Naturally, the featured game is Japanese mahjong. Therefore, a multitude number of Japanese terminology are used. The following list includes the Japanese terminology, English equivalent, and the terminology usage.
Terminology list
Romaji
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Kanji
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English
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Explanation
Agari
「和がり」 Win
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Generic term for winning a hand.
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Aidayonken
「間四軒」
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An interval of four between two discarded number tiles. Usually indicates dangerous waits. A discarded 1 and 6 make a 2—5 wait very probable.
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Akapai
「赤牌」 Red dora
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Red tiles that count as Dora. Usually fives, but not always.
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An
「暗」 Closed, concealed
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Means "dark", refers to tiles that are concealed in the hand.
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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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Anpai
「安牌」 Safe tile
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Safe tile, or tiles not subject to agari (to be called as winning tiles).
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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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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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Atama
「頭」 Pair, eye
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The pair in a standard mahjong hand. Also "jantou".
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Atozuke
「先付け」 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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Awaseuchi
「合わせ打ち」
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Discarding the same tile as someone else, to avoid dealing into their hand.
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Ba
「場」 Wind round
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A “wind round”, e.g. tonba (east round) or nanba (south round).
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Bakahon
「バカホン」
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Slang for honitsu nomi with no extra yaku or dora.
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Bakaze
「場風」 Round wind
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Round wind.
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Barai
「払い」 Payment
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A payment. Also “furikomi”.
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Bazoro
「場ゾロ」
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The two base Han used when calculating score, given by default rather than from yaku.
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Betaori
「ベタ降り」 Full defense
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A strategy that focuses entirely on avoiding dealing into opponents’ hands, with no intention of developing one’s own hand.
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Chii
「チー」
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The call used to make a minjun from an opponent’s discard.
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Chombo
「冲合」
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A penalty that results in a mangan payment and restarts the current round.
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Chunchan
「中張」
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The tiles numbered 2 through 8.
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Daburon
「ダブロン」 Double ron
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A rule that allows two people to Ron the same tile.
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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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Dejitaru
「デジタル」 Digital
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A school of thought focused on the outcome of a game, explained by probability and statistics.
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Dorahyouji
「ドラ表示」 Dora indicator
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The flipped tile on the dead wall, indicating the dora.
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Fu
「符」 Mini-points
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A unit used to measure the hand's score, based on meld and wait composition.
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Furikomi
「振り込み」 Payment
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A payment, also “barai”.
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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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Fuutei
「副底」 Base fu
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The 20 base Fu used when calculating score, given by default rather than from composition.
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Genbutsu
「現物」 Safe tile
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A 100% safe tile.
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Haipai
「配牌」 Start hand
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The players' dealt tiles at the beginning of a hand.
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Haiteihai
「海底牌」 Last draw
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The last drawable tile in the wall.
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Haiyama
「牌山」 Wall
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The walls from which tiles are drawn.
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Han
「飜」
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The hand value count based on yaku value and/or dora.
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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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Harabote
「腹ボテ」
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A Shanpon or Tanki wait embedded inside a Shuntsu. For example, 4556 waiting on 5.
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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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Houjuu
「放銃」 Deal in
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To deal into a hand.
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Houteihai
「河底牌」 Last discard
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The very last discarded tile for a hand.
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Iichan
「一荘」 4 round game
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A game consisting of East, South, West, and North rounds. More common in Chinese variants.
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Ikasama
「イカサマ」
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To cheat using sleight of hand, etc.
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Inchiki
「雀頭」 Pair
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The pair in a standard mahjong hand. Also named “atama”.
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Jantou
「雀頭」 Pair, eye
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The pair in a standard mahjong hand. Also “atama”.
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Jansou
「雀荘」 Mahjong parlor
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A public place specifically used to host and cater mahjong play
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Jigokumachi
「地獄待ち」 Hell wait
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A wait in which all but one of the winning tiles are visible or claimed.
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Jikaze
「自風」 Self wind
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Your seat wind.
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Jun
「巡」 Turn
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The turn number within a round.
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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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Kamicha
「上家」
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The player to the left of one's perspective.
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Kanchan
「嵌張」 Closed wait
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A wait that completes the inside of a Shuntsu, like a 4-6 waiting on 5.
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Kandora
「カンドラ」
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Additional dora indicators revealed after calling kan.
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Kikenhai
「危険牌」 Dangerous tile
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Dangerous tile, or a tile that may be likely used by another player to win with.
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Kiru
「切る」 Discard
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To discard a tile.
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Koutsu
「刻子」 Triplet
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A meld of three identical tiles.
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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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Kuisagari
「喰い下がり」
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A property of some yaku that reduces the han value by 1 when the hand is open.
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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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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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Machi
「待ち」 Wait pattern
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The tiles waiting for with a tenpai hand.
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Manzu
「萬子」 Characters
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One of the three numbered suits, consisting of a kanji number plus 萬, meaning 10000.
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Mawashiuchi
「回し打ち」
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The strategy of attempting to develop a hand, while discarding only safe tiles.
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Mentanpin
「メンタンピン」
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Abbreviation for Menzen-Tanyao-Pinfu, a common set of yaku.
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Mentsu
「面子」 Meld, Group (tiles)
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The melds: koutsu, shuntsu, and kantsu.
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Menzen
「門前」 Closed hand
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A fully closed hand, thus no open melds.
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Min
「明」 Open
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Meaning “light”, refers to tiles that have been exposed by calling.
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Minjun
「」 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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Naki
「鳴き」
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Calling a discarded tile.
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Nan
「南」 South
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South wind tile.
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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, 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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Nashi Nashi
「ナシナシ」
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Ruleset which disallows kuitan and atozuke. Opposite of Ari Ari.
