Reference

Mahjong Glossary

Use a grouped Mahjong glossary with 50+ terms, context examples, and links for Chinese, Hong Kong, Riichi, MCR, Filipino, and Taiwanese Mahjong.

Mahjong Glossary preview image

Mahjong Glossary Definitions

The glossary defines the terms used across the rules guides, tutorials, puzzles, and live Mahjong game surfaces on tsumo.

Core Structure

Tile

A single Mahjong piece in your hand or on the table.

Example: Draw one tile, then discard one tile.

Suit

Dots, Bamboo, or Characters tile families.

Example: A chow requires 3 tiles in the same suit.

Honor

Wind or Dragon tiles.

Example: Honors often anchor value in HKOS and Riichi.

Terminal

A 1 or 9 tile in a suit.

Example: Terminal-heavy hands may influence pattern options.

Simple Tile

Suit tile values 2 through 8.

Example: Tanyao in Riichi uses only simple tiles.

Set

A complete tile group used in winning shape.

Example: Most hands need 4 sets and 1 pair.

Pair

Two identical tiles used as the eye.

Example: A standard hand needs exactly one pair.

Concealed Hand

A hand with no meld opened from another player’s discard; a concealed quad may still count as concealed depending on the rule.

Example: Winning by Ron does not by itself make a Riichi hand open.

Open Hand

A hand containing at least one meld called from another player’s discard.

Example: Opening can improve speed but remove closed-only scoring options.

Tenpai

A ready hand one tile away from winning.

Example: Riichi can be declared from legal tenpai only.

Wall / Live Wall

The face-down tiles players normally draw from; the live wall excludes any reserved dead-wall section.

Example: An exhaustive draw occurs when the live wall runs out without a legal win.

Dealer

The player assigned East for the current hand and usually responsible for the opening discard.

Example: Dealer continuation and bonuses depend on the selected mode.

Hand and Round

A hand is one deal from setup to win or draw; a round is a larger sequence of hands, often associated with a prevailing wind.

Example: Several hands can be played during one East round.

Meld

A completed sequence, triplet, or quad; a meld may be concealed or exposed.

Example: Most standard wins use four melds plus one pair.

Wait

The tile or tiles that would complete a ready hand.

Example: A 4-5 shape can wait on either 3 or 6 when the rest of the hand is complete.

Shanten

A count of how many tile improvements a hand is away from Tenpai; zero shanten means one step from ready.

Example: A discard that lowers shanten usually advances the hand.

Ukeire

The remaining tiles that improve a hand’s shanten or useful shape.

Example: Two equally close hands can differ greatly in how much ukeire remains.

Noten

A hand that is not in Tenpai when a draw is resolved.

Example: Some Riichi profiles transfer points between Tenpai and Noten players after an exhaustive draw.

River / Discard Pool

The visible tiles a player has discarded, normally kept in order.

Example: Your own river is essential when checking Riichi Furiten.

Turn and Claim Actions

Draw

Taking one tile from the wall on your turn.

Example: Every normal turn starts with a draw.

Discard

Releasing one tile from your hand after draw.

Example: Discard choice defines both offense and defense.

Claim

Interrupt action using another player discard.

Example: PONG and CHOW are claim actions.

CHOW

The app action for exposing a sequence of three consecutive suited tiles.

Example: A sequence can be claimed only by the next player, sitting to the discarder’s right.

PONG

The app action for exposing a triplet of identical tiles.

Example: A legal triplet claim can come from any opponent’s discard.

KONG

The app action for declaring a quad of four identical tiles.

Example: A quad changes draw flow and may reveal another dora indicator in Riichi.

WIN

The Simplified Chinese app label for winning from another player’s discard.

Example: WIN has priority over ordinary meld claims.

SELF-DRAW-WIN

The Simplified Chinese app label for winning on your own draw.

Example: SELF-DRAW-WIN appears only when the current hand passes the app’s legality checks.

HU

The HKOS, MCR, and Taiwanese app label for winning from another player’s discard.

Example: HU is an interface label, not a universal English term for every ruleset.

ZIMO

The HKOS, MCR, and Taiwanese app label for winning on your own draw.

Example: ZIMO appears when the drawn tile completes a legal hand.

RON

The Riichi term and app action for winning from another player’s discard.

Example: Furiten can block Ron even when the hand has a legal yaku.

TSUMO

The Riichi term and app action for winning on your own draw.

Example: Tsumo may remain possible while Furiten blocks Ron.

Dead Wall

Reserved tiles used for indicators/replacements in some variants.

Example: Riichi draws replacement tiles from dead wall after Kans.

Claim Priority

Rule order resolving simultaneous claim rights.

Example: WIN claims resolve before meld claims.

Scoring Terms

Score

The value of a winning hand after the rules for that mode are checked.

Example: A hand can look complete and still miss the scoring requirement for the mode.

Eligibility

The rule a hand still has to meet before you can win.

