西

ja-noun

西(シャー) • (shā)

Possibly a corruption of Mandarin 西 (xī, “west”).

(mahjong) a 役 (yaku, “winning hand”) with a triplet or quad of west wind tiles; depending on wind round and player's seat wind, it is worth either 1 or 2 翻 (han, “doubles”)


一

Borrowing from Mandarin 一 (yī) in the Qing Dynasty.


四

ja-pos

四(スー) • (sū)

小四喜

四喜和 (sūshīhō)

大四喜

四喜和 (sūshīhō)


白

白 (canonical)
白 (canonical)
haku (romanization)

(mahjong) a 役 (yaku, “winning hand”) with a triplet or quad of white dragon tiles, worth 1 翻 (han, “double”)


南

(mahjong) a 役 (yaku, “winning hand”) with a triplet or quad of south wind tiles; depending on wind round and player's seat wind, it is worth either 1 or 2 翻 (han, “doubles”)


東

From Mandarin 東 /东 (dōng).
Compare Wu 東 /东 (ton), Hakka 東 /东 (tûng), Min Nan 東 /东 (tong).

(mahjong) a 役 (yaku, “winning hand”) with a triplet or quad of east wind tiles; depending on wind round and player's seat wind, it is worth either 1 or 2 翻 (han, “doubles”)


北

ja-noun

北(ペー) • (pē)

(mahjong) a 役 (yaku, “winning hand”) with a triplet or quad of north wind tiles; depending on wind round and player's seat wind, it is worth either 1 or 2 翻 (han, “doubles”)


中

(mahjong) Short for 紅中 (honchun): a red dragon tile

(mahjong) a 役 (yaku, “winning hand combination”) with a meld of red dragon tiles, worth 1 翻 (han, “double”)


吃

From Mandarin 吃 (chī, literally “to eat”).

(mahjong) a call for an open 順子 (shuntsu, “sequence of three suited tiles”), compare English chow


山

山 (canonical)
山 (canonical)
yama (romanization)

山に躓かずして垤に躓く

yama ni tsumazukazu shite tetsu ni tsumazuku

From Old Japanese 山 (yama). First attested in the Kojiki of 712 CE.
Reconstructed as deriving in turn from Proto-Japonic *yama (“mountain; forest”).


役

From Middle Chinese 役 (MC ywek). The goon reading, so likely the initial borrowing.

(card games, mahjong) hand, scoring combination


栄

Invented for Japanese mahjong by Rin Mokō 林茂光 from such a call from some regions of China, after he found that the usual call in Mandarin 和 (hú) was problematic for Japanese speakers. He adopted the character 栄 as ateji, but later discovered that the original character for this sound was 攏 (lǒng). Nevertheless, the character 栄 remained and was accepted as standard.

(mahjong) Short for 栄和 (ronhō): a win by picking up an opponent's discarded tile


槓

(mahjong) Short for 槓子 (kantsu): a set of four identical tiles

(mahjong) a call for such a set (compare English kong):

for a 明槓 (minkan, “open kan”), the player calling should have a 暗刻 (ankō, “closed triplet”) in hand and the current discarded tile is the fourth tile

for a 加槓 (kakan, “added kan”), the player should have an 明刻 (minkō, “open triplet”) beforehand and the fourth tile must be self-drawn

for an 暗槓 (ankan, “closed kan”), the player calling must simply have all four tiles in hand


河

河 (canonical)
河 (canonical)
hō (romanization)

From Chinese 河 (hé). The pronunciation is most similar to Cantonese /hɔː²¹/, although most Japanese mahjong terminology is taken from early 20th Century Mandarin.

(mahjong) river: a player's discard pile


碰

Borrowed from Mandarin 碰 (pèng).
Compare Cantonese 碰 (pung³), Hokkien 碰 (phòng).

(mahjong) a call for a 明刻 (minkō, “open triplet”) from a discarded tile, compare English pung

双碰

two-side wait pattern, winning tile may form a triplet with one or the other pair


飜

ロン。20符4飜なので、5200です。


麻雀

First attested around the late Meiji period.
Borrowed from Mandarin 麻將 /麻将 (májiàng).
The kanji form is an orthographic borrowing from Chinese 麻雀 (máquè, literally “sparrow”), the original name for the game that is retained in some southern Chinese dialects.


