Game guides

Riichi Mahjong

Riichi · Dora · East / South

Play Mahjong
A regular winning shape4 + 1

sets + pair

tiles14
The rule to rememberAt least one yaku

The rule to remember

Dora adds value; a yaku makes the win possible

Not enough
Dora+Dora

Dora only

Bonus tiles cannot be the only reason for winning.

Requirement met
Yaku+Dora

At least one yaku

Check a valid yaku first, then count dora. Furiten can still prevent ron.

These diagrams explain one requirement at a time, not a complete winning-hand check.

These guides describe the rules played on mahjchina. Local Mahjong rules vary; check the room settings before you start. Learn to play →

A regular hand, explained

4 sets + 1 pair = 14 tiles

Sequence
Characters
Sequence
Characters
Sequence
Dots
Triplet
Bamboo
Pair
Characters

This illustrates the tile structure only. A complete shape must also satisfy the winning requirements of the chosen game. Kongs count as sets but contain four tiles.

One turn, three decisions

  1. 01

    Draw

    Take a tile from the wall.

  2. 02

    Choose

    Keep useful groups together.

  3. 03
    Chosen discard

    Discard

    Place one tile face up.

A cropped hand illustrates an ordinary draw-and-discard turn. Calls and replacement draws follow their own rules.

Four building blocks

Sequence

Three consecutive numbers, one suit.

Triplet

Three identical tiles.

Kong

Four identical tiles; draw a replacement.

Pair

Two identical tiles.

Four sets and a pair, plus a yaku

Japanese Riichi usually uses four sets and a pair. Seven Pairs and Thirteen Orphans have special structures. A legal win needs a yaku; dora are bonus tiles and cannot supply the missing yaku by themselves.

Riichi, open hands and furiten

A closed hand in tenpai may be able to declare riichi. Calling tiles opens your hand and can remove some yaku. Furiten can prevent ron even when the tile completes your hand; check your own discards as well as your waits.

Han, fu and payments

Yaku and bonuses contribute han; hand details can contribute fu. Dealer status and ron versus tsumo also affect payment. For example, a non-dealer ron of 1 han and 30 fu is 1,000 points before honba and riichi sticks. Coin games display competitive points and rank changes.

Before you press Win

Identify a yaku first, then check the winning tile and any furiten restriction. A beautiful hand with several dora can still be unable to win without a yaku. East and South games can include repeat dealer hands, so their actual number of hands can vary.

Scoring & calculators →

Play Mahjong Game guides →

Questions about this rule profile

Can dora replace a yaku?

No. Under mahjchina’s Riichi rules, a hand must qualify with at least one yaku before dora or ura-dora are added. A complete shape with dora but no yaku cannot win.

Primary references and their scope →

In-play details

Winning conditions, calls, draws and settlement for this ruleset.

Basic rules

Uses WRC 2025 hand and scoring rules, without red fives. Each player starts with 30,000 points. Friend rooms offer East or South matches with dealer repeats and honba.

A yaku is required

A regular hand has four groups and a pair; seven pairs and thirteen orphans are also supported. At least one yaku is required. Dora and ura-dora alone never qualify a win. Results show yaku, fu, han, dora and payments.

Riichi and furiten

When eligible with a closed ready hand, choose a riichi action with its discard. An accepted declaration places 1,000 points in the deposit pool. Furiten blocks ron but permits tsumo.

Responding to a discard

Ron takes priority over pon and open kan, which take priority over chi. You can only chi the previous player’s discard. Passing on ron may cause furiten.

Kan and dora

The table shows dora indicators; the next tile in sequence is the dora. Winning on a kan replacement may count as rinshan kaihou. Added kan can be robbed, and kan after riichi has extra restrictions.

Draws and results

After a draw, results show each player’s tenpai status and point change. In friend rooms, honba and riichi deposits carry over according to the rules.

Value

mahjchina Riichi profile: double-wind pair 2 fu; renhou as a separate 5-han alternative; kiriage mangan enabled; no special-wait double yakuman. Tournament and other platform settings can differ. Rule choices & sources →

Hand scoring calculator

Choose concealed tiles and melds. The last concealed tile is the winning tile. Patterns are detected using the game’s scoring engine.

Calculated on this device. The scoring engine downloads on first use.

Uses mahjchina’s rules and scores one winner. Other tables may differ. Rule choices & sources →

Concealed tiles, including the win

The last tile is the winning tile. Click a selected tile to remove it.

Chow: choose its lowest tile

Characters
Dots
Bamboo
Honors

Riichi needs at least one dora indicator; after riichi, add the same number of ura indicators. Enter indicators, not the bonus tiles themselves.

Winning context and advanced options

Calculates one winner. Earlier kong payments, simultaneous winners, draw penalties and competitive points are not included. This is not server authorization to win.

Calculators show rule scores, not competitive points or rank stars.

Rule units, not coins

Regular hands and useful comparisons

Compare a regular self-draw, the same hand missing one tile, and the same complete hand won on a discard. Load any example to inspect or change its settings.

Regular self-draw

Called sets are shown separately. All other settings start at the calculator defaults.

Win method / discarder: Self draw

3p 4p 5p 6s 7s 8s 6m 7m 8m 2p 2p

Called sets

Chii

Total · han: 1 · Fu: 30

  • All simples · 1

Player changes (You / 1 / 2 / 3): +1500 / -500 / -500 / -500

Load this hand ↑

One tile missing

The regular example with its last tile removed. Add the missing tile before trying to score a complete winning hand.

