A list of terminology you’ll hear here and other places regarding Mahjong. A very special thanks to Hiroki and Pomm, for their efforts in compiling and translating this list, as well as Osamuko for the original idea and starting point!
Aburakkoi | 油っこい | A tile that is usable in many combination, it often refers to the middle number tile 4-6. |
Agari | 和がり | To win a hand. |
Agariguse | アガリ癖 | To be in a ‘winning mode’ – someone who wins lots of hands. |
Agarihai | アガリ牌 / 和がり牌 | The tile that you win on. Not to be incorporated into your hand, so that the wait is discernible. |
Agarihoki | アガリ放棄 | It is a state where, as a penalty for rule violation such as apparent and grievous manner, a player must abandon a win. Often, a player is not allowed to Reach, Kan, Pon or Chi. At Ryu-Kyoku, a player is forced to Noten, even if in Reach. (Tenpai is still checked for chombo possibility). Also known as “Dead Hand” |
Agarikei | アガリ形 | Four mentsu and one jantou. Only possible with Chi-toitsu and Kokushimusou. |
Agaripai | 和がり牌 | The tile that completes a hand. |
Agarirenchan | アガリ連荘 | The rule that allows the dealer to continue the dealer position only when they win the hand. With this rule, even when the dealer is in Tempai when nobody wins the round, the dealer position change. |
Agariten | アガリ点 | It is the total point that a player has when that player declares an Agari (win). In Mahjong, point is automatically calculated with Han and Fu. |
Agaritoppu | アガリトップ | To be in a state that winning any hand, no matter how small or from who or how it is won, puts you in first place. |
Agariyaku | アガリ役 | Yaku, A hand that completes properly (with a yaku). |
Aidayonken | 間四軒 | An interval of four ‘missing’ tiles that indicate a dangerous wait. For example. seeing a discarded 1 and 6 means a 2-5 wait is poosible. |
Akabo | 赤棒 | a stick representing 10,000 points. |
Akadora | 赤ドラ | Red dora. |
Akapai | 赤牌 | Red tiles, often used as dora. |
Akkei | 悪形 | Akkei is a state where a player needs less useful tiles. A player is waiting for a less useful tile. Also said as “Gukei”. |
Akuukansappo | 亜空間殺法 | Akuukansappo is a famous strategy created and used by Pro Michiru Andou (deceased). It is where a player controls the flow of draws using calls ( Pon, chi, Kan). |
Allgreen | オールグリーン | All Green is when you get a yakuman with only fully green tiles. (2,3,4,6,8 sou & Green Dragon). See Ryuu Ii Sou. |
Amosu | アモス | AMOS, a brand of automatic mahjong table. |
An | 暗 | ‘dark’ tiles – tiles concealed in the hand. |
Ana | 穴 | Ana refers to a middle tile you are waiting to complete the order set (Ex. 3 is the ana for a set of 2-3-4). This term is rarely used. |
Anjun | 暗順 | A concealed sequence. |
Anko | 暗刻 | A concealed set of self-drawn identical tiles (without calling pon), such as used in san ankou. |
Ankotoshi | 暗刻落とし | a set of three identical tiles discarded while bailing from a hand – if the first is safe then it follows that the next two are as well. |
Ankou | 暗刻 | A concealed set of self-drawn identical tiles (without calling pon), such as used in san ankou. |
Anpai | 安牌 | Safe Tile. |
Anzempai | 安全牌 | Anzempai (safe tile) refers to a discarded tile that has low risk of being taken by another players. Also called Anpai. Anzempai that is 100% safe to discard is also known as Kanzenanzempai or Kanzenanpai (perfectly safe tile). |
Aonodomon | 青洞門 | An old yaku, using one of the four wind tiles and 2,4,8 circle tiles. |
Aotenjo | 青天井 | An alternate scoring rule that does not limit hands to 2000 base points – the full score of the han and fu is used (for example, 40 and 6 would not be a haneman, but the full 40 and 6 – 10240 points each before payment modification.) |
Arasu | 荒らす | Arasu means to cause action during the game, such as making call frequently. It is the same as Kakimawasu. |
Arau | 洗う | Arau refers to when players are done playing Mahjong. The term “arau” comes from “wash the feet”. |
Areba | 荒れ場 | Continuous game that involves high points. Antonym is Koba. |
Ari | あり,アリ,有り | “in effect”, it means that the rule listed is active (for example, aka ari is “reds are uesd”. |
Ari ari | アリアリ | Ruleset that allows open tanyao and backdoor wins (kuitan and atozuke). |
Arinashi | アリナシ | Ruleset that allows open tanyao, but not backdoor wins. |
Arisu | アリス | It is a special rule where if a player wins with a closed hand or comes back from a closed hand, they can flip the tile next to Dora display tile. If a player has the same tile as the one flipped, that player may gain Chips. * it is a local rule so the exact rule may differ between community. . |
Arushiaru-ma-jan | アルシーアル麻雀 | Arushiaru Mahjong is special rule by Japanese Mahjong Commitee and is different from normal mahjong rules. A player needs at least 22 points to declare a win, hence called Arushiaru ( which means 22 in chinese). |
Arutima | アルティマ | ULTIMA, a brand of automatic mahjong table. |
Aryammen | 亜両面 | a 3-tile sequence that ends in a pair, such as 4566. |
Asai | 浅い | It is when rounds are going in a fast pace. Antonym is Fukai. |
Ashidome | 足止め | Ashidome is when a player uses game action that prevents another player from “pushing” for a win. Reach is often used. |
Atama | 頭 | The pair in a standard mahjong hand. |
Atamahane | 頭跳ね | Head bump – the rule where only the player closest in turn order to the dealing-in player wins if there are multiple ron calls. |
Atarihai | あたり牌 | The tile that is responsible for a Ron call. |
Atohikkake | 後引っかけ | Atohikkake is when a player gets Sujimachi after he calls a reach. It is often by chance and often increases the chance of winning. |
Atozuke | 先付け | Backdoor – a rule that allows a hand to win even if there are tiles that complete the hand without yaku (for example, an open tanyao hand with a 1-4 wait calling ron on the 4). |
Atsucha | 熱茶 | Parlor term for hot tea. |
Atsushibo | アツシボ | Parlor term for a hot towel. |
Auto | アウト | Out- Parlor term for being unable to pay a debt. |
Autoover | アウトオーバー | Out-over – Parlor term for a maximum amount loseable in a single run or session. Losing above this cap causes losses to cap at this amount, then banning the player from playing until the end of the session. |
Awaseuchi | 合わせ打ち | Discarding a tile that is discarded by another to avoid dealing in. |
Ayahai | 綾牌 | Ayahai is a tile that is drawn often throught the game. a player does not always have to care or worry about ayahai. |
Azukari | 預かり | Parlor term for money given to the parlor for safekeeping, to avoid the chance of bring unable to pay a debt. |
Ba | 場 | A “wind round”, such as tonba (east round) or nanba (south round). |
Badai | 場代 | The fee for playing a game of mahjong. |
Bagime | 場決め | Determining the initial wind and seating positions. |
Baibaikeisan | 倍々計算 | Baibai-keisan is the mahjong rule that each han doubles your hand points. |
Baichoku | 倍直 | Abbreviation of Baiman-chokugeki. |
Baiman | 倍満 | A hand worth 8-10 han. |
Bainin | 玄人 | A ‘pro’ – someone who makes their living playing mahjong. |
Bakahon | バカホン | Slang for hon-itsu/half-flush only (no additional yaku or dora). |
Bakatoi | バカ対 | Slang for all triplets/toi-toi only (no additional yaku or dora). |
Bakaze | 場風 | The round wind. |
Bakazehai | 場風牌 | Bakazehai menas the same as Bakaze. |
Bakazuki | バカづき | Bakazuki is when a player is on a roll (has a good hand/ win ratio). |
Bakeru | 化ける | Bakeru means when a player’s hand turns into a very high hand. It is often used when “a player hands turns in a monstrous (very high) hand”. |
Bakku | バック | Back is the same as Atozuke. “Tung-Back” means getting a yaku later during the east seat. |
Bakkudoroppu | バックドロップ | Back-drop Is the same as Atozuke, not used often. |
Bakudan | 爆弾 | ‘Bomb’ – cheating terminology, for loading a specific tile into the wall for dealing-in / dora purposes. |
Bakudantsumi | 爆弾積み | To load a ‘bomb’ into the wall. |
Bakuhai | 爆牌 | Bakuhai is a method of reading opponents hands and getting the extra tiles. It is a method introduced in Masayuki Katayama’s “No-mark Bakuhai Party”. |
Bakyo | 場況 | Bakyo is another way of saying the situation of the game field. |
Bamban | バンバン | Banban/bamban refers to Bazoro. |
Banana | バナナ | Banana is when the second and third discarded tile is the same tile. For example, 1 2 2. |
Banokaze | 場の風 | Banokaze refers to Bakaze or round wind. |
Bappu | 罰符 | Bappu is points that player pays for no-ten or chombo. |
Barai | 払い | A payment. |
Basanzen | 場三千 | The 3,000 points paid at the end of an exhaustive draw. |
Basengo | 場千五 | A rule where each repeat-deal counter is worth 1500, not 300, points. |
Bashin | 馬身 | A bet that is paid based on placement (paid once per placement difference: a 1000 Bashin is 1000 from 2nd to 1st, but 2000 from 3rd to 1st). |
Bashogime | 場所決め | Bashogome is deciding where a player sits before the start of the game. |
Batta | バッタ | Grasshoppers – slang for a double pair/shanpon wait. |
Bazoro | 場ゾロ | The two ‘base’ doubles given to a hand during scoring calculation. |
Benikujaku | 紅孔雀 | An old Yakuman, the opposite of All green – using only the red-containing Sou tiles (1/5/7/9) and Red Dragon. |
Betaori | ベタ降り | A strategy of full defense – avoiding dealing into other hands without any intention of completing one’s own hand. |
Betashi | ベタ師 | Cheat term. A cheating player who uses elevators. |
Betazumi | ベタ積み | Cheat term. a type of tsumikomi ( to load tile into the wall). a player loads a good tile into a wall that has a better chance of tsumo, while a player loads a unnecessary tile into a wall with less chance of tsumo. |
Bitoppu | Bトップ | Boo/Sports mahjong term. It refers to two top players. |
Bigina-zurakku | ビギナーズラック | Beginner’s Luck – the abnormally large hands early players often receive. |
Binta | ビンタ | Penalty payments based on placement. |
Bohai | 暴牌 | A discarded dangerous tile. |
Boten | 棒テン | To get to tenpai as fast as possible without awareness of any other aspect of the current game. |
Botensokurizen | 棒テン即リー全ツッパ | A strategy where a player reach as soon as the player tenpai and ignoring other players move. Lacks safety. |
Buumaajan | ブー麻雀 | Boo / Buu Mahjong is one the variation rule of Mahjong played mainly in the kansai (west) region. Emphasizes “floating” (above starting points) placements. |
Bubunyaku | 部分役 | A special type of yaku based on some of the tile hand, not all. For example, a player requires only 9 certain tiles to make daisengen. |
Bukkonuki | ぶっこ抜き | Cheat terms. A type of Nukiwaza (to pull a tile from a wall). A player loads certain type of tile into the wall beforehand and quickly switch it with his hand during shuffling. |
Bukumi | 含み | A hand the includes certain type of tile, such as dora or three colors. |
Burafu | ブラフ | Bluff. |
Burakkuhai | ブラック牌 | Black tiles, especially tiles without an obvious front or back when viewed from the side. |
Butsu | ぶつ | Butsu is an old way of saying “to play Mahjong”. |
Buttobi | ぶっとび | Buttobi is another way of saying tobi (Bankrupt – 0 point). |
Chagarama-jan | 茶ガラ麻雀 | One round mahjong. |
Chakan | 加槓 | A kan that was upgraded from a called triplet/min kou. |
Chanfompai | 荘風牌 | Same meaning as Bakazehai (Round wind). |
Chankan | 槍槓 | To win on the attempt to upgrade a Kan. |
Chanta | チャンタ | A hand that has all parts containing an outside or honor tile. |
Check | チェック | Parlor term – to prohibit winning from a tile you’ve seen accidentally. |
Checkhai | チェック牌 | Same meaning as check (a tile a player accidently looked at). |
Chi | 七 | The number 7. |
Chii | 吃 | To call a sequence. |
Chiicha | 起家 | The first dealer in a game. |
Chiichamaaku | 起家マーク | The marker that shows the table wind – East on one side, South on the other. |
Chi-ho- | 地和 | To win as a non-dealer on your first drawn tile without intervening calls. |
Chi-pai | チー牌 | The tile taken in a Chi. |
Chiishinushi | 七星無靠 | An old yakuman, one of each wind and dragon, and the remainder of the hand being unrelated (differing by 3 or more) suit tiles. |
Chiiten | チー聴 | To Chi into tenpai. |
Chiitoi | チートイ | Slang for Seven different pairs. |
Chiitoitsu | 七対子 | Seven different pairs. |
Chidorizumi | 千鳥積み | Cheating – to set up the draw of another. |
Chii | 七 | Seven. |
Chii | チー | The call to make a sequence / min jun. |
Chimmaajan | 清麻雀 | Mahjong that does not use Hanahai tiles. Antonym is Hana-mahjong. |
Chimmai | チンマイ | Boo-Mahjong terms. Three floating top players. |
Chimpeikou | 清盃口 | An old Yaku, When the two outer mentsu tile is the same number in Ryanpe-ko. |
Chinchitorii | 金鶏独立 | An old Yaku, To make Hadakatanki with One bamboo tile. |
Chiniiso | 清一色 | Full name for a Full flush. |
Chinichi | チンイチ | Slang for full flush. |
Chinitsu | チンイツ | Full flush – A hand consisting of only one suit. |
Chinro | チンロー | Slang for Chin rou tou. |
Chinroto | 清老頭 | Having a legal hand that consists of only 1s and 9s. |
Chipon | 遅ポン | A late pon used to take priority over a Chi call, not always legal. |
Chippu | チップ | Chip – A bet type based on certain aspects of the hand, such as ippatsu, red or ura dora. |
Chippuma-jan | チップ麻雀 | To play mahjong with chip bets, particularly with high chip bets in comparison to the regular point rate. |
