Start here

Your first hand starts
with the basic flow.

You do not need to memorize every yaku. Begin with drawing and discarding, then learn a winning shape that includes a yaku.

Three things to remember

  • Recognize the tilesTell suited tiles and honors apart
  • Learn the winning shapeUsually four sets and a pair
  • Learn your first yakuStart with riichi, tanyao and yakuhai
Read the essential rules
Illustrated overview of riichi mahjong for beginners. See the article for exact rules and conditions. Enlarge the illustration ↗

1. The flow of a hand and how to win

Seven essentials for your first hand

  1. The tiles are characters (manzu), circles (pinzu), bamboo (souzu) and honors.
  2. On your turn, draw one tile and discard one tile.
  3. The standard winning shape is four sets of three tiles and one pair.
  4. A hand needing just one more tile to complete it is in tenpai.
  5. You can declare riichi when your closed hand reaches tenpai.
  6. Win with your own draw by calling tsumo, or with an opponent’s discard by calling ron.
  7. To win, you normally need at least one yaku.

What can wait until later

You can play a few hands before learning every yaku, fu calculation, scoring tables, the finer points of kan and furiten, detailed draw rules, advanced tile efficiency or push–fold decisions.

What kind of game is mahjong?

Mahjong is usually played by four people. You work toward a winning hand by replacing tiles one at a time. You normally hold 13 tiles. On your turn, draw one from the wall to make 14, then discard an unwanted tile to return to 13.

A hand ends when a player completes a winning shape with a yaku, and points are paid according to the hand’s value. East-only and East–South games contain several hands; the player with the most points at the end finishes highest. The aim is to finish the whole game with more points, rather than simply win one hand.

  1. Receive your starting hand
  2. Draw one tile
  3. Discard one tile
  4. Improve your hand
  5. Reach tenpai
  6. Win by tsumo or ron
  7. Receive the points

On your turn: draw one, discard one

Each player is dealt 13 tiles, called the starting hand (haipai). The dealer takes the first turn by discarding from 14 tiles. After that, players repeat these four steps.

  1. Draw one tile from the wall (tsumo)You now have 14 tiles
  2. Choose one unwanted tile from the 14Keep completed sets and promising combinations
  3. Discard the unwanted tileThis is called discarding (dahai); your hand returns to 13 tiles
  4. The next player takes a turnPlay normally proceeds counterclockwise

Tsumo means both drawing a tile and declaring a self-drawn win. You do not say it when making an ordinary draw. Announce “tsumo” only when the tile you draw completes a valid winning hand.

Chi, pon and kan change the turn sequence. To begin, learn the usual pattern of drawing one tile and discarding one.

Figure 3 | Draw one tile, discard one tile
2-man 3-man 4-man 3-pin 4-pin 5-pin 5-sou 6-sou 7-sou Green Dragon (Hatsu) Green Dragon (Hatsu) 7-pin 8-pin Drawn tile: 9-man
Candidate discard: 9-man There is no 7-man or 8-man to connect with 9-man, and it does not contribute to the four potential sets or the Green Dragon pair. On each turn, compare all 14 tiles, including the one you just drew, and discard one to return to 13.

What if the wall runs out before anyone wins?

If nobody wins before the drawable wall is exhausted, the hand ends in an exhaustive draw (ryuukyoku).

After a draw, points may be exchanged between players in tenpai and those who are not (noten). Rules differ on when the dealer repeats and whether certain situations cause an early, abortive draw. If you are unsure, keep your tiles intact and ask the person running the game.

What is the difference between a hand and a hanchan?

A hand (kyoku) runs from the deal to a win or draw. Hands progress through East 1, East 2 and so on. An East-only game ends after the East round; an East–South game includes both East and South rounds and is commonly called a hanchan.

Winning a hand does not necessarily mean winning the game. You play several hands and compete for the highest final score and placement.

2. Tiles and combinations

34 tile types: first recognize four groups

Before learning the names, sort tiles by their appearance: Chinese numerals with 萬, circles, bamboo patterns, and the honors 東, 南, 西, 北, 白, 發 and 中.

