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1.1 Basic Mechanics

Rīchi mahjong is a game with a significant luck component; yet, over hundreds of games, skill differences become readily apparent. This tutorial follows the general Japanese mahjong rules that became more settled in the early 21st century, particularly after the rise of online mahjong. Competitive rules, as represented by M.League (Mリーグ), differ from general rules in numerous details; these differences will be noted as appropriate.

Japanese mahjong terminology, like the game itself, was transmitted from China. The pronunciations of many Sino-Japanese terms often resemble older Beijing Mandarin forms. Moreover, many terms and their translations have multiple synonymous names. I will endeavor to mention as many as practicable, but omissions are inevitable; please do not be surprised if you encounter variants in other materials.

1.1.1 Mahjong Tiles

Standard Japanese mahjong uses 136 tiles (pai or hai): 34 tile types, four copies each. The “flower tiles” (Chinese: huāpái; Japanese: fapai or hanahai), common in parts of southern China, are usually included in commercial Japanese sets but are not used in general rules.

manzu:
1m

īman
2m

ryanman
3m

sanman
4m

sūman
5m

ūman
6m

rōman
7m

chīman
8m

pāman
9m

kyūman

Known as character tiles in English. Man has an alternative reading, wan. These characters are literally from “ten thousand” to “ninety thousand,” but they actually just represent the numbers 1 through 9.

pinzu:
1p

īpin
2p

ryanpin
3p

sanpin
4p

sūpin
5p

ūpin
6p

rōpin
7p

chīpin
8p

pāpin
9p

kyūpin

Known as dot tiles or circle tiles in English.

sōzu:
1s

īsō
2s

ryansō
3s

sansō
4s

sūsō
5s

ūsō
6s

rōsō
7s

chīsō
8s

pāsō
9s

kyūsō

Known as bamboo tiles in English. Many references annotate sansō, but what I have actually heard is often sanzō.

These 27 tile types are collectively called suited tiles or numbered tiles (shūpai or sūpai). In the most widely used modern Japanese rules, one 5-man, one 5-pin, and one 5- are replaced by red tiles (akahai), as shown below in the image. They are often marked with a small dot for accessibility (0m 0p 0s). We will explain their gameplay function later.

There are also 7 types of honor tiles (tsūpai or jihai[1]), shown below.

1z

ton
2z

nan
3z

shā
4z

5z

haku
6z

hatsu
7z

chun

Ton (East), nan (South), shā (West), and (North) are collectively wind tiles (fonpai or kazehai), while haku (White), hatsu[2] (Green), and chun[3] (Red) are collectively dragon tiles (sangenpai[4]).

Tile glyphs in this blog are rendered with the I.Mahjong font, without color. Here are photos of real, colored mahjong tiles.

Mahjong setMahjong tile faces
Source: https://www.ymimports.com/products/yw-jm001-a

In Japanese mahjong sets, green is often very dark and can look black. The dark strokes on bamboo tiles and on 6z are actually green, while those on dot tiles, character tiles, and wind tiles are true black.

1.1.2 How a Hand Proceeds

Let us start after the initial deal (haipai) is complete. At that point, each player has 13 tiles in hand, e.g.

1m1m6m9m3p4p4p0p9p2s4s1z3z

After that, players take turns in a draw-discard cycle:

  • Draw (tsumo): first, draw the next tile from the “wall” (yama[5]).
  • Discard (dahai): then choose one tile from your hand and discard it.
1m1m6m9m3p4p4p0p9p2s4s1z3z Draw 7z

↓ Discard 9m

1m1m6m3p4p4p0p9p2s4s1z3z7z

Your discard pile is called the or kawa (“river”) in Japanese.

An ongoing, hand-shuffled Japanese mahjong match. When playing mahjong, you must keep your tiles facing toward you to prevent other players from seeing them.
The face-down tiles stacked in two-tile columns are the wall. The rows of six tiles in front of each player are the discards. Due to rule differences, Japanese mahjong requires discards to be arranged in rows of six, while informal Chinese mahjong usually does not. Image source: yui*, CC BY-SA 2.0, via Wikimedia Commons

Mahjong is a four-player game. Four players sit around a square table and take turns counter-clockwise.

In Japanese, the other three players at the table are called tācha (“the other players”). The player to your left is your kamicha (“previous player”); after they play, it is your turn. After your turn, it passes to your right-side shimocha (“next player”), and the player across from you is called toimen (“opposite”).

In each hand, one player is the dealer (oya). The other players are non-dealers (ko). In absolute seat terms, the dealer is the east player (toncha); moving counter-clockwise around the table, to their right is the south player (nancha), then the west player (shācha), and the north player (pēcha)—regardless of the actual compass directions.

If any player wins (hōra or agari), that hand (kyoku) ends immediately. Scores are settled, then all tiles are reshuffled for the next hand. Rules about hands will be discussed later; for now, let us first see how to win.

1.1.3 Winning and Tenpai

1.1.3.1 Winning Hand

Three identical tiles form a triplet (kōtsu):

3p3p3p, 6z6z6z ...

Three consecutive number tiles in the same suit form a sequence (shuntsu):

3p4p5p, 6s7s8s ...

Two identical tiles form a pair (toitsu):

9m9m, 1z1z ...

