User:Senechal

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Senechal
Full name Kyuu
Country USA
Club CAMP

Resources

To be fixed.

Results

Tournament

Date Name Rules #Hanchan Score ♠Rank Place Participants ♥Power Source
2011-09-17 Utrecht Nonstandard (EMA) 9 -149100 3.000 67 68 014.9 Link
2011-10-01 Copenhagen Nonstandard (EMA) 5 +113400 1.200 1 32 1000 Link
2012-09-29 Copenhagen Nonstandard (EMA) 8 +70400 2.??? 8 32 774.2 Link
2014-07-16 WRC Puteaux WRC 14 -97100 2.500 90 120 252.1 Link

Live 2015

Date Name Rules #Hanchan Score (net) Rank/4 Rank/5 ♥Power
2015-01-04 Match 1a Montreal ari-ari 1 +14500 ... 1 1000
2015-01-04 Match 1b Montreal ari-ari 1 -11300 ... 4 250.0


Yakuman count

Generally irrelevant, but low in number. The occasional suuankou, kazoe, ryuuiisou and chiihou once. One day I threatened 3 live chinroutou tenpai in 4 games but none pan out.

Other highlighted games

Achievement list

I am my own achievement, results speak for themselves.

Sandbox page

This is where I do various test edits. User:Senechal/sandbox


External links

If you drop a winning tile on me, I'll be thinking this - sometimes.

Text-based list for midori bot

There are a couple listings out on the web, let's do a nice merge.

