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