Recognizing the 34 tile types by their designs
Before learning their names, sort the tiles into four groups by design: Chinese numerals with the “man” character, circles, bamboo-like patterns, and the seven honor symbols East, South, West, North, White, Green, and Red.
The first three groups are the numbered suits, collectively called number tiles (suupai); the final group is the honor tiles. The numbered suits are manzu, identified by Chinese numerals and the “man” character; pinzu, identified by circles; and souzu, identified by bamboo-like patterns. The 1-sou alone features a bird.
Honor tiles have no numerical sequence, so East, South, and West cannot form a sequence.
Mahjong has 34 types of tiles, and standard four-player mahjong uses 136 tiles in total. Each numbered suit has 9 types, and the honor group has 7 types, so “9 types × 3 suits + 7 types = 34 types.” As a rule, there are 4 copies of each tile, making “34 types × 4 tiles = 136 tiles” in total.
Arrange the tiles in your hand into these four groups as well. Place numbered tiles in order from 1 to 9 and identical honor tiles next to each other to make sequences and sets of identical tiles easier to spot.
A collective name for 1s, 9s, and honor tiles
When learning yaku, distinguish 1s, 9s, and honor tiles from numbered tiles 2 through 8. The former are terminals and honors, while the latter are simples. For your first hand, simply divide them into “1s, 9s, and honors” and “2s through 8s.”
Dora is not a type of tile, but a marker that adds points
A tile that adds to your score when held is called dora. The face-up marker is the dora indicator (dora hyoujihai), which determines the regular dora, while red fives are treated as red dora. However, dora alone cannot complete a winning hand. You need at least one other yaku, such as riichi. The indicator tile itself is not necessarily the dora, so check the game screen or table guide.
The basic winning shape is four three-tile groups plus two identical tiles
When looking for a winning hand, first divide it into four three-tile groups and one pair of identical tiles. You normally hold 13 tiles and aim to complete this shape when you draw one tile on your turn, bringing the total to 14.
In this shape, each three-tile combination is called a group (mentsu), and the pair of identical tiles is called the pair (jantou). The formal name is “four groups and one pair.” If you use another player’s discard to expose a group, the exposed groups and concealed tiles must still form the same shape together.
To check whether the shape is complete, identify each completed three-tile group one by one. If two identical tiles remain after separating out four groups, the basic shape is complete. If any tile does not fit into a group, you are still missing a necessary tile.
In the following diagram, find the four three-tile groups separated by spaces, then the pair of East tiles on the right.
Two exceptions to the basic shape
Two exceptions are Seven Pairs (chiitoitsu), made from seven distinct pairs, and Thirteen Orphans (kokushi musou), made from the thirteen terminal and honor tile types plus one duplicate. You do not need to memorize them during your first few hands. Just remember that special hand shapes exist when you have many pairs or many terminals and honors.
On your turn, repeat: draw one tile, then discard one tile
A hand begins with 13 tiles dealt to each player. These first 13 tiles are called the starting hand (haipai). Only the dealer, who acts first, starts with 14 tiles and discards one. After that, everyone repeats the following four actions.
- Draw one tile from the wall (tsumo)You now have 14 tiles
- Choose one unwanted tile from the 14Keep completed groups and tiles likely to form groups
- Discard one unwanted tileThe act of discarding is called dahai, and it returns your hand to 13 tiles
- The turn passes to the next playerNormally, play continues counterclockwise from the first player
“Tsumo” refers both to drawing a tile and to declaring a win. You do not say it aloud when simply drawing from the wall. Declare “tsumo” only when the drawn tile completes your hand.
Chii, pon, and kan change the sequence of play, but first learn the normal flow: draw one tile, then discard one tile.
When the wall runs out without anyone winning
If nobody wins after the regular wall is exhausted, the hand ends. This outcome is called a draw.
At a draw, points may be exchanged between players who are one tile from completion and those who are not. The conditions for the dealer to continue and exceptions that end a hand early vary by ruleset. Before breaking up your hand, check the table guidance; if unsure, ask an experienced player to inspect it as is.