The first three groups are suited tiles (shuupai); the last group consists of honors (jihai). Characters (manzu) use numerals and 萬, circles (pinzu) use round patterns, and bamboo (souzu) use bamboo-like patterns. The 1-bamboo tile is usually illustrated with a bird.

Honors have no numerical sequence, so East, South and West cannot form a sequence.

Mahjong has 34 tile types, with 136 tiles in a standard four-player set. There are 9 ranks in each of 3 suits and 7 honors: 9 × 3 + 7 = 34. Normally there are 4 copies of each, giving 34 × 4 = 136 tiles.

Arrange your hand in these four groups. Sort suited tiles from 1 to 9 and place identical honors together to make sequences and matching groups easier to see.

Figure 1 | The 34 tile types
1-man 2-man 3-man 4-man 5-man 6-man 7-man 8-man 9-man
1-pin 2-pin 3-pin 4-pin 5-pin 6-pin 7-pin 8-pin 9-pin
1-sou 2-sou 3-sou 4-sou 5-sou 6-sou 7-sou 8-sou 9-sou
East South West North White Dragon (Haku) Green Dragon (Hatsu) Red Dragon (Chun)
From top to bottom: characters, circles, bamboo and honors. Rules that use red fives replace some ordinary 5-man, 5-pin or 5-sou tiles with red versions. Check which red fives are used before playing.

Terminals, honors and simples

When learning yaku, distinguish 1s, 9s and honors from suited tiles numbered 2 through 8. The first group is called terminals and honors (yaochuuhai); the second is simples (chuuchanpai). For your first hand, recognizing these two groups matters more than memorizing the terminology.

Dora increase your score but do not count as a yaku

Dora add to the value of a winning hand. Ordinary dora are determined by a face-up dora indicator, while red fives are red dora. Dora alone do not let you win: you still need a yaku such as riichi. The indicator itself is not the dora, so check the game display or ask at the table.

White, Green (發) and Red (中) are the three Dragon tiles. Red dora and ura-dora increase the score just as ordinary dora do; they are not yaku.

Three-tile sets: sequences and triplets

Three consecutive numbers in one suit form a sequence (shuntsu); three identical tiles form a triplet (koutsu). Four identical tiles, declared using the proper procedure, form a quad (kantsu), which still counts as one set.

For example, 2-3-4 manzu and 6-7-8 pinzu are sequences. Mixing suits, wrapping 8-9-1 around the end, or arranging East–South–West does not make a sequence. Two identical tiles can serve as the pair or become a triplet if you acquire a third.

Figure 4 | Basic set terminology
3-pin 4-pin 5-pin Sequence
Green Dragon (Hatsu) Green Dragon (Hatsu) Green Dragon (Hatsu) Triplet
East East East East Quad
7-sou 7-sou Pair
Two identical tiles form a pair (toitsu). The pair serving as the head of a completed hand is called the jantou.

Two tiles that need one more to form a sequence

A two-tile combination one tile short of a sequence is called a taatsu. A 4-5 manzu combination accepts 3-man or 6-man; 4-6 needs 5-man; 1-2 needs 3-man. Combinations accepting more tiles are easier to complete, but visible tiles, yaku, dora and safety also affect which to keep.

A pair can become a triplet or remain the head of your hand. Organize your tiles into completed sets, taatsu, pairs and isolated tiles. See An Introduction to Tile Efficiency for a detailed explanation of shanten and ukeire.

The standard winning shape: four sets and a pair

The standard shape is four sets of three tiles and one pair of identical tiles. You normally hold 13 tiles and aim to complete this shape when a draw brings you to 14.

The sets are called melds (mentsu), and the final pair is the head (jantou): four melds and one pair. If you have exposed sets using opponents’ discards, those sets and the tiles still in your hand together make the same overall shape.

Identify the completed sets one at a time. If four sets leave exactly two identical tiles, the standard shape is complete. Any tiles that do not fit a set or the pair mean the hand is still incomplete.

The next diagram shows four separated three-tile sets, followed by a pair of East tiles on the right.

