Japanese Modern Overview
Japanese Riichi Overview Gameplay Scoring
Japanese Riichi
Game Length 2 Rounds
Tiles 136
Hand 13
Dead Wall 14
Replenishing Dead Wall Yes
Discards Rows of 6
Scoring Type Exponential
Scoring System Discarder-Pays-All
Self-Draw Split x1 x1 x1
Discard Split x3 x0 x0
Dealer Bonus Double
Dealer Curse Double
Minimum 1 Yaku
Maximum Yakuman
Multiple Winners on Discard Varies
Continuous Dealer Wins Yes
Payout Winner only
Concealed Kongs Displayed

Japanese Riichi is allegedly one of the most defensive variations of Mahjong.

Terminology

Concealed: Self-drawn tiles within the players hand.
Exposed: Melds made in part from an opponent's discard.
Chi: A run of 3 tiles. Players say "Chi!" to make a Chi.
Pon: A set of 3 identical tiles. Players say "Pon!" to make a Pon.
Kan: A declared set of 4 identical tiles. Players say "Kan!" to make a Kan. There are three types of Kan…

  • Concealed: All 4 tiles were self-drawn.
  • Called: The first 3 tiles were self-drawn, the 4th was called from a discard.
  • Added: The first 3 tiles are an exposed Pon, the 4th was self-drawn.

Agari: A valid winning hand. Players say "Tsumo!" if they self-draw their winning tile or "Ron!" if they Call their winning tile from a discard.
Yaku: Refers to the winning condition.
Han: Refers to the value of the winning condition. These later get converted into points.
Fu: Refers to the value of mini-points. These later get converted into points.
Dora: Bonuses that are not Yaku, but award Han.
Furiten: [coming soon]

Equipment

Tiles: A basic set of 136 tiles. Replacing some or all of the 5 Circles with Aka Dora (Red Fives) is common.
Dice: 2 Dice if playing without Flowers.
Round Wind Indicator: The first East player of the game holds onto this.
Point Sticks: Used to keep score, declare "Riichi", and keep track of consecutive wins.

Players & Seating

A Round of Mahjong is made up of 4 Hands. There are 2 Rounds in a Game.
Seat Winds: Each Seat at the table has a Wind associated with it…

  • The Dealer is always East. East displays the dice to their right.
  • At the end of a Hand the Seat Winds rotate counter-clockwise. The dice are passed to the new East player.

Round Winds: Each Round also had a Wind associated with it. The Round Wind is shown on the Round Wind Indicator.

Building the Wall & Dealing

  1. Each player builds a wall 17 tiles long and 2 tiles high.
  2. East rolls the dice and counts counter-clockwise around each seat. A player is chosen.
  3. Also using the dice roll, that player counts stacks in their wall from right to left, and makes a break in the wall. To the left of the break is the beginning of the Live Wall; to the right is the end of the Dead Wall.
  4. Starting with East, players draw 13 tiles starting from the beginning of the Live Wall. Players take turns grabbing 4 at a time (2 stacks) until they have 12. Then each player takes 1 more tile*. Tiles are removed from the wall clockwise, but the players take turns counterclockwise.
  5. The last 14 tiles (7 stacks) form the Dead Wall.
  6. The top tile of the 3rd stack from the end of the Dead Wall is flipped. This denotes the Dora Indicator.

*East can take both their 13th and 14th tiles simultaneously by removing the top tile of the next stack and the top tile of the 3rd stack.

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