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Japanese Kanji Explanation
agari 和がり·agari 和がり Winning a hand, e.g. tsumo-agari, ron-agari.
aidayonken 間四軒·aidayonken 間四軒 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.
akapai 赤牌·akapai 赤牌 Red tiles that count as Dora. Usually (but not always) fives.
an 暗·an Means "dark", refers to tiles that are concealed in the hand.
anjun 暗順·anjun 暗順 A concealed run (shuntsu).
ankan 暗槓·ankan 暗槓 A concealed, but claimed, kan (kantsu).
ankou 暗刻·ankou 暗刻 A concealed set (koutsu).
anpai 安牌·anpai 安牌 Safe tile.
aotenjou 青天井·aotenjou 青天井 No limits, e.g. 5-han 30-fu becomes worth 15400 points instead of being capped at Mangan (8000).
ariari アリアリ·ariari アリアリ Ruleset which allows kuitan and atozuke. Most common basic set of rules in Japan.
atama 頭·atama The pair in a standard mahjong hand (four groups and one pair). Also "jantou".
atamahane 頭跳ね·atamahane 頭跳ね A rule that allows only one Ron at a time -- the closest to the discarder in turn order takes priority.
atozuke 先付け·atozuke 先付け A rule that allows hands without yaku to ron if the winning tile would create a yaku. (antonym: sakizuke)
awaseuchi 合わせ打ち·awaseuchi 合わせ打ち Discarding the same tile as someone else, to avoid dealing into their hand.
ba 場·ba A "wind round", e.g. tonba (east round) or nanba (south round).
baiman 倍満·baiman 倍満 Hand with 8 to 10 han, worth 16000 points (24000 for the dealer).
bakaze 場風·bakaze 場風 Round wind.
barai 払い·barai 払い A payment (also "furikomi").
bazoro 場ゾロ·bazoro 場ゾロ The two base Han used when calculating score, given by default rather than from yaku.
betaori ベタ降り·betaori ベタ降り A strategy that focuses entirely on avoiding dealing into opponents' hands, with no intention of advancing one's own hand.
chankan 槍槓·chankan 槍槓 [1-han yaku] Ron off an exposed set upgraded to a kan (daiminkan).
chanta hon chan taiyaochuu 混全帯幺九·hon chan taiyaochuu 混全帯幺九 [2-han yaku] Hand composed of terminal tiles in each meld, including (1)23 and 78(9) straights. Worth 1 han if hand is open. (opposite: tanyao)
chii チー·chii チー Call used to make an exposed run (minjun) with an opponent's discard. Colloquially refers also to the group itself, not just the call.
chiihou 地和·chiihou 地和 [Yakuman] Non-dealer wins of the first drawn tile (on an uninterruped turn).
chiitoitsu 七対子·chiitoitsu 七対子 [2-han yaku] Seven unique pairs.
chinitsu 清一色·chinitsu 清一色 [6-han yaku] Hand composed completely of tiles from only one suit. Worth 5 han if hand is open.
chinroutou 清老頭·chinroutou 清老頭 [Yakuman] Hand composed of only ones and nines. This yakuman can be made with an exposed hand.
chombo chonbo 冲合 錯和·chombo 錯和 [score -= mangan] A term to designate major penalties (invalid ron, overturning the wall, other fouls) that result in a mangan payment split to your opponents. The hand is considered null and void, riichi deposits are returned, no repeater added. (Dealer may lose the deal depending on local rules.)
chunchan 中張·chunchan 中張 The zone of tiles numbered from 2 through 8, representing tiles that can be grouped with tiles on each of its sides.
chunchanhai chunchan hai 中張牌·chunchanhai 中張牌 The tiles in the zone numbered from 2 through 8. See tanyao for related yaku. (opposite: yaochuuhai)
chuuren poutou 九蓮 nine gates nine lanterns 九蓮宝燈·chuuren poutou 九蓮宝燈 [1x/2x Yakuman] Concealed hand composed of 1112345678999 of the same suit complemented by any extra tile from the suit. Single yakuman for winning off a missing tile (111 234 456 8999 + 7), double yakuman for the nine-sided wait on any extra tile.
daburon ダブロン·daburon ダブロン A rule that allows two people to Ron the same tile.
daiminkan 大明槓·daiminkan 大明槓 An open kan made by calling a discarded tile.