清一色

[t͡ɕĩɰ̃iːso̞ː]

(mahjong) a winning hand where all the tiles are of the same suit


あがる

ja-verb

あがる • (agaru) godan (stem あがり (agari), past あがった (agatta))

agaru (romanization)
あがり (stem)
あがった (past)


平和

平和 (canonical)
平和 (canonical)
pinfu (romanization)
pinhō (romanization)

(mahjong) no points hand: a 役 (yaku, “winning hand”) that does not have any of the following: triplets, quads, the player's seat wind, the prevailing wind, or dragons; and the winning tile completes a two-sided wait sequence; worth 1 翻 (han, “double”)


白板

Borrowed from Mandarin 白板 (báibǎn, “whiteboard, white tile”).

bor

(mahjong) The white dragon playing-tile, especially as depicted without any markings.


一万

ja-noun

一(イイ)万(ワン) or 一万(イーワン) • (īwan)

一万 (canonical)
一万 (canonical)
īwan (romanization)

Borrowed from Mandarin 一萬 /一万 (yīwàn) during the Qing dynasty.

(mahjong) Alternative spelling of 一萬 (“the tile of 1 wan”)


一万

一(イイ)万(マン) or 一万(イーマン) • (īman)

一万 (canonical)
一万 (canonical)
īman (romanization)


対面

zh-m

對面／对面 (duìmiàn)


脱衣麻雀

ja-noun

脱衣麻雀(だついマージャン) • (datsui mājan)

脱衣麻雀 (canonical)
datsui mājan (romanization)

Compound of 脱衣 (datsui, “removing clothing, undressing, stripping”) + 麻雀 (mājan, “mahjong”).

compound

(games) strip mahjong, a Japanese tile game based on mahjong, whereby the loser has to remove an item of clothing.

脱衣花札

脱衣花札 だついはなふだ


ニコニコ

(mahjong, slang) a 役 (yaku, “hand”) of seven pairs, worth 2 翻 (han, “doubles”)


単騎

(mahjong) a 待(ま)ち (machi, “wait”) for a single tile


順子

(mahjong) a run of three connected tiles in a suit (compare English chow)


国士無双

ja-noun

国(こく)士(し)無(む)双(そう) • (kokushi musō) ^(←こくしむさう (kokusimusau)?)

国士無双 (canonical)
kokushi musō (romanization)
kokusimusau (romanization)
こくしむさう (hiragana historical)

From the Records of the Grand Historian.
Compound of 国士 (kokushi, “patriot, respectable person”) + 無双 (musō, “matchless, unparalleled”).

国士無双十三面待ち

十三面待 じゅうさんめんま

(mahjong) a 役満 (yakuman, “limit”) hand of all thirteen unique 么九牌 (yaochūpai, “terminals and honours”), plus one more of any of those tiles; the same as "thirteen orphans" in Chinese mahjong


筒子

Borrowed from Mandarin 餅子／饼子 (bǐngzi). The kanji form is an orthographic borrowing from Chinese 筒子 (tǒngzi). The two Chinese words are synonyms.


𤼵

(mahjong) Short for 緑發 (ryūfā): green dragon (tile)

(mahjong) a 役 (yaku, “winning hand”) with a meld of green dragon tiles, worth 1 翻 (han, “double”)


字一色

ja-noun

字(ツー)一(イー)色(ソー) • (tsūīsō)

(mahjong) all honours: a 役満 (yakuman, “limit”) hand that consists of only 風牌 (kazehai, “wind tiles”) and 三元牌 (sangenpai, “dragon tiles”)


緑一色

緑一色(リューイーソー) • (ryūīsō)

[ɾʲɨːiːso̞ː]

Borrowed from Mandarin 綠一色 /绿一色 (lǜyīsè).

(mahjong) all green: a 役満 (yakuman, “limit”) hand consisting of 2, 3, 4, 6, 8 of 索子 (sōzu, “bamboo”), and 發/𤼵 (hatsu, “green dragon”) tiles.


上家

上家 (canonical)
上家 (canonical)
kamicha (romanization)

From 上 (kami, “high, top”) + Chinese 家 (jiā, “-er”).

(mahjong) the opponent on the player's left; player on the left


骨牌

Borrowing from Mandarin 骨牌 (gǔpái, “Chinese-style dominoes”).

bor

(mahjong) mahjong tiles made from animal bone


人和

(mahjong) hand of man: win by discard on the first go-around of play; depending on the rules, it can be worth 役満 (yakuman, “limit”), 倍満 (baiman), 満貫 (mangan), or any other number of points


下家

下家 (canonical)
下家 (canonical)
shimocha (romanization)

From 下 (shimo, “end, low”) + Chinese 家 (jiā, “-er”).

