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