daisangen 大三元·daisangen 大三元 [Yakuman] Hand composed with sets (3 or 4 tiles) of each the red, white and green dragons. Other group and pair can be anything legal.
daisuushi 大四喜·daisuushi 大四喜 [2x Yakuman] Hand composed with sets (3 or 4 tiles) of each the east, south, west and north winds. The pair can be anything legal.
damaten 黙聴·damaten 黙聴 Silent tenpai, without calling riichi.
dead wall wanpai 王牌·dead wall 王牌 The 14 tiles that are considered to be out of play. One tile in the third stack is visible as a dora indicator. If replacement tiles are taken from the first two stacks, the wall is replenished from the last tiles normally “in play”.
dealer oya 親·dealer The dealer position is referred to as oya (parent), in opposition to other players designated as ko (children), The oya is entitled to a 50% bonus on wins, but pays 50% (twice the others' payments) in case of opponent self-draw.
digital デジタル·digital デジタル A school of thought that opposes Occult and believes that the outcome of a game can be explained by probability and statistics.
discard area pond kawa 河·discard area/pond Means "river".
discard kiru cut 切る·discard 切る Means "to cut".
dora ドラ·dora ドラ A tile designated to provide a bonus, as indicated by the dora indicator (dora hyoujihai). The 4 tiles designated provide a bonus han each.
dorahyouji ドラ表示·dorahyouji ドラ表示 The tile in the dead wall indicating the dora, visibly flipped in the third stack. The actual dora flipped is the following tile in the same suit, nines designate the one as dora, winds E->S->W->N->E, dragons Red->White->Green->Red.
double riichi 両立直·double riichi 両立直 [2-han yaku] Riichi on the first uninterrupted turn.
dragons sangenpai 三元牌·dragons 三元牌 The tile group to designate any of the three dragons.
fanpai 自風/場風·fanpai 自風/場風 [1-han yaku] A meld of the round or seat wind. Worth 2 han if round and seat wind are the same.
fu 符·fu A unit used to measure the difficulty of a hand's composition when calculating score.
furikomi 振り込み·furikomi 振り込み A payment, also "barai".
furiten 振聴·furiten 振聴 To be Tenpai and waiting on a tile that you have already discarded.
fuuro meld 副露·fuuro 副露 An exposed group, meld. Call (noun, as a verb: see naki)
fuutei 副底·fuutei 副底 The 20 base Fu used when calculating score, given by default rather than from composition.
genbutsu 現物·genbutsu 現物 A 100% safe tile.
haipai 配牌·haipai 配牌 The distribution of tiles to all players at the beginning of a round.
haitei raoyue 海底摸月·haitei raoyue 海底摸月 [1-han yaku] Tsumo on the last tile on the wall.
haiteihai 海底牌·haiteihai 海底牌 The last drawable tile in the wall.
haiyama 牌山·haiyama 牌山 The "walls" from which tiles are drawn.
han 飜·han A unit used to measure the value of yaku when calculating score.
hanchan 半荘·hanchan 半荘 A game consisting of an East and South round. Most common in Japanese Mahjong.
haneman 跳満·haneman 跳満 Hand with 6 or 7 han, worth 12000 points (18000 for the dealer).
harabote 腹ボテ·harabote 腹ボテ A Shanpon or Tanki wait embedded inside a Shuntsu. For example, 4556 waiting on 5.
honba 本場·honba 本場 The number of consecutive Ren Chans, usually indicated by 100-point sticks.
honitsu 混一色·honitsu 混一色 [3-han yaku] Hand contains only one suit and honours. Worth 2 han if hand is open.
honroutou 混老頭·honroutou 混老頭 [2-han yaku] Hand contains no tanyaohai.
houjuu 放銃·houjuu 放銃 To deal into a hand.
houra 和了·houra 和了 To win a hand, e.g. Tsumo-hou, Ron-hou. Also found in a few yaku names like "Toitoi-hou".
houtei rouyuu 河底撈魚·houtei rouyuu 河底撈魚 [1-han yaku] Ron on the last discard.
houteihai 河底牌·houteihai 河底牌 The tile discarded by the player who just drew the Haitei-hai.
iichan 一荘·iichan 一荘 A game consisting of East, South, West, and North rounds. More common in Chinese variants.