Figure 2 | Four sets and one pair
1-man 2-man 3-man 4-man 5-man 6-man 2-pin 3-pin 4-pin 6-sou 7-sou 8-sou East East
The four sets are 1-2-3 manzu, 4-5-6 manzu, 2-3-4 pinzu and 6-7-8 souzu, with a pair of East tiles. A complete shape still needs a yaku. Two East tiles alone do not give yakuhai, even if East is the round or seat wind; you need a triplet of East tiles for that yaku.

Two exceptions to the standard shape

There are also seven pairs (chiitoitsu) and thirteen orphans (kokushi musou), which uses terminals and honors. You do not need to learn these in your first few hands. Keep them in mind when your hand contains many pairs, or many terminals and honors.

Try MemoJong: Record your first game →

3. Tenpai, riichi and yaku

Tenpai, riichi, tsumo and ron

A hand needing one more tile to complete it is in tenpai. A hand with no exposed chi, pon, open kan or added kan is closed (menzen); a concealed kan does not open it. Riichi, which you can declare from closed tenpai, is itself a yaku.

When you can declare riichi

To declare riichi, you normally turn your discard sideways and place a 1,000-point stick on the table. Afterward, you generally cannot change your hand: if a drawn tile does not complete it, you discard it. Before declaring, check your waits and whether you have discarded any of them yourself.

Rules vary on declaring riichi with fewer than 1,000 points, declaring near the end of the wall, and making a kan after riichi. Until you are familiar with them, follow the rules of your table or app.

Tsumo: winning on your own draw

Declare “tsumo” when a tile drawn from the wall completes your winning hand. A closed hand receives the yaku menzen tsumo (menzen chin tsumo hou). An open hand can also win by tsumo if it has another yaku, such as yakuhai or tanyao.

Ron: winning on an opponent’s discard

Declare “ron” when an opponent’s discard completes your winning hand. For ron, that player pays the full hand value. For tsumo, the other three players normally share the payment according to their seats. Both require at least one yaku as well as a complete shape.

Figure 5 | From closed tenpai to riichi
1-man 2-man 3-man 4-man 5-man 6-man 2-pin 3-pin 4-pin Green Dragon (Hatsu) Green Dragon (Hatsu) 7-sou 8-sou
This closed hand waits on 6-sou or 9-sou to complete its last sequence. If neither is in your own discards, you can declare riichi; riichi itself supplies a yaku. The Green Dragons here are only a pair, so they do not yet give yakuhai.

A complete shape is not enough: learn yaku

You can start playing without knowing every yaku. With a closed hand, consider riichi or menzen tsumo. A triplet of White, Green or Red Dragons, the round wind, or your seat wind gives yakuhai. A hand using only suited tiles 2 through 8 can make tanyao; one with many sequences may be suitable for pinfu.

Choose one yaku to aim for and check its conditions in the table below. Learn the finer exceptions after becoming familiar with these five yaku.

YakuHow to recognize itOpen handRemember
RiichiDeclare from closed tenpai and place a 1,000-point stickNot allowedCheck that you have not discarded any of your winning tiles
Menzen tsumoDraw your own winning tile with a closed handNot allowedDoes not apply to ron
YakuhaiA triplet of White, Green or Red Dragons, the round wind, or your seat windAllowedOther wind triplets do not give a yaku by themselves
TanyaoUse only suited tiles numbered 2 through 8Check the house rulesWhether open tanyao is allowed depends on the rules
PinfuA closed hand, four sequences, a non-value pair and a two-sided waitNot allowedAll four conditions must be met

Riichi supplies a yaku, but you generally cannot change your hand afterward. Yakuhai can be made with pon. Tanyao uses no 1s, 9s or honors; check whether your table allows open tanyao (kuitan). Pinfu has several conditions, so learn sequences and two-sided waits before tackling it.

Once these five are familiar, explore the Riichi Mahjong Yaku List. It explains each yaku’s value and whether it works in an open hand.

Two common obstacles: no yaku and furiten

Furiten prevents ron, but you can still win by tsumo

While in furiten, you cannot win on another player’s discard. You can still win by tsumo if you draw the tile you need yourself.

