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
01
→
Draw
Take a tile from the wall.
02
Choose
Keep useful groups together.
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.
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.
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 →
At least one yaku is required before dora or ura-dora count. Two values in the table mean closed/open. Riichi, ippatsu, pinfu, iipeikou, ryanpeikou, seven pairs and menzen tsumo require a closed hand. Renhou is a separate five-han alternative.
Fu: base 20; closed ron 10; non-pinfu tsumo 2; value pair 2 (double wind still 2); pair/closed/edge wait 2. Open pung 2, concealed pung 4; terminals/honors double these and kongs multiply by 4. Round to ten; seven pairs fixed 25, pinfu tsumo fixed 20.
Base B = fu × 2^(han+2), normally capped at 2000; 1920 rounds up to mangan 2000. 5 han: 2000; 6–7: 3000; 8–10: 4000; 11–12: 6000; 13+: 8000. Each yakuman contributes 8000, with stacking but no special-wait double yakuman.
Round each payment up to 100. Non-dealer ron 4B, dealer ron 6B. Non-dealer tsumo: dealer 2B, others B; dealer tsumo: all 2B. Each honba adds 100 per tsumo payer or 300 on ron; each deposit gives winner 1000. Liability can be set for big dragons, big winds or four kongs. Furiten blocks ron.
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.
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.
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
Concealed self draw · 1
Pinfu · 1
All simples · 1
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.
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 patterns
Value · han
Requirement
Concealed self draw
1
No exposed sets, winning by self-draw.
Pinfu
1
Concealed four chows, a non-value pair and a two-sided wait.
All simples
1
Only numbered tiles 2–8; no terminals or honors.
Half flush
3 / 2
One numbered suit and honors; both must be present.
Full flush
6 / 5
Only one numbered suit, with no honors.
Terminals and honors
2
Only terminals and honors, with both present.
Seven pairs
2
Seven distinct pairs in a closed hand; four identical tiles do not make two pairs.
Red dragon
1
One dragon pung or kong; counted separately for each.
Green dragon
1
One dragon pung or kong; counted separately for each.
White dragon
1
One dragon pung or kong; counted separately for each.
Seat wind
1
A pung or kong of your seat wind.
Round wind
1
A pung or kong of the round wind.
All triplets
2
Every set is a pung or kong, plus a pair.
Three concealed triplets
2
Three concealed pungs/kongs; discard-completed pungs do not count.
Three kans
2
Three kongs.
Little three dragons
2
Two dragon pungs/kongs and a pair of the third dragon.
Chanta
2 / 1
Every set/pair contains a terminal or honor, with at least one chow and honors.
Junchan
3 / 2
Every set/pair contains a terminal; includes a chow and no honors.
Twice pure double sequence
3
Closed hand with two pairs of identical chows.
Pure double sequence
1
Closed hand with two identical chows.
Pure straight
2 / 1
123, 456 and 789 chows in the same suit.
Mixed triple sequence
2 / 1
The same chow in all three suits.
Mixed triple triplets
2
Same-rank pungs/kongs in all three suits.
Riichi
1
An accepted riichi declaration on a closed ready hand; enter matching ura indicators.
Double riichi
2
Riichi on the first turn, before any interrupting call/kong.
Ippatsu
1
Win in the uninterrupted one-shot window after riichi.
Rinshan kaihou
1
Win directly on the replacement draw after a kong.
Robbing a kan
1
Win by claiming another player’s added-kong tile.
Last tile draw
1
Win on the final draw from the live wall.
Last discard
1
Win on the discard after the final live-wall draw.
Renhou
5
Non-dealer ron before the first draw and any call; a separate five-han alternative, not added to other yaku/dora.
Thirteen orphans
Yakuman multiplier ×1
1 and 9 of all three suits and all seven honors, plus one duplicate.
Nine gates
Yakuman multiplier ×1
Concealed 1112345678999 in one suit, plus any tile of that suit; no kong.
All green
Yakuman multiplier ×1
Only 2, 3, 4, 6, 8 bamboo and green dragons.
Four concealed triplets
Yakuman multiplier ×1
Four concealed pungs/kongs; a pung completed by ron is not concealed.
Four kans
Yakuman multiplier ×1
Four kongs and a pair.
All terminals
Yakuman multiplier ×1
Only 1s and 9s of numbered suits.
All honors
Yakuman multiplier ×1
Only winds and dragons.
Big three dragons
Yakuman multiplier ×1
A pung or kong of each dragon.
Little four winds
Yakuman multiplier ×1
Three wind pungs/kongs and a pair of the fourth wind.
Big four winds
Yakuman multiplier ×1
A pung or kong of each of the four winds.
Blessing of heaven
Yakuman multiplier ×1
Dealer’s initial winning hand, before any call or kong.
Blessing of earth
Yakuman multiplier ×1
Non-dealer’s first self-draw before any call or kong.
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.