Three-tile groups are made from a sequence of numbers or identical tiles
A three-tile group is made from three consecutive numbers in the same suit or three identical tiles. The former is a sequence, while the latter is called a triplet. Declaring four identical tiles according to the prescribed procedure forms a four-tile group called a quad.
For example, 234m and 678p are sequences. A mixed-suit 234, a wraparound 891, and the honor tiles east, south, and west cannot form sequences. Two identical tiles can form a pair or become a triplet by adding one more identical tile.
Sequence
Triplet
Quad
Pair
A two-tile group that needs one more tile to form a sequence
A two-tile group that needs one more tile to form a sequence is called a taatsu. 45m becomes a sequence with 3m or 6m, 46m with 5m, and 12m with 3m. Shapes with more possible tiles are easier to complete, but which shape you keep depends on the tiles visible on the table, yaku, dora, and safety.
A pair of two identical tiles can develop into a triplet or serve as the head (pair). When organizing your hand, divide the tiles into completed groups, taatsu, pairs, and isolated tiles. For detailed counting using shanten and tile acceptance, see Introduction to Mahjong Tile Efficiency.
Riichi, tsumo, and ron when one tile from completion
Once your hand is one tile from completion, learn how to win. This state is called tenpai. A hand with no groups exposed through chii, pon, open kan, or added kan is called closed (menzen), and a concealed kan does not break the closed status. When your closed hand is in tenpai, you can declare riichi, which is itself a yaku.
When you can declare riichi
To declare riichi, you generally place one discard sideways and put a 1,000-point stick on the table. After declaring, you generally cannot change your hand; if a drawn tile does not complete it, you discard that tile unchanged. Before declaring, check which tiles you are waiting for and whether you have discarded any of them yourself.
Rules vary on whether you can declare with fewer than 1,000 points or when few tiles remain in the wall, and whether you can kan after declaring. At first, do not decide on your own; follow the table or app instructions.
Tsumo: winning on a tile you draw yourself
If you complete your hand with a tile drawn from the wall, declare “tsumo.” If your hand is closed, menzen tsumo is the yaku you gain. Even with an open hand, you can win by tsumo if you have another yaku, such as yakuhai or tanyao.
Winning on another player’s discard: ron
If another player’s discard completes your hand, declare “ron.” With ron, the player who discarded the tile pays the points; with tsumo, the other three players generally pay different point totals based on their seats. In either case, you need not only a complete hand but also at least one yaku.
The first five yaku beginners should learn
You can start playing without memorizing every yaku. With a closed hand, look for riichi; if you complete it with your own draw, check for menzen tsumo. Making a triplet of white dragons, green dragons, red dragons, the wind for the current hand, or your seat wind gives you yakuhai. If the whole hand can be made using only numbered tiles from 2 through 8, consider tanyao; if it contains many numerical sequences, pinfu may also be an option.
At first, choose one yaku to aim for with your current hand, then check its requirements in the table below. Learn the finer exceptions after you can use these five yaku.
| yaku | How beginners can identify them | Calls | Notes |
|---|---|---|---|
| riichi | Reach tenpai with a closed hand, place a 1,000-point stick, and declare riichi | Not allowed | Check that you have not discarded one of your own winning tiles |
| menzen tsumo | Win by drawing your own winning tile while remaining closed | Not allowed | Does not apply to ron |
| Value tiles | Make a set of three White Dragons, Green Dragons, Red Dragons, the prevailing wind for the hand, or your seat wind | Yes | Other winds normally do not form a yaku by themselves |
| All Simples | Make the entire hand using only numbered tiles from 2 through 8 | Check the rules | Whether it is allowed in an open hand depends on the rules |
| Pinfu | Closed hand, four sequences, a non-value pair, and a two-sided wait | Not allowed | Meet all four conditions |
Riichi guarantees a yaku, but after declaring it, you generally cannot change the shape of your hand. A value-tile yaku still applies after pon. All Simples uses no 1, 9, or honor tiles, but whether open All Simples is allowed depends on the table rules. Pinfu has several conditions, so learn it after becoming comfortable with numbered sequences and two-sided waits.