(mahjong) the opponent on the player's right; player on the right


錯和

(mahjong) declaring a win without a legal hand


錯和

錯和する (canonical)
chonbo suru (romanization)
錯和し (stem)
錯和した (past)
錯和し
チョンボし
chonbo shi
錯和する
チョンボする
chonbo suru
錯和すれ
チョンボすれ
chonbo sure
錯和せよ (imperative literary)
錯和しろ (colloquial imperative)
チョンボせよ (imperative literary)
チョンボしろ (colloquial imperative)
chonbo seyo (imperative literary)
chonbo shiro (colloquial imperative)
錯和される (passive)
チョンボされる (passive)
chonbo sareru (passive)
錯和させる (causative)
錯和さす (causative)
チョンボさせる (causative)
チョンボさす (causative)
chonbo saseru (causative)
chonbo sasu (causative)
錯和できる (potential)
チョンボできる (potential)
chonbo dekiru (potential)
錯和しよう (volitional)
チョンボしよう (volitional)
chonbo shiyō (volitional)
錯和しない (negative)
チョンボしない (negative)
chonbo shinai (negative)
錯和せず (continuative negative)
チョンボせず (continuative negative)
chonbo sezu (continuative negative)
錯和します (formal)
チョンボします (formal)
chonbo shimasu (formal)
錯和した (perfective)
チョンボした (perfective)
chonbo shita (perfective)
錯和して (conjunctive)
チョンボして (conjunctive)
chonbo shite (conjunctive)
錯和すれば (conditional hypothetical)
チョンボすれば (conditional hypothetical)
chonbo sureba (conditional hypothetical)

(mahjong) to declare a win without a legal hand


栄和

ja-noun

栄(ロン)和(ホー) or 栄和(ロンホウ) • (ronhō)

栄和 (canonical)
栄和 (canonical)
ronhō (romanization)

(mahjong) a win by picking up an opponent's recently discarded tile


四暗刻

四(スー)暗(アン)刻(コー) or 四暗刻(スウアンコウ) or 四暗刻(スーアンコウ) • (sūankō)

四暗刻 (canonical)
四暗刻 (canonical)
四暗刻 (canonical)
sūankō (romanization)
スーアンコ (alternative katakana)
sūanko (Rōmaji alternative katakana)

[sɨːã̠ŋko̞ː]

From Mandarin 四暗刻 (sì'ànkè).
Equivalent to 四 (sū, “four”) + 暗刻 (ankō, “concealed triplet”).

com

(mahjong) a 役満 (yakuman, “limit”) hand consisting of four concealed triplets


断么

[tã̠ɰ̃ja̠o̞]

zh-l

斷幺／断幺 (duànyāo)

(mahjong) Short for 断么九 (tan'yaochū): a 役 (yaku, “winning hand”) without any terminal or honor tiles, worth 1 翻 (han, “double”)


断么九

ja-noun

断么九(タンヤオチュー) or 断么九(タンヤオチュウ) • (tan'yaochū)

断么九 (canonical)
断么九 (canonical)
tan'yaochū (romanization)

[tã̠ɰ̃ja̠o̞t͡ɕɨː]

Probably from 断(タン) (tan, “sever, cut off”) + 么(ヤオ)九(チュー)牌(パイ) (yaochūpai, “terminal and honour tiles”).
The pronunciation is borrowed from Mandarin 斷幺九 /断幺九 (duànyāojiǔ).

ja-compound

(mahjong) all simples: a 役 (yaku, “hand”) that has 2-8 of any of the three main suits, lacking any 么九牌 (yaochūpai, “terminal and honour tiles”), worth 1 翻 (han, “double”)


大三元

大三元 (canonical)
daisangen (romanization)

[da̠isã̠ŋɡẽ̞ɴ]

Orthographic borrowing from Chinese 大三元 (dàsānyuán)
From 大 (dai-, “big, great”) + 三元 (sangen, clipping of 三元牌 (sangenpai), “dragon tiles”).

prefix

clipping of <i class="Jpan mention" lang="ja">三元牌</i> (sangenpai), “dragon tiles”

(mahjong) a 役満 (yakuman, “limit”) hand with melds of all three dragon tiles


立直

From Mandarin 立直 (lìzhí).
Compare English reach.

