hands can produce ridiculously high point values.  Naturally, that is induced by the exponential function of the basic points equation.


=== Honba ===
=== Honba ===
{{main|Honba}}


In the event of [[ryuukyoku]] or a dealer win, the '''honba''' or '''tsumibou count''' increases by 1 for the next hand. If someone wins a hand and East does not, the honba count resets back to zero.
In addition to the points for the hand, the winner is paid a small sum of points based on the number of honba counters on the table. Thus, for every [[renchan]], the value of a winning hand slowly increases


This count increases hand values increases by a total of 300 per honba.  For ron, the discarder pays the additional 300 points.  For tsumo, everyone pays an additional 100 each. These extra points are added to the hand value after the capping as mangan, haneman, etc., so a non-dealer mangan tsumo with 2 honba costs 2,200 for a non-dealer and 4,200 for the dealer.
=== Oyakaburi ===
'''Oyakaburi''' 「親かぶり」 is when a non-dealer player wins by tsumo, causing the dealer to pay more than non-dealer players. This term usually refers to high value tsumos, which can cause the dealer to drop down placement.


In the case of [[sekinin barai]], the yakuman tsumo payment is borne entirely by the discarder of the ponned tile, who also has to pay 300 per honba. On a ron, the yakuman value is split between the discarder of the winning tile and the discarder of the earlier ponned tile. Most rules have the winning tile discarder pay for all honba.
== Scoring Table ==
{{Main|Scoring table}}


=== End game score ===
Since the han and fu equation is always the same, it is possible to use a scoring table to score the hand. Simply calculate the hand's han and fu, then find the values on the table. See [[scoring table]] for the actual table.
{{main|Uma}}


At the end of the game, the raw points are used to calculate the end game score. <!-- To this day, I don't know why this system exists-->
For details on how to memorize scoring, see [[score table memorization]].


=== Mangan ===
== End game score ==
{{main|Final scores}}


==Scoring table==
At the end of the game, the raw points are used to calculate the end game score. These are the two or three digit +/- numbers used to reflect a player's score. For example:
{{Main|Score table memorization}}
*A player ends the game with 40,000 points.
*The starting value of 25,000 points is subtracted, leaving +15,000 points.
*To make the values easier to read, 15,000 is divided by 1,000, for a value of +15.0 points.
*This +15 value may be affected by [[uma]] (a bonus/penalty for placing 1st/2nd/etc.).


The score table is generated using the '''Basic points''' and the '''Payment multipliers'''.  Similar to a multiplication, the awarded points are arranged in accordance to '''Han''' and '''Fu''' values.  With known '''Han''' and '''Fu''' values, the points can simply be read straight off the table.
== Aotenjou ==
===Dealer===
{{main|Aotenjou}}
{{Score table horizontal
|1and30tsumo=500
|1and30ron=1500
|1and40tsumo=700
|1and40ron=2000
|1and50tsumo=800
|1and50ron=2400
|1and60tsumo=1000
|1and60ron=2900
|1and70tsumo=1200
|1and70ron=3400
|1and80tsumo=1300
|1and80ron=3900
|1and90tsumo=1500
|1and90ron=4400
|1and100tsumo=1600
|1and100ron=4800
|1and110tsumo=1800
|1and110ron=5300
|2and20tsumo=700
|2and20ron=2000
|2and30tsumo=1000
|2and30ron= 2900
|2and40tsumo=1300
|2and40ron=3900
|2and50tsumo=1600
|2and50ron=4800
|2and60tsumo=2000
|2and60ron=5800
|2and70tsumo=2300
|2and70ron=6800
|2and80tsumo=2600
|2and80ron=7700
|2and90tsumo=2900
|2and90ron=8700
|2and100tsumo=3200
|2and100ron=9600
|2and110tsumo=3600
|2and110ron=10600
|3and20tsumo=1300
|3and20ron=3900
|3and30tsumo=2000
|3and30ron=5800
|3and40tsumo=2600
|3and40ron=7700
|3and50tsumo=3200
|3and50ron=9600
|3and60tsumo=3900
|3and60ron=11600
|4and20tsumo=2600
|4and20ron=7700
|4and30tsumo=3900
|4and30ron=11600
|mangantsumo=4000
|manganron=12000
|hanemantsumo=6000
|hanemanron=18000
|baimantsumo=8000
|baimanron=24000
|sanbaimantsumo=12000
|sanbaimanron=36000
|yakumantsumo=16000
|yakumanron=48000
}}


