Now that I have your attention, there’s no sex. Anywhere near this post. Anyway, xkime again here. I figured I’d leave a breakdown of the “new” stats page of tenhou in here with their translation. Even better, right? … Anyway…

The top row, is your nickname:  きめず

The next link, is the validity for your account. If you’re a premium user, it will tell you when your premium account expires. (Old screenshot is old. w) This is called 有効期限 (yuukou kigen).

The dropdown list contains the different types of games; if you just play the regular 4 player mahjong, don’t bother touching it. It’s just to view different stats. In this case, should you ever need to reset it manually, ■All Periods of Time/Ranking Matches for 4 players. ■全期間/段位戦 4人打ち (zenkikan / dan’isen  yonin uchi) (Yes, it’s actually yonin rather than yonnin.)


4級 75/90pt R1800

This is your rank and rate. I’ve heard players who are third kyu say they are third dan. Don’t make this mistake, it makes you look silly. Kyu grades are written in arabic numbers (987654321) while dan rates are written in kanji (初二三四五六七八九十). Notice you start as 新人 (rookie/shinjin) and you end up as 天鳳位 (tenhoui) after you pass 10th dan. Next is the amount of points you have and need to get to the next rank. Lastly, your rate (how well you play, though it doesn’t mean much for the first 200 or 300 games). 1500 is the average for new players (新人).


1位率 .379 / How much you get first place. (ichi’i ritsu) 37.9%

2位率 .379 / How much you get second place. (ni’i ritsu) 37.9%

3位率 .241 / How much you get third place. (san’i ritsu) 24.1%

4位率 .000 / How much you get fourth place. (yon’i ritsu) 0%

飛び率 .000 / How much you go under 0 points. (tobi ritsu) 0%


対局数 29 / Number of games. 29 games.

平均得点 20.9 / Average point gain. You know, those +53, -51, +-0, etc. you get after the game ends; the average of all of them. 20.9 points per game.

平均順位 1.86 / Average placement. You know,  1-4-4-4-2-1-3-4-4-4-etc. averaged. 1.86st place average.

平均収支 – Average income. Only for jansou mode.

平均祝儀 – Average chips. Only for jansou mode.


和了率 .302 / Hand win rate. How often you win hands (you know, like theoretically, in four player mahjong you’re supposed to be winning one fourth of the hands, and even less because of draws where nobody wins). Winning, in average, 30.2% of the hands (a little under one third). This can be read as “agari ritsu” or “houra ritsu.” And they’re both right.

放銃率 .091 / Deal-in rate. How often you deal into others’ hands. 9.1% of the time (meaning, dealing in less than a tenth of the hands). It is called “houjuu ritsu” as “houjuu” refers to “dealing in.”

副露率 .406 / Calling rate. How often you call tiles. Pon, kan, chii. Ron and tsumo are, of course, not counted. Do note, closed kan are also considered here, as kan is a call. Called “fuuro ritsu” because “fuuro” is a “call”/”open meld”/whatever you wanna name it. You may find it in other servers as 鳴き率 (naki ritsu). 40.6% means you (in this case, me) call tiles pretty often.

立直率 .163 / How often  you riichi. 16.3% of the hands. Riichi ritsu.

You then have another dropdown menu. This is for the “monthly ranking” tenhou has. It only counts for the month, and you need at least 30 games in the month to be officially in it. There are many divisions, for different game types, that you can select on it. If you just click every button and play in whichever game starts faster, don’t even bother.

月間/般南 喰いアリ赤 – Monthly / General Lobby’s East-South Games, with Open TanYao and Red 5’s. (Gekkan / pan-nan Kui ari aka)

2+4+1+0 = 7戦

This just counts your number of first places, plus your number of second places, plus your number of third places, plus your number of fourth places to display the total amount of games you played that month. Two first places, four second places, one third place and no fourth places for a total of seven games.

R1800 13912位 / This is your position in the Rate ranking. It compares how high your rate is compared to other players who play the same mode as you. With a R of 1800 in the general lobby’s hanchan (with aka and kuitan), you’d rank somewhere among the highest 14 thousand. Tenhou is crowded of players with a rate higher to 1800. Contrary to the popular belief. w

Then, you have two columns, one to the right and one to the left. They read 通算 and 平均. Tsuusan and Heikin. Something like, the raw number to the left, and the “average” to the right.