(mahjong) a 役(やく) (yaku, “hand”) won by declaring the hand to be 聴(てん)牌(ぱい) (tenpai, “ready”), waiting for one more tile to win; can potentially also score 一(いっ)発(ぱつ) (ippatsu) and 裏(うら)ドラ (uradora)


小三元

小三元 (canonical)
shōsangen (romanization)

[ɕo̞ːsã̠ŋɡẽ̞ɴ]

Orthographic borrowing from Chinese 小三元 (xiǎosānyuán).
Can be analyzed as derived from 小 (shō-, “little, small”) + 三元 (sangen, clipping of 三元牌 (sangenpai), “dragon tiles”).

prefix

(mahjong) a 役 (yaku, “hand”) with melds of two dragon tiles and a pair of the third, worth 2 翻 (han, “doubles”); along with an additional 2 翻 (han) from the 役牌 (yakuhai, “honour meld”) of said two dragon tiles, a combined total of 4 翻 (han)


三元牌

ja-noun

三(さん)元(げん)牌(パイ) or 三元牌(サンユアンパイ) • (sangenpai or san'yuanpai)

三元牌 (canonical)
三元牌 (canonical)
sangenpai (romanization)
san'yuanpai (romanization)

[sã̠ŋɡẽ̞mpa̠i]

[sã̠ɰ̃jɯ̟ã̠mpa̠i]

From 三元 (sangen, “three fundamentals”) + 牌 (pai, “mahjong tile”).
Alternatively, a direct borrowing from Mandarin 三元牌 (sānyuánpái).

com

(mahjong) generic name of the three dragon tiles:

白(パイ)板(パン) (paipan) or 白(はく) (haku, “white dragon”)

緑(リュー)發(ファー) (ryūfā) or 𤼵(はつ) (hatsu, “green dragon”)

紅(ホン)中(チュン) (honchun) or 中(チュン) (chun, “red dragon”)


テンパる

ja-verb

テンパる • (tenparu) intransitive godan (stem テンパり (tenpari), past テンパった (tenpatta))

tenparu (romanization)
テンパり (stem)
テンパった (past)
テンパら
tenpara
テンパり
tenpari
テンパる
tenparu
テンパれ
tenpare
テンパられる (passive)
tenparareru (passive)
テンパらせる (causative)
テンパらす (causative)
tenparaseru (causative)
tenparasu (causative)
テンパれる (potential)
tenpareru (potential)
テンパろう (volitional)
tenparō (volitional)
テンパらない (negative)
tenparanai (negative)
テンパらず (continuative negative)
tenparazu (continuative negative)
テンパります (formal)
tenparimasu (formal)
テンパった (perfective)
tenpatta (perfective)
テンパって (conjunctive)
tenpatte (conjunctive)
テンパれば (conditional hypothetical)
tenpareba (conditional hypothetical)

[tẽ̞mpa̠ɾɯ̟]

From 聴(テン)牌(パイ) (tenpai, “ready hand”) + る (-ru, verb modifier).

ja-compound

三巡目でテンパる

(mahjong) to become tenpai; to become one tile away from completion


門前清

門前清 (canonical)
menzenchin (romanization)

(mahjong) having one's hand completely concealed; not having called any tiles


自摸

Shift from tsūmō (see Etymology 2 below).
Now the more-common reading, likely due to the rise of mahjong video games during the later half of the 20th century.

(mahjong) self-drawing the winning tile; also, a call for such a win

(mahjong, colloquial) Short for 門前清自摸和 (menzenchin tsumohō): a 役 (yaku, “winning hand”) of self-draw and all closed melds, worth 1 翻 (han, “double”)


自摸

ja-noun

自(ツー)摸(モー) • (tsūmō)


刻子

(mahjong) a set of three identical tiles, three of a kind, triplet (compare English pung)


役満

[ja̠kɯ̟mã̠ɴ]

(mahjong) a win by counting over twelve 飜 (han), or worth four times of a 満貫 (mangan): 48,000 points if the winning player is on the East (dealer) side or 32,000 points otherwise


満貫

(mahjong) a win by counting five 飜 (han), or three/four han with the required number of 符 (fu); worth 12,000 points if the winning player is on the East (dealer) side or 8,000 points otherwise


