Your first game

Short answer: a hanchan is a full game of at least eight hands, the East round plus the South round, and the deal passes to the right unless the dealer wins or is tenpai at a draw.

You know the tiles, the calls, winning, and furiten. This last lesson zooms out: how single hands chain into a full game, who deals next, and what happens when nobody wins. After this page you can sit down at a real table and follow everything from the first deal to the final count.

Game length: tonpuusen and hanchan

Hands are grouped into rounds named after winds. In the East round, each player takes a turn as dealer — East 1 through East 4 — then the South round does the same. Two standard lengths:

The current hand is named round wind plus dealer number: “South 3” means the South round with the third player dealing. When you hear “all last” — the final hand, South 4 in a hanchan — expect everyone to start playing the standings, not just their tiles.

Dealer rotation: who keeps the deal

The dealer is the player seated East. Dealing is worth wanting: a dealer's win scores half again more than the same hand from anyone else (the score table has both columns). The deal moves by three rules:

Honba: the repeat counter

Every dealer repeat and every drawn hand adds one honba , marked by a 100-point stick the dealer sets out on the table. Each honba makes the next winning hand worth 300 points more: on ron the discarder pays the extra 300, on tsumo each opponent adds 100. When a non-dealer finally wins, the counters clear. Three sticks on the table means the pot has quietly grown by 900 — worth a glance before you decide how hard to push.

When nobody wins: ryuukyoku and the noten penalty

If the live wall runs out before anyone wins, the hand ends in an exhaustive draw, ryuukyoku . Everyone reveals whether they are tenpai — one tile from a complete hand — or noten , anything further away. Then the noten players pay the tenpai players 3,000 points total, split evenly:

TenpaiNotenPayment
1 player3 players1,000 each → the tenpai player collects 3,000
2 players2 players1,500 each → each tenpai player collects 1,500
3 players1 player3,000 → each tenpai player collects 1,000
All four, or none—No payments
Mahjong hand: 2 of characters, 3 of characters, 4 of characters — 5 of characters, 6 of characters, 7 of characters — 4 of circles, 5 of circles, 6 of circles — 9 of circles, 9 of circles — 6 of bamboo, 7 of bamboo
The check at a draw: this hand waits on 5s or 8s, so it is tenpai and collects. One tile short is all it takes.

This noten penalty is why late-game riichi tables get busy: with three or four turns left, players push toward any tenpai at all, yaku or not, just to be on the receiving end.

Abortive draws (rare — and ruleset-dependent)

Standard Japanese rules (and the major online clients) end a hand early with a redeal in a few rare situations. The most common are:

Two more exist in the same family: all four players discarding the same wind on the first uninterrupted go-around, and three players declaring ron on one tile. Note the flip side: WRC and EMA tournament rules use no abortive draws at all — the hand simply plays out. If you never see one in your first fifty games, that's normal.

Worked example: four hands of the East round

Players A, B, C, and D, with A dealing first. Watch the round name, the honba counter, and the deal:

HandWhat happensResult
East 1, 0 honbaDealer A wins by ronA keeps the deal; one honba stick goes out
East 1, 1 honbaWall runs out. A and D tenpai, B and C notenB and C pay 1,500 each; A and D collect 1,500 each. A was tenpai, so A keeps the deal; a second honba goes out
East 1, 2 honbaNon-dealer B wins a 3,900-point hand by ron from CC pays 3,900 + 600 (2 honba × 300) = 4,500. Honba clear; the deal passes to B
East 2, 0 honbaWall runs out. Dealer B notenNoten payments are made; the deal passes to C, and one honba goes out for the draw

Four hands played, and the round has only reached East 3. That is why "at least eight hands" for a hanchan so often means ten or twelve.

Common mistakes

Going below zero

Busting ends the game — usually

A very common rule, worth confirming before you start: if any player's score drops below zero, the game ends immediately. Japanese players call it dobon (or tobi). It is common in clubs and online, but not universal — WRC-style tournament play continues into negative scores.

The final count

When the last hand ends, raw points become final results. Most Japanese rules start each player at 25,000 points; some tournament rulesets use 30,000. Scores are then measured against a target and adjusted with rank bonuses called uma , so finishing order matters more than the raw totals suggest. You don't need any of this arithmetic at the table — keep score honestly during play, and the scoring section has tools and tables for everything else.

Next: that's the whole how-to-play course. From here, two study tracks: the yaku library, starting with riichi, tanyao, and yakuhai, and the scoring section, so the points changing hands start making sense. When a term slips your mind, the glossary has it.

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