Winning a hand, e.g. tsumo-agari, ron-agari.
An interval of four between two discarded number tiles. Usually indicates dangerous waits.
Red tiles that count as Dora. Usually (but not always) 5’s.
Means “dark”, refers to tiles that are concealed in the hand.
A concealed Shun tsu.
A concealed, but claimed, Kan tsu.
A concealed Kou tsu.
No limits, e.g. 5-han 30-fu becomes worth 15400 points instead of being capped at Mangan (8000).
The pair in a standard mahjong hand (four mentsu and one pair). Also “jantou”.
A rule that allows only one Ron at a time; the closest to the discarder in turn order takes priority.
A rule that allows hands without yaku to Ron if the winning tile would create a yaku.
Discarding the same tile as someone else, to avoid dealing into their hand.
A “wind round”, e.g. tonba (east round) or nanba (south round).
A payment (also “furikomi”).
The two base Han used when calculating score, given by default rather than from yaku.
A strategy that focuses entirely on avoiding dealing into opponents’ hands, with no intention of advancing one’s own hand.
A Kan tsu that was upgraded from a Min Kou.
The call used to make a Min Jun from an opponent’s discard.
A penalty that results in a Mangan payment and restarts the current round.
The tiles numbered 2 through 8. Also “tanyao”.
A rule that allows two people to Ron the same tile.
An open Kan made by calling a discarded tile.
Tenpai without calling Riichi.
A school of thought that opposes Occult and believes that the outcome of a game can be explained by probability and statistics.
The dora indicator.
A unit used to measure the difficulty of a hand’s composition when calculating score.
A payment, also “barai”.
To be Tenpai and waiting on a tile that you have already discarded.
The 20 base Fu used when calculating score, given by default rather than from composition.
A 100% safe tile.
The distribution of tiles to all players at the beginning of a round.
The last drawable tile in the wall.
The “walls” from which tiles are drawn.
A unit used to measure the value of yaku when calculating score.
A game consisting of an East and South round. Most common in Japanese Mahjong.
A Shanpon or Tanki wait embedded inside a Shuntsu. For example, 4556 waiting on 5.
The number of consecutive Ren Chans, usually indicated by 100-point sticks.
To deal into a hand.
To win a hand, e.g. Tsumo-hou, Ron-hou. Also found in a few yaku names like “Toitoi-hou”.
The tile discarded by the player who just drew the Haitei-hai.
A game consisting of East, South, West, and North rounds. More common in Chinese variants.
To cheat using sleight of hand, etc.
To cheat using hacks, bug exploits, etc.
The pair in a standard mahjong hand (four mentsu and one pair). Also “atama”.
A wait in which all but one of the winning tiles are visible or claimed.
Character tiles (sangenpai + kazehai).
The turn number within a round.
A tile-counting technique that measures the possibility of someone making Shuntsu based on how many instances of a tile are visible.
The player to your left.
A meld of four identical tiles. Must be removed from the hand to be claimed as a Kan.
A wait that completes the inside of a Shuntsu, e.g. 46 waiting on 5.
A rule that causes more Dora indicators to be flipped when a Kan is made.
To discard a tile.
A meld of three identical tiles.
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.
A property of some yaku that reduces the Han value by 1 when the hand is open.
A rule that allows Tanyao to be open.
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.
A tenpai hand’s wait, e.g. Ryanmen, Kanchan, etc.
The suit consisting of a kanji number plus 萬, meaning 10000.
Attempting to both win a hand and deal only safe tiles. Pretty hard unless you have really good radar.
The melds: Kou tsu, Shun tsu, and Kan tsu.
A fully closed hand (no open melds).
Means “light”, refers to tiles that have been exposed by calling.
An open Shun tsu made by calling a discarded tile.
An open Kou tsu made by calling a discarded tile.
Calling a discarded tile (Pon, Chi, or Kan).
No Ten bappu
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.
A double Tanki wait, e.g. 4567 waiting on 4 or 7.
A tile that counts as Dora when extracted from the hand, e.g. flower tiles or the Pei in Tenhou’s 3p.
A school of thought that opposes Digital and believes that the outcome of a game is affected by luck, flow, Mahjong demons, etc.
Riichi roulette. To make a Riichi declaration after someone else rather than defend.
A Kan left undeclared in order to use the tiles for other melds, e.g. 333345 = (333) (345).
The final round of a game (South 4th round in a Han Chan). Probably a contraction of English “all last”.
Non-bonus winds. For example, if you are South seat in East round, then your Otakaze are West and North.
A property of certain yakuman that causes one person to be responsible for the whole payment if they discarded the tile that made it a yakuman.
A wait consisting of 12 waiting on 3, or 89 waiting on 7.
The suit consisting of dot patterns.
The call used to make a Min Kou from an opponent’s discard.
A continuation of dealer position because the dealer either won or was tenpai at the end of the round.
Arranging the tiles in your hand.
The tile drawn after making a Kan.
A win using an opponent’s discard.
The tiles numbered 1 and 9.
Two Kanchan shaped taatsu merged together, e.g. 357 which can be completed by either 4 or 6.
A two-sided wait, e.g. 56 waiting on 4 or 7.
A drawn game.
Haku, Hatsu, and Chun.
Intentionally dealing into an opponent’s hand.
Abbreviation of Shanpon.
Number of tiles needed to reach Tenpai.
A wait consisting of two pairs, one of which must be upgraded to a Kou tsu.
Holding on to tiles that an opponent would otherwise be likely to Pon or Chi.
The player to your right.
A “live tile”, i.e. has not yet been discarded this round.
A meld of 3 tiles in sequence.
Number tiles. Also “suupai”.
The suit consisting of patterns of bamboo sticks.
The tiles that complete Ryanmen waits. The basis for many discard reading theories. Means “muscle”.
To discard a tile.
Number tiles. Also “shuupai”.
A tile pattern that can be turned into a Shun tsu with one more tile. For example, 46 can be completed with a 5.
The tiles numbered 2 through 8. Also “chun chan hai”.
A wait on a single tile to complete the pair (jantou).
A hand that needs only one tile to win.
A pair of identical tiles.
The player sitting directly across from you.
A game consisting of an East only round.
A self-drawn tile. Usually announced when winning a hand, but can refer to any drawn tile.
Discarding the tile that was just drawn.
Additional dora which can be earned by winning with Riichi.
The “dead” section of wall that can’t be used except for Dora indicators and Kan draws.
A rule that doubles any payment involving the player whose wall was broken at the start of the round.
A rule that requires players to win at least one hand or pay a penalty.
A scoring pattern in the hand that awards Han, such as Tanyao or Toitoi.
The tiles numbered 1 and 9 (routouhai) plus characters (jihai).
A strategy that attempts to win a hand at all costs while ignoring the possibility of dealing into an opponent’s hand.