役満貫

役満貫 (canonical)
yaku-mangan (romanization)

[ja̠kɯ̟mã̠ŋɡã̠ɴ]

From 役 (yaku, “scoring combination”) + 満貫 (mangan, “win of 8,000/12,000 points”).

com

(mahjong) a winning hand using special rules; worth 48,000 points if the winning player is on the East (dealer) side or 32,000 points otherwise


槓子

(mahjong) a set of four identical tiles, compare English kong, four of a kind


ゴールデンゲートブリッジ

ja-pos

ゴールデン ゲート ブリッジ

(by extension, mahjong) 金門橋: a local-rule hand containing four 順子 (shuntsu) of 1-2-3, 3-4-5, 5-6-7, and 7-8-9 of a suit, worth 役満 (yakuman, “limit”)


現物

[ɡẽ̞mbɯ̟t͡sɨ]

(mahjong) tile that is discarded by other players


索子

索子 (canonical)
索子 (canonical)
sōzu (romanization)


風牌

ja-noun

風(フォン)牌(パイ) or 風(かぜ)牌(はい) • (fonpai or kazehai)

風牌 (canonical)
風牌 (canonical)
fonpai (romanization)
kazehai (romanization)

Borrowed from Mandarin 風牌 /风牌 (fēngpái).


紅中

紅(ホン)中(チュン) or 紅中(フォンチュン) • (honchun or fonchun)

紅中 (canonical)
紅中 (canonical)
honchun (romanization)
fonchun (romanization)

[hõ̞ɲ̟t͡ɕɨ̃ɴ]


字牌

字(じ)牌(はい) or 字(ツー)牌(パイ) • (jihai or tsūpai)

字牌 (canonical)
字牌 (canonical)
jihai (romanization)
tsūpai (romanization)


天和

(mahjong) heavenly hand: a winning hand drawn by the dealer at the beginning of the game, worth 役満 (yakuman, “limit”)


地和

地(チー)和(ホー) • (chīhō)

(mahjong) earthly hand: a winning hand drawn by a non-dealer during the first go around of a game, worth 役満 (yakuman, “limit”)


混一色

[hõ̞ɰ̃iːso̞ː]

(mahjong) half flush; a winning hand composed of only honor tiles and tiles of a single suit


七対子

七対子 (canonical)
chītoitsu (romanization)

From Mandarin 七對子 /七对子 (qīduìzi).
Equivalent to 七 (chī, “seven”) + 対子 (toitsu, “pair”).

(mahjong) a 役 (yaku, “hand”) of seven pairs, worth 2 翻 (han, “doubles”)


雀士

Compound from 雀(ジャン) (jan, “mahjong”) + 士(し) (shi, “person”).


小四喜

ja-noun

小(しょう)四(スー)喜(シー) or 小四喜(シャオスーシー) • (shōsūshī or shaosūshī)

小四喜 (canonical)
小四喜 (canonical)
shōsūshī (romanization)
shaosūshī (romanization)

[ɕo̞ːsɨːɕiː]

Orthographic borrowing from Chinese 小四喜, derived from 小 (shō-, “little”) + 四喜和 (sūshīhō, “win with melds of all four wind tiles”).

prefix

(mahjong) a winning hand with triplets (or quads) of three wind tiles and a pair of the fourth, worth 役満 (yakuman, “limit”)


大四喜

ja-noun

大(だい)四(スー)喜(シー) or 大(ダー)四(スー)喜(シー) • (daisūshī or dāsūshī)

大四喜 (canonical)
大四喜 (canonical)
daisūshī (romanization)
dāsūshī (romanization)

Orthographic borrowing from Chinese 大四喜, derived from 大 (dai-, “big, great”) + 四喜和 (sūshīhō, “win with melds of all four wind tiles”).
Also attested in some dictionaries as a direct borrowing from Mandarin 大四喜 (dàsìxǐ).

prefix

(mahjong) a winning hand with triplets or quads of all four wind tiles, worth double 役満 (yakuman, “limit”)


四槓子

(mahjong) winning hand containing four kongs


流局

[ɾʲɨːkʲo̞kɯ̟]

Orthographic borrowing from Chinese 流局 (liújú)

obor

(mahjong, of a hand) ending without anyone completing their own hand and winning; drawing