得点 +156 3566位 (通算)  +22.2 (平均) / This 得点 (tokuten) refers to the points you get at the end of each game. The raw number is a positive 156, which means if you summed up the numbers of those 7 matches (like, +54 +11 -2, etc), you’d get a total of 156, and that would put you in the 3566th place among people in the same ranking (again, for that kind of game and lobby). Then, the average (heikin) would be 22.2 per game. (Notice, I didn’t have 30 games at the time that month, so you cannot see the position for the average portion)

順位 +90 3458位 (通算) 1.85 (平均) / This is “jun’i” or “placement.” I have no idea how the raw number to the left is calculated, but if it’s a positive number, the higher the better. With a +90, that’s about 3458th. Then, the average would be 1.85st per game. It’s like you’re virtually getting first places every time you play, with a virtual second place from time to time. The middle line in mahjong is 2.5; everything below that (2.3, 2.2, 2.1, etc) is win, while everything below that (2.7, 2.8, 2.9, 3.0, etc) is fail. Again, none of these mean anything in the short run, anyway.

Then you have the lines for 収支 and 祝儀. Income, and chips. Only for jansou mode.

合計 means total, and your total for the above info would appear in there once you play the 30 games a month in that game type. It converts all those numbers into a single one, and puts it against the other players’ to give you a more general position. If this ever happens to become 1位、it would mean that you were the best player -in general- for that mode UP until that point of the month. So yeah, pat yourself in the back if that happens.

More stats include:

トップ率 .285 / Top ritsu. How often you took first place (top) that month. Should theoretically be around a fourth (25%) of all games when playing against player of the same skill level. 28.5% of games.

連対率 .857 / Rentai ritsu. How often you took first and second place (non-“losing” placements) that month. Should theoretically be 50% (half) when playing against people of your same level. 85.7% of games

ラス率 .0 / Rasu (last) ritsu. How often you take last place. It’s best to keep this low. It grades you on how low it is, not how high. So, the guy in the first place of the ranking would be like 0.000001% and not 99.999999999%


Also, whenever you “need” anything from tenhou in English, just look at this page first:

It’s usually in there.

PS: I’m thinking I should have a new column called “SEX” for real. “Simple Explanations by XKime.” It would makes us get more hits.

20 thoughts on “SEX

  1. Thanks for this- now the big one… how about translating the huge stats page that comes out of the Tenhou analyzer thingy?

    Huge amount of work, I know…


  2. Ok, more specific question (to which I realise there is no short answer):

    When should you counter an opponent’s reach with your own reach, instead of folding?

    I realise it’s a pretty complicated topic but it would be great to get some more insights.

  3. Speaking strictly EV-wise (without considering the point difference, or uma/oka stuff either):
    It depends, first, if you’re the dealer.
    Then, if the person you’re going against is the dealer or not.
    Next, is your hand good shape (ryanmen or more) or bad shape (kanchan/penchan or worse)?
    Lastly, how much is your hand worth should you win it?

    I think I’ll build a chart based on this
    for the next post or the one after that.

  4. Makes sense. Really looking forward to an article on that topic!!

    How about Damaten vs. Reach in that situation? Choose based on point value/placement?

  5. If it’s okay to push, riichi will be the correct decision 80 to 90 percent of the time. I don’t think you need to learn the rare situations where you have to dama when you’re pushing.

    It’s balancing the risk of pushing against the expected income at the time you do win. Otherwise it’s like battling against a gun with a sword.

  6. Thanks xKime!

    Very curious to know what you think about the following rules:

    — Oya Agari Yame
    — Tenpai Renchan
    — Mangan Kiri-Age
    — JPML A-Rules (No Ippatsu/No Ura/No Kan Dora/No Kan Ura/No Oka/No Red Fives)
    — Saikouisen Classic Rules (As above, but no penalty for being No-Ten, and no Tenpai Renchan for the dealer)

    Which of these rules do you like/dislike? What do you think are the most skilled rules? Which rules have the least variance, and how do you think the differences affect strategy?