Win method / discarder: Self draw

3p 4p 5p 6s 7s 8s 6m 7m 8m 2p

Called sets

Chii

Invalid tile count or identity. Check concealed tiles, melds and winning tile.

Load this hand ↑

Same hand, discard win

Only the winning source changes from self-draw to player 1’s discard. The tiles and other conditions stay the same.

Win method / discarder: Discard · Player 1

3p 4p 5p 6s 7s 8s 6m 7m 8m 2p 2p

Called sets

Chii

Total · han: 1 · Fu: 30

  • All simples · 1

Player changes (You / 1 / 2 / 3): +1500 / -1500 / 0 / 0

Load this hand ↑

A worked scoring example

This is the same hand and default settings used by Load example. The last tile shown is the winning tile. Load it above and calculate to check the result.

No exposed sets; self-draw; East seat; no flowers or special events. Other special options are off. Dora indicator: 9s (dora 1s); this hand has no dora. No furiten or liability. East round; no riichi declaration, honba or deposits.

2m 3m 4m 3p 4p 5p 6s 7s 8s 2p 2p 6m 7m 8m

Scoring breakdown

Closed self-draw + pinfu + tanyao = 3 han, 20 fu. Base = 20 × 2^(3+2) = 640. Dealer tsumo: 2 × 640 = 1280, rounded up to 1300 each; total 3900.

Payments: winner / players 1, 2, 3
+3900 / -1300 / -1300 / -1300

This example uses rule points, not money, coins or a complete match settlement.

Load example ↑

Patterns and scoring table

These are this game’s rules. Exclusions, repeated sets and concealed-hand conditions affect combinations: do not simply add table values. The calculator selects a valid interpretation.

Detected patternsValue · hanRequirement
Concealed self draw1No exposed sets, winning by self-draw.
Pinfu1Concealed four chows, a non-value pair and a two-sided wait.
All simples1Only numbered tiles 2–8; no terminals or honors.
Half flush3 / 2One numbered suit and honors; both must be present.
Full flush6 / 5Only one numbered suit, with no honors.
Terminals and honors2Only terminals and honors, with both present.
Seven pairs2Seven distinct pairs in a closed hand; four identical tiles do not make two pairs.
Red dragon1One dragon pung or kong; counted separately for each.
Green dragon1One dragon pung or kong; counted separately for each.
White dragon1One dragon pung or kong; counted separately for each.
Seat wind1A pung or kong of your seat wind.
Round wind1A pung or kong of the round wind.
All triplets2Every set is a pung or kong, plus a pair.
Three concealed triplets2Three concealed pungs/kongs; discard-completed pungs do not count.
Three kans2Three kongs.
Little three dragons2Two dragon pungs/kongs and a pair of the third dragon.
Chanta2 / 1Every set/pair contains a terminal or honor, with at least one chow and honors.
Junchan3 / 2Every set/pair contains a terminal; includes a chow and no honors.
Twice pure double sequence3Closed hand with two pairs of identical chows.
Pure double sequence1Closed hand with two identical chows.
Pure straight2 / 1123, 456 and 789 chows in the same suit.
Mixed triple sequence2 / 1The same chow in all three suits.
Mixed triple triplets2Same-rank pungs/kongs in all three suits.
Riichi1An accepted riichi declaration on a closed ready hand; enter matching ura indicators.
Double riichi2Riichi on the first turn, before any interrupting call/kong.
Ippatsu1Win in the uninterrupted one-shot window after riichi.
Rinshan kaihou1Win directly on the replacement draw after a kong.
Robbing a kan1Win by claiming another player’s added-kong tile.
Last tile draw1Win on the final draw from the live wall.
Last discard1Win on the discard after the final live-wall draw.
Renhou5Non-dealer ron before the first draw and any call; a separate five-han alternative, not added to other yaku/dora.
Thirteen orphansYakuman multiplier ×11 and 9 of all three suits and all seven honors, plus one duplicate.
Nine gatesYakuman multiplier ×1Concealed 1112345678999 in one suit, plus any tile of that suit; no kong.
All greenYakuman multiplier ×1Only 2, 3, 4, 6, 8 bamboo and green dragons.
Four concealed tripletsYakuman multiplier ×1Four concealed pungs/kongs; a pung completed by ron is not concealed.
Four kansYakuman multiplier ×1Four kongs and a pair.
All terminalsYakuman multiplier ×1Only 1s and 9s of numbered suits.
All honorsYakuman multiplier ×1Only winds and dragons.
Big three dragonsYakuman multiplier ×1A pung or kong of each dragon.
Little four windsYakuman multiplier ×1Three wind pungs/kongs and a pair of the fourth wind.
Big four windsYakuman multiplier ×1A pung or kong of each of the four winds.
Blessing of heavenYakuman multiplier ×1Dealer’s initial winning hand, before any call or kong.
Blessing of earthYakuman multiplier ×1Non-dealer’s first self-draw before any call or kong.

MajhChina Academy

9 chapters · 82 levels · 5 languages

Learn with MajhChina Academy: introductory tile recognition and groups, followed by Riichi waits, yaku, legal wins and tile efficiency in 9 chapters and 82 levels.

Explore the Riichi lessons →

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