iipeikou 一盃口·iipeikou 一盃口 [1-han yaku] Two identical sequences.
ikasama イカサマ·ikasama イカサマ To cheat using sleight of hand, etc.
inchiki インチキ·inchiki インチキ To cheat using hacks, bug exploits, etc.
ippatsu 一発·ippatsu 一発 [1-han yaku] Winning within the first (uninterrupted) turn after declaring riichi.
ittsu ikki tsuukan 一気通貫·ikki tsuukan (ittsu) 一気通貫 [2-han yaku] Hand contains the three sequences 123, 456 and 789 in the same suit. Worth 1 han if hand is open, regardless if the three sequences are exposed or not.
jantou 雀頭·jantou 雀頭 The pair in a standard mahjong hand of four groups and one pair. (synonym: atama)
jigokumachi hell wait 地獄待ち·jigokumachi 地獄待ち A wait in which all but one of the winning tiles are visible or claimed.
jihai 字牌·jihai 字牌 Character tiles (sangenpai + kazehai).
jikaze 自風·jikaze 自風 Seat wind.
jun 巡·jun The turn number within a round.
junchan jun chan taiyaochuu 純全帯幺九·jun chan taiyaochuu 純全帯幺九 [3-han yaku] A chanta with no honours. Worth 2 han if hand is open.
junsei chuuren poutou 純正九蓮宝燈·junsei chuuren poutou 純正九蓮宝燈 [2x Yakuman] Chuuren Poutou with a 9-sided wait. (Not applied under some rulings.)
kabe 壁·kabe A tile-counting technique that measures the possibility of someone making Shuntsu based on how many instances of a tile are visible.
kakan chakan 加槓·chakan 加槓 A kan that was upgraded from a melded set, from a player's own draws or hand.
kamicha 上家·kamicha 上家 The player to your left.
kanchan 嵌張·kanchan 嵌張 A wait that completes the inside of a run, e.g. 46 waiting on 5.
kandora カンドラ·kandora カンドラ A rule that causes more Dora indicators to be flipped when a Kan is made.
kantsu 槓子·kantsu 槓子 A meld of four identical tiles. Must be removed from the hand to be claimed as a kan.
kazehai 風牌·kazehai 風牌 Wind tiles.
kikenhai 危険牌·kikenhai 危険牌 Dangerous tile.
kiriage mangan 切り上げ満貫·kiriage mangan 切り上げ満貫 Rule setting increasing scores close to mangan to be valued as mangan (e.g. 4 han 30 fu, or 3 han 60 fu) instead of 7700 or 11600 points.
kiru 切る·kiru 切る To discard a tile.
kokushi musou 13-men 13 sided 13sided 国士無双13面·kokushi musou 13-men 国士無双13面 [2x Yakuman] A Kokushi Musou with a 13-sided wait. (Not applied under some rulings.)
kokushi musou 国士無双·kokushi musou 国士無双 [Yakuman] Hand contains one of each terminal and honour tile and one duplicate of any of those 13.
koutsu 刻子·koutsu 刻子 A group of three identical tiles, commonly referred to as a set in English.
kuikae 喰い替え·kuikae 喰い替え 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.
kuisagari 喰い下がり·kuisagari 喰い下がり A property of some yaku that reduces the value by 1 han when the hand is open. See chanta, junchan, honitsu, chinitsu, ittsu.
kuitan 喰い断·kuitan 喰い断 A rule that allows Tanyao to be open.
kyoku 局·kyoku A round that begins with the dealing of tiles and ends with the declaration of a win or draw. 4 per wind round, e.g. East 1st round, East 2nd round, etc.
machi 待ち·machi 待ち A tenpai hand's wait, e.g. Ryanmen, Kanchan, etc.
mangan 満貫·mangan 満貫 Hand with 5 han (all), 4 han (many, with 32+ fu) or 3 han (rare, with 62+ fu), worth 8000 points (12000 for the dealer).
manzu 萬子·manzu 萬子 The suit consisting of a kanji number plus 萬, meaning 10000.
mawashiuchi 回し打ち·mawashiuchi 回し打ち Attempting to both win a hand and deal only safe tiles. Pretty hard unless you have really good radar.
group mentsu 面子·mentsu 面子 Group of 3 tiles that are a run or a set. Kans also count as groups (because they are compensated by replacement tiles), pairs do not. Exposed groups are called melds.
menzen 門前·menzen 門前 A fully closed hand (no open melds).
menzenchin tsumo 門前清自摸·menzenchin tsumo 門前清自摸 [1-han yaku] A fully concealed hand, only possible on tsumo.
min 明·min Means "light", refers to tiles that have been exposed by calling.
