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(Begin trying to sort out the ba/kyoku/yakuhai/hanchan mess by rewriting the page on jihai.)
 
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The sangenpai are traditionally ordered haku, hatsu, chun, as in the table on the right. When one appears as a [[dora]] indicator, the dora tile is the next in this sequence, with chun pointing back to haku.
The sangenpai are traditionally ordered haku, hatsu, chun, as in the table on the right. When one appears as a [[dora]] indicator, the dora tile is the next in this sequence, with chun pointing back to haku.


The sangenpai are an easy way to score points. A [[jantou|pair]] of any of them is worth 2 [[fu]] (although it means that [[pinfu]] cannot be scored), and a [[mentsu|group]] of them scores [[yakuhai]], a [[yaku]] worth 1 [[han]]. If a hand is lucky enough to have two groups of dragons, as well as a pair of the third, it will score 2 han for [[shousangen]] in addition to the yakuhai, for a minimum of 4 han. Completing all three groups of dragons produces the [[daisengen]] yakuman, one of the three most common.
The sangenpai are an easy way to score points. A [[jantou|pair]] of any of them is worth 2 [[fu]] (although it means that [[pinfu]] cannot be scored), and a [[mentsu|group]] of them scores [[yakuhai]], a [[yaku]] worth 1 [[han]]. If a hand is lucky enough to have two groups of dragons, as well as a pair of the third, it will score 2 han for [[shousangen]] in addition to the yakuhai, for a minimum of 4 han. Completing all three groups of dragons produces the [[daisangen]] yakuman, one of the three most common.


Often, a hand scoring shousangen or daisangen will have two [[naki|visible calls]] of dragons. Such a hand should be treated with extreme caution by the other players if they cannot see many copies of the remaining type of dragon. The hand may well be tenpai for shousangen or daisangen and, in games using [[pao]], even if it is not tenpai, a player discarding the remaining dragon risks becoming liable for a yakuman payment.
Often, a hand scoring shousangen or daisangen will have two [[naki|visible calls]] of dragons. Such a hand should be treated with extreme caution by the other players if they cannot see many copies of the remaining type of dragon. The hand may well be tenpai for shousangen or daisangen and, in games using [[pao]], even if it is not tenpai, a player discarding the remaining dragon risks becoming liable for a yakuman payment.
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{{kazehai|English|right}}
{{kazehai|English|right}}


'''Kazehai''' {{kana|風牌}} (lit. ''wind tiles'') are four tiles representing winds in the four cardinal directions. In  The four directions are, in counterclockwise order, '''ton''' {{kana|東}} or '''east''', '''nan''' {{kana|南}} or '''south''', '''shaa''' {{kana|西}} or '''west''', and finally '''pei''' {{kana|北}} or north.  As many new players notice, the wind order does not emulate the Western cardinal counterclockwise order of east, north, west, and south.  One way to remember the mahjong order is to imagine a compass rose written on the ceiling, above the players.  In English, the kazehai are referred to as the '''winds''' or, less commonly, as the '''directions'''. The wind tiles are each depicted with their respective kanji, although usually in a more stylized form than is common in modern Japanese.
'''Kazehai''' {{kana|風牌}} (lit. ''wind tiles'') are four tiles representing winds in the four cardinal directions. In  the four directions are, in counterclockwise order, '''ton''' {{kana|東}} or '''east''', '''nan''' {{kana|南}} or '''south''', '''shaa''' {{kana|西}} or '''west''', and finally '''pei''' {{kana|北}} or north.  As many new players notice, the wind order does not emulate the Western cardinal counterclockwise order of east, north, west, and south.  One way to remember the mahjong order is to imagine a compass rose written on the ceiling, above the players.  In English, the kazehai are referred to as the '''winds''' or, less commonly, as the '''directions'''. The wind tiles are each depicted with their respective kanji, although usually in a more stylized form than is common in modern Japanese.


The winds are special as they are the only tiles whose value changes throughout the game. One wind is distinguished as '''bakaze''' {{kana|場風}}, the '''round wind''' or '''table wind'''. This wind is the same for all players at any given time, and corresponds to the current [[ba|round]] of play. Additionally, for each player, one wind is distinguished as '''jikaze''' {{kana|自風}}, the '''seat wind'''.  The [[oya|dealer]] is always east, and the directions continue counterclockwise around the table, with the player to the dealer's right being south, the player across being west, and the player on the dealer's left being north. As the deal rotates, so do the wind positions. Winds which are neither bakaze nor jikaze are '''otakaze''' {{kana|客風}}, '''off winds''' or '''guest winds'''.
The winds are special as they are the only tiles whose value changes throughout the game. One wind is distinguished as '''bakaze''' {{kana|場風}}, the '''round wind''' or '''table wind'''. This wind is the same for all players at any given time, and corresponds to the current [[ba|round]] of play. Additionally, for each player, one wind is distinguished as '''jikaze''' {{kana|自風}}, the '''seat wind'''.  The [[oya|dealer]] is always east, and the directions continue counterclockwise around the table, with the player to the dealer's right being south, the player across being west, and the player on the dealer's left being north. As the deal rotates, so do the wind positions. Winds which are neither bakaze nor jikaze are '''otakaze''' {{kana|客風}}, '''off winds''' or '''guest winds'''.
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Similarly, an [[naki|open call]] of otakaze is extremely limiting to a hand. The common yaku [[riichi]], [[pinfu]], and [[tanyao]] become unscorable, and the call does not guarantee [[yakuhai]]. A hand that calls otakaze usually seeks to find a yaku in [[honitsu]], or less commonly, in another [[yakuhai]] or [[toitoi]], and likely means the hand will not be worth many points, unless more winds are called.
Similarly, an [[naki|open call]] of otakaze is extremely limiting to a hand. The common yaku [[riichi]], [[pinfu]], and [[tanyao]] become unscorable, and the call does not guarantee [[yakuhai]]. A hand that calls otakaze usually seeks to find a yaku in [[honitsu]], or less commonly, in another [[yakuhai]] or [[toitoi]], and likely means the hand will not be worth many points, unless more winds are called.


A hand that completes [[mentsu|groups]] of three of the winds, plus a pair of the fourth, scores [[yakuman]] for [[shousuushi]]. If the fourth pair is replaced with a group of the last wind, the hand instead scores [[daisuushi]], which is worth [[multiple yakuman|double yakuman]] under many rulesets. A hand that has made three [[naki|visible calls]] of winds should therefore be treated as highly dangerous, unless the locations of at least three of the last wind are known. When the [[pao]] rule is in use, a player who discards the tile needed to complete the fourth group of winds will be liable to pay for the resulting daisuushi hand, even if it was not then in tenpai.
A hand that completes [[mentsu|groups]] of three of the winds, plus a pair of the fourth, scores [[yakuman]] for [[shousuushii]]. If the fourth pair is replaced with a group of the last wind, the hand instead scores [[daisuushii]], which is worth [[multiple yakuman|double yakuman]] under many rulesets. A hand that has made three [[naki|visible calls]] of winds should therefore be treated as highly dangerous, unless the locations of at least three of the last wind are known. When the [[pao]] rule is in use, a player who discards the tile needed to complete the fourth group of winds will be liable to pay for the resulting daisuushii hand, even if it was not then in tenpai.


When a wind tile is a [[dora]] indicator, it points to the next wind in the counter-clockwise order around the table.
When a wind tile is a [[dora]] indicator, it points to the next wind in the counter-clockwise order around the table.
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