List Of Mahjong Games

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Adah Orhenkowski

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Aug 5, 2024, 3:32:54 AM8/5/24
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Inorder to win any hand, the hand must have at least one yaku. Even if a hand has dora, it cannot score without a yaku. Declaring a win without yaku can score a chombo penalty. Therefore, when learning the game, it is essential to learn the different types of yaku.

The most important yaku to learn is riichi, since it is very common and very easy to achieve. A new player may find it easiest to never open their hand, always calling riichi, and get a few wins. However, this strategy is far too simple for serious play; a variety of yaku should be employed.


This yaku does not specifically deal with a player's hand, but rather the player's discards. In addition, the hand may or may not be at tenpai upon scoring. The result of nagashi mangan modifies the case of ryuukyoku, where point exchanges equate to mangan.


The above list is generally considered as the "standard yaku", including the yakuman. However, the game offers an even larger array of tile patterns. Various house rules may opt to use some of these yaku on their own.


Aiming for this yaku is one of the most basic strategies in Doman mahjong.

If you enter tenpai without calling chi, pon, or kan, you will be given the option to declare riichi. Once you form a winning hand, you will achieve the Riichi yaku.


If a player declares riichi on their first discarded tile, they will be eligible for the Double Riichi yaku.

However, if any player calls chi, pon, or kan on the first turn, this yaku becomes invalid.


A winning hand formed without using any honor tiles or terminals (1 or 9 number tiles).

With kuitan enabled, this can be achieved after calling chi, pon, or kan, which makes it a very easy yaku in this type of match.


Achieved by having the same straight in each suit.

Not only is this yaku compatible with Pinfu, it can also be achieved at the same time as the Tanyao and Outside Hand yaku, so it may be included in several types of high-scoring winning hands.


Formed with three straights of the same suit. Naturally, this is comprised of 1, 2, 3, then 4, 5, 6, and 7, 8, 9.

This is compatible with the Half Flush and Full Flush yaku and some that rely on straights, but since you may often be waiting for several specific tiles at once, you must pay close attention to avoid losing an essential tile.


Made from two sets of Pure Double Chi. Since it is particularly difficult to form, it awards 3 han. Calling chi, pon, or kan invalidates this yaku. If you achieve this yaku, you will not receive additional han from Pure Double Chi.


Another yaku similar to Outside Hand, but all melds are triplets or kan made from terminals or honor tiles.

Calling chi, pon, or kan does not reduce the han awarded, and since it also includes the 2 han from the All Pon yaku, it awards a total of 4 han.


A hand comprised of number tiles from a single suit and honor tiles.

Although calling chi, pon, or kan reduces the han to 2, this yaku can be combined with yaku tiles and the Pure Straight yaku to earn high scores.


Includes only number tiles from a single suit. Being able to quickly identify which tiles are needed to complete the hand after entering tenpai is the mark of an advanced player.

Calling chi, pon, or kan reduces the han earned to 5, which is still very high. Unfortunately, it is easy for your opponents to identify when you are attempting to complete this yaku, which greatly reduces the chances of forming it before they produce a winning hand.


Made from two triplets and a pair of dragon tiles.

Although the yaku itself is only worth 2 han, it includes two triplets of dragon tiles, which are themselves yaku tiles, so a total of 4 han are awarded.


Comprised of three triplets. You may call chi to form a straight or call pon to form a fourth triplet but cannot call pon to complete any of the three concealed triplets. Additionally, calling ron to complete the third concealed triplet invalidates this yaku.


A hand that includes three kan. These can be either concealed or open, and calling chi, pon, or kan does not reduce the han awarded. The kan used add three dora, making it an attractive choice, although this may hand the advantage to your opponents instead.


While most winning hands are comprised of four melds and a pair, there are two yaku that do not follow this format, Seven Pairs being one of them.

As the name suggests, the yaku is made from seven pairs of identical tiles. Although it may not seem to be compatible with other yaku, it can in fact be used in conjunction with a few specific kinds, such as Tanyao, All Terminals and Honors, Half Flush, and Full Flush, often leading to high scores.

