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How to play Riichi Mahjong

Riichi Mahjong being played on Porchlight

Play Riichi Mahjong

Japanese mahjong for four players. You draw and discard tiles to build a hand of four sets and a pair, and the first to finish a hand that is worth something wins it. It has more rules than most games here, so the table explains itself as you play: it says how far your hand is from ready, what you are waiting for, why a tile can't win for you, and how every score was added up.

The aim

Finish with the most points. Everyone starts with 25,000, and each hand moves points from the losers to the winner.

The tiles

There are 136 tiles, four of each of 34 kinds:

One five in each suit is a red five. It plays as an ordinary five and adds to the score of a hand that wins with it.

If you don't read the characters, turn on Marks on the tiles: each character tile gets its number and each wind its letter.

A hand

A winning hand is four sets and a pair, 14 tiles in all. A set is either:

Winds and dragons can't make runs. Two hands break the pattern: seven pairs, and thirteen orphans (one of every 1, 9, wind and dragon, plus a second of any of them).

A turn

Each player starts with 13 tiles. On your turn you draw one and discard one, which goes face up in front of you. Turns pass to the right-hand player: East, South, West, North.

After a discard, the others may take it:

A set made with someone's discard is laid face up, and your hand is then open. A hand with nothing called is closed. Open hands are quicker to finish and usually worth less, and they can't call riichi.

When a discard could be used by anyone, the game pauses while every other player answers. You are only shown buttons if you have a choice, and nobody can see who is choosing.

Drawing your own winning tile is tsumo: everyone pays. Winning on a discard is ron: the player who threw it pays for everyone.

You need a yaku

This is the rule that catches everyone. Four sets and a pair is not enough: the hand must have at least one yaku, a scoring pattern. Without one it can't win, however complete it looks. The table will tell you when this is what is stopping you.

The three yaku most hands are won with:

The full list is at the foot of this page.

Furiten

You can't win on a discard if any tile that would finish your hand is among your own discards. You also can't win on a discard for the rest of the go-round after letting a winning tile go by (for the rest of the hand, if you are in riichi). You can always win by drawing the tile yourself. The table warns you when you are furiten.

Dora

One tile beside the wall is turned face up: the dora indicator. The tile that comes next after it (after a 9 comes the 1; after North comes East; red, white, green in a circle) is the dora, and every one of them in a winning hand adds to its score. Each kan turns up another indicator. A riichi winner also gets the tiles underneath the indicators.

Dora and red fives add to a hand's score but are not yaku: a hand with three dora and no yaku still can't win.

Scoring

A winning hand counts its han: one or more for each yaku, plus one for each dora and red five. It also counts fu, small points for the way it is built: triplets, a single-tile wait, winning by your own draw. Han and fu together give the payment, and han matter far more: each one roughly doubles it. From 5 han up the score is fixed:

HanCalledNon-dealer winsDealer wins
5 (or 4 with 40 fu, 3 with 70 fu)Mangan8,00012,000
6 or 7Haneman12,00018,000
8 to 10Baiman16,00024,000
11 or 12Sanbaiman24,00036,000
13 or more, or a yakuman handYakuman32,00048,000

You never have to work it out. After each hand the table lists the yaku, the han, and each piece of the fu sum.

The dealer (the East seat) wins and pays half as much again. On a tsumo by anyone else, the dealer pays twice what the other two do.

When nobody wins

If the wall runs out, the hand is a draw. Players whose hands are ready are paid 3,000 between them by those whose hands aren't. A player who discarded nothing but 1s, 9s, winds and dragons, none of them taken, is paid a mangan instead.

A hand is dealt again with no payment if a player asks for it with nine or more different 1s, 9s, winds and dragons in their opening hand, if the first four discards are the same wind, if all four players call riichi, or if four kans are declared by more than one player.

The deal, and the game

The dealer keeps the deal after winning, or after a draw if their hand was ready. Otherwise it passes to the right. Each hand the deal stays put adds a repeat, worth 300 extra to the next win. Riichi stakes stay on the table for the next winner.

A game is the East round: until the deal has gone once around the table. A table can choose East and South rounds for a game twice as long. If nobody has 30,000 points when the last deal passes, play goes on until someone does. The game ends at once if anyone drops below zero.

The rules in detail

The yaku

"Closed only" means the hand must have nothing called. Where two values are given, the lower is for an open hand.

YakuJapaneseHanWhat it is
Riichiriichi1You declared a ready, closed hand and staked 1,000 on it.
Double riichidaburu riichi2Riichi on your very first discard, before anyone called.
One shotippatsu1You won within one go-round of calling riichi, with no calls in between.
Drawn win, closed handmenzen tsumo1You drew the winning tile yourself with nothing called.
All runspinfu1Four runs, a pair that scores nothing, and a wait on either end of a run. Closed only.
All simplestanyao1Only tiles from 2 to 8: no ones, nines, winds or dragons.
Twin runsiipeikou1The same run twice in the same suit. Closed only.
Your windyakuhai1Three of your own seat's wind.
Round's windyakuhai1Three of the wind of the round.
White dragonsyakuhai1Three white dragons.
Green dragonsyakuhai1Three green dragons.
Red dragonsyakuhai1Three red dragons.
Win after a kanrinshan kaihou1You won on the extra tile drawn after declaring a kan.
Robbing a kanchankan1You won on the tile someone added to their pon to make a kan.
Last tilehaitei1You drew the winning tile as the very last tile of the wall.
Last discardhoutei1You won on the very last discard of the hand.
Seven pairschiitoitsu2Seven different pairs instead of four sets and a pair.
Three-suit runsanshoku doujun2 (1 open)The same run in all three suits.
Straightittsu2 (1 open)1-2-3, 4-5-6 and 7-8-9 in one suit.
Ends in every setchanta2 (1 open)Every set and the pair has a one, a nine, a wind or a dragon.
All tripletstoitoi2Four sets of three or four alike: no runs.
Three concealed tripletssanankou2Three sets of three alike, all drawn yourself.
Three-suit tripletssanshoku doukou2Three of the same number in all three suits.
Three kanssankantsu2Three sets of four.
Little three dragonsshousangen2Two sets of dragons and a pair of the third.
All endshonroutou2Nothing but ones, nines, winds and dragons.
Half flushhonitsu3 (2 open)One suit, plus winds or dragons.
Ones and nines in every setjunchan3 (2 open)Every set and the pair has a one or a nine, and there are no winds or dragons.
Two twin runsryanpeikou3Two different pairs of identical runs. Closed only.
Full flushchinitsu6 (5 open)One suit and nothing else.
Thirteen orphanskokushi musouYakumanOne of every one, nine, wind and dragon, and a second of any of them.
Four concealed tripletssuuankouYakumanFour sets of three alike, all drawn yourself.
Big three dragonsdaisangenYakumanA set of each of the three dragons.
Little four windsshousuushiiYakumanSets of three winds and a pair of the fourth.
Big four windsdaisuushiiYakumanA set of each of the four winds.
All honorstsuuiisouYakumanNothing but winds and dragons.
All greenryuuiisouYakumanOnly the all-green tiles: 2, 3, 4, 6 and 8 of bamboo and green dragons.
All ones and nineschinroutouYakumanNothing but ones and nines.
Nine gateschuuren poutouYakuman1-1-1-2-3-4-5-6-7-8-9-9-9 in one suit plus any one more of it. Closed only.
Four kanssuukantsuYakumanFour sets of four.
Heavenly handtenhouYakumanThe dealer wins on the first draw.
Earthly handchiihouYakumanA non-dealer wins on their first draw, before anyone called.

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