Once you are familiar with these five yaku, use the Riichi Mahjong Yaku Guide to learn the next ones. It lists each yaku’s han value and whether it remains valid in an open hand.
Player and tile positions from your seat
At first, it is enough to identify the other three players as left, right, and across. In mahjong, the player to your left is kamicha, the player to your right is shimocha, and the player across is toimen. You can call chii only on a tile discarded by your kamicha.
In each hand, there is one dealer (oya) who acts first, and three non-dealers (ko). The dealer sits East, followed counterclockwise by South, West, and North. When the dealer changes, each player's seat wind also changes.
The prevailing wind (bakaze) is the wind used throughout a round: East in the East round and South in the South round. The seat wind (jikaze) is the wind of your seat. A triplet of tiles matching either the prevailing wind or your seat wind forms the yakuhai yaku.
A dora indicator is revealed by turning part of the dead wall face up. For example, if 3m is shown, the next tile, 4m, is dora. After 9m comes 1m, after North comes East, and after Red Dragon comes White Dragon. Calling kan reveals another indicator, so follow the on-screen instructions or guidance from an experienced player during the game.
Choosing chii, pon, or kan when calling
Using a tile discarded by another player to form and expose a group is called calling. Because you do not have to wait to draw the tile yourself, your hand may progress faster.
However, calling chii or pon, or calling kan using another player's discard, means your hand is no longer closed, so you cannot use riichi or menzen tsumo. Before taking the tile, check that you will still have another yaku after calling.
Chii uses only a tile discarded by the player to your left to make a sequence of three consecutive numbers. Pon can use a tile discarded by the player to your left, right, or across from you to make a set of three identical tiles. Kan is a declaration that treats four identical tiles as one set. There are three types:
You can also call pon on wind tiles (kazehai) to make a triplet. However, a wind triplet that is neither the prevailing wind nor your seat wind is not a yaku by itself. Before calling, check whether the resulting hand will have yakuhai from a dragon, the prevailing wind, or your seat wind, or whether another yaku will remain.
- Concealed kan: Declared when you have four identical tiles in the concealed part of your hand. A concealed kan alone keeps the hand closed.
- Open kan (daiminkan): Add the fourth matching tile discarded by another player to the three in your hand. The set is revealed, so your hand becomes open.
- Added kan (kakan): Add the fourth matching tile you draw to a previously revealed pon. Your hand remains open.
Chii
Yakuhai with pon
How to use another player’s discard
For chii, pon, and open kan, take another player’s discarded tile in the following order.
- Immediately after the tile you want is discarded, say “chii,” “pon,” or “kan” aloud. The “kan” call here applies to an open kan.
- Reveal the tiles from your hand used in the set, then take the discarded tile.
- Place the set to your right, rotating the called tile to show who discarded it.
- After chii or pon, discard one unwanted tile from your hand. After an open kan, draw one additional tile before discarding an unwanted tile, following the screen or facilitator’s instructions.
Declare a closed kan or added kan on your own turn. These do not use the previous player’s discard, so you do not need to rotate a tile to indicate a discarder.
If multiple players call the same discard, do not proceed on your own; wait for the screen or facilitator’s ruling. Until you are comfortable with the procedure, announce your call before moving any tiles to avoid mistakes.
Furiten and having no yaku are separate rules
You cannot win by ron while furiten, but you can still win by tsumo
Furiten prevents you from winning by ron on another player’s discard. If you draw the tile you need yourself, you can still win by tsumo.
The first type beginners should learn is furiten caused by their own discards. If you have already discarded any tile that could complete your hand, you cannot declare ron even when another winning tile is discarded. For example, if either 3-man or 6-man completes your hand and 3-man is in your discard area, you cannot declare ron on 6-man either. Before declaring ron, compare all your waits against your own discards.
If you pass on a winning tile discarded by another player, you also temporarily cannot declare ron until you next draw and discard a tile or make a call. If you pass after declaring riichi, you cannot declare ron until the hand ends. First master furiten caused by your own discards, then learn these two rules about passing on a winning tile. The Mahjong Defense and Push-Fold Guide explains how to read discards and identify genbutsu.