It is important to note that in Doman mahjong, four identical tiles do not count as two separate pairs. Each of the seven pairs must be unique.


When a player has called pon, that triplet will be exposed (open) for other players to see. The owner of that triplet can then call kan to add a fourth tile.

However, this tile can be robbed at that moment by calling ron. The player that claims that tile will achieve this yaku.


A special yaku that is only awarded in the event of a draw and all of your discarded tiles being terminals or honor tiles.

If any of your discarded tiles were claimed by an opponent at any point during the hand, you will not be eligible for this yaku.

However, this is not counted as a winning hand in Doman mahjong. Since the hand is classed as having ended in a draw, it will be replayed.


If any non-dealer forms a winning hand with the first tile they draw, they will achieve this yaku, regardless of the type of hand used.

However, if any player calls chi, pon, or kan before that player produces the winning hand, this yaku can no longer be achieved.

One of the twelve yakuman, which are worth 13 han.


Comprised entirely of honor tiles.

Since there are only 28 honor tiles in total, it is very difficult for a single player to collect exactly half of them for a winning hand of 14 tiles.

One of the twelve yakuman, which are worth 13 han.


This is a special version of a Full Flush with the shape 1, 1, 1, 2, 3, 4, 5, 6, 7, 8, 9, 9, 9, plus any additional tile from the same suit.

This yaku may produce a final wait in which any of the tiles from 1 to 9 can be used to complete the hand, hence the name "Nine Gates."

As the diagram above shows, any of the Character tiles from 1 to 9 can be combined with the 13 tiles in the player's hand to complete a winning hand.


A hand that includes four kan. These can be either concealed or open, and calling chi, pon, or kan does not reduce the han awarded. Collecting four sets of four identical tiles is a difficult task, especially since there is a rule that only permits the formation of four kans over the course of a single hand. Therefore, it is one of the rarest yaku in Doman mahjong.



One of the twelve yakuman, which are worth 13 han.


I did 3 playthroughs (2nd was the Legend difficulty) for more peerless tiles since I didn't do much of the completion list on my 1st. I got close to winning on the hard by few hundred points, that's when I gave up and did 3 playthroughs just to cheese the harder tables and do the rest of going out 30 times achievement on the easy table.


My main problem with Mahjong in this game compared to the others was how many times I've seen someone getting Ippatsu back to back. I've done 0's Mahjong requirements 3 times and I've seen more Ippatsu in this game than in 0.


Being able to play well enough to win isn't as hard as it seems. I'd say it's only slightly more complicated than playing poker. I don't even know how you're meant to complete a hand after stealing tiles and I still manage to get the CP requirements done fairly easily.


Yakuza 0 was probably the hardest, since you needed to know how to make hands with high point values. But that's not all that necessary here because you can win a table with brute force by finishing any hand you can, as soon as possible.


If you want to complete the CP list on your first playthrough, you'll want to save your peerless tiles for the substory, and the unlockable tables in each area. That means you'll need to be able to win two easy tables, a medium table, and a hard table by yourself.


A set can be three of the exact same tile, or a sequence (as in tile 2, 3 and 4 of the same suit). Your job is to discard unnecessary tiles and hope you can create a complete hand using the tiles you draw.


When it comes to points, it's mostly based on the tiles your hand is comprised of. There are bonuses for having a straight flush of 1-9, never having stolen a tile (which is something I never do anyway), declaring Riichi, and getting the Ippatsu bonus. There are special hands worth lots of points, such as the thirteen orphans you'll get from using peerless tiles, or a hand comprised of 7 pairs of identical tiles.


It's nice having all these bonuses because it means you'll need to win less rounds to win a table, but consistency in finishing hands quickly is also good. Even if you're getting low amounts of points, you're stopping anybody else from getting any at all.


There are seven other tiles in the game besides the numbers. The three dragons and the four directions, shown on the bottom row of that image above. They can only really be used in three-of-a-kind sets, so I almost always discard those because they're not as versatile.


Riichi - Somebody has declared that they only need one more tile to complete their hand. If a tile they need is discarded, they'll be able to take it and win. If that happens before their next tile is drawn, they get the Riichi Ippatsu bonus.

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