Chiron | 遅ロン | A late ron used to take priority over another call or lack thereof- not always legal. |
Chitchi | チッチー | Short for 7,700 points. |
Chouma | チョーマ | A type of tenbo that is not used that much. |
Choko | 長考 | To think for a long time before making the next move. It is idealistic to draw and discard in a few seconds. It is considered rude to take a long period of time between drawing and discarding a tile. |
Chombo | チョンボ | An error that invalidates a complete hand, often with penalty payments. |
Chonbo | 冲合 | An error that invalidates a complete hand, often with penalty payments. |
Chonchon | チョンチョン | The 13th and 14th tile taken simultaneously by the dealer during initial hand drawing. |
Chopaiko | 跳牌刻 | An old hand that contained 3 kan of 2-tile intervals (1/3/5, 4/6/8, etc) of the same suit. |
Chosanko | 頂三刻 | An old hand that contained 3 kan of maximum interval(1/5/9) of the same suit. |
Chu | 九 | Nine. |
Chuupinraoyui | 九筒撈魚 | An old Yaku, To Ron with 9 pinzu tile with the last discard tile. |
Chuuren | チューレン | Short for Nine gates. |
Chunchampai | 中張牌 | Simples – the tiles 2-8, used in Tanyao. |
Chunchan | 中張 | Simples – the tiles 2-8, used in Tanyao. |
Chunchanhai | 中張牌 | Simples – the tiles 2-8, used in Tanyao. |
Chuu | 九 | nine. |
Chuugokuma-jan | 中国麻雀 | Chinese mahjong. |
Chuurenpoto | 九連宝燈 | Nine Gates – a closed full flush consisting of 1112345678999 + 1 other tile of that suit. |
Chuusharin | 中車輪 | An old hand, full flush 11223355778899 in pin. |
Dabudora | ダブドラ | To have a single tile that is worth 2 dora (such as a red tile that is also dora, or to have a tile be worth 2 dora due to kandora). |
Dabunan | ダブ南 | To be the south wind in South Round, such that South is worth 2 yaku for you. |
Daburi | ダブリー | To reach on your first discard. |
Daburon | ダブロン | To have multiple players win simultaneously on a single discard. |
Daburubakku | ダブルバック | “Double-back” to attack while waiting for two possible taitsu. |
Daburuhako | ダブル箱 | To be down twice as many points as you originally started with. |
Daburumentsu | ダブル面子 | To have two connected pairs, such as 4455. |
Daburumentsuotoshi | ダブル面子落とし | To cut one each of two connected pairs, such as discarding a 4 and 5 while keeping another 4 and 5 in hand. |
Daburuyakuman | ダブル役満 | The property of certain yakuman to make them worth multiple yakuman. |
Dabururiichi | ダブル立直 | To reach on the first discard. |
Dabuton | ダブ東 | To be the east wind in East Round, such that East is worth 2 yaku for you. |
Dahai | 打牌 | To discard a tile. |
Daichikurin | 大竹林 | An old hand, full flush tanyao seven pairs in sou. |
Daichisei | 大七星 | An old hand, one of each wind and dragon, and seven different tiles of the same suit. |
Daida | 代打 | To have a ‘pinch hitter’, or a player to take over for you at certain times. |
Daiminkan | 大明槓 | To call the 4th tile to make an open kan. |
Daimyochi | 大名打ち | To aim to make a hand that gets you first place in one shot. |
Daimyoma-jan | 大名麻雀 | To play in a style that winning one hand wins you the game. |
Dainoten | 台の点 | Refers to Fu-tei (base 20 points). |
Daisangen | 大三元 | To have a triplet/quad of all three dragons. |
Daisharin | 大車輪 | An old hand, full flush tanyao seven pairs in pin. |
Daiso | 代走 | Parlor term – to have an employee play for you while you take a break (bathroom, for example). |
Daisu-shi | 大四喜 | To have a triplet/quad of all four winds. |
Daisuurin | 大数隣 | An old hand, full flush tanyao seven pairs in man. |
Daiuchi | 代打ち | A player who makes a living playing mahjong. |
Damaten | 黙聴 or ダマ聴 | To be in fully closed tenpai without reaching. |
Dangoba | ダンゴ場 | Dumpling field – to have a play state that is good condition for drawing pairs and triplets. |
Danrasu | 断ラス | To be dead last. |
Debasai | デバサイ (でばさい) | When a leading player completes a hand with Ron. Often rude to yell at other player. |
Dejami | 手三味 | When a player pretend that he is hesitating by making unnecessary movement like as though he is playing a Shamisen (Japanese ancient string instrument). |
Dejitaru | デジタル | Digital – a school of thought focused on the outcome of a game based on probability and statistics. |
Dekimentsu | 出来メンツ (できメンツ) | Already completed Mentsu. |
Dekin | 出禁 (できん) | Parlor term, to be banned. |
Deme | 出目 (でめ) | The roll of the dice. |
Denancha | 出南家 (でなんちゃ) | When the first round starts at the south seats. |
Deoya | 出親 (でおや) | Starter, when the first round starts at the east seat. |
Depeicha | 出北家 (でぺいちゃ) | When the first round starts at the north seat. |
Deruponderuchi | 出るポン出るチー (でるぽんでるちー) | When a player calls on any tile. |
Deshaacha | 出西家 (でしゃーちゃ) | When the first round starts on the west seat. |
Dobon | ドボン | When a game ends when a player tobi (goes bankrupt). |
Dojun | 同順 | To discard the same tile four go-arounds in a row. |
Dojunfuriten | 同巡フリテン | Same as Dojunnaifuriten. |
Dojunnaifuriten | 同巡内フリテン | When a player wins with other player’s discarded tile between the player’s first round and second round but becomes Furiten. |
Dokasen-rule | 導火線ルール | A type of Wareme rule, when a player doubles the score with the tiles in tsumo pile after he wins, not with the broken wall. |
Dora | ドラ | To award an extra han for each instance of a specific tile in a hand. |
Dorabaku | ドラ爆 | Dora bomb – to suddenly gain a lot of dora via kandora or uradora. Often used to describe a cheating technique with that as the outcome. |
Dorabukumi | ドラ含み | When a hands has a lot of specific tile that can be awarded an extra han. |
Dorahyo | ドラ表 | An Abriviated term for Dorahyojihai (Dora Indicator). |
Dorahyojihai | ドラ表示牌 | The Dora indicator – the physical tile that determines the value of the tile that is dora. |
Dorahyouji | ドラ表示 | The Dora indicator – the physical tile that determines the value of the tile that is dora. |
Doramatagi | ドラまたぎ | a wait that surrounds the dora. For example, if the dora is 4, having a 2-5 or 3-6 wait. |
Dorashijihai | ドラ指示牌 | The Dora indicator – the physical tile that determines the value of the tile that is dora. Archaic. |
Dorasoba | ドラそば | Suji tile that is connected with Dora that is close to that number tile. for example if dora is 1 then it will be 2. |
Dorasuji | ドラ筋 | Suji tiles connected to dora. For example, if dora was 4, then 1 and 7. |
Doratan | ドラ単 | Refers to Doratanki (when a player is waiting for dora). |
Dorauke | ドラ受け | When a player gets a Dora tile in hand. |
Dorazuri | ドラ吊り | Cheating term – to swap out the dora tile to one of your hoosing. |
Dotakame | ド高目 | A specific hand that could yield the highest point out of all possible hand. Antonym to Doyasume. |
Dotaku | 同卓 | To sit at the same table. |
Doyasume | ド安目 | A specific hand that yield the lowest point out of all the possible hand. Antonym is Dotakame. |
E-toppu | Aトップ | Boo mahjong term. When a single player is on the lead. Sometime called Maru-A. |
Eawase | 絵合わせ | To win a hand without taking into account the overall scoring, often to the detriment of another player without personal gain. |
Egaau | 絵が合う | When a player at first doesn’t take in account of overall scoring, waits for a single tile and wins with an inefficient hand. |
Enchousen | 延長戦 | Overtime – to contine playing until a player reaches the target points required to end a game. |
Entotsugata | エントツ形 | A chimney – to have a wait that is both a ryanmen and shanpon, such as 34555EE (waiting on 2-5, and E). |
Erebeeta | エレベーター | Cheating term – to slide tiles into a wall, removing the same number. (elevator) |
Fampai | 飜牌 | A tile that is a han in a triplet, such as a dragon or round wind. |
Fan | 飜 | A scoring doubler, not necessarily one required to win. |
Fann | 翻 | A scoring doubler, not necessarily one required to win. |
Fanpai | 翻牌 | A tile that is a han in a triplet, such as a dragon or round wind. |
Faron | 花竜 | An old hand, refers to sanshokukantsu. |
Fu | 符 | The unit of points used along with doubling han to determine score, based on hand makeup and wait. |
Fu-ro | 副露 | To call. Same as Naku and Kuu. |
Fu-shi-pai | 浮屍牌 | A discarded tile. A term not used often. |
Fu-tei | 副底 | the 20 base points in determing a hand score. |
Fuhane | 符はね | to round up to the nearest 10 points while determining hand score. |
Fukai | 深い | When a round goes relativley slow. Antonym is Asai. |
Furii | フリー | Parlor term – to play without paying, such as a parlor that only charges the winner the table fee. (free) |
Furiijanso | フリー雀荘 | A parlor that uses Free rules. |
Furikomi | 振り込み | To deal into a hand for strategic purposes. |
Furikomi | 振り込み | A payment for dealing into another hand. |
Furiten | 振聴 | A rule that states one cannot win off of another player due to previous discard or missed call. |
Furitenriichi | フリテンリーチ | To reach while in furiten, a legal move. |
Furu | 振る | When a player wins with Ron. Can also be referred to as Hoju. |
Fusehai | 伏せ牌 | Face down tiles, often in a hand. |
Futanaki | 二鳴き | To wait for two different tile to make a hand. |
Futanakitenpai | 二鳴き聴牌 | To win by waiting for two different tiles. |
Futariagari | 二人あがり | For multiple players to win (via double ron rules). |
Fuukaasetsugetsu | 風花雪月 | An old yakuman, having an all triplet hand consisting of pin 1s, 5s, the personal wind, and white dragons. |
Fuupai | 風牌 | The wind tiles. |
Fuuro | 副露 | To call a tile, also “naki”. |
Fuusoku | 風速 | An old way of saying point-to-money rate. |
Fuutei | 副底 | The base 20 points in a hand. |
Fuyohai | 不要牌 | Unnecessary tile. |
Gameru | ガメる | To collect dora within a hand. |
Gami | ガミ | To lose or be in Deficit. |
Ganpai | ガン牌 | A tile that has mark or scratches on its outer layer. May be abused for cheating. |
Garasu | ガラス | Glass – When a player is pretty readable. |
Gari | ガリ | Refers to Nukidora during a 3 player mahjong. |
Garisamma | ガリ三麻 | Three player mahjong using Nukidora. |
Geemudai | ゲーム代 | The fee for playing a mahjong game. |
Gembari | 現張り | Genbari – To be waiting for a safe tile discarded by a leading player. |
Genbutsu | 現物 | A 100% safe tile, such as the same tile as was immediately previously discarded, or one mathematically unable to be in a winning hand. |
Genbutsudora | 現物ドラ | Genbutsudora – An old rule where Dora is the flipped tile, not the tile next to the flipped one. |
Gembutsuhai | 現物牌 | Refers to Genbutsu. |
Genrokuzumi | 元禄積み | Cheating term. A type of Tsumitomiwaza. When a player puts an ideal tile on top or bellow the pile. |
Genten | 原点 | To set the point sticks to the starting amounts. |
Getahai | ゲタ牌 | A tile that is physically made bigger. |
Girishi | ギリ師 | Cheating term, a name used for a cheater who uses Nukiwaza (to put tile on the wall) and/or hiroiwaza (to get tile from the discard pile). |
Giru | ぎる | Cheat term, to pull tiles from the walls and discards. |
Gounii | ゴーニー | Scoring term – 5,200. |
Gochii | 誤チー | A mistaken Chi (124, for example). |
Gohyakuouru | ゴヒャクオール | Scoring term – 500 all. |
Golden Gate Bridge | 金門橋 | An old yakuman, full flush 123 345 567 789. |
Gomi | 五三 | Scoring term, 300 / 500. |
Gomite | ゴミ手 | A hand that is relatively cheap or bland. |
Gon | 豪運 | to be extremely lucky. |
Gonoko | 5ノコ | “5 Left”, the columns of tiles left after drawing from a roll of 10. |
Gopon | 誤ポン | A mistaken pon (556, for example). |
Goppaa | ゴッパー | Scoring term – 5,800. |
Goron | 誤ロン | A mistaken ron, eligible for penalty payments. |
Goshuugi | ご祝儀 | A bonus prize, paid in chip mahjong, for certain tiles. Alternatively, chip payments in a yakuman situation (often 10 or 5-all). |
Gotoshi | 事師 | A person who cheats. |
Gotsumo | 誤ツモ | A mistaken tsumo, eligible for penalty payments. |
Gotto | ゴットー | Scoring term – 500/1000. |
Goumii | ゴーミー | The cheapest tsumo, 300/500. |
Gukei | 愚形 | A weak hand, to be waiting for a inefficient tile. Also known as Akkei. |
Guuzenyaku | 偶然役 | Yaku that happens by chance, such as Haitei or Ippatsu. Guhatsuyaku. |
Gyakukiri | 逆切り | To discard a wait from the inside out. For example, when discarding a 1-3, to discard the 3 first and then the 1. |
Gyakumoushon | 逆モーション | To setup a wall in reverse order, considered bad manner. |
Gyakuten | 逆転 | Turnabout – to pass someone in points at the end of the game. |
Gyarujan | ギャル雀 | A Mahjong house for mostly young female players. |
Gyarumen | ギャルメン | A member of Female Mahjong house. |
Hadakatanki | 裸単騎 | Naked pair – To have 1 tile left in hand, waiting on the pair. |
Hai | 牌 | Mahjong Tile, Basic tools used for Mahjong. |
Haifu | 牌譜 | Score Card for Mahjong. Records all point movement inside the game. |
Haigen | 配原 | Refers to Haikyuu-genten. |
Haigenbinta | 配原ビンタ | Penalty paid for going lower than Beginning point. |
Haikatsuji | 牌活字 | To show tiles in text instead of the printed name of the tile. |
Haikoritsu | 牌効率 | Tile efficiency. |
Haikyuugenten | 配給原点 | Amount of point a player have before the start of a round. |
Haipai | 配牌 | The players’ initial draw. |
Hairi | 牌理 | To manage tiles efficiently, aiming the fastest completion of a standard hand. |
Hairime | はいり目 | Refers to Irime. |
Haisabaki | 牌捌き | The motions made with hands when dealing with tiles. |
Haisei | 牌勢 | Aura of the tile, when a player can “feel” the tile. |
Haishashoku | 牌写植 | Same meaning as Haikatsuji. |
Haishi | 牌姿 | same as shuhai. |
Haitei | ハイテイ | The last draw. |