Having no yaku prevents both ron and tsumo, unlike furiten
Even with a complete hand, you cannot win by ron or tsumo without at least one yaku. After calling, you can no longer use riichi or menzen tsumo, so before calling chii or pon, check that another yaku, such as yakuhai or tanyao, will remain.
Dora increase your score but are not yaku. No matter how many dora you have, you still need at least one yaku. Check whether you have a yaku separately from whether furiten prevents ron.
Order for checking the score
Check the score one condition at a time. First, identify the yaku and dora, then total the han that determine the score.
Next, use the wait and group shapes to determine the fu. At first, you do not need to calculate fu yourself. You can select the conditions as guided by a score table or calculator, or ask an experienced player.
Then check whether the winner is the dealer or a non-dealer, and whether the win was by ron or tsumo. Finally, use the han, fu, dealer/non-dealer status, and ron/tsumo conditions to look up the score in a score table or app. With ron, the one player who discarded the winning tile pays; with tsumo, the other three players pay. For the same han and fu, a dealer win scores more than a non-dealer win.
| Win | Who pays | What beginners should check first |
|---|---|---|
| Non-dealer ron | The one player who discarded the winning tile | Check the non-dealer ron score |
| Dealer ron | The one player who discarded the winning tile | Higher than a non-dealer’s score at the same han and fu |
| Non-dealer tsumo | One dealer and two non-dealers | The dealer and non-dealers pay different point totals |
| Dealer tsumo | Three non-dealers | All three pay the same number of points |
For example, even a 2-han hand such as “riichi, dora 1” scores differently depending on the fu, whether the winner is the dealer or a non-dealer, and whether it is won by ron or tsumo. First, learn to distinguish the four payment patterns in the table. You can learn later about bonus points for consecutive dealer hands and how to collect riichi sticks on the table.
Check “who paid whom”
Suppose everyone starts with 25,000 points and non-dealer Player A wins 1,000 points by ron from Player B. Player A now has 26,000 points, Player B has 24,000 points, and the other two players remain at 25,000 points. The four players’ total remains 100,000 points.
With tsumo, three players pay, so write down each payment before adding them together. If there are extras such as riichi sticks, record them separately from the normal winning score to make double-counting or double-deduction errors easier to spot.
In your first game, enter the han, fu, dealer/non-dealer status, and ron or tsumo into a scoring table or calculator in that order. You can learn the calculation order involving fu and common scores step by step in the Riichi Mahjong Scoring Guide.
Keep the score for each hand separate from the final game result
Separate from the score for each hand, some rules adjust the final game points based on placement at the end of the game. In casual games, chips, entry fees, and similar items may also be recorded separately. To avoid confusion, first determine the score for each hand, then calculate the overall game result. For details, see How to Calculate Riichi Mahjong Results.
Rule differences to check before playing
In addition to the basics explained above, some settings vary by table. Beginners do not need to memorize them: ask an experienced player in person, or check the rules screen online.
In person, ask an experienced player or the game organizer, “Please explain this table’s settings.” Online, check the rules screen before starting the game.
If unsure, show these six items and ask before the initial deal
Confirm these six items before the initial deal to ensure everyone uses the same settings.
- Game length
- Confirm whether you play an East-only game (tonpuusen) or an East–South game (hanchan).
- Starting and ending points
- Confirm how many points each player starts with and how the final placements are determined.
- Yaku and dora
- Confirm whether open tanyao is allowed and whether red 5s are used as dora.
- Dealer and drawn hands
- Confirm the conditions under which the dealer continues, known as renchan, and the point payments when no one wins.
- Conditions for ending the game
- Confirm what happens when a player runs out of points or when the dealer wins the final hand.
- When declarations overlap
- If calls of ron or another call overlap on the same discard, follow the screen or the facilitator’s ruling.
After each game, record whether it was four-player or three-player and whether it was an East-only or East–South game. Keeping games with the same settings separate lets you compare results under the same conditions.
Checklist for your first hand
In your first hand, focus on following the process rather than finding the single best discard. When your turn comes, check the following items from top to bottom. Until you are comfortable, you may focus on just two questions: “How many sets do I have?” and “Which yaku am I aiming for?”