Start with furiten caused by your own discards. If you have discarded any tile that completes your hand, you cannot call ron on any of your waits. For example, if you wait on 3-man and 6-man but have discarded 3-man, you cannot ron on 6-man either. Compare all your waits with your own discard row before declaring ron.

Passing an opponent’s winning discard also temporarily prevents ron until your next draw or call. If you pass after declaring riichi, you cannot ron for the rest of that hand. Learn discard-based furiten first, then these two passing rules. For defensive use of discards, see genbutsu and safe tiles.

Having no yaku is a separate reason you cannot win

Even with a complete shape, you cannot declare ron or tsumo without a yaku. Calling removes the possibility of riichi and menzen tsumo, so before chi or pon, check that a yaku such as yakuhai or tanyao remains available.

Dora increase a hand’s value but are not yaku. However many dora you have, you still need at least one yaku. Being unable to ron because of furiten and being unable to win because you lack a yaku are different problems; check them separately.

4. Dealer, non-dealers and tile calls

Seats, winds and the layout of the table

For now, think of the other players as left, right and opposite. In Japanese terminology, they are kamicha, shimocha and toimen, respectively. You can call chi only on a discard from the player to your left.

Each hand has one dealer (oya), who acts first, and three non-dealers (ko). The dealer’s seat is East, followed counterclockwise by South, West and North. When the dealer changes, the seat winds change too.

The round wind (bakaze) is shared by everyone: East in the East round and South in the South round. Your seat wind (jikaze) depends on your current seat. A triplet of either the round wind or your seat wind gives yakuhai.

Wall (haiyama)The stacks of face-down tiles from which you normally draw
Dead wall (wanpai)The reserved end of the wall, used for dora indicators and replacement draws after kan
Discard row (kawa)Your discards, placed in order; also used to check furiten
Open melds (fuuro)Sets exposed through chi, pon and similar calls; this excludes concealed kan (ankan)

A tile in the dead wall is turned face up as the dora indicator. A 3-man indicator makes 4-man dora. The sequence wraps from 9-man to 1-man, North to East, and Red Dragon to White Dragon. Kan reveals another indicator; follow the game display or an experienced player’s guidance.

Calling tiles: chi, pon and kan

Using an opponent’s discard to form a set is called calling. It can speed up your hand because you do not have to draw the tile yourself.

Chi, pon and kan using an opponent’s discard (daiminkan) open your hand, making riichi and menzen tsumo unavailable. Before calling, always check that you will still be able to make a yaku.

Chi takes a discard from your left to complete a sequence. Pon takes any opponent’s discard to complete a triplet. Kan declares four identical tiles as one set and comes in these three forms.

You may pon wind tiles when they form a triplet. However, a wind that is neither your seat wind nor the round wind does not give a yaku on its own. Before calling, identify your yaku: a Dragon, a value wind, or another valid pattern.

  • Concealed kan (ankan): declare four identical tiles already in your hand. This alone does not open your hand.
  • Open kan from a discard (daiminkan): add an opponent’s discard to three identical tiles in your hand. This exposes the set and opens your hand.
  • Added kan (kakan): add a fourth tile you drew to a triplet already exposed by pon. Your hand remains open.
Figure 6 | Check which yaku remain before calling
2-man from your hand 3-man discarded by an opponent 4-man from your hand Chi
Red Dragon in your hand Red Dragon discarded by an opponent Red Dragon in your hand Pon for yakuhai
The upper example calls chi on 3-man discarded by the player to your left; chi alone gives no yaku. The lower example calls pon on a Red Dragon discarded by any opponent; the triplet gives yakuhai. Always identify the yaku you can still make before calling.

How to take an opponent’s discard

For chi, pon or daiminkan, follow these steps.

  1. Immediately after the tile is discarded, clearly say “chi,” “pon” or “kan” (here, kan means daiminkan).
  2. Show the tiles from your hand that complete the set and take the discard.
  3. Place the set to your right, orienting the called tile to show which player supplied it.
  4. After chi or pon, discard one tile from your hand. After daiminkan, take a replacement draw before discarding; follow the app or the person running the game.