Haiteihai | ハイテイ牌 | The last tile. |
Haiteimoyue | 海底摸月 | Old name for Haitei Raoyue. |
Haiteiraoyue | 海底撈月 | To win on the last draw. |
Haiteiron | ハイテイロン | To win on the last discard, commonly called Houtei. |
Haiteitsumo | ハイテイツモ | To draw and win with the last tile. |
Haiyama | 牌山 | The walls – from where tiles are drawn. |
Hajiki | 弾き | Cheating term – to discard to the top of your discard pond, shifting the tile above where yours should go into the correct spot. |
Hako | 箱 | To have zero point. Same meaning as Tobi, or Hakoten. |
Hakoshita | ハコ下 | Negative scores. |
Hakoshitaseisan | ハコ下精算 | To calculate points including the negative scores. |
Hakoten | ハコ点 | To have zero point. Same meaning as Tobi or Hako. |
Hakoware | ハコ割れ | To have zero point. Same meaning as Tobi, Hako, Hakoten. |
Haku | 白 | White dragon. |
Hamete | はめ手 | A hand made to decieve other player. |
Hampai | 飜牌 | A Yaku where 3 tiles is equialant to one point. |
Han | 飜 | The unit used to count the number of doubles given while making score. |
Hanjidotaku | 半自動卓 | A half-automatic table, one that uses magnets underneath the surface of the table to shuffle and flip the tiles face down. |
Hanahai | 花牌 | Flower tiles, not commonly used in reach mahjong. |
Hanamajan | 花麻雀 | Playing mahjong with flower tiles, synonymous with Chinese mahjong. |
Hanchan | 半荘 | A game consisting of an East round and a South round, most commonly used in Reach mahjong. |
Hanechoku | 跳直 | A common name for direct Haneman. |
Haneman | 跳満 | A hand worth 6 or 7 han. |
Han | 飜 | Unit for the points. |
Hanpai | 翻牌 | Yaku where 3 of a kind equals 1 Han. |
Hansha | 反射 | Reading information via reflections. |
Hansuu | ハン数 | The number of total han in a hand. |
Happyakuall | ハッピャクオール | Scoring term: 800 all. |
Happyakuichiroku | ハッピャクイチロク | Scoring term: 800 / 1600. |
Harabote | 腹ボテ | Bump (such as a pregnant woman would have) – A pair wait within a sequence. For example, 4556. |
Haru | ハル | Same as tenpai. |
Hashihai | 端牌 | The edge tiles, 1 and 9. |
Hassei | 発声 | To clearly speak calls, such as Chi, Pon, Ron. |
Hasseiyuusen | 発声優先 | An agreement that a ‘late called’ Pon cannot still override a Chi. |
Hausuruuru | ハウスルール | House Rules. |
Hayaagari | 早あがり | To win a round early. |
Hayagiri | 早切り | To discard an important tile early in the hand, such as dora. |
Hazusu | 外す | To discard a tile that was a non-single tile such as tile that made Mentsu or Toitsu. |
Heiisou | 黒一色 | An old Yakuman, consisting of only 2,4,8 pin and wind tiles. |
Heikyoku | 平局 | To not increase the repeat deal counter after an exhaustive draw. |
Hensokumachi | 変則待ち | An irregular wait that results in a three tile double sequence wait – such as 2344456, which is still a 1-4-7. |
Hensokute | 変則手 | Uncommon hand, to get a Yaku other than Pinfu or Tanyao. |
Hiki | 引き | The ‘pull’ of a certain tile, the feeling it will be a good or bad draw. |
Hiki-modoshi | 引き戻し | To have drawn a tile that a player once discarded. |
Hiki-modosu | 引き戻す | Trying to draw a tile that a player once discarded. |
Hikiagaru | 引き上がる | To win with sef-drawn tile, same as Tsumoagari. |
Hikibori | 引きぼり | To discard what was drawn (archaic). |
Hikigatsuyoi | ヒキが強い | Having good luck drawing efficient tile and wining the round. |
Hikigayowai | ヒキが弱い | To draw an unneeded, weak tile, such as after a reach. |
Hikizumo | 引きヅモ | To put aside the drawn tile right after a player calls. Considered ill-manner. |
Hikkake | 引っかけ | Same as Sujihikkake. |
Hikkake | 引っ掛け | A discard set that identifies certain tiles as safe when they are in fact not (discarding a 4pin to wait on a 1). |
Hikkakeri-chi | 引っかけ立直 | To reach with the discarded tile which is waiting for ron. |
Hikume | 低目 | To be waiting for a tile that yields a yaku with the lowest point. |
Hira | ヒラ | For a player who can use cheating techiniques to play as fair game. |
Hiraba | 平場 | To have 0 repeat deal (honba). |
Hirauchi | ヒラ打ち | For a player who can use cheating techinique to play as fair game. |
Hiroui | 拾い | Cheat term, to draw a tile from a wall and replace it with a different tile. |
Hiroi | 広い | Waiting for a large number of tiles. |
Hiroiwaza | 拾い技 | Cheating term – to take a tile from the discard instead of the wall. |
Hitoriuki | 一人浮き | When only one player has total point above the starting point. |
Hou | 河 | The discard area. Often refered to as the river. |
Houra | 和了 | To win a hand. |
Hochan | 放銃 | Alternate of Hojuu, rarely used. |
Hojuu | 放銃 | To transfer points by dealing in. |
Hojuuhai | 補充牌 | The tile that dealt in. |
Hojuusha | 放銃者 | The person who points are transferred to. |
Homba | 本場 | Unit to count the number of stick. |
Honba | 本場 | The counter of repeat deals, represented by 100-point sticks. |
Honchantaiyao | 混全帯ヤオ九 | The official meaning of chantaburi. |
Honchinro | 混清老 | Different color, same suit and Honro. |
Honchun | 紅中 | the official name of red/red dragon/chun. |
Honiiso | 混一色 | The official name for Honitsu. |
Honichi | ホンイチ | Alias for Honitsu. |
Honikkiitsuukan | 混一気通貫 | Old Yaku, refers to sanshoku-tsukan. |
Honitsu | ホンイツ | A legal hand consisting of one suit and honor tiles. |
Honrou | ホンロー | A legal hand consisting of 1s, 9s, and honor tiles only. |
Honrouchiitoi | ホンロウチートイ | Honroutou and Chitoi. |
Honrouchiitoitsu | ホンロウチートイツ | Honroutou and Chitoi. |
Honrouto | 混老頭 | The official name for Hon rou. |
Honroutoitoi | ホウロウトイトイ | Honroutou without Chitoi. |
Honso | 本走 | Parlor term – the standard player, who switches out for a pinch hitter. |
Hotei | ホウテイ | To win on the last discard. |
Hoteiraoyui | 河底撈魚 | River bottom – The official name for Houtei. |
Houjuu | 放銃 | To deal into another’s hand. |
Houra | 和了 | To win a hand. |
Houteihai | 河底牌 | The last discarded tile. |
Hyakumangoku | 百万石 | An old yakuman, a legal hand that consists of characters that add up to more than 100. |
Hyojihai | 表示牌 | The dora indicator. |
Ii | 一 | 1. |
Iichan | 一荘 | 4 rounds going east, south, west and north. Japanese rounds goes only east and south. |
Iichapao | 一家包 | Rule where only one can win and other three player has to pay penalty with tsumo win and only one has to pay penalty for Ron win. |
Iihanshibari | 一翻縛り | An alternate rule where a player must have exactly 1 han. |
Iihanyaku | 一ハン役 | The list of hands that are exactly 1 han. |
Iipei | イーペー | Abbreviation for Ii pei ko. |
Iipeiko | 一盃口 | Two identical sequences in a closed hand. |
Iipimmouyue | 一筒摸月 | An old yakuman – to win with Haitei on the 1 pin. |
Iishanten | 一向聴 | To be one draw away from tenpai. |
Iishantenjigoku | 一向聴地獄 | Iishanten hell – to be stuck at one draw from tenpai. |
Iisoenijun | 一色二順 | Same meaning as Iipeiko, but not used often. |
Iisoesanjun | 一色三順 | An old Yaku, To add Shun-tsu in Iipeiko. May double twice or three time on menzen, depending on local rule. |
Iisoutonshun | 一色同順 | Same meaning is Iipeiko. Locally it can mean I-so-sanjun and I-so-yonjun. |
Iisouyonjun | 一色四順 | An old Yaku, to make four similar shuntsu. It can be ryanpe-ko with same shuntsu or I-so-sanjun with same shuntsu. It is a hard Yaku as it requires the player to gather four of the same tile and three of the same number. |
Iisuuchi | 一四七 | A 1-4-7 wait. |
Iiton | 一幢 | A paired of stacked tile. |
Ichidofuri | 一度振り | To roll the dice only once to determine the point of wall break. Prior to automatic tables, two dice rolls was more common. |
Ichigo | イチゴー | Scoring term: 1500. |
Ichikoro | 一コロ | To roll one die. |
Ichikyuuhai | 1・9牌 | The character tiles from 1 to 9. |
Ichikyuujihai | 1・9字牌 | The character tiles from 1 to 9. |
Ichinaki | 一鳴き | To call once. |
Ichinakitempai | 一鳴き聴牌 | To call once to get to tenpai. |
Ichinigotto | 一二五十 | To distribute 26,000 points – 1 10k, 2 5k, 5 1k, 10 100, “1-2-5-10”. |
Ichiniiniisan | イチニイニイサン | Scoring term: 1200/2300. |
Ichiniiouru | イチニイオール | Scoring term: 1200 all. |
Ichinirokuto | 一二六十 | To distribute 27,000 points – 1 10k, 2 5k, 6 1k, 10 100, “1-2-6-10”. |
Ichiniyonto | 一二四十 | To distribute 25,000 points – 1 10k, 2 5k, 4 1k, 10 100, “1-2-4-10”. |
Ichiroku | イチロク | Scoring term: 1600. |
Ichirokuouru | イチロクオール | Scoring term: 1600 all. |
Ichirokuzannii | イチロクザンニイ | Scoring term: 1600 / 2300. |
Ichisan | イチサン | Scoring term: 1300. |
Ichisanniiroku | イチサンニイロク | Scoring term: 1300 / 2600. |
Ichisenchi | 1センチ | “1 centimeter”, to be tenpai but waiting on your pair tile. Generally considered better than a naked wait. |
Igetazumi | 井桁積み | To create the 17x 2 walls out of the 136 tiles. Rarely used. |
Iichan | 一荘 | A four-round game. East, South, West, North. More common in Chinese variants. |
Ikasama | イカサマ | To cheat using slieight of hand. |
Ikkaisen | 1回戦 | The first round in a mahjong tournament. |
Ikkitsuukan | 一気通貫 | The full name of Itsu – to have 123,456,789 in one suit. |
Ikkitsuukan-chanta | 一気通貫全帯ヤオ九 | An old hand, to have Itsu, and the remaining sequence and pair to be Chanta-legal. |
Ikkyoku | 一局 | The hands with the first dealer of a wind round (East 1, South 1). |
Imaten | 今聴 | To be currently tenpai. |
Impachi | インパチ | Scoring term: 18,000. |
Inchiki | インチキ | Cheaing term: to cheat with mechanical means, whether in the game (cameras, etc) or out of it (game client, auto-table). |
Infure | インフレ | Inflation – to increase the rate or dora within the game. |
Ippatsu | 一発 | To win before your next discard. |
Ippatsukeshi | 一発消し | To call post-reach to stop a possible Ippatsu win. |
Ipponba | 一本場 | To be at the state of 1 repeat deal (1 100 point stick out). |
Irime | 入り目 | Tile used to change from i-shan-ten to tenpai. May frustrate a player is Irime comes rather than effective tile. |
Iroyomi | 色読み | A way of predicting tile through the color of the discarded tile. |
Isanouru | イチサンオール | Point calculation terminology, its where the non-dealer pays the dealer 1300 points. |
Isshokute | 一色手 | One color hand, same as honichi and chinitsu. Also known as Somete. |
Ittegawari | 一手変わり | When winning tile and hand tile is switched, abrievated term of Ittekawarisannshoku. |
Ittenyomi | 一点読み | When a player predicts opponents tile. |
Ittsu | イッツー | Shortened term for Ikkitsuukan, used very often. |
Ittsuuchanta | イッツーチャンタ | A local rule, abbrieviation of Ikkitsukan-zentaiyaokyu. Ittsu has tile 4, 5, 6 so getting chanta is usually impossible. |
Jammu | 雀夢 | Formally sold automated mahjong table made by Dengen Automation Co. ltd. |
Janboy | 雀ボーイ | Boy working at Mahjong store. |
Janfuu | 雀風 | An individual style of playing mahjong, referring to tendency and trait of the way to hit/swing. |
Jango | 雀豪 | A strong Mahjong player, also refers to the automated Mahjong table sold by Dengen automation Co. Ltd. |
Jankikai | 雀鬼会 | Association created by Shouichi Sakurai aka “Janki”. |
Jankiryuu | 雀鬼流 | A particular school of Mahjong popularized by Sakurai Shoichi. |
Janreki | 雀歴 | Mahjong history. |
Janryoku | 雀力 | Mahjong ability. |
Janryuu | 雀龍.com | A website dedicated to Mahjong officially called “Mahjong-no-Janryuu.com”. Its aim is to spread Mahjong and its image. |
Janryuumon | 雀龍門 | 3D online mahjong game run by NC JApan K.K. |
Jansei | 雀聖 | Refering to Tetsuya Abesada. |
Janso | 雀荘 | Mahjong Parlor that requires fee. |
Jansou | 雀荘 | Mahjong parlor. |
Jantaku | 雀卓 | Mahjong Table, aka Mahjongtaku. |
Janto | 雀頭 | A pair that is necessary to win a normal hand (akari). |
Jantou | 雀頭 | The pair in a standard mahjong hand. Commonly “atama”. |
Janya | 雀屋 | The name of a mahjong parlor. |
Jidotaku | 自動卓 | An automatic table that shuffles and creates the walls. Many also keep track of points, draw hands, and/or flip dora indicators. |
Jigokumachi | 地獄待ち | Hell wait – a wait in which all but one of the tiles are already used (discarded or in open calls). |
Jijun | 次巡 | Next turn. |
Jikadori | ジカドリ | To have a specific opposing player call. |
Jikazehai | 自風牌 | Jikazehai refers to individual player’s Wind tile, for example, West wind for West player. |
Jikyoku | 次局 | Next round. |
Jioya | 自親 | Dealer Round. |
Johai | 定牌 | To discard a safe tile. |
Jojidora | 常時ドラ | Tiles that are always dora (such as red 5s). |
Jun | 巡 | The number of ‘go arounds’ this hand (approximately the number of times you’ve drawn). |
Junchan | 純チャン | A hand where all parts have a 1 or a 9 in them. |
Junchan-ittsu | 純チャン一通 | A local rule where a hand with Itsu, and the fourth sequence and the pair contain a 1 or 9. |
Junchan-taiyaochu | 純全帯ヤオ九 | The full name for Junchan. |
Junikkitsuu | 純一気通貫全帯ヤオ九 | An old Yaku, a hand with itsu, otherwise chanta and without any honors. |
Junisen | 順位戦 | A ranking system where the player’s rank alone decides the point earned. |
Juniuma | 順位ウマ | A system where the lower rank player pays point to higher rank player. |
Junkara | 純カラ | Same as Soraki. |
Junniuma | 順位ウマ | Placement Bonus. |
Juubunkei | 充分形 | tiles that can easily make a hand and yield high points. |
Juusammen | 十三面待ち | To wait for 13 possible tile. Ex. to be in tenpai for Kokushimusou. |
Kabe | 壁 | “Wall” – A tile efficiency theory which revolves around how many of a tile are visible. |
Kabeuchi | 壁打ち | To slide the tile against the side of the table strongly. As it makes sound and can damage the tile, it is considered poor manners. |