- Is the tile count correct? If you have not made a kan, you should have 14 tiles immediately after drawing and 13 after discarding.
- How many complete sets do you have? First look for three-tile sequences and triplets of identical tiles.
- Which yaku are you aiming for? If you have not called yet, consider riichi; if you have two White, Green, or Red tiles, consider yakuhai.
- What draws would add another set? For each two-tile group, check which number or identical tile would turn it into a three-tile set.
- What should you discard? Consider isolated tiles that are not needed for a complete set or your yaku.
- Has an opponent declared riichi? When someone declares riichi, consider not only attacking but also choosing a tile that opponent has already discarded.
- Can you ron? Check that none of your waits are among your own discards and that you have at least one yaku.
After the hand ends, record one thing to check next time, such as “I forgot my yaku after calling” or “I overlooked my wait.” Once you are comfortable, also compare the number of possible draws, points, and defense.
10 Common Beginner Mistakes
| Mistake | Why It Happens | Check Next Time |
|---|---|---|
| Trying to ron with no yaku | Only checking whether the hand is complete | Check whether you can name at least one yaku |
| Thinking you can win with dora alone | Mistaking dora for a yaku | Look for a yaku other than dora first |
| Trying to ron while furiten | Only checking some of your waits | Compare all your waits with your discard area |
| Calling tiles and losing the option to riichi | Forgetting that riichi is a yaku for a closed hand | Check which yaku remain after calling |
| Assuming a wind tile is a value tile even when it is neither the prevailing wind nor your seat wind | Thinking every triplet is a value-tile yaku | That alone does not make it a value-tile yaku. You can still pon it, so check for another yaku |
| Forgetting to discard after chii or pon | Stopping after calling and setting down the open meld | After setting down the open meld, discard 1 tile from your hand |
| Disrupting the order of the discards | Placing the tile in an empty spot in the discard area | Place tiles in order from left to right |
| Revealing your hand before confirmation | Assuming you have won without checking your yaku or wait | Declare it aloud first, then wait for the facilitator's instructions |
| Mixing up the scoring conditions | Considering dealer/non-dealer, ron/tsumo, and han/fu all at once | Enter each condition into the scoring table one at a time |
| Mixing 3-player and 4-player results | Recording them as if the conditions were the same | Keep separate records for each game format |
For a hand where you made a mistake, write just one sentence describing what happened, such as “I thought South was a yakuhai even though it was neither the round wind nor my seat wind” or “I failed to notice that I had discarded 6m.” Instead of judging yourself as “bad,” record an action you can check next time.
For a hand where you were unsure about defense, review it using only the information visible during the match. A method for comparing tile safety using your opponents' discards and number patterns is explained in Push-fold Decisions and Defense in Mahjong.
Proper Procedures for In-Person and Online Play
In person, make your declaration before moving any tiles
- Clearly declare tsumo, ron, riichi, chii, pon, or kan before moving any tiles.
- Keep the tile you draw separate from the 13 tiles in your hand until you have finished checking it.
- Place each discard in order in your own discard area, and do not change your choice after letting go of the tile.
- Until the hand is over, do not criticize other players’ choices or tell them the correct play.
- If you are unsure of the score, say, “Please check,” and confirm the yaku and whether the winner is the dealer or non-dealer together.
- Follow the venue’s rules on food, drinks, smartphones, and other matters.
How mistaken declarations are handled varies by venue and tournament. Before starting, say that you are a beginner, and if unsure, ask without moving any tiles. If everyone can confirm the situation, misunderstandings about how to proceed can be avoided.
Check the time limit and automatic settings online
In online games, the interface handles score transfers and many procedures. Before entering a room, check the time allowed per turn, the auto-tsumo setting, and the setting for confirming calls. If you choose three-player mahjong, also check how its rules differ from four-player mahjong.
Even when chat is available, avoid hurtful language and deliberately delaying the game.
When reviewing a game afterward, whether in person or online, check the information visible during play and the tiles you chose. Recording why you hesitated will make similar situations easier to judge in the next hand.