Concealed kan and added kan are declared on your own turn. They do not claim the latest discard, so you do not orient a new tile to identify a discarder.

If several players call on the same discard, wait for the app or the person running the game to resolve it. Clearly announcing your call before touching tiles helps prevent mistakes and disputes.

5. Scoring and rules to check before playing

You do not need to memorize scoring immediately

First count han from yaku and dora, then determine fu from the sets and winning shape. At first, use a scoring table or calculator, or ask an experienced player, rather than trying to calculate all the fu unaided.

Next check whether the winner is the dealer and whether the win is ron or tsumo. Look up the score for the hand’s han and fu. Ron is paid by the discarder; tsumo is paid by the other three players. At the same han and fu, a dealer’s win is worth more than a non-dealer’s.

Win typeWho paysWhat to check first
Non-dealer ronThe player who discarded the winning tileUse the non-dealer ron score
Dealer ronThe player who discarded the winning tileWorth more than non-dealer ron at the same han and fu
Non-dealer tsumoOne dealer and two non-dealersThe dealer pays more than each non-dealer
Dealer tsumoThe three non-dealersAll three pay the same amount

Even a 2-han hand such as riichi plus one dora has different scores depending on fu, dealer status and ron or tsumo. Learn these four payment cases first. Honba additions and collecting riichi sticks can come afterward.

Check who paid whom

Suppose everyone starts with 25,000 points and non-dealer A wins 1,000 points by ron from B. A now has 26,000, B has 24,000 and the other two still have 25,000 each. The total remains 100,000 points.

For tsumo, write down each of the three payments before adding them. Record extras such as riichi sticks separately from the basic hand value to help catch double counting.

For your first games, enter han, fu, dealer status and win type into a scoring table or calculator in that order. The mahjong scoring guide explains fu and common scores step by step.

Distinguish hand scores from final game results

Some rules adjust final results by placement after the whole game ends. Your group may also record chips or participation fees separately. Calculate each hand first, then the overall result. See How to Calculate Mahjong Net Results for details.

When an opponent wins by ron on your discard, you have dealt in (houjuu). You pay the points to the winner.

Rules to check before you start

Mahjong has many house rules that vary between tables and venues. You do not need to memorize them all: ask an experienced player in person or open the rules screen online.

Agree on the rules before the deal

In person, ask an experienced player or the person running the game to explain the table’s rules. Online, read the rules screen before starting.

Ask about these six points before the tiles are dealt

Use these six checks to understand the rules at your table.

Game length
Check whether you are playing an East-only game (tonpuusen) or an East–South game (tonnansen).
Starting points and final results
Confirm the starting score and how final placements are decided.
Yaku and dora
Check whether open tanyao is allowed and whether red fives count as dora.
Dealer repeats and drawn hands
Check when the dealer repeats (renchan) and how points are paid after a draw.
When the game ends
Check what happens when someone runs out of points or the dealer wins the final hand.
Simultaneous calls
When ron or other calls overlap on one discard, follow the app or the person running the game.

Record whether each game was three- or four-player and East-only or East–South. Keeping different formats separate lets you compare like with like.

Also agree on the bankruptcy rule (tobi) and whether the final dealer may end the game after winning (agari-yame).

Are three-player rules the same?

The basic winning shapes and many yaku are shared, but the tiles used, treatment of North, permission to call chi and tsumo payments differ. Before playing sanma, read Three-Player Mahjong Rules.

6. Playing your first hand

What to do in your first hand

Your first goal is to follow the procedure, rather than find the perfect discard. On each turn, work through this checklist. At first, simply counting your sets and identifying a target yaku is enough.

  1. Do I have the right number of tiles? Without kan, you should have 14 just after drawing and 13 after discarding.
  2. How many sets are complete? Look for sequences and triplets first.
  3. Which yaku am I aiming for? Consider riichi if you have not called, or yakuhai if you hold two identical Dragons.
  4. Which draws complete more sets? For each two-tile group, identify the connecting or matching tile that would complete it.
  5. What should I discard? Consider isolated tiles that do not contribute to a completed set or your target yaku.
  6. Has an opponent declared riichi? Consider defending with tiles that player has already discarded (genbutsu), rather than always attacking.
  7. Can I call ron? Check that you have at least one yaku and have not discarded any of your waits, which would make you furiten.

