Reference

Mahjong Glossary

Use a grouped Mahjong glossary with 50+ terms, context examples, and links for Chinese, Hong Kong, Riichi, MCR, Filipino, and Taiwanese Mahjong.

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What this page covers

  • Use a grouped Mahjong glossary with 50+ terms, context examples, and links for Chinese, Hong Kong, Riichi, MCR, Filipino, and Taiwanese Mahjong.
  • Read the guide, practice one focused skill, and then apply it in the game client while the examples are still fresh.
  • The live app experience on tsumo follows the same route structure, ruleset labels, and practice surfaces linked below.

Best next step

  • Read the summary here, then open the linked tutorial or puzzle so the concept becomes a decision, not just a definition.
  • If a route compares variants, pick one mode and stay with it long enough to notice recurring mistakes.
  • Use bot games for repetition and puzzles for isolated pattern training before joining online tables.

Mahjong Glossary Definitions

The glossary defines the terms used across the rules guides, tutorials, puzzles, and live Mahjong game surfaces on tsumo.

Core Structure

Tile

A single Mahjong piece in your hand or on the table.

Example: Draw one tile, then discard one tile.

Suit

Dots, Bamboo, or Characters tile families.

Example: A chow requires 3 tiles in the same suit.

Honor

Wind or Dragon tiles.

Example: Honors often anchor value in HKOS and Riichi.

Terminal

A 1 or 9 tile in a suit.

Example: Terminal-heavy hands may influence pattern options.

Simple Tile

Suit tile values 2 through 8.

Example: Tanyao in Riichi uses only simple tiles.

Set

A complete tile group used in winning shape.

Example: Most hands need 4 sets and 1 pair.

Pair

Two identical tiles used as the eye.

Example: A standard hand needs exactly one pair.

Concealed Hand

Hand with no open calls from opponent discards.

Example: Concealed status can preserve Riichi yaku.

Open Hand

Hand after one or more calls from discards.

Example: Opening can speed shape but reduce value options.

Tenpai

A ready hand one tile away from winning.

Example: Riichi can be declared from legal tenpai only.

Turn and Claim Actions

Draw

Taking one tile from the wall on your turn.

Example: Every normal turn starts with a draw.

Discard

Releasing one tile from your hand after draw.

Example: Discard choice defines both offense and defense.

Claim

Interrupt action using another player discard.

Example: PONG and CHOW are claim actions.

CHOW

Sequence of three suited consecutive tiles.

Example: CHOW can only be claimed from left player.

PONG

Triplet of identical tiles.

Example: PONG can be claimed from any opponent discard.

KONG

Four identical tiles as a quad set.

Example: KONG changes draw flow and can reveal additional indicators in Riichi.

WIN

Winning by claiming another player discard in Simplified Chinese.

Example: WIN has priority over meld claims in Simplified Chinese.

SELF-DRAW-WIN

Winning on your own draw in Simplified Chinese.

Example: The action button displays SELF-DRAW-WIN when available in Simplified Chinese.

HU

Hong Kong, MCR, and Taiwanese action label for winning by claiming another player discard.

Example: In HKOS or MCR, press HU when a discard completes a legal hand.

ZIMO

Hong Kong, MCR, and Taiwanese action label for winning on your own draw.

Example: In HKOS or MCR, press ZIMO when your drawn tile completes a legal hand.

RON

Riichi term for winning by claiming another player discard.

Example: Furiten can block Ron in Riichi.

TSUMO

Riichi term for winning on your own draw.

Example: Tsumo remains possible even when ron is blocked in some spots.

Dead Wall

Reserved tiles used for indicators/replacements in some variants.

Example: Riichi draws replacement tiles from dead wall after Kans.

Claim Priority

Rule order resolving simultaneous claim rights.

Example: WIN claims resolve before meld claims.

Scoring Terms

Score

The value of a winning hand after the rules for that mode are checked.

Example: A hand can look complete and still miss the scoring requirement for the mode.

Eligibility

The rule a hand still has to meet before you can win.

Example: Riichi needs yaku; HKOS needs enough faan.

Fan/Faan

Hong Kong style scoring units for hand value.

Example: This app uses minimum 3 non-flower faan for HKOS wins.

Point Gate

Minimum point threshold required in a mode.

Example: MCR uses an 8 non-flower point gate.

Pattern

Recognized scoring hand feature in a ruleset.

Example: MCR scoring is pattern-combination heavy.

Bonus Tile

A tile or bonus that adds value without always making the hand winnable on its own.