Kabeyaku | 壁役 | Cheating Term, a player tells a conspirator the other players hand. |
Kaburu | かぶる | To get the same tile that the player discarded. |
Kachofuugetsu | 花鳥風月 | An old Yaku, to have flower (five sou), bird(one sou), wind (wind tile) and moon tile (one pin) |
Kaeriton | 返り東 | A local rule where tie-breaker is done going to east rather than west. |
Kafu | 加符 | Number that player gets during calculation. |
Kafuten | 加符点 | The actual amount of point that player gets during calculation. |
Kaikyoku | 開局 | To begin a round. |
Kaimen | 開門 | For the Dealor to draw the same number of tile as the same number on the dice. |
Kakaeru | 抱える | To hold a specific tile in his/her hand, such as Dora tile, safe tile, etc. |
Kakan | 加槓 | A kan that was upgraded from an in-hand tile. |
Kakimawasu | かき回す | To cause action at the Mahjong table, such as calling or making unnecessary movement. Same meaning as Arasu but in a more positive tone. |
Kakomu | 囲む | To play Mahjong. |
Kamburi | 槓振り | A local rule Yaku where a player Ron after a Kan. |
Kamicha | 上家 | The player to your left. |
Kamicha-dori | 上家取り | Rule where double or triple ron is not allowed and the player most closest to discarder wins in that instant. Even if Double or Triple Ron is allowed, player closest to the discarder has priority. |
Kamichayuusen | 上家優先 | Same as Kamicha-dori. |
Kamo | カモ | “Duck”, a weak player / easy mark. Slightly offensive. |
Kamorasu | かもラス | Parlor term – to alert the parlor that this may be your last game in this session. |
Kan | 槓 | To call a Kan. |
Kanchan | 嵌張 | An internal wait, such as 46 waiting on 5. |
Kanchanmachi | 嵌張待ち | To be waiting for a pair of tile that is one number separated, such as 1,3 and 4,6. |
Kanchanfu | 嵌張符 | 2 point that is added during calculation for Kanchan-machi. |
Kandora | カンドラ | A rule that an additional dora indicator is revealed when a kan is called. |
Kankanho | 槓々和 | A rarely used local Yaku, another name for Renkaiho. |
Kansaki | 完先 | Abbreviation for Kanzensakizuke. |
Kanta | 嵌塔 | Two pair of tile that is one number separated, aka Kanchan. |
Kantsu | 槓子 | A set of 4 identical tiles. |
Kanura | 槓ウラ | A new dora tile for reach that was because of player adding a Dora tile after calling Kan. |
Kanzai | 槓材 | Tile that makes a Kan. Fourth tile that is added after Pon or 4 tiles that can easily be Pon (Ankan). |
Kanzensakizuke | 完全先付け | Rule that forbids Atozuke. |
Kappagi | カッパぎ | To grab a lot of tenbo (point stick) from other player, same as Kappagu. |
Kappagu | カッパぐ | To grab a lot of tenbo (point stick) from other player, same as Kappagi. |
Karagiri | 空切り | To draw and discard the same type but different tile that makes a tsumo, for example a player draws a 3 tile when he has 2,3,4 tile and discards a 3 tile. it is often used to decieve other player. |
Karanaki | 空鳴き | To call without meaning to, and immediately revoking that call. Usually subject to a 1,000 point deposit, or ‘dead hand’ (a hand were further calls cannot be made). |
Karariichi | 空リーチ | To take back a reach that player called. A player has to give at most 1000 point to the table as a fine. |
Karasu | カラス | A special Yaku based on three player mahjong rule. To win a hand without drawing a Dora tile. |
Karaten | カラテン | To be tenpai, but having all winning tiles unavailable for draw or discard. |
Kareru | 枯れる | to have all four of the same tile that a player wants to be out or discarded. |
Karikariton | 仮々東 | The person who rolls the dice on the second time to choose the dealer. |
Karioya | 仮親 | The person who rolls the dice to choose the dealer, same meaning as Karitou. |
Kariten | 仮聴 | Wanting to change hand even though a player is Tenpai, usually because the waiting tile is inefficient. |
Kariton | 仮東 | The person who rolls the dice to choose the dealer, same meaning as Karioya. |
Kasanaru | 重なる | For a tile to be in Toitsu, Ko-tsu, Kanntsuu. |
Kashitaku | 貸し卓 | A full set of mahjong table that a mahjong parlor provides (table, chips, notepad, etc), usually lent for at least an hour. |
Kataagari | 片和了り | To have a multiple tile wait where one or more would be an illegal win (such as a 1-4 wait with Tanyao only). |
Katai | 固い | Defensive playing. |
Katashabo | 片シャボ | When all the tile that a player is waiting to Toitsu is on the table. |
Kawa | 河 | “River” – the discarded tiles. |
Kawashite | かわし手 | To press and win a quick hand to keep others from winning with larger hands. |
Kawazukuri | 河作り | To discard in an order that masks your winning wait. |
Kaze | 風 | Wind – East, South, West, North. |
Kazoeyakuman | 数え役満 | To have 13 or more han, and count that hand as a yaukman. |
Kazokuma-jan | 家族麻雀 | To play mahjong with your family, recently not heard. |
Kazupai | 数牌 | Number tiles, the 1-9 of man, pin, and sou. |
Keiten | ケーテン | Abbreviation of Keishiki-tenpai. |
Keishiki tenpai | 形式聴牌 | Having tenpai without yaku, for purposes of end of hand tenpai payments and so forth. |
Kempai | 懸牌 | Abbreviated form of kenshoupai, which is an old terminology for Dora. |
Kenfompai | 圏風牌 | Same meaning as Bakaze, not used often. |
Kenkoma-jan | 健康麻将 | “Healthy” mahjong: mahjong without the negative activities normally associated with it (smoking, gambling, drinking, etc.). |
Kenshohai | 懸賞牌 | An old terminology of Dora. |
Ki-hai | キー牌 | Key tile that impacts the flow of the game. |
Kihonfu | 基本符 | 20 point which is the lowest base unit for mahjong. it may be 30, 40 point. |
Kikenhai | 危険牌 | Dangerous tile – a tile that another player is likely to win with. |
Kikku | キック | “Kick the can” – to win a small hand to move the deal, shortening the game or ending a dealership. |
Kikkute | キック手 | Same meaning as Kick. |
Kimeuchi | 決め打ち | To decide on one tile to win on and continue the game based on it. |
Kimma | 近麻 | Shorthand for Kindai Mahjong magazine. |
Kimmonkyo | 金門橋 | “Golden Gate Bridge”, an old hand consisting of 123, 345, 567, 789. |
Kindaima-jan | 近代麻雀 | “Modern Mahjong” – a popular mahjong magazine. |
Kinkeidokuritsu | 金鶏独立 | An old Yaku, A Hadakatanki with Minkan. |
Kinshimpai | 筋心牌 | Tile that makes the center of a hand, usually refers to tile 4,5,6. |
Kirau | 嫌う | Tile that a player continuously discards no matter what. |
Kiriage mangan | 切り上げ満貫 | “Rounded Mangan” – a rule where 1920 hand points (3 han 60 fu / 4 han 30 fu) are rounded up to mangan. |
Kiru | 切る | To discard a tile. |
Kirukuru | 切る来る | To draw the same tile that a player tends to discards. |
Kitaichi | 期待値 | Expected value – to determine mathematicaly the possible value of a hand. |
Kitsutsuki | キツツキ | When the the first, fourth tile and second, third tile is the same tile. |
Ko | 子 | “Child” – a non-dealer. |
Ko-fompai | 客風牌 | Same meaning as Otakaze. |
Ko-tsu | 刻子 | Ko-tsu refers to three of a kind. For Ko-tsu, there are Minkou where you collect the set by calling “pon” and Ankou where you do not call. |
Koba | 小場 | Rounds where player are winning with low point. |
Kohai | 好牌 | An easily useable tile, such as a 4-6. |
Kohaiheikyoku | 荒牌平局 | Same meaning as Ryukyoku. |
Kohaipai | 好配牌 | Efficient and usuable tile. |
Kohaisenda | 好牌先打 | To discard a tile that is in favor of all the player early in the game so it does not go in opponents favor . |
Koi-so | 紅一色 | An old Yaku, Same meaning as Koryujan. |
Koitten | 紅一点 | An old Yaku, to win by having all green tile in the middle of the hand. |
Kokei | 好形 | “Good shape”, having many tiles that will help the hand. “A good ii-shan-ten”. |
Kokui-so | 黒一色 | An old yaku, a hand with tile 2,4,8 and the wind tile. |
Kokushimuso | 国士無双 | Thirteen orphans: one of each suit’s 1 and 9, one of each wind, one of each dragon, and one more of the aforementioned tiles to create a pair. |
Kombiuchi | コンビ打ち | Cheating term: to work together with another person or player to commit fraud. |
Koritsuhai | 孤立牌 | Tile that is isolated from any combination. |
Koshi | 腰 | To react to other players discard tile. |
Koshigakarui | 腰が軽い | A style of calling as soon as possible, disregarding how low the point is. This terminology is often used by Menzen player (who focus on points), to player who calls relativley early in the game. |
Koshikaru | 腰軽 | Same meaning as Koshigakarui. |
Kotegaeshi | 小手返し | To swiftly draw and discard a tile. |
Kotenho | 高点法 | Rule where the points have to be relatively high. |
Kotsuujiko | 交通事故 | “Traffic accident” – to deal into a large hand on the second go-around, often with no warning. |
Koutsu | 刻子 | Triplet – three melded identical tiles. |
Koyaku | 古役 | Old rule. |
Kubi | クビ | To be back to the beginning point. |
Kudaripon | 下りポン | To pon from the previous player. |
Kuijikake | 食い仕掛け | To call and win the turn. |
Kuikae | 喰い替え | A rule that allows you to call a tile, then immediately discard a tile that could have been used in that meld: pon an 8p and then discard an 8p, or chi a 1m for a 23m and discard a 4m. |
Kuinagareru | 食い流れる | When the turn is reversed, the tile that was suppose to go to the players hand and create a yaku instead goes to the other player. It often refers to being the others player’s fault. |
Kuinagasu | 食い流す | When the turn is reversed, the tile that was suppose to go to the players hand and create a yaku instead goes to the other player. It is often that player’s fault. |
Kuinaoshi | 食いなおし | To call on a tile that a player once discarded, often embarrasing moment. |
Kuinobasu | 食い伸ばす | To chi from an extended sequence and still leave a good wait. For example, to have 2345, calling a 1 to leave a 45. |
Kuipinfu | 食いピンフ | Open pinfu, a no-longer used rule that pinfu was allowed to be open. |
Kuisagari | 喰い下がり | A property of certain yaku that they are worth 1 less when in an open hand. |
Kuisageru | 食い下げる | When an essential tile was taken by the next player. |
Kuitan | 喰い断 | A rule that allows tanyao to be open. |
Kuitoru | 食い取る | By calling and changing order, a player wins using tile that other player would have won with. |
Kunroku | クンロク | 9600 points. |
Kurobo | 黒棒 | The 100-point stick. |
Kurobosa | 黒棒差 | To be ‘in the black’, such that your placement can change in All Last by a score that only requires the 100-point sticks (less than 1000). |
Kurogo | 黒五 | The non-red 5s. |
Kuttsuk-itempai | くっつきテンパイ | To be waiting for the other isolated tile that can complete a hand. |
Kuttsuki | くっつき | To acquire connectable tiles. If you have a 3, for example, to accumulate tiles such as 2 and 5. |
Kuu | 食う | To call. |
Kuuchi | 空チー | To chi and to take back the call immediately. Generally penalized by a 1000-point deposit or a dead hand. |
Kuukan | 空カン | To kan and to take back the call immediately. Generally penalized by a 1000-point deposit or a dead hand. |
Kuukoi | 空行為 | To call in general (reach, chi, pon) and to take back the call immediately. Generally penalized by a 1000-point deposit or a dead hand. |
Kuupon | 空ポン | To pon and to take back the call immediately. Generally penalized by a 1000-point deposit or a dead hand. |
Kuzusu | 崩す | To collapse the wall or your hand accidentally. |
Kuzute | クズ手 | Kudzu hand – a cheap hand, similar to “trash hand”. |
Kyakufuuhai | 客風牌 | Same meaning as Ota-fuu. |
Kyakuuchi | 客打ち | When the worker at a mahjong parlor plays with the guest/customer. |
Kyandonho | 鏡同和 | An old Yaku, having ordered number sets (1,2,3 tile) with two suits. |
Kyatapira | キャタピラー | Cheating term – “Caterpillar”, to shift tiles into the wall by sliding the top and bottom horizontally. |
Kyoda | 強打 | To discard a tile strongly or with a strike (bad manners). |
Kyogima-jan | 競技麻雀 | Competition mahjong – mahjong in a tournament, as opposed to gambling. |
Kyogiru-ru | 競技ルール | Competition rules – a ruleset for a tournament, often lacking more “random” rules (red 5, uradora). |
Kyoku | 局 | A round – beginning with the initial draw and ending with a win or draw. East 1, South 2, etc. |
Kyotaku | 供託 | Deposit – points that you put into play, to be given to the winner, such as a Reach stick. |
Kyotakutembo | 供託点棒 | Deposited point sticks. |
Kyotsuu-ampai | 共通安牌 | A safe tile for 2-3 player. |
Kyotsuu-anzempai | 共通安全牌 | Same as kyotsuu-ampai. |
Kyu | 九 | 9. |
Kyu-pinraoyui | 九筒撈魚 | An old rule that gave a bonus to winning houtei on the 9p. |
Kyuukoken | 急行券 | Express ticket – an extremely fast hand, allowing an early win. |
Kyuurempoto | 九連宝燈 | Nine Gates – 1112345678999 + one other tile, all in the same suit. |
Kyuushu-kyuuhai | 九種九牌 | To have 9 or more different terminals + honors on your first draw, allowing you to draw the hand in many rulesets. |
Ma-chao | マーチャオ | A popular mahjong parlor chain. |
Ma-jan | 麻雀 | Mahjong – the profound table game. Intellectual and empowering, played by the finest of humanity, including those who are so enamored with it that they would look up the translation of the game’s name on a mahjong website. |
Machidori | 待ち取り | When a player can wait on several type of tile depending on the tile a player discards. |
Machigoro | 待ち頃 | Tile that is still left in the tile mountain or tile that a player might discard. |
Mageru | 曲げる | Bend – to turn the tile discarded post-reach sideways. |
Magire | まぎれ | Accidental events that disrupt the flow of mahjong. |
Magujan | マグ雀 | a Semi-automatic (shuffle and flip tiles only) table. |