Example: Riichi needs yaku; HKOS needs enough faan.

Fan/Faan

Hong Kong style scoring units for hand value.

Example: This app uses minimum 3 non-flower faan for HKOS wins.

Point Gate

Minimum point threshold required in a mode.

Example: MCR uses an 8 non-flower point gate.

Pattern

Recognized scoring hand feature in a ruleset.

Example: MCR scoring is pattern-combination heavy.

Bonus Tile

A tile or bonus that adds value without always making the hand winnable on its own.

Example: Dora adds value but does not replace yaku in Riichi.

Seat Wind

Wind assigned by current seat position.

Example: Seat wind sets can add value in HKOS and MCR.

Round Wind

Current prevailing wind of the round.

Example: Round wind interacts with wind scoring patterns.

False Hu

An invalid win declaration: the hand fails its shape, eligibility, or other ruleset requirement.

Example: An MCR hand with only 1–7 non-flower points is one possible False Hu.

Riichi Terms

Yaku

The scoring pattern that makes a Riichi hand winnable.

Example: No yaku means no win in Riichi.

Han

A Riichi value unit contributed by yaku and bonus sources such as dora.

Example: The hand still needs a yaku for legality even if bonus tiles add several han.

Fu

Riichi minipoints used in final scoring calculation.

Example: Han and fu combine into final point payout.

Riichi Declaration

Ready-hand declaration that locks hand shape.

Example: Declare riichi only with acceptable wait quality.

Dora Indicator

Shown tile that points to bonus-value tile.

Example: Indicator is not itself the bonus tile.

Ura Dora

Hidden bonus indicators revealed after riichi win.

Example: Ura dora applies only in eligible riichi contexts.

Ippatsu

A one-han Riichi yaku for winning within the first uninterrupted turn cycle after declaring.

Example: A legal Chii, Pon, or Kan normally ends the Ippatsu window.

Furiten

A Riichi state that blocks Ron because a winning tile is in your river, you passed a legal Ron, or you passed after declaring Riichi.

Example: Furiten blocks Ron on every current wait, but a legal Tsumo can still win.

Honba

A repeat-hand counter that adds a configured bonus to Riichi payments.

Example: Honba usually increases while the dealer continues or after certain draws.

Riichi Stick

The 1,000-point stake placed on the table when a player declares Riichi.

Example: The eventual winner collects the accumulated Riichi sticks under the app profile.

Red Five / Aka Dora

A red-colored five tile that counts as dora in profiles that enable it.

Example: tsumo ranked Riichi uses red fives, while WRC 2025 does not.

Push-Fold

Riichi endgame choice between attack and safety.

Example: Strong wait may justify push; weak upside favors fold.

MCR and HKOS Terms

Flower Replacement

Immediate replacement draw after revealing a flower tile.

Example: HKOS and MCR include flower replacement flow.

Chicken Hand

MCR special valid 8-point path when non-flower score is zero.

Example: Chicken hand is valid only under strict conditions.

Non-Flower Points

The MCR points that count toward the minimum before flower bonuses are added.

Example: In MCR, you check the non-flower total first.

Value Anchor

Reliable scoring source kept early to avoid under-value hands.

Example: Wind/dragon groups act as value anchors in HKOS.

Pattern Route

The scoring pattern you are trying to build toward in MCR.

Example: In MCR, it helps to keep a main pattern and a backup in mind.

Fallback Route

Your backup hand plan when the main one stops working.

Example: A backup plan keeps an MCR hand from collapsing when key tiles die.

Minimum Faan Check

The last HKOS value check before you call the win.

Example: This app requires at least 3 non-flower faan in HKOS.

Claim Value Check

Evaluating whether a claim preserves legal scoring path.

Example: Skip claims that reduce your legal completion odds.

Wall Exhaustion

Round ending when no more live wall draws remain.

Example: Some rounds end in draw if no legal win occurs.

Filipino and Taiwanese Terms

Tai

Taiwanese Mahjong scoring unit counted additively after a legal hand is complete.

Example: Dragon PONG and Wind PONG can each add tai in Taiwanese Mahjong.

Todas

Filipino Mahjong discard win payout term.

Example: Declare Todas when another player discards the tile that completes your Filipino hand.

Bunot

Filipino Mahjong self-draw win payout term.

Example: Bunot is the Filipino self-draw route once the hand is complete.

Secret Kong

Filipino concealed-kong side payment.

Example: Secret Kong pays 1 unit from each opponent before the replacement draw.

Siete Pares

Filipino seven-pairs hand route.

Example: Siete Pares gives Filipino Mahjong a pair-based alternative to five sets plus one pair.

16-Tile Hand

Hand structure used in Filipino and Taiwanese Mahjong, holding 16 tiles and winning with a 17th tile.

Example: Both Taiwanese and Filipino modes use a 16-tile hand, requiring five sets plus one pair to win.