Reference

Mahjong Glossary

Search Mahjong definitions, aliases, and links to the rules for all eight modes.

Core Structure

Tile

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

Suit

Dots, Bamboo, or Characters tile families.

Honor

Wind or Dragon tiles.

Terminal

A 1 or 9 tile in a suit.

Simple Tile

Suit tile values 2 through 8.

Set

A complete tile group used in winning shape.

Pair

Two identical tiles used as the eye.

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.

Open Hand

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

Tenpai

A ready hand one tile away from winning.

Wall / Live Wall

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

Wall, Live Wall

Dealer

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

East

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.

Hand, Round

Meld

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

Group, Set

Wait

The tile or tiles that would complete a ready hand.

Noten

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

River / Discard Pool

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

River, Discard Pool

Turn and Claim Actions

Draw

Taking one tile from the wall on your turn.

Discard

Releasing one tile from your hand after draw.

Claim

Interrupt action using another player discard.

CHOW

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

Chow, Chi, Chii, Sequence

PONG

The app action for exposing a triplet of identical tiles.

Pong, Pon, Pung, Triplet

KONG

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

Kong, Kan, Quad

WIN

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

SELF-DRAW-WIN

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

HU

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

ZIMO

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

RON

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

Ron

TSUMO

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

Tsumo

Dead Wall

Reserved tiles used for indicators/replacements in some variants.

Claim Priority

Rule order resolving simultaneous claim rights.

Scoring Terms

Score

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

Eligibility

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

Fan/Faan

Hong Kong style scoring units for hand value.

Point Gate

Minimum point threshold required in a mode.

Pattern

Recognized scoring hand feature in a ruleset.

Bonus Tile

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

Seat Wind

Wind assigned by current seat position.

Round Wind

Current prevailing wind of the round.

False Hu

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

Riichi Terms

Yaku

The scoring pattern that makes a Riichi hand winnable.

Han

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

Fu

Riichi minipoints used in final scoring calculation.

Ura Dora

Hidden bonus indicators revealed after riichi win.

Ippatsu

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

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.

Honba

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

Riichi Stick

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

Riichi Bet

Red Five / Aka Dora

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

Red Five, Aka Dora

MCR and HKOS Terms

Chicken Hand

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

Non-Flower Points

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

Wall Exhaustion

Round ending when no more live wall draws remain.

Filipino and Taiwanese Terms

Tai

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

Todas

Filipino Mahjong discard win payout term.

Bunot

Filipino Mahjong self-draw win payout term.

Siete Pares

Filipino winning structure of seven suited pairs and one three-tile set, totaling 17 tiles.

16-Tile Hand

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

Vietnamese Terms

Ù

Vietnamese Mahjong win declaration, equivalent to Mahjong or Hu.

Tự Ù

Vietnamese Mahjong self-draw win declaration, equivalent to Tsumo or Zimo.

Phán

Vietnamese scoring unit assigned to patterns, matching seat flowers, and replaced jokers; six Phán convert to one Mủn.

Mủn

Vietnamese payout unit: six Phán convert to one Mủn, worth 32 single or 64 double points. Further Mủn add the same rates.

Đền

Vietnamese liability rule requiring a qualifying feeder to cover payments for all losers.

Nhảy Joker

Replacing a joker in your own exposed Pong with its natural tile; the joker moves to your bonus area and you draw a replacement.

160-Tile Deck

The Classic Vietnamese set: 136 suited/honor tiles, 16 numbered flowers, seven true jokers, and Đại Hoa.

Sichuan Terms

Gua Feng Xia Yu

The instant Kong payment system in Sichuan Mahjong where exposed and promoted quads blow wind (Gua Feng) and concealed quads bring rain (Xia Yu), transferring points immediately during play.

Gua Feng, Xia Yu, Direct Kong, Concealed Kong, Instant Kongs, Wind and Rain

Huan San Zhang

The mandatory pre-play phase in Sichuan Mahjong where each player passes three tiles of the exact same suit to an opponent before normal play begins.

Three Tile Exchange, 3-Tile Pass

Ding Que

Mandatory void suit declaration in Sichuan Mahjong requiring each player to choose one suit to completely eliminate before winning.

Void Suit Declaration, Missing Suit

Bloody Battle to the End

Sichuan Mahjong multi-winner continuation rule where declaring Hu does not end the round: the winner reveals their hand face-up and exits turn rotation while remaining active players continue battling until three players win or the wall empties.

Xue Zhan Dao Di, Multi-Winner Continuation

Cha Da Jiao

Exhaustive draw penalty in Sichuan Mahjong where unready players pay ready players the maximum theoretical Fan value of their waiting hands (up to 16 points).

Check Ready Hand, Ready Hand Penalty, Cha Jiao

Cha Hua Zhu

Exhaustive draw penalty in Sichuan Mahjong assessed against any player who still holds tiles of their declared void suit when the live wall runs out.

Check Flowery Pig, Flowery Pig Penalty, Hua Zhu

Tui Shui

Exhaustive draw refund rule in Sichuan Mahjong requiring unready and Hua Zhu players to refund Kong payouts to original payers who are ready or have already won.

Tax Refund, Kong Refund

Gen

A +1 Fan scoring modifier in Sichuan Mahjong awarded for holding four identical copies of any tile in a winning hand or melds, doubling the payout.

Root, Gen Multiplier