Majan | 麻将 | Mahjong written in Chinese. Also, the particular way in “healthy mahjong” that mahjong is written. |
Majan-matto | 麻雀マット | A mat with which to play mahjong on. |
Majan-pai | 麻雀牌 | Mahjong tiles. |
Majan-pro | 麻雀プロ | A player who has been accepted into a professional mahjong association. |
Makura | 枕 | Same meaning as Jantou, Atama. The term is not used often. |
Makuru | 捲くる | To wound (hurt) – to bring low a player of higher points. |
Mana | マナー | Manners – the courtesies used while playing mahjong. |
Manchoku | 満直 | Abbreviation of Mankan-Chokugeki. |
Maneman | 真似満 | Local rule where a player gets a yakuman while discarding the same first 5 tiles as other player. |
Manganbarai | 満貫払い | A penalty cost equal to a mangan. |
Mangan | 満貫 | To cap han-fu calculation at 2000 points. |
Manshuu | 満州 | An old way of saying Yakuman. |
Mantembo | 万点棒 | The 10,000-point stick. |
Mantsumo | 満ツモ | Abbreviation for menzen tsumo. |
Manzu | 萬子 | The character tiles – kanji from 1 to 9 plus the kanji “yorozu”, meaning 10,000. |
Marubi | マルB | Boo Mahjong term, when 2 players are on top. |
Marudori | 丸取り | “the roundup”, a method of scring three people mahjong, so that values approimate those found in standard four-player mahjong. |
Marue | マルA | Boo Mahjong term, when one player is on top. |
Marushi | マルC | Boo Mahjong term, when three player is on top. |
Matagisuji | またぎスジ | A 3-space tile combination straddling a single tile. For 5, they would be 4-7 and 3-6. |
Mawarioya | 回り親 | Where the last player from the previous game is the first player in the next game. |
Mawashiuchi | 回し打ち | The strategy of attempting to develop a hand while discarding only safe tiles. |
Mawasu | 回す | Same meaning as Mawashiuchi. |
Meisai | 迷彩 | To camoflauge a wait via discard order. |
Mekuriai | 捲り合い | To reach against another reach, competing for the first win. |
Mekuru | 捲る | To flip up, such as with a dora indicator. |
Member | メンバー | The members and employees of a Mahjong parlor. |
Mempin | メンピン | An abbreviation for Reach+Pinfu. |
Men | メン | Short for Reach, used in hand notification. “mentanpin is 3900” and so forth. |
Menchin | メンチン | To have a full flush with one suit during a closed hand. |
Menfon | 門風 | Same as Wind seat. |
Menfon-pai | 門風牌 | Same as Wind seat. |
Menhon | メンホン | Closed Half Flush. |
Mentan | メンタン | The abbreviation for reach+tanyao. |
Mentanpin | メンタンピン | The abbreviation for reach+tanyao+pinfu. |
Mentaru | メンタル | The state of mind, an important element required to win in mahjong. |
Mentsu | 面子 | a meld or group of tiles. |
Mentsu-otoshi | 面子落とし | To discard a tile that could have made a group of tiles. |
Mentsu-over | 面子オーバー | To have too many potential Mentsu. |
Mentsumo | メンツモ | Abbreviation for menzen tsumo. |
Menzen | 門前 | Fully closed hand – if in tenpai, allows reach. |
Menzen-chin | 門前清 | The official term for menzen, not used that often. |
Menzen-chintsumo | 門前清自摸和 | The official term for Menzentsumo. |
Menzen-ha | 門前派 | To win the game without calling, a fully closed hand. |
Menzen-kafu | 門前加符 | The 10 points added in the case of a fully closed Ron. |
Menzen-tsumo | 門前ツモ | The 1 han for a fully closed selfdraw. |
Menzen-yaku | 門前役 | A Yakuman based on Menzen ( a fully closed hand), Ipeko, chitoitsu. |
Miemie | 見え見え | To easily able to read another player. |
Migijuu | 右10 | “Right 10”, a particular place to draw tiles from after the dealer’s roll. |
Migini | 右2 | “Right 2”, a particular place to draw tiles from after the dealer’s roll. |
Migiroku | 右6 | “Right 6”, a particular place to draw tiles from after the dealer’s roll. |
Min | 明 | “Open” (light), refers to called, viewable tiles. |
Minjun | 明順 | An open sequence made by calling a discard. |
Minkan | 明槓 | An open kan. |
Minkantsu | 明槓子 | A rarely used term for an open kan. |
Minko | 明刻 | Three of a kind collected by calling “pon”. |
Minko-tsu | 明刻子 | Another way of saying Minkou. This term is rarely used. |
Minogashi | 見逃し | To miss a win, to fail to call a win after Reach. There are rulesets that prohibit this. |
Miokuru | 見送る | Same meaning as Minogashi. |
Misehai | 見せ牌 | Tile that was seen by other player, tile that will be “check”ed. |
Misu | ミス | “Miss”, to make a mistake. |
Mo-pai | 盲牌 | To “look” at the tile without looking, usually by feeling the texture of the tile with your fingers. |
Mo-ta | 摸打 | Usually means tsumo. |
Mochi-mochi | モチモチ | For two player to have two of the same tile. One of the player has to discard that tile in order for the other player to Pon. |
Mochiten | 持ち点 | Points, point stick that players holds. |
Mopai | 摸牌 | Tile that was drawn. |
Moro-hikkake | モロ引っ掛け | To reach with a Safe tile. |
Morogake | モロ掛け | Same meaning as morohikkake. |
Morohi | モロヒ | Same meaning as morohikkake. |
Moronori | モロ乗り | When there is a 4 or 3 of a kind of uradora and kandora. |
Morora | モロ裏 | Abbreviation of Moroniurasuji, to be waiting for a Urasuji tile. |
Moshirasu | もしラス | A type of last call, refers to “maybe the last hand”. |
Motodora | 元ドラ | Former dora tile before a new dora tile is revealed. |
Motomen | 元メン | Parlor term for the original members. |
Motora | 元ウラ | Former dora tile before a new dora tile is revealed. |
Mudazumo | 無駄ヅモ | A wasted draw (a tile that does not help the hand). |
Murichin | 無理清 | An unreasonable chi, alerting players to a half or full flush. |
Murihon | 無理混 | An unreasonable pon, forcing players toward Hon’itsu. |
Murinaki | 無理鳴き | An impossible call, such as saying Pon on the 3rd tile of a type to be discarded. |
Muripon | 無理ポン | An impossible Pon call. |
Musuji | 無スジ | Tile that is not Suji. |
Nagama-jan | 長麻雀 | East south Mahjong, It means long mahjong, as it takes longer than boo or three player mahjong. |
Nagare | 流れ | “The flow” – strategy possible based on fortune, superstition, the moon, etc. |
Nagareron | 流れ論 | The idea that mahjong is a flow, and those who “follow” it will prevail. Similar to “occult”. |
Nagareru | 流れる | “To flow”, to appeal to the flow. |
Nagashi | 流し | Abbreviation for Nagashimankan, not used often. |
Nagashi-mangan | 流し満貫 | To win a mangan by discarding only terminals and honors, and to have no tiles called off of you, until the draw is exhausted. |
Nakabukure | 中ブクレ | “middle blister” – A pair within a sequence, such as 23334. |
Nakame | 中目 | Winning tile that is in neither highest possible points or lowest possible points (147 wait, 1 is pinfu, 4 is pinfu tanyao sanshoku, 7 is pinfu tanyao, and you get the 7) not used often. |
Nakanuki | 中抜き | To discard a tile already in a group when Oriru. |
Nakazuke | 中付け | To not have a yaku until after the second call. |
Naki | 鳴き | To call a discard. |
Nakima-jan | 鳴き麻雀 | To play a style of mahjong that emphasizes many calls. |
Nakiragu | 鳴きラグ | To pause before calling. |
Naku | 鳴く | A call. |
Namba | 南場 | The South. |
Namboku-senso | 南北戦争 | Civil War, a rarely used hand based on American Mahjong, that uses the tile sequences 1861 and 1865. |
Nampaku-tsukimono | 南白つきもの | A mahjong saying that those who have the south also have the white dragon (unsubstantiated). |
Nan | 南 | South. |
Nanahyaku-sensan | ナナヒャクセンサンビャク | Scoring term: 700 / 1300. |
Nanahyakuo-ru | ナナヒャクオール | Scoring term: 700 all. |
Nananana | ナナナナ | Scoring term: 7700. |
Nanato-ichisan | ナナトーサン | Scoring term: 700 / 1300. |
Nancha | 南家 | The south player. |
Nanikiru | 何切る | “What would you cut” – chess / Go-style study problems based on scoring and tile efficiency. |
Nannyuu | 南入 | To start the south seat, after 4 seats of east. |
Narabitoitsu | 並び対子 | Two sequenced pairs, such as 4455. |
Nashi | なし,ナシ,無し | “Invalid” – denotes a rule not in effect. |
Nashi nashi | ナシナシ | Ruleset that disallows open tanyao and backdoor wins. |
Nashiari | ナシアリ | Ruleset that disallows open tanyao but allows backdoor wins. Rarely used. |
Nashinashi | ナシナシ | REPEAT. |
Nekusuto | ネクスト | “Next”, determining the dora by the dora indicator. |
Neraiuchi | 狙い打ち | To choose a certain other player to Ron against. |
Nerihai | 練り牌 | Plastic mahjong tiles. |
Netto-janshi | ネット雀士 | Net Mahjong – one who plays mahjong online. |
Netto-keijanshi | ネット系雀士 | A Net mahjong player – someone who specializes in net mahjong. |
Nettoma-jan | ネット麻雀 | Net Mahjong, to play against player around the Japan and world. |
Ni-yomman | ニーヨンマル | Scoring term: 24,000. |
Nicha | 2チャ | Second place. |
Nichaho | 二家和 | For two player to declare Ron at the same time, If this rule is not used, than Touhane is used. |
Nichame | 2チャ目 | Player who is in second place at that moment. |
Nidoburi | 2度振り | To roll the dice twice to determine the wall break. Currently non-standard. |
Nidoke | 2度受け | To require the same tile in two different ways, for example, 3556 needs a 4 for 35 and for 56. |
Nigiri | 握り | a popular term for ‘uma”. alternately, the grip of a cheating player concealing a tile. |
Nigirikomi | 握り込み | Cheating term: to conceal a tile in your hand. |
Nigiritsubusu | 握り潰す | To keep tiles that other player might be looking for to use. |
Niikyu | ニイキュー | Scoring term: 2900. |
Niiroku | ニイロク | Scoring term: 2600. |
Niirokuo-ru | ニイロクオール | Scoring term: 2600 all. |
Niisan | ニイサン | Scoring term: 2300. |
Niisano-ru | ニイサンオール | Scoring term: 2300 all. |
Niiyon | ニイヨン | Scoring term: 2400. |
Nikake | 2欠け | Parlor term: to be short 2 people for the game. |
Nikaku | 2確 | To deliberately win at second place. |
Nikku | ニック | Scoring term: 2900. |
Nikoniko | ニコニコ | “smile”, a popular slang term for seven pairs. |
Nikoro | 二コロ | When two player has negative points. |
Ninaki | 二鳴き | To Pon on the second draw. |
Ninoninotenho | 二の二の天和 | Cheating technique – to work with another to load a tenhou into the wall. |
Ninuke | 2抜け | A rule where the second player does not play the next game in a five or more person game. |
Nisen | ニセン | Scoring term: 2000. |
Niseno-ru | ニセンオール | Scoring term: 2000 all. |
Nisenzanku | ニセンザンク | Scoring term: 2000 / 3900. |
No ten bappu | ノーテン罰符 | The payment made by noten players at the end of the hand. |
No-chansu | ノーチャンス | “no chance” – to have no possible way of filling a wait. For example, 79 with all the 8s in the discard. |
No-ho-ra | ノーホーラ | The state of never being in first throughout a game. |
No-re-do | ノーレート | “no rate” – to play without money stakes. |
No-tembappu | 不聴罰符 | A fine that a player pays (in term of point) when a player is not in tenpai. |
No-ten | 不聴 | To not be in Tenpai. |
No-ten-oyanagare | ノーテン親流れ | To pass the deal if the dealer is not tenpai at the end of the hand. |
No-tenri-chi | ノーテンリーチ | To reach without being in tenpai. A major penalty if discovered throughout the course of the hand. |
Nobetan | 延べ単 | A doubled single-pair wait, for example, 4567 waiting on 4 or 7. |
Nomi | ノミ | A hand containing 1 yaku and no dora. |
Nomikikku | のみキック | To “kick the can” (pass the deal) with a 1 yaku hand. |
Nomite | ノミ手 | A hand with only one Yaku, a cheap hand. |
Nonrasu-daho | ノンラス打法 | To play avoid being last. |
Nukeban | 抜け番 | The players not currently playing if you have an imperfect number of people playing mahjong (5,6,7). |
Nukidora | 抜きドラ | An extracted dora – tiles that can be removed from the hand to add a dora, such as North in 3-player. |
Nukiutsu | 抜き打つ | To discard a non-useless tile, sometimes a highely efficient tile. |
Nukiwaza | 抜き技 | Cheating term – to pull tiles from the wall. |
Nuku | 抜く | Cheating term, to use a Nukiwaza. |
Nurui | ヌルい | A ‘nice’ way of saying you are bad at mahjong. |
O-punri-chi | 開立直 | A widespread local rule that allows you to show all or part of your hand upon reaching to increase the value of your reach by 1 yaku. shortened to “punri” in many cases. |
O-punsen | オープン戦 | “open warfare”, an “anyone can join” competition. |
O-rasu | オーラス | “All Last” – South 4 in an east-south game, East 4 in an east-only. The possible last hand. |
Occult | オカルト | A school of mahjong strategy that eschews digital mathematics and believes that the game is based on flow, psychology, etc. |
Ogamiuchi | 拝み打ち | Dealing a tile with the feeling that it will deal in. |
Ogonnoi-shanten | 黄金の一向聴 | To have both Tanpinsanshoku and Ikkitsukan. |
Ohiki | お引き | Cheating term – to set up a draw for someone. |
Oikakeriichi | 追いかけリーチ | “Reach roulette” – to reach after another has reached, and leave the winner up to the draw. |
Oka | オカ | The first place bonus in uma. |
Okizai | 置きザイ | Cheating term – to roll a desired number. |
Okkakeri-chi | 追っかけリーチ | To reach after other player reached. |
Okurikan | 送り槓 | “tile hog” – to not call a kan for purposes of tile efficiency. For example, 333345 = 333 + 345. |
Okurikomi | 送り込み | Cheating term, to put highely efficient tile into other players wall and have them draw a tile, or putting an effective tile into a allied player. |
Omo | オモ | Abbreviation for the original dora. |
Omomo | オモオモ | Abbreviation for 2 uradora. |
Omonote | 大物手 | “tycoon” – A high-scoring hand, often one large enough to bust another player. |
Omote | 表 | Abbreviation of omotedora. |
Omotedora | 表ドラ | The Usual Dora Tile. |
Onaten | 同聴 | To wait on the same tile as another. |
Onizumo | 鬼ヅモ | To draw a few remaining efficient tile. |
Onraimma-jan | オンライン麻雀 | Online mahjong – an alternate term for net mahjong. |
