Mahjong Glossary

Core riichi mahjong terms

This page gives an English-first glossary for the site’s most important riichi mahjong terms. Japanese readings are kept where useful, and the original Chinese term is shown for cross-reference with the main knowledge base.

Scope
Full article translations are still in progress. This glossary is meant to make the English navigation layer usable first.
01
Melding
副露/フロ

Opening your hand by calling chi, pon, or kan. It speeds up completion but removes closed-hand bonuses such as riichi and menzen tsumo.

02
Reach / Riichi
立直/リーチ

A declaration made with a closed tenpai hand. You place 1000 points and gain access to riichi-related bonuses while applying pressure to opponents.

03
Tenpai / Ready
聽牌/テンパイ

A ready hand that is one tile away from winning. The quality of tenpai depends heavily on the wait shape.

04
Shanten / Steps to Tenpai
向聽/シャンテン

The distance from tenpai. Zero shanten means ready, one shanten means one step away, and larger values indicate a slower hand.

05
Wait Pattern
聽牌型(待牌)/マチ

The exact wait pattern of a ready hand, such as ryanmen, kanchan, penchan, tanki, or shanpon.

06
Meld / Set
面子/メンツ

A completed three-tile block, either a sequence or a triplet. Standard winning hands normally require four mentsu and one pair.

07
Pair / Joint
搭子/ターツ

An incomplete two-tile block that may later become a full mentsu. Examples include ryanmen, kanchan, penchan, and pairs.

08
Wall / Kabe
壁牌/カベ

A wall read created when all four copies of a tile are visible, making some neighboring shapes impossible or less likely.

09
Suuji / Read
筋牌/スジ

A relative safety read derived from discard patterns and the structure of two-sided waits.

10
Tedashi / Hand Discard
手打(手出し)/テダシ

A tile discarded directly from the hand rather than the one just drawn. It often reveals more intention than tsumogiri.

11
Tsumogiri / Drawn Discard
模切/ツモギリ

Discarding the tile you just drew without changing your hand structure.

12
Mawashi / Maneuvering
兜牌/マワシ

A maneuvering line that mixes offense and defense by discarding relatively safe tiles while preserving hand progress.

13
Betaori / Full Fold
ベタオリ(全棄)/ベタオリ

A full fold. You stop attacking and prioritize the safest available tiles.

14
Damaten / Silent Tenpai
默聽/ダマテン

Silent tenpai. You keep a ready hand without declaring riichi in order to stay hidden or wait for improvement.

15
Self-draw Win
自摸/ツモ

Winning by drawing the needed tile yourself.

16
Discard Win / Ron
榮和/ロン

Winning from another player’s discard.

17
Han / Doubles
/ハン

The multiplier-like unit used to value a hand. Han and fu together determine the final score.

18
Fu / Mini-points
/

Mini-points awarded for hand structure, wait shape, and win method. Fu combines with han to produce the score.

19
Yakuman / Limit Hand
役滿/ヤクマン

A top-tier limit hand such as Kokushi Musou or Suuankou.

20
Pinfu
平和/ピンフ

A basic one-han closed hand made of sequences, a non-value pair, and a two-sided wait.

21
No Suuji / No Read
無筋/ムスジ

A tile that cannot be justified as relatively safe through suuji logic.

22
Genbutsu / Safe Discard
現物/ゲンブツ

A tile already discarded by the target opponent and therefore completely safe against that opponent.

23
Draw / Exhaustive Draw
流局/リュウキョク

An exhaustive draw when the wall runs out before anyone wins.

24
Feeding into Win / Deal-in
放銃/ホウジュウ

Dealing into an opponent’s winning hand with your discard.

25
Furiten
振聽/フリテン

A restriction preventing ron when your own discarded tiles include your winning tile or when same-turn conditions apply.

26
Oikake Riichi
追立/オイカケ

Chasing riichi after another player has already declared riichi.

27
Ryanmen / Two-sided Wait
兩面聽/リャンメン

A two-sided wait, usually the strongest and most flexible wait shape.