流局

流局する (canonical)
ryūkyoku suru (romanization)
流局し (stem)
流局した (past)
流局し
りゅうきょくし
ryūkyoku shi
流局する
りゅうきょくする
ryūkyoku suru
流局すれ
りゅうきょくすれ
ryūkyoku sure
流局せよ (imperative literary)
流局しろ (colloquial imperative)
りゅうきょくせよ (imperative literary)
りゅうきょくしろ (colloquial imperative)
ryūkyoku seyo (imperative literary)
ryūkyoku shiro (colloquial imperative)
流局される (passive)
りゅうきょくされる (passive)
ryūkyoku sareru (passive)
流局させる (causative)
流局さす (causative)
りゅうきょくさせる (causative)
りゅうきょくさす (causative)
ryūkyoku saseru (causative)
ryūkyoku sasu (causative)
流局できる (potential)
りゅうきょくできる (potential)
ryūkyoku dekiru (potential)
流局しよう (volitional)
りゅうきょくしよう (volitional)
ryūkyoku shiyō (volitional)
流局しない (negative)
りゅうきょくしない (negative)
ryūkyoku shinai (negative)
流局せず (continuative negative)
りゅうきょくせず (continuative negative)
ryūkyoku sezu (continuative negative)
流局します (formal)
りゅうきょくします (formal)
ryūkyoku shimasu (formal)
流局した (perfective)
りゅうきょくした (perfective)
ryūkyoku shita (perfective)
流局して (conjunctive)
りゅうきょくして (conjunctive)
ryūkyoku shite (conjunctive)
流局すれば (conditional hypothetical)
りゅうきょくすれば (conditional hypothetical)
ryūkyoku sureba (conditional hypothetical)

[ɾʲɨːkʲo̞kɯ̟]

(mahjong, of a hand) to end without anyone completing their own hand and winning; to draw


暗槓

zh-l

暗槓／暗杠 (àngàng)


暗槓

暗槓する (canonical)
ankan suru (romanization)
暗槓し (stem)
暗槓した (past)
暗槓し
アンカンし
ankan shi
暗槓する
アンカンする
ankan suru
暗槓すれ
アンカンすれ
ankan sure
暗槓せよ (imperative literary)
暗槓しろ (colloquial imperative)
アンカンせよ (imperative literary)
アンカンしろ (colloquial imperative)
ankan seyo (imperative literary)
ankan shiro (colloquial imperative)
暗槓される (passive)
アンカンされる (passive)
ankan sareru (passive)
暗槓させる (causative)
暗槓さす (causative)
アンカンさせる (causative)
アンカンさす (causative)
ankan saseru (causative)
ankan sasu (causative)
暗槓できる (potential)
アンカンできる (potential)
ankan dekiru (potential)
暗槓しよう (volitional)
アンカンしよう (volitional)
ankan shiyō (volitional)
暗槓しない (negative)
アンカンしない (negative)
ankan shinai (negative)
暗槓せず (continuative negative)
アンカンせず (continuative negative)
ankan sezu (continuative negative)
暗槓します (formal)
アンカンします (formal)
ankan shimasu (formal)
暗槓した (perfective)
アンカンした (perfective)
ankan shita (perfective)
暗槓して (conjunctive)
アンカンして (conjunctive)
ankan shite (conjunctive)
暗槓すれば (conditional hypothetical)
アンカンすれば (conditional hypothetical)
ankan sureba (conditional hypothetical)

暗槓／暗杠 (àngàng)


聴牌

(mahjong) being one tile away from completing a hand


聴牌

聴牌する (canonical)
tenpai suru (romanization)
聴牌し (stem)
聴牌した (past)
聴牌し
テンパイし
tenpai shi
聴牌する
テンパイする
tenpai suru
聴牌すれ
テンパイすれ
tenpai sure
聴牌せよ (imperative literary)
聴牌しろ (colloquial imperative)
テンパイせよ (imperative literary)
テンパイしろ (colloquial imperative)
tenpai seyo (imperative literary)
tenpai shiro (colloquial imperative)
聴牌される (passive)
テンパイされる (passive)
tenpai sareru (passive)
聴牌させる (causative)
聴牌さす (causative)
テンパイさせる (causative)
テンパイさす (causative)
tenpai saseru (causative)
tenpai sasu (causative)
聴牌できる (potential)
テンパイできる (potential)
tenpai dekiru (potential)
聴牌しよう (volitional)
テンパイしよう (volitional)
tenpai shiyō (volitional)
聴牌しない (negative)
テンパイしない (negative)
tenpai shinai (negative)
聴牌せず (continuative negative)
テンパイせず (continuative negative)
tenpai sezu (continuative negative)
聴牌します (formal)
テンパイします (formal)
tenpai shimasu (formal)
聴牌した (perfective)
テンパイした (perfective)
tenpai shita (perfective)
聴牌して (conjunctive)
テンパイして (conjunctive)
tenpai shite (conjunctive)
聴牌すれば (conditional hypothetical)
テンパイすれば (conditional hypothetical)
tenpai sureba (conditional hypothetical)