Onri | オンリ | “Only”, to be in full defense mode. rarely used nowadays. |
Oriru | オリる | To play the game by focussing on discarding safe tile to prevent it from going to other players advantage. |
Oriuchi | オリ打ち | To discard a tile when a player is not aiming for a complete hand or to have a discarded tile Ron against by other player. |
Orosu | 降ろす | For the Dealer to move to the next player. |
Osaeru | 押さえる | To keep tile, especially the dangerous ones. |
Oshihiki | 押し引き | The “push pull” balance of offense and defense central to mahjong. |
Otakaze | 客風 | Winds that are not yaku for you. |
Otakaze-sanko | 客風三刻 | To play 3-play mahjong because a player is missing. |
Otosu | 落とす | To cut a tile, usually to the detriment of your hand, for defense. |
Oya | 親 | The dealer. |
Oyabai | 親倍 | A Dealer Baiman. |
Oyagime | 親決め | To choose the dealer. |
Oyakaburi | 親かぶり | When non-dealer player wins the round. In Mahjong, the dealer has to pay twice the amount to the non-dealer, so the larger the point, the more point that the dealer has to pay. |
Oyaman | 親満 | A Dealer mangan. |
Oyanagare | 親流れ | For the dealer to change to a new player, Same meaning as Oyaochi. |
Oyaochi | 親落ち | For the dealer to change to a new player, Same meaning as Oyanagare. |
Oyappane | 親ッパネ | A dealer haneman. |
Oyari | 親リー | Rule where the dealer gets 1.5 times the normal points. |
Oyaware | 親割れ | For the dealer to start Wareme. |
Pa | 八 | 8. |
Pa-renchan | 八連荘 | To get a yakuman for winning 8 consecutive hands. |
Paa | 八 | 8. |
Pai | 牌 | A tile. |
Paipan | 白板 | The official name for white. |
Pairyuujoseki | 牌流定石 | A Mahjong theory proposed by Masaki Kaneko, emphasizing using tiles you draw throughout the hand to determine your hand direction, instead of picking a direction based upon early makeup. |
Pao | 包 | A property of certain yakuman that means a player may be responsible for all or part of the cost due to giving the final part of the hand before completion. |
Paohai | 包牌 | A tile that could create a Paohai hand. |
Paosha | 包者 | The person responsible for the last call of a yakuman. |
Paosoku | 包則 | Rule for Pao Yakuman. |
Pe-nuki | 北抜き | A North extracted for dora, used in 3-player. |
Pei | 北 | North. |
Peiba | 北場 | Round wind at the north seat, does not happen at a East-South mahjong. |
Peicha | 北家 | Peicha refers to a player who sit on the right side of the dealer from the dealer’s view. North Wind becomes the player’s Wind tile. |
Penchan | 辺張 | An end wait – 12 waiting on 3, or 89 waiting on 7. |
Penchan-machi | 辺張待ち | Same as Penchan. |
Penta | 辺塔 | Slang for Penchan. |
Pi-pai | 壁牌 | Mahjong wall. |
Piano-machi | ピアノ待ち | a three-sided wait, such as 23456. |
Pin | ピン | The gambling rate for 1000 points, 100 yen unless otherwise noted. |
Pinchoi | 平局 | To play without repeat deal increases. Non-standard. |
Pinfu | 平和 | To have no wait, meld, or pair fu. |
Pinfute | 平和手 | A hand that has a high possibility of pinfu. |
Pinjan | ピン雀 | To play mahjong at the rate of 100y per 1000 points. |
Pinpin-roku | ピンピンロク | Scoring term: 11600. |
Pinta | ビンタ | A specific type of mahjong bet – to be paid based on the number of placement differences. |
Pinzu | 筒子 | Suited tiles, tiles with pictures of circle with hole in the middle (like 100-yen coil). |
Pinzu | 筒子 | The pin tiles, with circles on them. |
Po-hoipa-ren | 破回八連荘 | Rare local Yaku, for the non-dealer player to complete a hand to prevent the dealer from making Paren. |
Pon | ポン | To call a tile to make a meld of three identical tiles. |
Ponkasu | ポンカス | To call the last available tile of a type for a pon. |
Ponten | ポン聴 | To be in a state that you can pon into tenpai. |
Ponzai | ポン材 | Tile to call the Pon. |
Punri | プンリー | Short for “Open Reach”. |
Rakuhai | 落牌 | To drop a tile off the table. |
Rakujan | 落雀 | A puzzle game based on Mahjong. |
Raoto-hai | 老頭牌 | 1 and 9 tile. |
Rasha | ラシャ | The cloth played on. |
Rasu | ラス | 4th place. |
Rasuagari | ラスあがり | The person who wins the last hand. |
Rasuhai | ラス牌 | The last tile. |
Rasuhan | ラス半 | The last half of the game. |
Rasuhanko-ru | ラス半コール | Parlor term – to let the parlor know in the last half of a game that the next game is your last for the session. |
Rasuichi | ラスイチ | The last tile. |
Rasukaku | ラス確 | To definitely end in last place. |
Rasumae | ラス前 | The game before All Last (South 3). |
Rasume | ラス目 | Fourth place player. |
Rasunuke | ラス抜け | A rule for five or more player where the last place player does not play the next game. |
Rasuochi | ラス落ち | Fourth place player. |
Rasuoya | ラス親 | Dealer on the last round. |
Rasuseki | ラス席 | The dealer during All Last. |
Rasuto | ラスト | Parlor term – to declare the end of a game. |
Re-to | レート | The betting ratio. |
Renchan | 連荘 | A continuation as dealer because either the dealer won or was tenpai at the end of the round. |
Renfompai | 連風牌 | Self Wind seat tile. |
Renho | 人和 | To win before your first draw. Once a Yakuman, now given by many as a mangan, as there is many different thoughts on the matter, it is not employed that often. |
Renkaiho | 連開花 | An old Yaku, Kan into Kan into Rinshan tsumo win. |
Renkan-kaiho | 連槓開花 | Local Yaku, same meaning as Renkaiho. |
Renko-yaku | 連刻役 | Yaku formed from consecutive triplets, no longer commonly used. |
Rentairitsu | 連対率 | Ratio to get first and second place. |
Rentei | 連底 | Total point including all the point stick. |
Retsu | 列 | Partner Player, a player who shares profit. |
Riichi | 立直 | Reach – To depost 1000 points with a fully closed hand and discarding all draws that would change your hand until winning for 1 yaku. Often cannot be done with less than 1000 points. |
Ri-chibo | 立直棒 | The 1000-point stick deposited upon reaching. |
Ri-chidori | リーチ取り | Only the one that reach can take the penalty reach stick. |
Ri-chiippatsu | 立直一発 | To win after reaching and before discarding, for 1 extra han. Another’s call voids this opportunity. |
Ri-chima-jan | 立直麻雀 | The popular japanese variant of Mahjong. |
Ri-hai | 理牌 | The sideways tile reached on. |
Riaruma-jan | リアル麻雀 | Physical mahjong, as opposed to online mahjong. |
Riipai | 理牌 | To arrange the tiles in one’s hand. |
Rimpai | 零牌 | The last tile. |
Rinchan | 輪荘 | When the dealer changes to the other player. |
Rinshampai | 嶺上牌 | A tsumo tile after Kan, A player gets Rinshan kaiho. |
Rinshan | リンシャン | Abbrevation for Rinshan Kaihou. |
Rinshankaiho | 嶺上開花 | To win on the replacement draw of a kan. |
Rinshanpai | 嶺上牌 | The tile drawn after kan. |
Rizumu | リズム | The tempo of a game. |
Ro- | 六 | 6. |
Ro-hanyaku | 六翻役 | Scoring term: 6 yaku. |
Ro-karu-yaku | ローカル役 | Local Yaku – non-standard winning hands. |
Ro-karuru-ru | ローカルルール | Local Rule – non-standard mahjong rules. |
Ro-zu | ローズ | Same meaning as Toshiwaza. |
Rokkenzumi | 六間積み | Cheat term – to put six columns between each tile loaded into the wall (such that both tiles will be drawn by the same person). |
Rokumaigiri | 六枚切り | To discard tiles in rows of six, as is common in mahjong. |
Rokunoko | 6ノコ | The 6 cut – when rolling a 9, the six remaining tiles after the dealer draws. |
Rokupa | ロクパー | Scoring term: 6800. |
Rokuyon | ロクヨン | Scoring term: 6400. |
Ron | 栄 or ロン | To win due to an opponent’s discard. |
Ronchan | 輪荘 | When the dealer changes to the next player, same meaning as Renchan. |
Ronho | ロンホー | To win with Ron. |
Ronpai | ロン牌 | The tile that ron is called on. |
Roppyaku-senni | ロッピャクセンニシャク | Scoring term: 600 / 1200. |
Rotohai | 老頭牌 | 1 and 9 tile. |
Routouhai | 老頭牌 | Terminals: the tiles 1 and 9. |
Rule | ルール | Rules: often refers to local rules. |
Ryampe | リャンペー | Abbreviation for Ryan pei ko. |
Ryampe-ko | 二盃口 | Two instances of two identical sequences. |
Ryan | 二 | 2. |
Ryando-ko | 二同刻・両同刻 | An old yaku, to create kantsu with 2 suits of the same number tiles. |
Ryanhan shibari | 二飜縛り | A rule where 2 han are required to call a win. Often occurs when the repeat deal count reaches 5. |
Ryanhan-yaku | 二ハン役 | Yaku worth 2 han. |
Ryankan | リャンカン | A multitile wait formed by you attached middle waits. Examples: 135, 468. |
Ryankan | 両嵌 | A multitile wait formed by you attached middle waits. Examples: 135, 468. |
Ryankan-chan | リャンカンチャン | Same meaning as Ryankan, usually called Ryankan. |
Ryankan-machi | リャンカン待ち | Same meaning as Ryankan. |
Ryankan-ryanmen | リャンカンリャンメン | A ryankan with an internal sequence, such as 245667. |
Ryanmen | 両面 | A multitle connected wait: for example, the 2-5 wait of a 34. |
Ryanmen-machi | 両面待ち | To wait for outer number next to 2 numbers, such as waiting for 2 and 5 when a player has 3 and 4. |
Ryann | 両 | A pair. |
Ryanshanten | 二向聴 | Two tiles from tenpai. |
Ryanshi | リャンシ | Abbreviation of Ryanshiba. |
Ryanshiba | リャンしば | Abbreviation for Ryanhan-shibari. |
Ryanzo-chankan | 二索槍槓 | An old hand, consisting of winning a chan kan off the 2 sou. |
Ryanzoro | リャンゾロ | Same meaning as BaZoro. |
Ryokei | 良形 | Good shape – a hand with good tile efficiency. |
Ryotembin | 両天秤 | To choose one Yaku from two choices. |
Ryu-i-so | 緑一色 | A yakuman consisting of a legal hand using only tiles from the list 23468sou and green dragon. |
Ryu-i-so-rin | 緑一色輪 | An old yaku, to have 5 bamboo rather than green tile. |
Ryuu | 六 | 6. |
Ryuufa | 緑發 | Official term for fa. |
Ryuukyoku | 流局 | The end of a hand where there was no ron or tsumo win. |
Ryuukyoku-chombo | 流局チョンボ | end-of-hand penalties, such as with noten reach. |
Saburokyuu | 三六九 | a 369 wait. |
Sai | 賽 | The dice. |
Saifu | 採譜 | A wallet. |
Saikokei | 最高形 | The best possible hand available from a current hand. |
Saikoro | 骰子 | The dice. |
Saishuukei | 最終形 | The final form of a hand. |
Sakigiri | 先切り | to call ryanmen early in the hand, and to discard tiles that may be dangerous later. |
Sakizuke | 先付け | Disallows a hand from winning that contains its only yaku from the winning discard. Opposite of Atozuke. |
Sakizumo | 先ヅモ | To touch the tile to draw then change your mind and call. A manner violation. |
Sakusaku | サクサク | To proceed the game without any problem. |
Sama | サマ | An abbreviation for cheating. |
Samma | 三麻 | An abbreviation for 3-player mahjong. |
Sammemmachi | 3面待ち | A three-tile-wait, such as 23456, awaiting 147. |
Sammenchan | 3面チャン | To be waiting for 3 different tile. |
Sampongohon | サンポンゴホン | Scoring term: 300 / 500. |
Sampuuko | 三風刻 | An old Yaku, to create kantsu with three of the four wind tile. |
San | 三 | 3. |
Sananko- | 三暗刻 | Three concealed triplets. |
Sanbaiman | 三倍満 | A hand worth 11-12 han. |
Sancha | 3チャ | Third place. |
Sanchaho | 三家和 | A triple Ron, depending on the rule, may cause Tochu-ryuukyoku (Ending the round with no win). |
Sanchaho-nagare | 三家和流れ | Rule where if three player declares Ron, then the Round will be a no win game (Tochuryuukoku). |
Sanchame | 3チャ目 | The third place player. |
Sando-ko | サンドーコー | Abbreviation for Sanshokudoko. |
Sangempai | 三元牌 | The dragon tile. |
Sangempaichi-toi | 三元牌七対子 | An old Yaku, same meaning as sangenchitoi. |
Sangenchi-toi | 三元七対子 | An old Yaku, hand of Chitoitsu including the three dragon. |
Sangenpai | 三元牌 | The “dragon” tiles. Originally “treasures”. |
Sanhaizumo | 三牌ヅモ | Cheating term – to draw three tiles at once. |
Sanhanyaku | 三ハン役 | The Yaku that are worth 3 han. |
Sankake | 3欠け | Parlor term – down three players for a game. |
Sankaku | 3確 | To definitely finish in third place. |
Sankantsu | 三槓子 | Three kan. |
Sanninron | 3人ロン | To have three players simultaneously declare Ron. |
Sannoko | 3ノコ | “3 Left”, the columns of tiles left after drawing from a roll of 12. |
Sannuke | 3抜け | Rule where the Top three player does not play the next game in a five or more player mahjong. |
Sanrenko | 三連刻 | A local rule of three consecutive triplets in the same suit, for 2 han. Relatively common for a non-standard rule. |
Sanshiki | サンシキ | Same meaning as Sanshoku. |
Sanshoku | サンショク | An abbreviation for san shoku doujun. |
Sanshoku-bukumi | 三色含み | Hand that has a possibility of turning into a Sanshoku-dojun. |
Sanshoku-dojun | 三色同順 | The same sequence in all three suits. |
Sanshoku-doko | 三色同刻 | The same triplet in all three suits. |
Sanshoku-dopon | 三色同ポン | Refers to Sanshoku-doko. |
Sanshoku-ittsu | 三色一通 | An old term, refers to Sanshoku-tsuukan. |
Sanshoku-renko | 三色連刻 | An old Yaku, to have one of the four wind tile, 2,4,8 circle tile and toitoi with dragon tile. |
Sanshoku-tsuukan | 三色通貫 | An old term, to make Ikkikantsu with three different number tile. |
Santya | 散家 | Non-dealer player, same meaning as Ko. |
Sanyon | サンヨン | Scoring term: 3400. |
Sarasu | 晒す | Same meaning as Naku or call. |
Sasaru | 刺さる | To pay penalty to other player. |
Sashikomi | 差し込み | To intentionally deal into to a hand. |
Sashiuma | 差しウマ | An end-game payment of 4th and 3rd places to 1st and 2nd. |
Sawarazuno | 触らずの十四枚 | The fourteen tiles that are vertically symmetrical. |
Seichaku | 正着 | The most correct tile to discard in term of efficiency. |
Seichakuda | 正着打 | The discarded tile that has the most tile efficiency. |
Sekinimbarai | 責任払い | Certain rule regarding point payment, such as Pao. |
Sempai | 洗牌 | To shuffle the tiles. |
Sen | セン | Scoring term: 1000. |
Senchampai | 尖張牌 | The 3s and 7s. |
Sengenhai | 宣言牌 | The tile reach is declared on. |
Sennisen | センニセン | Scoring term: 1000 / 2000. |
