Glossary
Short answer: the words you will hear most are tenpai (one tile from winning), riichi (declaring it), ron and tsumo (the two ways to win), yaku (a scoring pattern), dora (bonus tiles), and furiten.
Riichi is played in Japanese, everywhere. These are the terms you will actually hear at tables and in communities — each with romaji, the Japanese, and a one-line definition. Terms used in lessons link here.
| Term | Japanese | English | Meaning |
|---|---|---|---|
| agari | あがり | winning | Completing a valid hand, by ron or tsumo. |
| aka dora | 赤ドラ | red five | A red-colored 5 tile worth one bonus han. Not a yaku. |
| ankou | 暗刻 | concealed triplet | A triplet formed without calling. Worth more fu than an open one. |
| atamahane | 頭ハネ | head bump | Rule where only the player closest in turn order may ron a discard. |
| chii | チー | sequence call | Claiming the previous player’s discard to complete a sequence. Opens the hand. |
| chombo | チョンボ | penalty | A rule-breaking play (e.g. invalid ron) that pays a mangan-sized penalty. |
| damaten | ダマテン | silent tenpai | Being tenpai with a yaku but not declaring riichi, to stay unreadable. |
| dora | ドラ | bonus tile | The tile after the indicator; each copy in a winning hand adds one han. |
| furiten | フリテン | — | State where your own discards block you from winning by ron. |
| genbutsu | 現物 | safe tile | A tile in an opponent’s own discards — fully safe against that player’s ron (only theirs). |
| han | 飜 | value unit | The main scoring unit. Yaku and dora are counted in han. |
| hanchan | 半荘 | full game | The standard game length: the East round plus the South round, at least eight hands. |
| haitei / houtei | 海底 / 河底 | last tile / last discard | Winning on the very last draw (haitei) or last discard (houtei) — 1 han each. |
| honba | 本場 | repeat counter | Counters for repeated/drawn hands; each adds 300 points to the next win. |
| ippatsu | 一発 | one-shot | Winning within one go-around of riichi with no calls — 1 bonus han. |
| jihai | 字牌 | honor tiles | Winds and dragons — the tiles without numbers. |
| kan | カン | quad | A set of four identical tiles. Adds fu, a replacement draw, and a new dora indicator. |
| kanchan | 嵌張 | middle wait | Waiting on the middle tile of a sequence (4-6 waiting on 5). 2 fu. |
| kuitan | 喰いタン | open tanyao | Rule allowing tanyao with an open hand. Standard in WRC/EMA. |
| kyotaku | 供託 | deposit sticks | Riichi sticks left on the table; the next winner takes them. |
| mangan | 満貫 | limit hand | The first score cap: 8,000 (non-dealer) / 12,000 (dealer). |
| menzen | 門前 | closed hand | A hand with no open calls. Required for riichi and several yaku. |
| minkou | 明刻 | open triplet | A triplet completed by pon (or by ron). Less fu than concealed. |
| noten | ノーテン | not tenpai | Not one tile from winning at an exhaustive draw — pays the tenpai players. |
| penchan | 辺張 | edge wait | Waiting on the end of a 1-2 or 8-9 shape (needing the 3 or the 7). 2 fu. |
| pon | ポン | triplet call | Claiming any player’s discard to complete a triplet. Opens the hand. |
| riichi | 立直 | — | Declaring tenpai with a closed hand for 1,000 points — 1 han plus ura dora rights. |
| ron | ロン | discard win | Winning on an opponent’s discard. The discarder pays everything. |
| ryanmen | 両面 | two-sided wait | Waiting on either end of a sequence (6-7 waiting on 5/8). 0 fu, and required for pinfu. |
| ryuukyoku | 流局 | exhaustive draw | The wall runs out with no winner; noten players pay tenpai players. |
| shanten | 向聴 | tiles from tenpai | Distance to tenpai: 1-shanten means one effective tile away. |
| suji | 筋 | lines | Defensive reading based on 1-4-7 / 2-5-8 / 3-6-9 relationships with discarded tiles. |
| tanki | 単騎 | pair wait | Waiting on the tile that completes your pair. 2 fu. |
| tenpai | 聴牌 | ready | One tile from a complete hand. |
| tonpuusen | 東風戦 | East-only game | A short game of the East round only, at least four hands. Common online. |
| tsumo | ツモ | self-draw | Drawing your own winning tile; all opponents pay shares. |
| ura dora | 裏ドラ | hidden dora | Extra dora revealed under the indicators — riichi winners only. |
| yaku | 役 | scoring pattern | A recognized hand pattern worth han. Every winning hand needs at least one. |
| yakuhai | 役牌 | value tiles | Dragons, your seat wind, and the round wind — triplets worth 1 han each. |
| yakuman | 役満 | top limit hand | The highest hand class: 32,000 / 48,000 points. |
The terms in one hand
Here is how the vocabulary sounds in play. You are menzen (no calls), holding three sequences, a plain number pair, and a 6-7 waiting on 5 or 8: that is tenpai on a ryanmen wait, so you declare riichi. You are not furiten: neither waiting tile is in your discards, and you have not passed up a ron on one. You draw the winning tile yourself: tsumo. The hand is riichi, menzen tsumo, and pinfu — three yaku worth 1 han each — and one ura dora hit adds a fourth han. Had an opponent discarded that tile instead, it would have been ron, and that player alone would pay.
Terms that get mixed up
- Han vs fu. Han come from yaku and dora; fu are smaller points from the hand's shape. Both feed the score formula.
- Yaku vs dora. A yaku is required to win; dora only add han to a hand that has one.
- Chii vs pon. Chii makes a sequence from the previous player's discard only; pon makes a triplet from anyone's.
- Mangan vs yakuman. Mangan is the first score cap (8,000 for a non-dealer); yakuman is the top one (32,000).
- Hanchan vs tonpuusen. A hanchan is East plus South, at least eight hands; a tonpuusen stops after East, at least four. How each one runs is in your first game.
- Tenpai vs noten. Tenpai is one tile from done; noten is anything further, and at a draw it costs you whenever someone else is tenpai.
Missing a term you've run into? The lessons introduce vocabulary in context — start with the course — and the yaku encyclopedia covers every hand name individually.