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Tiles & dice

Riichi Mahjong

Build a winning Riichi hand, find a scoring pattern and choose which tile to discard.

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Build a winning Riichi hand, find a scoring pattern and choose which tile to discard.

Craft a Riichi Mahjong Board and fit it into a Large Game Table. Place matching Game Chairs facing the table, then take a seat.

Materials
  • 1 ×Bamboo
  • 7 ×Any planks
  • 1 ×White wool

Open the fitted board to make your moves. How to play in the side tray gives you the same lessons with illustrations inside the game.

Four sets and a pair: Usually collect four groups of three, plus two matching tiles.
Four sets and a pair

Usually collect four groups of three, plus two matching tiles.

A scoring pattern too: A complete hand also needs a yaku: a scoring pattern. The game checks this for you.
A scoring pattern too

A complete hand also needs a yaku: a scoring pattern. The game checks this for you.

Dots and bamboo: Each suit has numbers one to nine. There are four copies of every tile.
Dots and bamboo

Each suit has numbers one to nine. There are four copies of every tile.

Characters: The large number tells you its rank. The red mark identifies the character suit.
Characters

The large number tells you its rank. The red mark identifies the character suit.

Four winds: East, South, West and North are honor tiles. They do not form runs.
Four winds

East, South, West and North are honor tiles. They do not form runs.

Three dragons: White, green and red are honor tiles too. Three matching dragons score a yaku.
Three dragons

White, green and red are honor tiles too. Three matching dragons score a yaku.

A run: Three consecutive numbers, all in the same suit. For example: two, three, four dots.
A run

Three consecutive numbers, all in the same suit. For example: two, three, four dots.

A triplet and a pair: A triplet has three identical tiles. A pair has two identical tiles.
A triplet and a pair

A triplet has three identical tiles. A pair has two identical tiles.

Draw one: You draw a tile automatically when your normal turn starts.
Draw one

You draw a tile automatically when your normal turn starts.

Discard one: Select a tile, then use Discard. Everyone can see the discarded tile.
Discard one

Select a tile, then use Discard. Everyone can see the discarded tile.

Claim a triplet: Choose Triplet to combine a discard with two matching tiles. Your group becomes public.
Claim a triplet

Choose Triplet to combine a discard with two matching tiles. Your group becomes public.

Claim a run: Only the next player in turn order may claim a run. Choose which run you want.
Claim a run

Only the next player in turn order may claim a run. Choose which run you want.

Pass is fine: When someone discards, choose a claim or Pass. Claims are resolved after everyone replies.
Pass is fine

When someone discards, choose a claim or Pass. Claims are resolved after everyone replies.

Winning takes priority: A win beats a group claim. Triplets and quads beat runs. Tied wins use turn order.
Winning takes priority

A win beats a group claim. Triplets and quads beat runs. Tied wins use turn order.

Self-draw: If the tile you draw completes a scoring hand, choose Win. This is called tsumo.
Self-draw

If the tile you draw completes a scoring hand, choose Win. This is called tsumo.

Win on a discard: You may use an opponent's discard to finish any group or your pair. This is called ron.
Win on a discard

You may use an opponent's discard to finish any group or your pair. This is called ron.

One tile away: With a closed hand, select a discard that leaves you one tile from winning. Choose Riichi.
One tile away

With a closed hand, select a discard that leaves you one tile from winning. Choose Riichi.

Pay and lock your hand: Riichi costs 1,000 points and supplies a yaku. Afterward, keep your hand and discard new draws unless you win.
Pay and lock your hand

Riichi costs 1,000 points and supplies a yaku. Afterward, keep your hand and discard new draws unless you win.

All simples: Use only numbered tiles two through eight. No ones, nines, winds or dragons.
All simples

Use only numbered tiles two through eight. No ones, nines, winds or dragons.

Value honors: A triplet of dragons, your seat wind or the round wind supplies a yaku.
Value honors

A triplet of dragons, your seat wind or the round wind supplies a yaku.