After each hand, note one thing to check next time, such as forgetting your yaku after calling or overlooking a wait. As you gain experience, also compare ukeire, hand value and defensive options.

Common beginner mistakes

MistakeWhy it happensWhat to check next time
Trying to call ron without a yakuChecking only whether the shape is completeMake sure you can name at least one yaku
Thinking dora alone allow a winMistaking dora for a yakuFind a yaku before counting dora
Calling ron while furitenChecking only some of your waitsCompare every winning tile with your own discard row
Calling and losing the option to declare riichiForgetting that riichi requires a closed handCheck which yaku remain after calling
Treating a non-value wind as yakuhaiThinking every triplet gives yakuhaiYou may pon the wind, but need another yaku if it is neither your seat wind nor the round wind
Forgetting to discard after chi or ponStopping after placing the exposed setAfter exposing the set, discard one tile from your hand
Putting discards out of orderFilling an empty space in your discard rowPlace discards in sequence from left to right
Revealing your hand before checking itAssuming you have won without checking yaku and waitsMake your declaration first, then follow the person running the game
Mixing up scoring conditionsTrying to consider dealer status, win type, han and fu all at onceApply each condition to the scoring table in turn
Combining three-player and four-player resultsRecording different formats as if the conditions were identicalKeep separate records for each format

After a mistake, write one specific sentence: “I treated South as yakuhai even though it was neither my seat wind nor the round wind,” or “I missed that I had discarded 6-man.” Record something you can check next time, rather than simply “I played badly.”

Review uncertain defensive decisions using only information available during the hand, such as visible discards. Defense and Push–Fold Decisions explains how discards and visible tile patterns help you assess safety.

Etiquette at the table and online

Announce your call before moving tiles

  • Clearly announce tsumo, ron, riichi, chi, pon or kan before moving tiles.
  • Keep your drawn tile separate from your other 13 tiles until you have checked it.
  • Place discards in order in your own row; do not change your choice after releasing the tile.
  • Do not criticize other players’ choices or give them answers while the hand is still in progress.
  • If you are unsure of the score, ask for a check and confirm the yaku and dealer status together.
  • Follow the venue’s rules on food, drinks, phones and other matters.

Venues and tournaments handle mistaken declarations differently. Say that you are a beginner before starting, and when unsure, ask before moving tiles. Giving everyone time to confirm the situation helps prevent misunderstandings.

Online: check the timer and automatic actions

Online systems handle score transfers and many procedures automatically. Before playing, check the turn timer, automatic tsumo and call-confirmation settings. If you choose three-player mahjong, check how its rules differ from four-player play.

If chat is available, avoid hurtful language and deliberately delaying the game.

Whether playing in person or online, review the information you could see at the time and the tiles you chose.

A seven-day practice plan for beginners

DAY 1Recognize the four tile groups

Identify characters, circles, bamboo and honors; learn ranks 1 through 9 and the seven honors.

DAY 2Build the standard winning shape

Lay out four three-tile sets and a pair to become familiar with a complete hand.

DAY 3Draw one tile, discard one tile

Start with 13 tiles, draw one and practice discarding a tile that does not contribute to your sets.

DAY 4Learn three starter yaku

Explain when riichi, menzen tsumo and yakuhai apply.

DAY 5Play a short game to the end

Focus on drawing and discarding in order and finishing a hand, rather than on winning.

DAY 6Review scoring and furiten

Check winning hands against the scoring table. When you could not ron, examine your discard row.

DAY 7Choose one goal for next time

Review your notes and choose one habit to work on, such as checking your yaku before calling.

The goal for these seven days is understanding what to do on your turn, rather than winning. Once you can ask specific questions about confusing situations, move on to yaku, scoring, tile efficiency and defense.

Sources and scope

Each source describes the rules of its own organization or tournament. Sources checked on July 25, 2026.