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Nobetan
「延べ単」
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A double Tanki wait, e.g. 4567 waiting on 4 or 7.
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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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Noten bappu
「ノーテン罰符」 Noten penalty
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A payment made at the end of a round by those who are not in tenpai (or choose not to reveal their hands) to those who are in tenpai.
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Nukidora
「抜きドラ」 Extracted dora
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A tile that counts as Dora when extracted from the hand, e.g. flower tiles or the Pei (North) in most three-player variants.
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Occult
「オカルト」 Occult, Superstition
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A school of thought tying game outcome with luck, flow, mahjong demons, psychology, etc.
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Oka
「オカ」 Winner bonus
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First place bonus applied when calculating uma.
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Oikake riichi
「追いかけリーチ」 Riichi challenge
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To declare riichi after someone else rather than defend.
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Okurikan
「送り槓」
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Four tiles that could be called for kan, but rather left undeclared in order to use the tiles for other melds.
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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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Otakaze
「客風」 Off wind tiles
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Non-bonus wind tiles. For example, if seated South in the East round, then Otakaze are West and North tiles.
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Oya
「親」 Dealer
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The dealer position, seated east
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Pao
「包」
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A property of certain yakuman that causes one person to be responsible for the whole payment if they discarded the tile that made it a yakuman.
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Pei
「北」 North
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North wind tile.
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Penchan
「辺張」 End wait
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A wait consisting of 12 waiting on 3, or 89 waiting on 7.
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Pinzu
「筒子」 Dots, Circles
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The suit consisting of dot patterns.
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Pon
「ポン」
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A tile call used to make a minkou from an opponent’s discard.
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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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riipai
「理牌」
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Arranging the tiles in your hand.
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Rinshanpai
「嶺上牌」
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The tile drawn after making a Kan.
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Ron
「栄 or ロン」
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A win using an opponent’s discard.
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Routouhai
「老頭牌」 Terminals
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The tiles numbered 1 and 9.
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Ryankan
「両嵌」
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Two kanchan shaped taatsu merged together, e.g. 357 which can be completed by either 4 or 6.
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Ryanmen
「両面」 Open wait
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A two-sided wait, like 56 waiting on 4 or 7.
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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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Saikoro
「骰子」 Dice
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The dice, used to determine dealer position and wall breaks.
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Sakizuke
「先付け」
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Disallows a yakuless hand to win upon gaining yaku with a discard. Opposite to atozuke.
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Sanma
「」 Three player, 3P
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The game played with three players.
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Sashikomi
「差し込み」
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Intentionally dealing into an opponent’s hand.
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Shaa
「西」 West
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The west tile.
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Shabo
「シャボ」 Dual pair
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Abbreviation of shanpon.
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Shanpon
「双ポン」 Dual pairs
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A wait consisting of two pairs, one of which must be upgraded to a koutsu.
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Shibori
「絞り」
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Holding on to tiles that an opponent would otherwise be likely to pon or chi.
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Shimocha
「下家」 Right player
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The player to the right.
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Shoku
「色」 Color
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Suit. Literally means "color".
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Shonpai
「生牌」 Live tile
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A tile that has not yet been discarded this round.
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Shuntsu
「」 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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Shuupai
「数牌」 Number tiles
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The number tiles. Also “suupai”.
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Souzu
「索子」 Bamboo tiles
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The suit consisting of patterns of bamboo sticks.
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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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Suupai
「数牌」 Number tiles
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The number tiles. Also “shuupai”.
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Suteru
「捨てる」 To discard
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To discard a tile.
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Taatsu
「塔子」
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A tile pattern that can be turned into a shuntsu with one more tile. For example, 46 can be completed with a 5.
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Takame
「高目」
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The specific tile with a multiple tile wait, during tenpai, that would produce the most points. Opposite of yasume.
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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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Tanki
「単騎」 Pair wait
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A wait on a single tile to complete the pair.
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Tenbou
「点棒」 Point sticks
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Point sticks.
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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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Tenpane
「テンパネ」
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The advantage of rounding up to the higher 10 fu mark, when just crossing the previous 10 fu. Example: Being 2 fu above 30 fu, allowing an above rounding of 40 fu.
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Toitsu
「対子」 Pair
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A pair of identical tiles.
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Toimen
「対面」 Across
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The player sitting directly across from you.
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Ton
「東」 East
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East wind tile.
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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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Tsumo
「自摸」 Self-draw
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A self-drawn tile. Also short for Menzenchin tsumohou, or winning by self-draw.
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Tsumokiri
「ツモ切り」
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Discarding the tile that was just drawn.
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Uma
「ウマ」 +/-
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An additional end game score, calculated based on the ante, plus-minus adjustment, and game rank.
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Ura dora
「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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Wanpai
「王牌」 Dead wall
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The “dead” section of wall that can’t be used except for Dora indicators and Kan draws.
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Wareme
「割れ目」
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A rule that doubles any payment involving the player whose wall was broken at the start of a kyoku
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Yakitori
「焼き鳥」 Winless game
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A penalty applied after a hanchan to players who did not win at least one hand
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Yaku
「役」 Hand pattern
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A scoring pattern or condition in the hand that awards han, such as Tanyao or Toitoi.
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Yama
「山」
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The tile walls, literally means "mountains".
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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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Yasude
「安手」 Cheap hand
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A low scoring hand.
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Yasume
「安目」
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The specific tile(s) in a multiple wait that would produce the least points. Oppose of takame.
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Zentsuppa
「全ツッパ」 All out
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A strategy that attempts to win a hand at all costs while ignoring the possibility of dealing into an opponent’s hand.
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External links
Terminology list at Osamuko