Example: Dora adds value but does not replace yaku in Riichi.

Seat Wind

Wind assigned by current seat position.

Example: Seat wind sets can add value in HKOS and MCR.

Round Wind

Current prevailing wind of the round.

Example: Round wind interacts with wind scoring patterns.

False Hu

MCR hand with legal shape but insufficient non-flower points.

Example: 1-7 non-flower points remains invalid in MCR.

Riichi Terms

Yaku

The scoring pattern that makes a Riichi hand winnable.

Example: No yaku means no win in Riichi.

Han

A Riichi value unit counted after you already have a yaku.

Example: Han contributes to the final point value with fu.

Fu

Riichi minipoints used in final scoring calculation.

Example: Han and fu combine into final point payout.

Riichi Declaration

Ready-hand declaration that locks hand shape.

Example: Declare riichi only with acceptable wait quality.

Dora Indicator

Shown tile that points to bonus-value tile.

Example: Indicator is not itself the bonus tile.

Ura Dora

Hidden bonus indicators revealed after riichi win.

Example: Ura dora applies only in eligible riichi contexts.

Ippatsu

Riichi bonus condition before turn sequence is interrupted.

Example: Calls by others usually cancel ippatsu chance.

Furiten

State blocking ron due to own discard interactions.

Example: Furiten forces tsumo-or-fold decisions.

Push-Fold

Riichi endgame choice between attack and safety.

Example: Strong wait may justify push; weak upside favors fold.

MCR and HKOS Terms

Flower Replacement

Immediate replacement draw after revealing a flower tile.

Example: HKOS and MCR include flower replacement flow.

Chicken Hand

MCR special valid 8-point path when non-flower score is zero.

Example: Chicken hand is valid only under strict conditions.

Non-Flower Points

The MCR points that count toward the minimum before flower bonuses are added.

Example: In MCR, you check the non-flower total first.

Value Anchor

Reliable scoring source kept early to avoid under-value hands.

Example: Wind/dragon groups act as value anchors in HKOS.

Pattern Route

The scoring pattern you are trying to build toward in MCR.

Example: In MCR, it helps to keep a main pattern and a backup in mind.

Fallback Route

Your backup hand plan when the main one stops working.

Example: A backup plan keeps an MCR hand from collapsing when key tiles die.

Minimum Faan Check

The last HKOS value check before you call the win.

Example: This app requires at least 3 non-flower faan in HKOS.

Claim Value Check

Evaluating whether a claim preserves legal scoring path.

Example: Skip claims that reduce your legal completion odds.

Wall Exhaustion

Round ending when no more live wall draws remain.

Example: Some rounds end in draw if no legal win occurs.

Filipino and Taiwanese Terms

Tai

Taiwanese Mahjong scoring unit counted additively after a legal hand is complete.

Example: Dragon PONG and Wind PONG can each add tai in Taiwanese Mahjong.

Todas

Filipino Mahjong discard win payout term.

Example: Declare Todas when another player discards the tile that completes your Filipino hand.

Bunot

Filipino Mahjong self-draw win payout term.

Example: Bunot is the Filipino self-draw route once the hand is complete.

Secret Kong

Filipino concealed-kong side payment.

Example: Secret Kong pays 1 unit from each opponent before the replacement draw.

Siete Pares

Filipino seven-pairs hand route.

Example: Siete Pares gives Filipino Mahjong a pair-based alternative to five sets plus one pair.

16-Tile Hand

Taiwanese Mahjong hand structure before the winning draw or claim.

Example: Taiwanese Mahjong keeps 16 tiles in hand and wins with the completing 17th tile.

17-Tile Hand

Filipino Mahjong winning structure built from five sets plus one pair.

Example: Filipino Mahjong uses a larger 17-tile win shape than standard 14-tile variants.

Mahjong Glossary Learning Notes

Use a grouped Mahjong glossary with 50+ terms, context examples, and links for Chinese, Hong Kong, Riichi, MCR, Filipino, and Taiwanese Mahjong. This static route summary is written to be useful before the interactive client loads: it states the question, the practice path, and the next action a Mahjong learner can take on the same site.

Last reviewed: 2026-04-25. Review cadence: quarterly.

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  • mahjong glossary - answered with route-specific examples, practice links, and rule checks.
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Questions Answered

  • What is the difference between yaku and dora?
  • What should Mahjong beginners memorize first?

Questions This Page Answers

  • What is the difference between yaku and dora?
  • What should Mahjong beginners memorize first?