Seno-ru | センオール | Scoring term: 1000 all. |
Senpai | 尖牌 | Same meaning as Senpaihai. |
Senseiri-chi | 先制リーチ | An early reach. |
Senten | 千点 or センテン | A 1000-point hand. |
Seori- | セオリー | Tactics. |
Setto | セット | Parlor term: to rent a table by the hour. |
Sha | 西 | West. |
Sha-ba | 西場 | The west wind seat, Only happens when the game enter west in a east south game. |
Sha-cha | 西家 | Sha-cha refers to a player who sit on the opposite side of the dealer from the dealer’s view. West Wind becomes the player’s Wind tile. |
Sha-nyu | 西入 | Local rule if the top player has point less than 30,000, then the game continues into west round. |
Shabo | シャボ | Abbreviation of Shanpon. |
Shaitsu | シャイツ | Thedice. |
Shamisen | 三味線 | To say things and/or make noise at an attempt to influence the game. “my hand is cheap” , “I am not tempai yet”, and sighing. Manner violation. |
Shampommachi | シャンポン待ち | To have a shanpon wait in tenpai, that is two pairs. |
Shampon | シャンポン | Tenpai with 2 different Toitsu, can be called Shabo. |
Shanpon | 双ポン or シャンポン | Two pairs, the third tile of either will complete the hand. |
Shanron-chonchu | 双竜争珠 | An old Yaku, to have Pinzu pair and manzu, souzu shuntsu triplets. |
Shanten | 向聴 | The number of tiles needed to get to tenpai. |
Shanten-modoshi | シャンテン戻し | To get farther away from tenpai. To lower Shanten, for example from ishanten to ryanshanten (to need two tiles rather than one tile). |
Sharinyaku | 車輪役 | The wheel hands (seven pairs full flush tanyao), local rule. |
Shi-aruraotai | 十二落抬 | An old Yaku, to complete a hand by hadakatanki. |
Shi-fu-pai | 四風牌 | The wind tile, that is East, South, West, North tile. |
Shi-pai | 洗牌 | To shuffle the tile in the begining of the game. |
Shi-samputo | 十三不塔 | “Thirteen broken”, a popular local rule. To have thirteen unconnected tiles – no pairs, no two part or three part sequences. Often a Baiman or Yakuman. |
Shi-sanrommen | 十三龍門 | Different name for Kokushimusou. |
Shi-sanu-shi | 十三無靠 | An old Yaku, to have no Mentsu, totsu, toitsu. |
Shi-sanyaochuu | 十三ヤオ九 | Different name for Kokushimusou. |
Shi-toppu | Cトップ | Boo Mahjong term. 3 top player. |
Shibabo | 芝棒 | 100 point stick. |
Shibari | 縛り | Constraint, such as “minimum 2 yaku needed to win”. |
Shibori | 絞り | To squeeze – to hold onto tiles an opponent would be likely to pon or chi. |
Shiboru | 絞る | To not discard tile that may favor other player, to prevent other player from completing hand. |
Shichifukusei | 七福星 | “Twinkle Twinkle Lucky Stars”, an old yakuman. seven pairs + all honors. |
Shikake | 仕掛け | To Chi, Pon, Kan, Reach. |
Shimbunshi | シンブンシ | For the first five discard tile to be in the specific order such as west, 2, 3, 2, west, where the outer two tile, the outer middle tile are in pair. |
Shimocha | 下家 | The player to your right. |
Shimpai | 心牌 | Important number tile, usually means the 5 tile. |
Shinimentsu | 死にメンツ | A hand that is close but hard to gets Mentsu. |
Shitazumo | 下ヅモ | Bottom row of the tile wall. |
Shizemmeisai | 自然迷彩 | A naturally camoflauged discard pile. |
Shizumu | 沈む | To sink below the starting number of points. |
Sho-su-shi | 小四喜 | Small Four Winds – Three different triplets of winds, and a pair of the fourth. |
Shohai | 初牌 | When no tile has been discarded yet. |
Shoku | 色 | Suit (color). |
Shominkan | 小明槓 | Same meaning as kan. |
Shonpai | 生牌 | “Live tile” – a tile that has not yet been discarded. |
Shori | 処理 | To discard a tile. |
Shosan | ショウサン | An abbreviation for shou san gen. |
Shosangen | 小三元 | Little Three Dragons – triplets of two dragons and a pair of the third. |
Shosharin | 小車輪 | Small Wheel, an old hand of full flush seven pairs consecutive. |
Shouhai | 少牌 | When a player has less tile in hand than normal, usually means Agarihouki (giving up on win). |
Shu-pai | 数牌 | The number tiles, 1-9. |
Shuntsu | 順子 | A sequence of three tiles, called or concealed. |
So-zu | 索子 | bamboo suit. |
Sobaten | そばテン | When the last tile that a player discarded completes a tenpai of other player. |
Socha | 荘家 | The Dealer. |
Sokuhikkake | 即ヒッカケ | To get Suji tile right after calling Reach. |
Sokuri | 即リー | An abbreviation for an immediate reach. |
Sokuri-chi | 即リーチ | To reach immediately upon gaining tenpai. |
Someru | 染める | A “dyed” hand – something that is likely to be a half or full flush. |
Somete | 染め手 | One color hand, such as Chinitsu, Honitsu. |
Soryuusoju | 双竜争珠 | An old yaku, to have pinzu pair and 2 shuntsu with number suit and bamboo suit. |
Sotogawa | 外側 | Outer number, usually the 1 and 9 number. |
Souuma | 総ウマ | Uma by all player. |
Souzu | 索子 | The bamboo suit. |
Su- | 四 | 4. |
Su-an | スーアン | An abbreviation for suu ankou. |
Su-anko | 四暗刻 | Four completely concealed triplets. |
Su-ankotanki | 四暗刻単騎 | To have four completely concealed triplets, waiting to complete a pair to make a valid hand. |
Su-chari-chi | 四家立直 | To have all four players in reach, often considered an abortive draw. |
Su-fu-chi-toitsu | 四風七対子 | An old yaku, Same meaning as Su-fu-chi-toitsu. |
Su-fu-haichi-toitsu | 四風牌七対子 | An old yaku, Same meaning as Su-fu-chi-toitsu. |
Su-fu-nagare | 四風流れ | Same meaning as su-fu-renda. |
Su-fu-renda | 四風連打 | To have all players discard the same wind on the first go around, causing an exhaustive draw. |
Su-hanyaku | 四ハン役 | A yaku that makes four han. Logistically does not exist, but Shosangen is am example. |
Su-kaikan | 四開槓 | Rule if 2 or more player calls a total of 4 kan, they must Tochuryukyoku (end the game without any win). |
Su-kannagare | 四槓流れ | Same meaning as Su-kaikan. |
Su-kansanra | 四風子連打 | Four kans declared by two or more players total. Often signifies an abotrive draw. |
Su-kantsu | 四槓子 | A single player kanning four times. One of the rarest yakuman. |
Su-renko | 四連刻 | To have four consecutive triplets in the same suit. An old hand. |
Su-shi-chi-toitsu | 四喜七対子 | An old yaku, to have chi-toitsu including all of the wind tiles. |
Su-shi-ho | 四喜和 | A collective term for Shosushi and Daisushi. Used when the two Yakuman are considered the same, defined as “a complete hand that uses all four winds and is not chiitoi or kokushi”. |
Su-shi-puto | 十四不塔 | Same meaning as shisansushi. |
Su-tsu-ko- | 四字刻 | Yaku with 4 kantsu using character tile. |
Suji | 筋 | “Connective tissue” – the tiles that complete ryanmen waits. The basis of many theories of wait-reading. |
Suji-hikkake | スジ引っかけ | To wait specifically on tiles that suji reading deems relatively safe. For example, to have discarded a 4, but wait on a 1 or a 7. |
Suji-machi | スジ待ち | Same meaning as Sujihikake. |
Sujipaiko | 筋牌刻 | An old yaku, to make three kantsu as in 1-4-7, 2-5-8, 3-6-9 in same number suits. |
Sutehai | 捨て牌 | Discarded tile and discarded tile wall. |
Sutehai-meisai | 捨て牌迷彩 | To make it easier to complete a hand by making it harder for other player to know what tile the player wants. |
Sutehai-yomi | 捨て牌読み | To “read” other player’s hand through discard tiles. |
Suteru | 捨てる | To discard. |
Suttan | スッタン | Abbreviation for Su-ankotanki. |
Suu | 四 | 4. |
Suupai | 数牌 | The number tiles, 1-9. |
Ta-cha | 他家 | Term for other player. |
Ta-hai | 多牌 | To have more tile in hand then normal, may have to pay fine or force give up. |
Ta-tsu | 塔子 | two tiles of a three tile triplet or sequence. 12, 13, 23, etc. |
Tachiban | 立ち番 | Parlor term – people not part of the games (such as a tea pourer, or hospitality clerk). |
Tachioya | タチ親 | Starter, east seat player. |
Taikyoku | 対局 | A Mahjong game. |
Taikyokukan | 大局観 | The overall view, from the whole day to whole year. |
Taimurasu | タイムラス | “Time last”, a parlor term – a way of calling a limited amount of time remaining. |
Taitorusen | タイトル戦 | The title fight / final table in a mahjong tournament. |
Takame | 高目 | In a multi-tile wait, the tile that grants the most points. |
Takehai | 竹牌 | Tiles whose backs are made of bamboo. |
Takeyabu-yaketa | タケヤブヤケタ | For the first and last, second and sixth, third and fifth discard tile to be in pair. |
Taku | 卓 | Mahjong table. |
Takudai | 卓代 | The price to rent a mahjong table. |
Takuso | 卓掃 | Parlor term – to clean a table and tiles. |
Takuware | 卓割れ | To not have enough players to play. |
Tamenchan | 多面張 | To wait on multiple different tile. to be waiting on three tile is sanmenchou and to wait on four tile is yonmenchou. |
Tanfonho | 断紅和 | A more recent local yaku, to create four mentsu and a pair or chitoitsu with no red tile at all. |
Tanki | 単騎 | Waiting on a single tile to complete a pair. |
Tankihasha-demate | 単騎は西で待て | A mahjong phrase “Wait for tanki at the west”. It is said to Tankimachi at west seat. |
Tankimachi | 単騎待ち | To be waiting for one tile to finish a Toitsu. |
Tankisen | 短期戦 | Short game with few rounds. |
Tanpin | タンピン | An abbreviation for Tanyao+Pinfu. |
Tanron | 単竜 | An old Yaku, to Tankimachi for Sanshokutsukan. |
Tanyao | タンヤオ | To have a valid hand containing only number tiles from 2 to 8. |
Tanyaochu | 断ヤオ九 | Official name for Tanyao. |
Tataku | 叩く | “To hit” – a common term for a pon. |
Tatechin | タテチン | Single color closed hand. |
Tatehon | タテホン | Many color closed hand. |
Te | 手 | the tiles in your hand. |
Tebiroi | 手広い | To be open on any drawn tile. |
Tedashi | 手出し | To discard a tile originally from hand. |
Tegawari | 手変わり | When the hand structure changes after a player draws a tile and discard a different tile. |
Tehai | 手牌 | Each player’s tiles. |
Tejun | 手順 | The order to cut the tiles. |
Tembo | 点棒 | Thin sticks, used to represent score. |
Tembo-jokyo | 点棒状況 | The point count of each player. |
Tenari | 手なり | To continue the round based on the tile a player draws. |
Tenbou | 点棒 | Point sticks used for manual scoring. |
Tengo | 点五 | Parlor term – gambling rate of 10 yen for 1000 points. |
Tenho | 天鳳 | Tenhou is a popular online Mahjong game. |
Tenho- | 天和 | Yaku when the dealer wins. |
Tenichi | 点一 | Parlor term – gambling rate of 10 yen for 1000 points. |
Tenimuho | 天衣無縫 | Same meaning as Churenpoutou, not used often. |
Tenni | 点二 | Parlor term – gambling rate of 100 yen for 1000 points. |
Tenpai | 聴牌 | To be in a state where one more tile completes your hand. |
Tenpai-kei | 聴牌形 | To be in tenpai. |
Tenpai-renchan | テンパイ連荘 | A rule where the dealer stays dealer if they are tenpai after an exhaustive draw. |
Tenpai-yame | テンパイやめ | An agreement that a dealer in tenpai at all last can choose to pass the deal – thereby ending the game. |
Tenpane | 点パネ | To have just enough minipoints to round up – 32, 42, etc. |
Tenpin | テンピン | Parlor term – gambling rate of 100 yen for 1000 points. |
Tenochi | 手の内 | Tile in hand. |
Tenpai | 聴牌 | A hand that is only one tile away from completion. |
Tenpane | テンパネ | To have just enough minipoints to round up – 32, 42, etc. |
Tenri-da | 点リーダー | Automatic points scoring, generally with the point sticks being read by the table in some way. |
Tensan | 点三 | Parlor term – gambling rate of 30 yen for 1000 points. |
Tensuu | 点数 | The score. |
Tensuu-hayamihyo | 点数早見表 | A han-fu calculation reference sheet. |
Tensuu-keisan | 点数計算 | To calculate your score. |
Tensuu-keisanhyo | 点数計算表 | A han-fu calculation reference sheet. |
Teppo | 鉄砲 | Refer to 7 pin, or to gamble all money. |
Terasen | 寺銭 | The banker fee, such as table costs. |
Tetsuman | 徹マン | To play mahjong all night. |
Teyaku | 手役 | Yaku based on hand, not on Dora. |
Teyaku-bukumi | 手役含み | To be in a situation where there is still chance of completing a hand. |
Teyakuha | 手役派 | To play based on Tile combination and high points. |
Tezumi | 手積み | To manually stack up tile walls without using auto-tables. |
Tobi | トビ | Bankrupt (having less than 0 points). |
Tobibappu | 飛び罰符 | A rule where going bankrupt has an aoodional el. |
Tobidoitsu | 飛びトイツ | two pairs a with a one-tile wait, such s 33 55. |
Tobirasu | 飛びラス | 0 point fourth place. |
Tobishuuryo | 飛び終了 | To automatically end the game after a player hits 0 point. |
Tobu | 飛ぶ | When you have lost all your points. |
Tochaohan-chanshue | 独釣寒江雪 | An old hand – having a naked wait of white dragon. |
Tochu-ryuukyoku | 途中流局 | Rule that ends the game half way through, usually decided before the game starts. |
Tochuu ryuukyoku | 途中流局 | Abortive draw – certain events that immediately end a hand. |
Tohai | 闘牌 | “The frozen tiles” – the patterns and flows of a mahjong battle. Colloquial term that expresses the struggle. |
Tohai | 凍牌 | A popular mahjong manga by Shinasaka Kouji. |
Tohoku-jidoshado | 東北自動車道 | An old yaku, to complete a hand with 2, 4, 6 pin and east and north tile (It is a literal name for one of the highway route that goes through northeastern japan). |
Tohoku-shinkansen | 東北新幹線 | An old yaku, to make a trio with east and north tile and make Ikkitsukan with the other three tile (literal name of a shinkansen aka bullet train route). |
Toicha | 対家 | Player on the opposite side of the table. |
Toijuuichi | 対11 | “Opposite 11”, the place to begin drawing from on the roll of an 11. |
Toimen | 対面 | The player across from you. |
Toinana | 対7 | “Opposite 7”, the place to begin drawing from on the roll of an 7. |
Toipai | 推牌 | Having few draws remaining in the wall. |
Toisan | 対3 | “Opposite 3”, the place to begin drawing from on the roll of an 3. |