minjun 明順·minjun 明順 An open Shun tsu made by calling a discarded tile.
minkou 明刻·minkou 明刻 An open Kou tsu made by calling a discarded tile.
nagashi mangan 流し満貫·nagashi mangan 流し満貫 [5-han yaku] Only terminals and honours have been discarded, and none of them been called after a draw.
naki 鳴き·naki 鳴き Calling a discarded tile (Pon, Chi, or Kan). Call (verb, as a noun, see fuuro).
nan 南·nan South.
nashinashi ナシナシ·nashinashi ナシナシ Opposite of ariari mahjong, restricting both open tanyao as well as waiting to complete a yaku without already having one. (See atozuke for what's restricted)
no ten bappu noten ノーテン罰符·no ten bappu ノーテン罰符 A payment made at the end of a round by those who are not tenpai (or choose not to reveal their hands) to those who are tenpai.
nobetan 延べ単·nobetan 延べ単 A double tanki wait, e.g.: 4567 waiting on 4 or 7.
nukidora 抜きドラ·nukidora 抜きドラ A tile that counts as Dora when extracted from the hand, e.g. flower tiles or the North in most three-player variants (such as on Tenhou).
occult オカルト·occult オカルト A school of thought that opposes Digital and believes that the outcome of a game is affected by luck, flow, Mahjong demons, etc.
okkake okkakeriichi 追いかけリーチ·okkakeriichi 追いかけリーチ Following with another riichi. To make a riichi declaration after someone else rather than defend.
okurikan 送り槓·okurikan 送り槓 Four identical tiles left undeclared in order to use the tiles for other melds instead of forming a kan, e.g. 333345 = (333) (345).
oorasu オーラス·oorasu オーラス The final round of a game (South 4th round in a Han Chan). Probably a contraction of English "all last".
open kui tanyaochuu (kuitan) 喰い断幺九·kui tanyaochuu (kuitan) 喰い断幺九 [1-han yaku] An open Tanyaochuu.
open riichi オペン立直·open riichi オペン立直 [2-han yaku] Local rule (riichi + open = 2 han), revealing your waits when declaring riichi. In some shady corners, could be worth a yakuman for voluntarily dealing into an open hand.
otakaze 客風·otakaze 客風 Guest winds, providing no bonus to the player with them. For example, if you are South seat in East round, then your guest winds are West and North.
pao sekinin 包·pao A property of certain hands that causes one person to be responsible for the whole payment if they discarded the tile that made it a yakuman. Covers half of other's ron payments, all in case of tsumo. Daisangen, Daisuushi, Suukantsu -- as well as dealing a live tile claimed in a Kan enabling that player to win with Rinshan Kaihou -- are the only hands this applies to in riichi mahjong.
pei 北·pei North.
penchan 辺張·penchan 辺張 A wait consisting of 12 waiting on 3, or 89 waiting on 7.
pinfu 平和·pinfu 平和 [1-han yaku] Hand contains only 4 runs and a valueless pair, must be completed on a run with a two-sided wait.
pinzu 筒子·pinzu 筒子 The suit consisting of dot patterns, representing coins. (Etymology: malapropisme from Chinese “bing-zi”, used in place of “tong-zi”.)
pon ポン·pon ポン Call used to make an exposed set (minkou) with an opponent's discard. Colloquially refers also to the group itself, not just the call.
renchan 連荘·renchan 連荘 A continuation of dealer position because the dealer either won or was tenpai at the end of the round.
riichi 立直·riichi 立直 [1-han yaku] Yaku available to any player publicly announcing their tenpai status and depositing 1000 points with a concealed hand. Players winning with the riichi yaku receive bonus han points from ura-dora tiles as well.
riipai 理牌·riipai 理牌 Sorting the tiles in your hand.
rinshan kaihou 嶺上開花·rinshan kaihou 嶺上開花 [1-han yaku] Winning after declaring a kan, and completing the hand with the replacement tile picked in the dead wall.
rinshanpai 嶺上牌·rinshanpai 嶺上牌 The tile drawn after making a Kan.
ron 栄·ron A call used to signal winning off an opponent's discard.
