Riichi Mahjong: Rules and How to Play

Riichi Mahjong is a tile game for four players. Draw and discard to complete sets and win points. Scoring is automatic. Free in your browser.

Objective

Riichi mahjong is the Japanese form of mahjong, played by four people. You draw and discard tiles to turn a 13-tile hand into a complete 14-tile hand — normally four sets and a pair — and every winning hand needs at least one yaku, a scoring pattern. Points pass between players with each win, and after the agreed number of hands the highest score wins.

Setup

How to play

Winning and scoring

For three players, choose Three-Player Mahjong

Play with 108 tiles and north extraction in its own game.

Play Three-Player Mahjong

Common variants

Defaults on this site

Anything the party can change is listed in the house rules table.
ItemDefault on this site
Players4 players (set automatically by the party size)
Turn time limitNone by default (the host can set 30 or 60 seconds)
If someone drops mid-gameReopening on the same device returns you to your seat. If you do not return, the CPU plays in your place.
DrawsIn ranked play, a draw counts as halfway between a win and a loss for your rating.
Source of the rulesBased on the standard reference rules

Rules supervised by Qdan, Inc. (based on the standard reference rules)

House rules

Defaults follow the standard reference rules. The party can change these.

Default is this site’s setting. Changeable shows whether the party can change it.
NameDescriptionDefaultChangeable
Game lengthGame lengthAn east-only game is the four east-round hands (the dealer goes around once); a half-game is eight hands over the east and south rounds (twice around). A half-game is the usual length, about 40–60 minutes. East-only is about half that, and a single hand is for practice. When the dealer wins or is ready at a draw, the same dealer continues, so there can be more hands.Choose a single hand, an east-only game, or a full half-game.Half-gameYes
Time limitTime limitCounts during discards and call/ron decisions. Standard time resets for each decision; reserve resets at the start of each hand, with no recovery for quick play. At zero, the drawn tile is discarded or the call is passed. Disconnected and CPU seats are not timed.Seconds of standard time + reserve. Reserve resets to the chosen value at the start of each hand.5+20 secondsCan be changed
Red fivesRed fivesWith three red fives, one five in each suit is red. Each red five in a winning hand adds one han. Red fives are bonuses, so a separate yaku is still required to win.Use one red five in each suit, or none.3Yes
Open tanyaoOpen tanyaoCalling means taking another player’s discard to make a pon or chi. All simples (tanyao) is a hand with no terminals (1s and 9s) and no honor tiles. When on, you can win with all simples even after calling, which makes quick wins easier. When off, all simples only counts when your hand is fully concealed.Allow winning on an all-simples hand even after calling.OnYes
Starting pointsStarting pointsAt a 25,000 start the winner receives +20 pt oka; at 30,000 oka is zero. Final points are (score − 30,000) / 1,000 + uma + oka + chips. Tied first place is resolved by initial dealer order. The extension and dealer-stop target remains starting points + 5,000.Settle against 30,000. The winner receives four times the difference from the starting points as oka. The ending target is starting points + 5,000.25,000Can be changed
RulesRulesStandard lets you choose each setting. Tournament style fixes a half-game, three red fives, open tanyao and a one-han minimum. There are no abortive draws; only the nearest eligible player wins a simultaneous ron. Negative scores do not end play. There is no extension, dealer stop or nagashi mangan. Players start at 25,000 and settle against 30,000; placement points are +50/+10/−10/−30, including the winner’s oka.Tournament style fixes a half-game, three red fives, open tanyao and one-han minimum, with no abortive draws, head bump, no bust, no extension or dealer stop, no nagashi mangan, and placement points +50/+10/−10/−30.StandardYes
Minimum hanMinimum hanHan is the unit of hand value; each yaku adds a set number. Dora does not count here, so with no yaku you cannot win however many dora you have. 1 han is the usual rule: any single yaku is enough. 2 or 4 han means you need a bigger hand to win.The fewest han (not counting dora) a hand needs to win.1Yes
UmaUma5-15 gives +15/+5/−5/−15 pt, in rank order. 10-20 and 10-30 follow the same pattern. Ties use initial dealer order.Points added or deducted by rank, in addition to the score difference and oka.5-15Can be changed
ChipsChipsCount red fives in the winning hand and melds, ura-dora on a riichi win, and ippatsu. For each yakuman, add 10 from the discarder on ron or 5 from each other player on tsumo. Double and combined yakuman scale with their yakuman count. Ippatsu, red and ura chips also apply to yakuman. Counted yakuman adds no yakuman chips. Chips do not change the raw score. Net chips × the chosen value is added to final pt.Value per chip (pt). Ippatsu, each ura-dora and red five: 1 chip. Each yakuman adds 10 on ron or 5 from each other player on tsumo.NoneCan be changed
Hands shown to spectatorsHands shown to spectatorsSeat the teacher as a spectator to reveal all hands, drawn tiles and waits. Select a player to enlarge their hand, then tap tiles to inspect the waits after each discard. Players still see only their own hand.Spectators can see everyone’s handOffCan be changed

Terms

Riichi
A declaration made with a concealed, tenpai hand and at least 1,000 points. After it you discard whatever you draw.
Pon
Calling another player's discard to complete a set of three matching tiles.
Kan
A set of four matching tiles — made privately (concealed kan) or by calling (open or added kan).
Dora
A bonus tile worth one extra han each. It is the tile after whichever indicator is shown face up.
Furiten
The state of having passed up a winning tile. While it applies, you cannot call ron on your own, even on a different winning tile.

FAQ

What yaku are there?

The common ones — riichi, tanyao, pinfu, toitoi, honitsu, chinitsu and more — plus the rare yakuman hands such as thirteen orphans and big three dragons.

What is fu?

The base points a hand is built from, decided by its sets and wait. This site counts it for you, so you never need to add it up by hand.

What does riichi require?

A fully concealed hand that is tenpai, at least 1,000 points to spare, and at least one more draw left to come to you.

What is furiten?

Having passed up a tile you could have won on. While it applies you cannot call ron on your own, though you can still win by drawing the tile yourself.

What happens on a draw?

If the wall runs out with nobody winning, players who are tenpai collect points (3,000 total) from those who are not. If everyone or nobody is tenpai, no points change hands.

What are return points and oka?

At a 25,000 start the winner receives +20 pt oka; at 30,000 oka is zero. Final points are (score − 30,000) / 1,000 + uma + oka + chips. Tied first place is resolved by initial dealer order. The extension and dealer-stop target remains starting points + 5,000.

Play now with these rules

Last updated 2026-10-29 · Run by Qdan, Inc.