(mahjong) to be one tile away from completing a hand


明槓

明槓する (canonical)
minkan suru (romanization)
明槓し (stem)
明槓した (past)
明槓し
ミンカンし
minkan shi
明槓する
ミンカンする
minkan suru
明槓すれ
ミンカンすれ
minkan sure
明槓せよ (imperative literary)
明槓しろ (colloquial imperative)
ミンカンせよ (imperative literary)
ミンカンしろ (colloquial imperative)
minkan seyo (imperative literary)
minkan shiro (colloquial imperative)
明槓される (passive)
ミンカンされる (passive)
minkan sareru (passive)
明槓させる (causative)
明槓さす (causative)
ミンカンさせる (causative)
ミンカンさす (causative)
minkan saseru (causative)
minkan sasu (causative)
明槓できる (potential)
ミンカンできる (potential)
minkan dekiru (potential)
明槓しよう (volitional)
ミンカンしよう (volitional)
minkan shiyō (volitional)
明槓しない (negative)
ミンカンしない (negative)
minkan shinai (negative)
明槓せず (continuative negative)
ミンカンせず (continuative negative)
minkan sezu (continuative negative)
明槓します (formal)
ミンカンします (formal)
minkan shimasu (formal)
明槓した (perfective)
ミンカンした (perfective)
minkan shita (perfective)
明槓して (conjunctive)
ミンカンして (conjunctive)
minkan shite (conjunctive)
明槓すれば (conditional hypothetical)
ミンカンすれば (conditional hypothetical)
minkan sureba (conditional hypothetical)


多牌

(mahjong) long hand (illegal hand containing too many tiles)


少牌

(mahjong) short hand (illegal hand containing too few tiles)


連荘

[ɾẽ̞ɲ̟t͡ɕã̠ɴ]

(mahjong) the retainment of the east or 親 (oya, “dealer”) position after a win


緑發

ja-noun

緑(リュー)發(ファー) or 緑發(リューファ) • (ryūfā or ryūfa)

緑發 (canonical)
緑發 (canonical)
ryūfā (romanization)
ryūfa (romanization)

From Mandarin 綠發 (lǜfā, literally “green-striking”).


和了

和了(ホーラ) • (hōra)


和了る

ja-verb

和了(あが)る • (agaru) godan (stem 和了(あが)り (agari), past 和了(あが)った (agatta))

和了る (canonical)
agaru (romanization)
和了り (stem)
和了った (past)
和了ら
あがら
agara
和了り
あがり
agari
和了る
あがる
agaru
和了れ
あがれ
agare
和了られる (passive)
あがられる (passive)
agarareru (passive)
和了らせる (causative)
和了らす (causative)
あがらせる (causative)
あがらす (causative)
agaraseru (causative)
agarasu (causative)
和了れる (potential)
あがれる (potential)
agareru (potential)
和了ろう (volitional)
あがろう (volitional)
agarō (volitional)
和了らない (negative)
あがらない (negative)
agaranai (negative)
和了らず (continuative negative)
あがらず (continuative negative)
agarazu (continuative negative)
和了ります (formal)
あがります (formal)
agarimasu (formal)
和了った (perfective)
あがった (perfective)
agatta (perfective)
和了って (conjunctive)
あがって (conjunctive)
agatte (conjunctive)
和了れば (conditional hypothetical)
あがれば (conditional hypothetical)
agareba (conditional hypothetical)


嶺上開花

ja-noun

嶺(リン)上(シャン)開(カイ)花(ホー) or 嶺上開花(リンシャンカイホウ) • (rinshan kaihō)

嶺上開花 (canonical)
嶺上開花 (canonical)
rinshan kaihō (romanization)

[ɾʲĩɰ̃ɕa̠ŋ ka̠iho̞ː]

Literally “flower blooming on the ridge”. Compare Chinese 槓上開花 /杠上开花 (gàngshàng kāihuā).