routouhai 老頭牌·routouhai 老頭牌 The tiles numbered 1 and 9 only. (sub-group of yaochuuhai)
run sequence (shuntsu) 順子·run/sequence 順子 Group of three tiles, called “run” in English, composed of three tiles of sequential values in the same suit.
ryanhan shibari 二飜縛り·ryanhan shibari 二飜縛り After 5 renchans, a 2 han minimum hand is needed for others to win against the dealer.
ryankan 両嵌·ryankan 両嵌 A non-standard group of three tiles, extending the kanchan concept of a single taatsu of 35 to a double-gutted numerical sequence such as 135 or 357. Note: this only counts as one taatsu, and is not a wait structure, as a hand cannot be tenpai with it.
ryanmen 両面·ryanmen 両面 A two-sided wait, e.g. 56 waiting on 4 or 7.
ryanpeikou 二盃口·ryanpeikou 二盃口 [3-han yaku] Two iipeikou, overrides iipeikou and/or chiitoitsu.
ryuuiisou 緑一色·ryuuiisou 緑一色 [Yakuman] Hand contains only green tiles. (23468 of souzu and hatsu).
ryuukyoku 流局·ryuukyoku 流局 A drawn game.
saikoro 骰子·saikoro 骰子 The dice.
sanankou 三暗刻·sanankou 三暗刻 [2-han yaku] A yaku rewarding a hand composed of three closed sets. The fourth group can be exposed or concealed, a run or a set. The third set must not be completed with a discard, or else it isn't concealed, voiding the yaku otherwise available by self-pick. Hidden kans count, but open kans do not.
sanbaiman 三倍満·sanbaiman 三倍満 Hand with 11 or 12 han, worth 24000 points (36000 for the dealer). Rule variants not recognizing kazoe-yakuman limit non-yakuman hands with 13+ han to sanbaiman.
sangenpai 三元牌·sangenpai 三元牌 Haku, Hatsu, and Chun.
sankantsu 三槓子·sankantsu 三槓子 [2-han yaku] A yaku rewarding a hand composed with three kans, open, closed or late.
sanshoku doujun 三色同順·sanshoku doujun 三色同順 [2-han yaku] Three sequences of the same pattern but in 3 different suits. Worth 1 han if hand is open.
sanshoku doukou 三色同刻·sanshoku doukou 三色同刻 [2-han yaku] Three melds of the same number in 3 different suits.
sashikomi 差し込み·sashikomi 差し込み Intentionally dealing into an opponent's hand. Appropriate for paying a small hand to avoid risking paying a big one. Inappropriate for throwing a winner to someone with a monster hand.
set koutsu 刻子·set 刻子 A group of three tiles of identical value from the same suit.
shaa 西 xia·shaa 西 West.
shabo シャボ·shabo シャボ Abbreviation of shanpon.
shanpon 双ポン·shanpon 双ポン A wait consisting of two pairs, one of which will be part of the final hand as a set.
shanten 向聴·shanten 向聴 Number of tiles needed to reach tenpai. A hand with two calls and 13579EE in the same suit is one away from tenpai (1-shanten) because a 2, 4, 6 or 8 could be incorporated into the hand to make it into a waiting hand (tenpai).
shibori 絞り·shibori 絞り Holding on to tiles that an opponent would otherwise be likely to Pon or Chi.
shimocha 下家·shimocha 下家 The player to your right.
shonpai 生牌·shonpai 生牌 A "live tile", i.e. has not yet been discarded this round.
shousangen 小三元·shousangen 小三元 [4-han yaku] A yaku rewarding a hand composed of two sets of dragon tiles, along with a pair of the remaining dragon tiles. The other six tiles can be anything, as long as they are legal sets or runs.
shousuushi 小四喜·shousuushi 小四喜 [Yakuman] A yakuman reward for a hand composed of three sets of winds, along with a pair of the fourth wind. The other three tiles can be any set or run.
shuntsu 順子·shuntsu 順子 A group of 3 tiles in sequence, commonly called a run in English.
shuupai 数牌·shuupai 数牌 Number tiles. Also "suupai".
souzu 索子·souzu 索子 The suit consisting of patterns of coin stacks. Commonly called bamboos as a malapropism because the colour used in their markings made them think of vegetation.
suit shoku color colour 色·suit Suffix used to represent the use of specific tile suits, pin, sou, man. Means "colour".