===Nondealer===
[[Aotenjou]] is a rarely played variant which removes the [[mangan]] limit. Under aotenjou:
{{Score table horizontal
*Each han doubles the hand value without limit. E.g., a 5 han 30 fu hand is 8000 in standard rules, and 15360 in aotenjou.
|1and30tsumo=300/500
*Fu matters even for hands with 5 or more han.
|1and30ron=1000
*Yakuman are scored as 13-han yaku.
|1and40tsumo=400/700
|1and40ron=1300
|1and50tsumo=400/800
|1and50ron=1600
|1and60tsumo=500/1000
|1and60ron=2000
|1and70tsumo=600/1200
|1and70ron=2300
|1and80tsumo=700/1300
|1and80ron=2600
|1and90tsumo=800/1500
|1and90ron=2900
|1and100tsumo=800/1600
|1and100ron=3200
|1and110tsumo=900/1800
|1and110ron=3600
|2and20tsumo=400/700
|2and20ron=1300
|2and30tsumo=500/1000
|2and30ron=2000
|2and40tsumo=700/1300
|2and40ron=2600
|2and50tsumo=800/1600
|2and50ron=3200
|2and60tsumo=1000/2000
|2and60ron=3900
|2and70tsumo=1200/2300
|2and70ron=4500
|2and80tsumo=1300/2600
|2and80ron=5200
|2and90tsumo=1500/2900
|2and90ron=5800
|2and100tsumo=1600/3200
|2and100ron=6400
|2and110tsumo=1800/3600
|2and110ron=7100
|3and20tsumo=700/1300
|3and20ron=2600
|3and30tsumo=1000/2000
|3and30ron=3900
|3and40tsumo=1300/2600
|3and40ron=5200
|3and50tsumo=1600/3200
|3and50ron=6400
|3and60tsumo=2000/3900
|3and60ron=7700
|4and20tsumo=1300/2600
|4and20ron=5200
|4and30tsumo=2000/3900
|4and30ron=7700
|mangantsumo=2000/4000
|manganron=8000
|hanemantsumo=3000/6000
|hanemanron=12000
|baimantsumo=4000/8000
|baimanron=16000
|sanbaimantsumo=6000/12000
|sanbaimanron=24000
|yakumantsumo=8000/16000
|yakumanron=32000
}}


==External links==
==External links==
[[Category:Game rules]]
{{jpwiki|麻雀の得点計算}}
[http://jbcs.info/Mahjong/hand/calculator.html Online hand scoring calculator]
* [http://mahjong.onevis.net/ Online hand scoring calculator]
* [https://scoringtrainer.konbamwa.net/ Hand scoring trainer]
 
[[Category:Scoring]]

Latest revision as of 18:51, 22 August 2024

Japanese mahjong features a complex scoring system. Nearly every mahjong hand has a value in terms of han and fu, which determine its point value. The han and fu are then plugged into an equation to determine the score. Alternatively, a scoring table can be used to find the point value directly.

Scoring factors

Han

Han 「飜」 are the main portion of scoring. Each yaku is assigned a value in terms of han: most are valued at 1-2, going up to 6 han for closed chinitsu. Each dora also grants +1 han. Han from yaku and dora are added up to produce a total han value.

Players are encouraged to know yaku, their han values, and how much points a given hand is worth. This knowledge may help with various game decisions, particularly when calling riichi or abandoning the hand.

As a general rule, for every +1 han, the hand roughly doubles in value until reaching 4 han. There is a "cap" at 2000 basic points (5 han; 4 han 40+ fu) - a hand that scores this much is called a mangan hand. Once reaching mangan, fu no longer matters for points, and han is reduced in value.

Fu

Fu 「符」 (pronounced as foo) takes the hand composition into consideration in terms of tile groups, wait patterns and/or win method.

Every hand begins with a default of 20 fu. Any extra sources of fu are added, and then rounded up to the next multiple of 10. The exception is with chiitoitsu yaku, which is fixed to 25 fu (and not rounded).

Fu does not impact scoring for hands that have at least 5 han.

Yakuman

The highest-scoring combinations are the yakuman patterns. A hand completing a yakuman is not scored for han and fu, but depending on the rules, it may be possible to combine multiple yakuman for an even larger hand.

Mangan

Hand scoring a mangan via tsumo.

Mangan 「満貫」 is a point cap which limits the impact of han and fu once a hand reaches 2000 "basic points". Since a regular player receives 4 × basic points for winning, a mangan win is worth 8000 points (12000 points for dealers).

Mangan is reached with 3 han and 70 fu, 4 han and 40 fu, or 5 han. Once a hand reaches mangan, increasing fu will no longer affect scoring, and han has a reduced effect.

Below mangan, every han roughly doubles the hand's score. Past it, each han can still increase the hand's score, but in set intervals. These values, like mangan, have their own names:

  • 6-7 han: Haneman 「跳満」 = 12000 for a nondealer and 18000 for the dealer; 50% more than mangan (x1.5)
  • 8-10 han: Baiman 「倍満」 = 16000 for a nondealer and 24000 for the dealer; 100% more than mangan (double)
  • 11-12 han: Sanbaiman 「三倍満」 = 24000 for a nondealer and 36000 for the dealer; 200% more than mangan (triple)
  • 13+ han: Kazoe yakuman 「数え役満」 = 32000 for a nondealer and 48000 for the dealer; 300% more than mangan (quadruple)
    • Some rulesets don't use kazoe yakuman, in which case 13+ han hands are worth sanbaiman.
  • Yakuman: Points are the same as kazoe yakuman.
  • Multiple yakuman: Points are the value of yakuman multiplied by the number of yakuman the hand contains.