Toishi | 対死 | To have two player in Mochimochi (for two player to have same two tile) for a character tile. |
Toisuji | 遠い筋 | A tile pattern showing the outside of two ryanmen waits. 1-7, 2-8, 3-9. |
Toitoi | トイトイ | All triplets hand. Popular with beginning players. |
Toitoiho | 対々和 | The official name for toi toi. |
Toitsu | 対子 | A pair of identical tiles. |
Toitsuba | 対子場 | A mutual discard field that leads to a higher likelihood of pairs in the hand. |
Toitsuotoshi | 対子落とし | To discard a paired tile. |
Tokanho | 頭槓和 | An old yaku, To kan on the first round and Rinkankaiho (to win after calling kan). |
Tokuten | 得点 | Point score. |
Tokuten-hayamihyo | 得点早見表 | A scoring reference table. |
Tokuten-keisanhyo | 得点計算表 | A scoring reference table. |
Tokutenryoku | 得点力 | Ability to get high point. |
Tokyuuken | 特急券 | “express ticket” – a fast hand, that can be won early. |
Tomato | トマト | To discard the same tile on the first and third go around, similar to the characters in “tomato”. for example, West, 3, West. |
Tomba | 東場 | For wind seat to be at the east. |
Tompatsu | 東パツ | The notion that players with Easts also have Green dragons (no substantiation). |
Tompatsu-tsukimono | 東發つきもの | Mahjong saying, those who holds East also holds Dragon tile. |
Tompe-sen | 東北戦 | Mahjong game where the next seat seat after East is North, when usually it is South. |
Tompuuso | 東風荘 | An East round only game. |
Ton | 東 | East. |
Toncha | 東家 | The dealer. |
Tonn | 幢 (トン) | Two tile on the tile wall, one that is stacked on top of other. |
Tonnansen | 東南戦 | A general game consisting of 2 rounds: East and then South. Also called Hanchan (half-game). |
Tonnanso | 東南荘 | Online mahjong game (East south). |
Tonrasu | 東ラス | East 4. |
Tonsha-sen | 東西戦 | An East round – West round game. nonstandard. |
Tontonsen | 東東戦 | A double-East Round game. nonstandard. |
Topai | 倒牌 | To “open” hand when declaring a win. |
Toppan | トッパン | Same meaning as Baiman. |
Topparai | とっぱらい | One round game. |
Toppuburi | トップ振り | For the Top player to role the dice to decide the first player. |
Toppudori | トップ取り | “Top up”, a rule that at the end of a game, any remaining deposited points go to first place. |
Toppume | トップ目 | Current top player. |
Toppurasuma-jan | トップラス麻雀 | Player who wins first most game. |
Toppusho | トップ賞 | The top prize. |
Torabari-chi | 通らばリーチ | To be in permanent furiten if you pass up a win while in reach. |
Torazu | 取らず | “to not dare the tiger” – to choose to bail rather then get into tenpai. |
Toripuru | トリプル | Triple Yakuman. |
Toripururon | トリプルロン | Triple ron – occasionally, an abortive draw. |
Toriron | トリロン | Abbreviation for Triple Ron. |
Tororo | トロロ | For second and Third discarded tile to be in a pair as in ToRoRo. |
Toshi | 通し | If no other player Ron after a player discards a tile. |
Toshiwaza | 通し技 | To alert other players through signs or codes the tiles that deal in. |
Totenko | 東天紅 | 3 player mahjong rule (mostly in Tokyo Area). |
Touma | 外ウマ | Outside bets. |
Tse-i-men | 絶一門 | To discard the same suit as another, to greatly increase the chance of dealing in or being dealt into. |
Tsu-hai | 字牌 | The wind and dragon tiles. |
Tsu-hairi | 2入り | Parlor term – two persons entering as a single player. |
Tsu-i-so | 字一色 | To have a legal hand made of only dragons and winds. |
Tsu-kake | 2欠け | Parlor term – down two people for a game. |
Tsubame-gaeshi | 燕返し | Cheating term – to swap one’s hand at one time with the tiles in the wall. |
Tsukamidori | 掴み取り | Easy way of choosing position, 4 people will choose one of 4 flipped wind tile. |
Tsukampo | ツカンポ | To be in bad luck, Same meaning as tsukan. |
Tsukamu | 掴む | To discard tile that is in favor of other player. |
Tsukan | ツカン | To be in bad luck, Same meaning as tsukanbo. |
Tsukanko | ツカンコ | Player in bad luck. |
Tsuki | ツキ | To be in good luck. |
Tsumeshibo | ツメシボ | Parlor term – a cold towel. |
Tsumibo | 積み棒 | Each time a player Rensou or ryukyoku shows the number of deals. |
Tsumifu | 積み符 | When a player wins, player gets 300 points for each tsumibo stick. |
Tsumikomi | 積み込み | Cheating term – to load tiles into the wall. |
Tsumo | 自摸 | A self-drawn tile. Commonly used to denote the tile drawn to complete a hand. |
Tsumoagari | ツモあがり | To win via a self-drawn tile. |
Tsumoban | ツモ番 | Next player to draw tile. |
Tsumoberi | ツモ減り | Point system in a three player mahjong game. |
Tsumofu | ツモ符 | 2 fu that player gets after self-completing a hand. |
Tsumogiri | ツモ切り | To immediately discard the same tile you have drawn, also “Tsumokiri”. |
Tsumoho | 自摸和 | Same meaning as menzen Tsumoyaku. |
Tsumojun | ツモ巡 | Order of drawing tile. |
Tsumorare-bimbo | ツモられ貧乏 | To tsumo a cheap hand just to maintain dealership. |
Tsumori | ツモり | To win through Tsumo, not through Ron or any other way. |
Tsumori-sananko | ツモり三暗刻 | To have Sananko (Three concealed triplets) through Tsumo, not through Ron or any other way. |
Tsumori-suanko | ツモり四暗刻 | To have Suanko ( Four concealed quadruple) through Tsumo, Not through Ron or any other way. |
Tsumosu- | ツモスー | Short for tsumo+suu annkou. |
Tsumosuji | ツモ筋 | Order of tile bound for each player to draw. Doesn’t change until someone calls. |
Tsumu | 積む | To add point stick through Rensou or Ryukoku, etc… It could also refer to Tsumikomi. |
Tsupparu | 突っ張る | To be offensive and discard dangerous tile. |
Tsurigei | 吊り芸 | Cheating term – to have tiles hidden on one’s person for use. |
Tsuriwaza | 吊り技 | Cheating term – to have tiles hidden. |
Tsuyoki | 強気 | To be aggresive and discard dangerous tiles. |
U- | 五 | The number 5. |
U-hanyaku | 五ハン役 | Five hann yaku, only with Called Chinitsu. |
U-mensai | 五門斉 | An old yaku, completed hand using character, pin, bamboo, wind, and dragon tiles. |
U-pinkaiho | 五筒開花 | An old yaku, Rinshankaiho with 5 pin as drawn winning tile. |
U-shintsuukan | 五心通貫 | An old yaku, to have 12346789 with one suit and wait for 5 tile (Kanchan) to win. |
Uchigawa | 内側 | Middle number, as 5 tile is the most center tile. |
Uchikake | 打ち掛け | To adjourn a game prematurely. |
Uchikakeshuuryo | 打ち掛け終了 | To finish the game prematurely after finishing current round. |
Uchikiri | 打ち切り | To finish the game prematurely after a certain time. |
Uchiko | 打ち子 | Mahjong parlor worker who only discard tiles. |
Uchisuji | 内筋 | Tile that player bound to draw on specifc draw phase. |
Uchite | 打ち手 | Opponent player. |
Ugoki | 動き | To call or cause action, such as adding point stick. |
Ujuu | 右10 | “Right 10” – a position to start drawing tiles from after the opening roll. |
Ukaseuchi | 浮かせ打ち | To wait for Kutsuki (Number tile that sandwich certain number tile) on an isolated tile, Such as waiting for 2 and 4 tile for isolated 3 tile. |
Uke | 受け | Abbreviation for Ukeire. |
Ukeire | 受け入れ | The number of tiles that will get your hand one less draw to tenpai. |
Uki | 浮き | When one tile is isolated from other tiles. |
Ukihai | 浮き牌 | Isolated tile. |
Uku | 浮く | To have point that is higher than original point. |
Uma | ウマ | A scoring adjustment made at the end of the game, based on ante, points, and placement. |
Uni | 右2 | “Right 2” – a position to start drawing tiles from after the opening roll. |
Uradora | 裏ドラ | The hidden dora given to those that reach and win. the indicators are those underneath all reavealed dora indicators. |
Uradorahyojihai | 裏ドラ表示牌 | Uradora indicators. |
Uragei | 裏芸 | Cheating. |
Urahyo | ウラ表 | Abbreviaiton for Uradorahyojihai. |
Urame | 裏目 | To fail on Mentsu selection. |
Uramen | 裏メン | Undercover mahjong parlor worker acting as a customer, used when there isn’t enough customer/player to play the game. |
Urameru | 裏目る | Verb phrase for Urame. |
Urasuji | 裏スジ | The ryanmen wait to the outside of a discarded tile. Used in discard reading theory. A discarded 3 denotes 4-7. 4 is 5-8. 5 is both 1-4 and 6-9. |
Uraura | ウラウラ | Having 2 Uradora. |
Uroku | 右6 | “Right 6” – a position to start drawing tiles from after the opening roll. |
Usui | 薄い | To be waiting for few tile, or having few effective tile. |
Utisuji | 打ち筋 | The flow of Discard tile in a game, such as timing and time. |
Utsu | 打つ | To discard a tile. |
Uu | 五 | 5. |
Uwazumo | 上ヅモ | The top tile of tile wall. |
Uwazumosurikae | 上ヅモすり替え | Cheating term, To switch tile on wall tile by remembering what each top tile of tile wall is. |
Wampai | 王牌 | The dead wall – tiles not drawn through the normal course of the game. |
Wampaitorikiri | 王牌取り切り | Three player Mahjong rule, to use all wampai and draw tile right until Dorahyojihai. |
Wanchansu | ワンチャンス | “one chance” – a tile that there is only one of hidden. For example, if there are three 8s discarded, there is one chance that a player has an 8. |
Wangake | ワン欠け | Parlor term – one player short for a game. |
Waniri | ワン入り | Parlor term – one player has entered for a game. |
Wanpai | 王牌 | The dead wall – tiles not drawn through the normal course of the game. |
Wanzu | 萬子 | The character tiles. |
Wareme | 割れ目 | A nonstandard rule that the player behind the wall broken at the start of a hand pays and receives points as a dealer. |
Waremede-pon | われめDEポン | Same meaning as Warepon. |
Warepon | われポン | A mahjong variety show on Fuji TV. |
Waru | 割る | To lose point. |
Washizuma-jan | ワシズ麻雀 | A special kind of mahjong, where three of each tile are clear and publically visible in a hand, made famous by “Akagi”, a popular mahjong manga. |
Watari | 渡り | To keep Shanten tile and Tenpai, while changing into a more efficient hand. |
Watariotsu | 渡りを打つ | Same meaning as Watari. |
Watariuchi | 渡り打ち | Same meaning as Watari. |
Yakitori | 焼き鳥 | A rule that requires a player to win at least one hand during a game, or they must pay a penalty. |
Yaku | 役 | A tile pattern that allows a player to win a hand. |
Yakuhai | 役牌 | A triplet that is a Yaku – the dragons, the player wind, and the table wind. |
Yakuman | 役満 | The highest standard scoring hand – 13 han or more. |
Yakunashi | 役無し | To be in Tenpai-kei but have no yaku, Player gets Chonbo if a player wins with no yaku. |
Yama | 山 | “mountains” – refering to the wall. |
Yamagiri | 山切り | The cuts made after rolling to determine where to start drawing. |
Yamagoshi | 山越し | To lose chance of completing a hand and to have other player win after they discards a tile. |
Yamayomi | 山読み | To read the tiles in the wall. |
Yamiten | 闇聴 | To have tenpai menzen, but not reached, can be called Damaten. |
Yaoa-ru | ヤオ二 | Point ratio for dealer and non-dealer. Usually 1 to 2 ratio for non-dealer, dealer. Term not used often. |
Yaochu-pai | ヤオ九牌 | Number 1 and 9 tile, can be called 19jihai. |
Yaochuuhai | 幺九牌 | The 1, 9, and honor tiles. |
Yasuagari | 安和了 | To win with low point hand. |
Yasume | 安目 | Hand that generates the lowest point when player wins. |
Yasume | 安目 | The tile in a multi-tile wait that awards the least points. |
Yasute | 安手 | A hand with a low score. |
Yohai | 要牌 | A significant tile – one that is key to something. |
Yojohai | 余剰牌 | The leftover tiles. |
Yomma | ヨンマ | 4 person mahjong, 3 player mahjong is Sanma. |
Yommai-zukai | 4枚使い | To have quadruple tile (4 same tile) in hand without kan. |
Yompa | ヨンパー | Scoring term – 4800. |
Yomu | 読む | To predict. To predict opponents hand through discard tile. |
Yonchame | 4チャ目 | To currently finish last/fourth place. |
Yongo | ヨンゴー | Scoring term – 4500. |
Yonhon-happon | ヨンホンハッポン | Scoring term – 400 / 800. |
Yonhon-nanahon | ヨンホンナナホン | Scoring term – 400 / 700. |
Yoninri-chi | 四人立直 (ヨニンリーチ・よにんりーち) | When all four player to call Reach, may end the game based on decided rules. |
Yonkake | 4欠け | When all 4 players quit playing at the same time. |
Yonkaku | 4確 | A player with definite 4th place. Also known as Yonchakaku and Rasukaku. |
Yonkenri-chi | 四軒立直 | When all 4 players are reached. |
Yonnoko | 4ノコ | “4 across” – the 4 tiles left when rolling 11 on initial draw and drawing the first 4 tiles. |
Yonsenchi | 4センチ | To call 3 times and have only 4 tiles in hand. |
Yoreru | よれる | To not be able to draw efficient tile. |
Yoseru | 寄せる | To collect the tiles around a certain tile. |
Yowaki | 弱気 | A state when you lose the will to attack and go defense instead due to other player calling riichi or using tricks and so on. |
Yubirozu | 指ローズ | Cheating term – to use the fingers to pass information, such as wait. |
Yuukohai | 有効牌 | Effective tile refers to a good tile to use to spread the wait and acceptance. |
Zanku | ザンク | Scoring term – 3900. |
Zankuo-ru | ザンクオール | Scoring term – 3900 all. |
Zanni | ザンニ | Scoring term – 3200. |
Zannio-ru | ザンニイオール | Scoring term – 3200 all. |
Zenjidotaku | 全自動卓 | A fully automatic table – ones that shuffles tiles and builds walls. requires two full sets of tiles. Newer models track points, and perform initial draws and indicator flip. |
Zentaiyaku | 全体役 | General term for the scoring combination that all tiles in hand must fulfill the condition. Examples are Tanyao and Chi-toitsu (Seven Pairs). |
Zentsuppa | 全ツッパ | An all-out strategy, attempting to win without any care of dealing in to another. |
Zetsu-ichimon | 絶一門 | Situation when you lost a kind of pin, man, or sou from hand. |
Zogehai | 象牙牌 | Tiles that are made of ivory. They are rather high quality. |
Zorome | ゾロ目 | A state in which faces of 2 dices are identical. |