suji 筋·suji The tiles that complete Ryanmen waits. The basis for many discard reading theories. Means "muscle".
suteru 捨てる·suteru 捨てる (v.) To discard a tile.
suuankou tanki 四暗刻単騎·suuankou tanki 四暗刻単騎 [2xYakuman] Suuankou with a tanki wait.
suuankou 四暗刻·suuankou 四暗刻 Yakuman Hand contains only 4 closed sets and a pair.
suukantsu 四槓子·suukantsu 四槓子 Yakuman Hand contains only kans and a pair. (Under some rulings the pair is not needed.)
suupai 数牌·suupai 数牌 Number tiles. Also "shuupai".
taatsu 塔子·taatsu 塔子 A tile pattern that can be turned into a run with one more tile. For example, 46 can be completed with a 5.
tanki 単騎·tanki 単騎 A wait on a single tile to complete the pair (jantou).
tanyaochuu 断幺九·tanyaochuu 断幺九 [1-han yaku] A yaku rewarding a hand composed of no terminals and honours. Standard rules allow this hand to be open, non-standard rules may or may not allow it. (the 2008 and 2012 EMA rules disallow open tanyao)
tanyaohai 断幺牌·tanyaohai 断幺牌 The tiles numbered 2 through 8. Also "chun chan hai".
tenbou 点棒·tenbou 点棒 Point sticks.
tenhou 天和·tenhou 天和 [Yakuman] The dealer wins on the first drawn tile.
tenpai 聴牌·tenpai 聴牌 A hand that needs only one tile to win.
toimen 対面·toimen 対面 The player sitting directly across from you.
toitoihou 対々和·toitoihou 対々和 [2-han yaku] Hand consists of only melds.
toitsu pair 対子·toitsu 対子 A pair of identical tiles.
ton 東·ton East.
tonpuusen 東風戦·tonpuusen 東風戦 A game consisting of an East only round.
tsumo 自摸·tsumo 自摸 A self-drawn tile. Usually announced when winning a hand, but can refer to any drawn tile.
tsumokiri ツモ切り·tsumokiri ツモ切り Discarding the tile that was just drawn.
tsuuiisou 字一色·tsuuiisou 字一色 [Yakuman] Hand contains only honours.
uradora 裏ドラ·uradora 裏ドラ Additional dora which can be earned by winning with Riichi.
walls yama 山·wall The 4 walls of shuffled tiles. Means "mountains".
wanpai 王牌·wanpai 王牌 The "dead" section of wall that can't be used except for Dora indicators and Kan draws.
wareme 割れ目·wareme 割れ目 A rule that doubles any payment involving the player whose wall was broken at the start of the round.
winds kazehai 風牌·winds 風牌 Means "wind tiles".
yakitori 焼き鳥·yakitori 焼き鳥 A rule that requires players to win at least one hand or pay a penalty.
yaku yakuman 役満·yakuman 役満 Hand with a special yaku or 13 or more han, payout 48000/36000.
yaku 役·yaku A scoring pattern in the hand that awards Han, such as Tanyao or Toitoi.
yakuhai 役牌·yakuhai 役牌 [1-han yaku] A yaku rewarding a hand containing a group of any dragon tile.
yaochuuhai 幺九牌·yaochuuhai 幺九牌 The tiles numbered 1 and 9 (routouhai) plus characters (jihai).
zentsuppa 全ツッパ·zentsuppa 全ツッパ A (generally losing) strategy that attempts to win a hand at all costs while ignoring the possibility of dealing into an opponent's hand.
karagiri 空切り·karagiri 片切り Discarding a copy of the tile that was just drawn. A disguised tsumokiri.
tenpane tempane 点パネ·tenpane 点パネ Scoring 12 or more fu points, excluding fuutei (20) and menzen kafu (10), causing the score to reach the 40 point level, or 50 for menzen ron. (syn.: fuhane)
fuhane 符跳ね·fuhane 符跳ね Scoring 12 or more fu points, excluding fuutei (20) and menzen kafu (10), causing the score to reach the 40 point level, or 50 for menzen ron. (syn.: tenpane)
paifu record 牌譜·paifu 牌譜 Game record, log or other device used to record the progress of hands or games of mahjong.
chiicha chicha first 起家·chiicha 起家 Starting dealer, first East, Sometimes associated with the “chiicha marker” for a later reminder where to stop the game or change winds.
suufonrenda suufon renda 四風連打·suufon renda 四風連打 A drawn hand provoked by an initial discard of 4 winds, each the same wind from all 4 players. (Theoretical chances of it occuring: 1 in 104 hands)