    1. -Rasu-oya no agari (mata wa tenpai) yame. I actually like it, it makes the last hand more interesting. Suddenly everything goes. Makes for less hesitations.

      -Tenpai renchan. Is there really another way to play? Agari renchan sucks. It makes it all so “one shot” (you’d only be able to keep your dealer turn around 20% of the time). Tenpai renchan makes for longer games, and a lot less hesitation when you need to decide if you riichi or not.

      -Mangan kiri-age. I don’t really mind either way. It barely makes a difference nowadays. If you’re gonna inflate the game with red dora, kan dora, ura dora, ippatsu, and all of that, 300 points don’t change anything. If it was a less-inflated mahjong, it would be different.

      -JPML Kyougi Rules. People say they were born in order to arrange games more easily, and not as “skill” rules. I’m still not sure, up to date, whether it decreased the influence of luck or actually increases it ridiculously favoring the loon who started with two or three dora in his hand. Without dora, hands without a possiblity for mentanpin sanshoku tend to go into hon-itsu or chii toi shapes. It’s very repetitive and not too exciting. Also, having the huge disadvantage that there is no statistical data for this set of rules as much as you have available on a normal set of rules. I don’t even know how much is the average riichi worth in A-Rules. So, it’s very difficult to come up with a good judgement of whether to push or pull. One thing for sure, if your hand is mangan, it’s worth pushing until the end.

      -Saikouisen Classic Rules. I have played these with people from Saikouisen! As competition rules, it’s a lot better than renmei’s kyougi rules. I played four hanchan and I believe I ended up somewhere between -2 and +4 that day, but it was a lot of fun.

      I prefer standard ari-ari rules with 3 aka. Because it is what I play; I’m used to keep track of others according to this mode, and judge whether to pull or push, too. You don’t need to rely so much on building yaku, either. But it doesn’t mean I wouldn’t play any other way. I like trying different rules.

  7. Why is it that you like the Saikouisen rules but not the JPML?

    The only difference is the lack of No Ten penalty. That and the lack of Tenpai Renchan, which you say you like…

    I do agree on the whole though that Aka Dora are fun because (so it seems to me) they actually create LESS variance in the hand scores.

  8. So yeah, curious about what you consider different between JPML A-Rules and Saikouisen Classic…


    What does this rule from Saikouisen Classic mean:

    And what do you think about Oka Ari/Nashi?

  9. I just don’t like competition rules in general.They don’t make for a more intellectual match, as much as they just reduce the average hand value. But as competition rules, Saikouisen Classic Rules are just more fun to me.
    This means that the person who declared riichi doesn’t need to show his hand in any event other than winning the hand. This, combined with agari renchan, is huge. You can even strategically nouten riichi (whereas in JPML you’d only get a chonbo, which is -20 from your final score). Also, it puts a lot of pressure on the dealer to think something up to win with, given that without tenpai payments everyone is more likely to give up their hands to avoid him. They just make for more thoughtful decisions in general, whereas “A-Rules” doesn’t feel like much other than just a twist from regular mahjong.

    If you put/take out oka, it becomes a different type of game. More so if you have jun’i ten. I prefer games with jun’i ten and oka, because you have to be constantly taking care of not only your points, but your position itself (making for a more multiplayer feel). If you just play without any score modifications at all, it’s very easy to ignore other players and just do your thing.

  10. Wow… that No-Ten reach thing is huge. Sounds fun! I wonder what it would be like to play with that, even with normal rules.

    Do you think it’s abusable though? I’m not sure. No-Ten reach sounds like something that would be useful to use quite often.

    I don’t fully understand what you’re saying about Oka. And what is jun’i ten? How does Oka make it more about placement? Is it possible you’re confusing Uma and Oka? I’m not asking about Uma, because obviously that element needs to be there otherwise placement doesn’t matter!

    I thought Oka just makes for more aggressive play, or is there more to it?

  11. Oh, and one last thing….

    What does this rule from Saikouisen Classic mean:


    Does that just mean Kuikae is allowed, or that you are allowed to wait on Furiten tiles???

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