Mahjong Glossary
Every mahjong term you might encounter, across Riichi, MCR, Hong Kong, Taiwanese, and Sichuan variants. Pung, chow, tenpai, dora, yakuhai, missing-suit — each term gets a worked explanation with links to the calculator.
Tiles & Melds
- Chow
A set of three consecutive tiles in the same suit (e.g. 4m-5m-6m).
- Dragon
The three special honor tiles — White, Green, and Red — that always score.
- Honor tile
Wind tiles (East, South, West, North) and dragon tiles (White, Green, Red).
- Kong
A set of all four identical tiles (e.g. 7s-7s-7s-7s).
- Meld
A group of tiles that counts as a single unit in your hand — pung, chow, or kong.
- Pair
Two identical tiles. Every standard hand needs exactly one pair.
- Pung
A set of three identical tiles (e.g. 5p-5p-5p).
- Simple
The 2-through-8 tiles in each numbered suit.
- Terminal
The 1 and 9 tiles in each numbered suit.
- Wind
The four directional honor tiles — East, South, West, North.
Calls & Declarations
- Chi (call)
Claim a discard from the player to your left to form a chow.
- Ippatsuriichi
Riichi-only: extra 1 han for winning within one uninterrupted turn after declaring riichi.
- Kan (call)
Declare a kong — either by claiming a discard or upgrading a pung.
- Pon (call)
Claim a discard from any player to form a pung.
- Riichiriichi
Japanese-only declaration: bet 1,000 points on a closed tenpai for guaranteed yaku.
- Robbing the Kong
Winning by claiming the fourth tile someone added to upgrade their open pung into a kong.
- Ron
Winning by claiming another player's discard — they 'dealt in' to you.
- Tsumo
Winning by drawing your winning tile yourself from the wall.
Waits & Tenpai
- Closed wait
Waiting on the middle tile of a chow — e.g. waiting on 4 to complete 3-?-5.
- Edge wait
Waiting on the 3 to complete 1-2-? or the 7 to complete ?-8-9.
- Furitenriichi
Riichi-only: you can't ron if any of your waits is in your own discard pile.
- Pair wait
Waiting on the pair tile — only one tile completes the hand.
- Shanten
How many tile-swaps away from tenpai your hand is.
- Tenpai
One tile away from completing a winning hand.
- Wait
The specific tile(s) that complete your tenpai hand.
Scoring
- Akadorariichi
Riichi 'red five' tiles — each red 5 always counts as 1 han.
- Baimanriichi
Riichi cap above haneman — 8 to 10 han, pays 2× mangan.
- Dorariichi
Riichi bonus tile — each copy in your hand adds 1 han.
- Exclusion rulemcr
MCR rule: higher-scoring patterns automatically suppress the lower ones they contain.
- Faan
Hong Kong / Cantonese mahjong scoring unit. Exponential 2^faan payouts.
- Fan
MCR (and Sichuan) scoring unit. Each fan pattern has a fixed point value 1-88.
- Furiichi
Riichi's secondary scoring axis — small points for hand structure and wait shape.
- Hanriichi
Riichi scoring unit — counts each yaku in your hand.
- Hanemanriichi
Riichi cap above mangan — 6 or 7 han, pays 1.5× mangan.
- Manganriichi
The first Riichi score cap — usually 8,000 points (12,000 dealer).
- Round wind
The wind that's active for the current round — usually East, then South, etc.
- Sanbaimanriichi
Riichi cap above baiman — 11 or 12 han, pays 3× mangan.
- Seat wind
The wind tile matching your seat — East/South/West/North relative to the dealer.
- Tai
Taiwanese 16-tile mahjong scoring unit. Linear payouts.
- Ura dorariichi
Riichi-only: extra dora revealed only if you declared riichi and won.
- Yakuriichi
Japanese-only term for a named scoring pattern. Every winning Riichi hand needs at least one yaku.
- Yakuhairiichi
Riichi: a pung of dragons, seat wind, or round wind. Each is worth 1 han.
- Yakumanriichi
Riichi's limit hands — instant 13-han equivalent, payout capped at the table limit.
Hand Types
- All Pungs
A winning hand consisting only of pungs (or kongs) — no chows.
- Chicken Handmcr
MCR-only: a winning hand with no other scoring patterns gets 8 fan as Chicken Hand.
- Concealed hand
A hand with no open melds — every meld is formed from your own draws.
- Full Flush
Every tile in the hand is in a single suit. No honors.
- Half Flush
Every tile is from one numbered suit plus honors. Both must appear.
- Limit hand
A hand that hits the maximum table payout — typically the rarest and most beautiful.
- Nine Gates
Concealed 1-1-1-2-3-4-5-6-7-8-9-9-9 in one suit + any tile of that suit. Considered the most beautiful hand.
- Open hand
A hand with at least one declared meld from calling chi, pon, or kan.
- Seven Pairs
An alternative winning structure: 7 distinct pairs instead of 4 melds + pair.
- Thirteen Orphans
A non-standard hand: all 13 unique terminal/honor tiles + a pair of one.