Triplets and sequences are collectively called melds (mentsu). The basic goal in mahjong is a 14-tile winning shape of 4 melds + 1 pair, such as:

4m5m6m4p4p4p6p7p8p2s3s4s8s8s

This is often called four melds and the eyes. The “eyes” (jantō, commonly atama “head”) is simply the pair inside a completed winning hand.

1.1.3.2 Tenpai

As described above, each player starts with a 13-tile hand. On your turn, you draw a 14th tile and then make a discard to return your hand to 13 tiles. Eventually, a player will complete a 14-tile winning hand upon drawing a tile and declare a win. When your 13-tile hand is just one tile away from winning, this state is called tenpai[6]:

3m4m4p4p4p6p7p8p2s3s4s8s8s

This hand wins on either 3m or 6m (wait on “3-6-man”). Drawing 3m makes 3m4m5m, while drawing 6m makes 4m5m6m. This is a ryanmen (two-sided) wait—where ryan translates to “two” and men to “sides.” There can also be 3-sided or even wider waits, for example:

3m4m5m6m7m6p7p8p2s3s4s8s8s Wait on2m5m8m

Wait classification matters later for fu calculation. This example is still categorized as ryanmen: if the winning tile is 2m, parse it as 3m4m 5m6m7m waiting on 2m5m; if it is 8m, parse it as 3m4m5m 6m7m waiting on 5m8m; if it is 5m, either interpretation works.

1.1.3.3 Declaring a Win

Once you are in tenpai, you can win not only by drawing your winning tile yourself (tsumohō or tsumoagari) but also by winning on another player’s discard (ronhō or ron’agari). In the case above, if you draw 4m or 7m yourself, you call “tsumo”, reveal your full hand, and settle points to end the hand. If another player discards either of these tiles, you call “ron” to claim the win, followed by the same showdown and scoring procedure.

In Japanese mahjong, completing a winning shape is not enough by itself. You also need at least one valid yaku and must not violate furiten rules. Still, the core is the hand shape, and this tutorial will guide you through those additional requirements naturally.

1.1.4 Wait Patterns

Within the standard four-melds-one-pair structure, besides ryanmen waits, there are four other wait (machi) patterns:

  • If your hand has three complete melds and one pair, plus two same-suit tiles with one gap between them, that is a kanchan[7] wait:

    1s2s3s1p3p1m2m3m3m3m9m9m9m Wait on “kan-2p

    Can you spot which tiles are serving as the eyes here? A ryanmen wait has two winning tile types, while a kanchan wait has only one, so it is generally harder to win with.

  • If the final incomplete shape is 1-2 or 8-9, that is a penchan[8] wait:

    8s9s2p3p3p3p4p1z1z1z2z2z2z Wait on “pen-7s

    The tiles are sorted by rank. In dot tiles, this is sequence 2p3p4p plus eyes 3p3p.

  • If the hand already has three melds and the remainder is two pairs, waiting on either tile to make a triplet is a shanpon[9] wait:

    5p0p3s4s0s6m7m7m8m8m9m1z1z Wait on “5p-1z shanpon

    The character tiles are actually two sequences.

  • If four melds are complete and one lone tile remains, waiting for its match to form the pair is a tanki[10] wait:

    1s3s3s3s4s4s4s6s6s6s8s8s8s Wait on “1s tanki

    Actually, this example is not purely a tanki wait. This hand also waits on 2s, because you can alternatively treat 3s3s as the eyes, resulting in a kanchan wait on 2s.

If we replace 1s with 2s in the last example:

2s3s3s3s4s4s4s6s6s6s8s8s8s

this becomes a very wide wait. Can you find all winning tiles?

(Click to expand answer)

1s2s3s4s — a four-sided wait.

First, treat 4s4s4s as a triplet. Then 2s3s3s3s can be parsed either as eyes 3s3s + 2s3s, a ryanmen wait on 1s4s, or as triplet 3s3s3s + 2s tanki.

However, the 2s 3s 4s portion can also be parsed as 2s3s4s3s3s4s4s, which is a 3s-4s shanpon wait.

Although shanpon waits are apparently “double” sided, they are treated separately in the five basic wait patterns. From a tile-efficiency perspective, shanpon is harder to win than ryanmen (or the real “double-sided” wait). Each tile type has only four copies in total. Compare 5m6m waiting on 4m7m with 5p0p1z1z waiting on 5p1z: in the first case there are 8 possible winning tiles outside; in the second, you already hold two of each target tile, so only 4 remain outside. That is the same count as a kanchan wait such as 1p3p waiting on 2p. So, by raw tile count and ignoring table context (bakyō), double-sided (ryanmen) waits are best; shanpon, kanchan, and penchan waits follow; tanki waits are weakest. Double-sided and multi-sided waits are called good shape (kōkei), while the others are called bad shape (gukei).


  1. Literally “character tiles.” ↩︎

  2. Literally “departure; emit; get rich.” ↩︎

  3. Literally “center; middle; inside; hit (a target).” ↩︎

  4. Literally “trio tiles.” ↩︎

  5. Literally “hill; mountain.” ↩︎

  6. Literally “listen to tiles.” ↩︎

  7. Literally “inlay tile.” ↩︎

  8. Literally “side tiles.” ↩︎

  9. Literally “dual touch.” ↩︎

  10. Literally “(to fight) single-handedly on horseback.” ↩︎

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