Kiriage mangan

Kiriage mangan 「切り上げ満貫」, or "rounded up mangan", is a scoring variation that modifies mangan. When kiriage mangan is enabled, a 4 han and 30 fu hand, as well as a 3 han 60 fu hand, are considered mangan. The difference between a regular 4 han 30 fu hand (worth 7700 or 7900 points for non-dealers) and mangan is not very large, so these values are rounded up for convenience.

Kiriage mangan is reasonably common to see in real life play, though most computer clients do not use this rule.

Scoring procedure

Calculating basic points

To determine the point value of a hand, the following procedure is used:

  1. If the hand is a yakuman, then the hand scores 8,000 basic points.
    1. If double yakuman are used, a double yakuman scores 16,000 basic points. If multiple (>2) yakuman are used, points are multiplied accordingly.
  2. Otherwise, determine all of the hand's valid yaku and determine the amount of dora. Count the number of han from these sources.
    1. Some yaku combinations such as chanta + junchan are not compatible with each other.
  3. If the han count is 5 or more, then counting fu is no longer necessary. The hand is scored according to its han value:
    1. 5 han: mangan hand worth 2,000 base points.
    2. 6-7 han: haneman hand worth 3,000 base points.
    3. 8-10 han: baiman hand worth 4,000 base points.
    4. 11-12 han: sanbaiman hand worth 6,000 base points.
  4. If the han count is 4 or less, then count fu.
    1. If the hand is not seven pairs, round the fu up to the nearest 10.
  5. To get the base points, plug in the equation fu × 2(2 + han)
  6. If playing with kiriage mangan, round a 1,920-point hand up to a 2,000-point mangan.
  7. In any case, if the base points value would be above 2,000 for a hand with 4 or fewer han, it is instead a 2,000-point mangan.

Payment multipliers

After determining the basic points, multiply based on the status as dealer and non-dealer as well as the win by ron or tsumo.

  • When a non-dealer wins by tsumo, the player is paid 1 × basic points by the other non-dealers, and 2 × basic points by the dealer.
  • When a non-dealer wins by ron, the discarding player pays the winner 4 × basic points.
  • When the dealer goes out by tsumo, the player is paid 2 × basic points from all other players.
  • When the dealer goes out by ron, the discarding player pays the winner 6 × basic points.

Each value to be paid is rounded up to the nearest 100. Because of how this rounding works, a tsumo win may result in a few hundred more points than a ron of the same value. (For example, a 1 han 30 fu hand scores 240 basic points. Without rounding, a ron would score 960 points, and a tsumo would also score 240+240+480 = 960 points. As each individual player's payment is rounded, ron scores 1000, and tsumo scores 300+300+500 = 1100, or 100 more than ron.)

To explain this in different terms: when hand wins by ron, the ronned player pays 100% of the hand's value. When a hand wins by tsumo, each player splits the payment evenly (with the dealer paying double).

Honba

In addition to the points for the hand, the winner is paid a small sum of points based on the number of honba counters on the table. Thus, for every renchan, the value of a winning hand slowly increases

Oyakaburi

Oyakaburi 「親かぶり」 is when a non-dealer player wins by tsumo, causing the dealer to pay more than non-dealer players. This term usually refers to high value tsumos, which can cause the dealer to drop down placement.

Scoring Table

Since the han and fu equation is always the same, it is possible to use a scoring table to score the hand. Simply calculate the hand's han and fu, then find the values on the table. See scoring table for the actual table.

For details on how to memorize scoring, see score table memorization.

End game score

At the end of the game, the raw points are used to calculate the end game score. These are the two or three digit +/- numbers used to reflect a player's score. For example:

  • A player ends the game with 40,000 points.
  • The starting value of 25,000 points is subtracted, leaving +15,000 points.
  • To make the values easier to read, 15,000 is divided by 1,000, for a value of +15.0 points.
  • This +15 value may be affected by uma (a bonus/penalty for placing 1st/2nd/etc.).

Aotenjou

Aotenjou is a rarely played variant which removes the mangan limit. Under aotenjou:

  • Each han doubles the hand value without limit. E.g., a 5 han 30 fu hand is 8000 in standard rules, and 15360 in aotenjou.
  • Fu matters even for hands with 5 or more han.
  • Yakuman are scored as 13-han yaku.

External links

Japanese mahjong scoring rules in Japanese Wikipedia