A gentle 7-day practice plan
Learn to distinguish manzu, pinzu, souzu, and honor tiles, and identify the numbers 1 through 9 and the 7 honor symbols.
Arrange four 3-tile groups and one pair of identical tiles to become familiar with a complete hand.
Practice drawing 1 tile into a 13-tile hand and discarding 1 tile that is not used in a 3-tile group.
Try explaining when riichi, menzen tsumo, and yakuhai can be used.
Focus on drawing and discarding in turn and finishing one hand, rather than winning.
Check the score of each winning hand against the scoring table, and review your discard area whenever you could not ron.
Review your match notes and choose one thing to watch next time, such as checking your yaku before calling.
The goal for these 7 days is not to win, but to understand what to do on your turn. Once you can ask specific questions about situations you did not understand, move on to yaku, score calculation, efficient hand building, and defense.
Frequently asked questions from mahjong beginners
What should I learn first in mahjong?
Start by visually sorting the tiles into 4 groups and learning the sequence of drawing 1 tile and discarding 1 tile. Next, make four 3-tile groups and a pair of identical tiles, then check that the hand has at least one yaku. You can gradually learn the yaku list and scoring table after you start playing.
Do I need to learn every yaku before I can play?
You can start with just three: riichi, menzen tsumo, and yakuhai. Before calling, check that your hand will still have a yaku afterward. Look up unfamiliar yaku in the yaku list after the hand ends.
Can I win if I have dora?
You cannot win with dora alone. Dora increase your score, but they are not yaku. You need at least one yaku, such as riichi, yakuhai, or tanyao. The same applies to red dora and ura dora.
Should I actively call chii or pon?
Calling can speed up your hand, but you lose access to riichi and menzen tsumo, and reveal part of your hand to your opponents. Call when you know your hand will still have a yaku afterward. You do not need to call every time.
Can I still win by tsumo while in furiten?
Yes. Furiten only prevents ron; you can still win by tsumo if you draw the tile you need yourself. If you have multiple waits and have discarded even one of them, you cannot call ron on any of the others either.
Should beginners declare riichi?
Riichi is an easy option for beginners to identify because it is itself a yaku. However, after declaring it, you generally cannot change your hand and must place a 1,000-point stick. Check your wait and furiten status before choosing it. You do not have to declare riichi every time you reach tenpai.
Should I memorize point calculation?
You do not need to memorize it from the start. Check your yaku and dora to count the han, determine the fu, then confirm whether you are the dealer or a non-dealer and whether the win is by ron or tsumo. Enter those conditions into a scoring table or app, or calculate the points with an experienced player. As you play more, gradually learn the scores that occur often.
Does three-player mahjong use the same rules?
The basic sets and yaku have much in common, but the tiles used, treatment of North, chii, tsumo payments, and other details differ. Settings also vary between three-player services, so keep its records separate from four-player mahjong. For details, see How to Track Three-Player Mahjong Results.
How many hands must I play before I can tell whether I have improved?
There is no fixed number of hands after which you have “improved.” Placements can fluctuate greatly over a small number of games. Look beyond wins and losses: check whether you identified your yaku, followed the correct procedure, and repeated the same mistakes less often. For how to interpret your results, see Average Placement and Performance Metrics in Mahjong.
References and Scope of This Article
- M.LEAGUE Official Match Rules: Rules covering four-player mahjong, the tile set, game flow, scoring, and placement points.
- WRC Rules (World Riichi Championship): Competitive riichi mahjong rules and current reference materials.
- World Riichi Championship Downloads: Yaku lists, scoring tables, and other player resources.
- Rules (Saikouisen Nihon Pro Mahjong Association): Published rules, including the differences between Saikouisen Rules and Classic Rules.
Each source describes a named ruleset adopted by its respective organization or tournament. This article rephrases the common elements for beginners, but does not present any one organization’s rules as the sole standard for all riichi mahjong. When playing, always give priority to the rules posted for that table. The yaku lists, scoring tables, and explanations have been reorganized for the learning sequence rather than reproduced. Sources checked: July 25, 2026.