Closed self-draw: Win by drawing the final tile without having called an open group. This supplies a yaku.
Closed self-draw

Win by drawing the final tile without having called an open group. This supplies a yaku.

Pinfu: Four runs, a non-value pair, and a two-sided run wait score Pinfu when your hand stays closed.
Pinfu

Four runs, a non-value pair, and a two-sided run wait score Pinfu when your hand stays closed.

Declare a quad: A quad uses four identical tiles. You receive a replacement tile and reveal another bonus indicator.
Declare a quad

A quad uses four identical tiles. You receive a replacement tile and reveal another bonus indicator.

Special limits: After calling a run or triplet, discard next. After Riichi, a quad must preserve your waits and structure.
Special limits

After calling a run or triplet, discard next. After Riichi, a quad must preserve your waits and structure.

Dora comes next: A shown indicator makes the next tile in its suit a bonus tile. Nine wraps around to one.
Dora comes next

A shown indicator makes the next tile in its suit a bonus tile. Nine wraps around to one.

Bonus is not a yaku: Dora increases a valid hand's score. Dora alone never makes a hand eligible to win.
Bonus is not a yaku

Dora increases a valid hand's score. Dora alone never makes a hand eligible to win.

Ready or not ready: At a draw, reveal if ready. Not-ready players share a 3,000-point payment to ready players.
Ready or not ready

At a draw, reveal if ready. Not-ready players share a 3,000-point payment to ready players.

Dealer repeats: The dealer stays East after winning or revealing a ready hand at a draw. Otherwise the dealer moves on.
Dealer repeats

The dealer stays East after winning or revealing a ready hand at a draw. Otherwise the dealer moves on.

East and South rounds: Start with 30,000 points each. Play through the East and South rounds; the highest final score wins.
East and South rounds

Start with 30,000 points each. Play through the East and South rounds; the highest final score wins.

The game does the maths: The game calculates points and payments. Item wagers stay separate from these game points.
The game does the maths

The game calculates points and payments. Item wagers stay separate from these game points.

Furiten: If any tile that completes your hand is in your own discard history, you cannot win on a discard.
Furiten

If any tile that completes your hand is in your own discard history, you cannot win on a discard.

You can still self-draw: Draw the winning tile yourself, or change your hand's waits if you have not declared Riichi.
You can still self-draw

Draw the winning tile yourself, or change your hand's waits if you have not declared Riichi.

Temporary furiten: Passing a tile that completes your hand blocks discard wins until your next draw or group claim.
Temporary furiten

Passing a tile that completes your hand blocks discard wins until your next draw or group claim.

Riichi makes it lasting: After Riichi, passing that tile blocks discard wins for the rest of the hand. Self-draw still works.
Riichi makes it lasting

After Riichi, passing that tile blocks discard wins for the rest of the hand. Self-draw still works.

Seven pairs: Collect seven different pairs. Four identical tiles cannot count as two pairs.
Seven pairs

Collect seven different pairs. Four identical tiles cannot count as two pairs.

Thirteen orphans: One of every one, nine, wind and dragon, plus one matching duplicate, forms a rare limit hand.
Thirteen orphans

One of every one, nine, wind and dragon, plus one matching duplicate, forms a rare limit hand.

A complete-looking hand needs a valid yaku; dora add value but do not provide a yaku by themselves. Furiten prevents ron, including when your own discards contain a winning tile. Passing a possible ron can also restrict later claims, with stricter consequences after riichi. Tsumo is assessed separately. Discard responses are collected before resolution: ron takes priority over pon or kan, with chi considered afterwards. Chi is available to the next player in turn order. Players begin with thirty thousand points. Private tiles remain concealed while claims are considered.

Use Rematch after the result to play again. To pause an unfinished match, the table owner can remove and keep its board.

See seats and solo play for multiplayer and Play alone, or item stakes if you want to agree on a pot.