(mahjong) drawing the winning tile off the dead wall after declaring a 槓 (kan, “kong”), worth 1 翻 (han, “double”)


花牌

花(ファ)牌(パイ) or 花(はな)牌(はい) • (fapai or hanahai)

花牌 (canonical)
花牌 (canonical)
fapai (romanization)
hanahai (romanization)

(mahjong) flower tile (included in mahjong sets, but not used in Japanese mahjong gameplay)


赤牌

(mahjong) red tile; unique to Japanese mahjong and used to score bonus points


海底撈月

海底撈月 (canonical)
haitei raoyue (romanization)

(mahjong) completing a winning hand by drawing the final tile before reaching the dead wall, worth 1 翻 (han, “double”)


海底摸月

海底摸月 (canonical)
haiteimōyue (romanization)

(mahjong) completing a winning hand by drawing the final tile before reaching the dead wall


河底撈魚

河底撈魚(ホーテイラオユイ) or 河(ホウ)底(テイ)撈(ラオ)魚(ユイ) • (hōtei raoyui)

河底撈魚 (canonical)
河底撈魚 (canonical)
hōtei raoyui (romanization)

zh-l

河底撈魚 (hédǐ lāo yú)

(mahjong) winning off the final discard before reaching the dead wall, worth 1 翻 (han, “double”)


槍槓

[t͡ɕã̠ŋkã̠ɴ]

(mahjong) to rob the kong; to rob the fourth tile that a player with a melded pong draws and declares a kong with, in order to complete one's hand and win


九蓮宝燈

ja-noun

九(チュー)蓮(レン)宝(ポー)燈(トン) or 九(チュウ)蓮(レン)宝(ポウ)燈(トウ) • (chūrenpōton or chūrenpōtō)

九蓮宝燈 (canonical)
九蓮宝燈 (canonical)
chūrenpōton (romanization)
chūrenpōtō (romanization)

[t͡ɕɨːɾẽ̞mpo̞ːtõ̞ɴ]

[t͡ɕɨːɾẽ̞mpo̞ːto̞ː]

From Mandarin 九蓮寶燈 /九莲宝灯 (jiǔliánbǎodēng).

and get

(mahjong) Nine Gates; a 役満 (yakuman, “limit”) hand with tiles in the form of 1112345678999 and any one tile of the same suit without melding

and get any one of the circle tiles.

(mahjong) Pure Nine Gates; a 役満 (yakuman, “limit”) hand collecting tiles in the exact form of 1112345678999 of the same suit without melding, and completing with any one tile of that suit


対々和

(mahjong) a 役 (yaku, “winning hand”) in which every meld consists of at least an open 刻子 (kōtsu, “pung”), worth 2 翻 (han, “doubles”)


ダブル立直

ダブル立直 (canonical)
daburu rīchi (romanization)

From ダブル (daburu, “double”) + 立直 (rīchi, “ready hand (or a call for such)”).

com

(mahjong) a 役 (yaku, “winning condition”) for declaring a ready hand on the first go-around of play, worth 2 翻 (han, “doubles”)


安全牌

ja-noun

安全牌(あんぜんパイ) • (anzenpai) ^(←あんぜんパイ (anzenpai)?)

安全牌 (canonical)
anzenpai (romanization)
あんぜんパイ (hiragana historical)

(mahjong) a tile that one can safely discard, as it cannot become an opponent's advantage


一点読み

一点読み (canonical)
itten-yomi (romanization)

(mahjong) determining what tile would complete an opponent's hand


大七星

大(ダイ)七(チー)星(シン) or 大(だい)七(しち)星(せい) or 大(だい)七(ち)星(せい) • (daichīshin or daishichisei or daichisei)

大七星 (canonical)
大七星 (canonical)
大七星 (canonical)
daichīshin (romanization)
daishichisei (romanization)
daichisei (romanization)

(mahjong) a local double 役(やく)満(まん) (yakuman, “limit”) found in some rulesets, formed by seven pairs of all honor tiles; a combination of 字(ツー)一(イー)色(ソー) (tsūīsō, “all honors”) and 七(チー)対(トイ)子(ツ) (chītoitsu, “seven pairs”).


チャンタ

Clipping of 全帯么 (chantaiyao), itself short for 混全帯么九 (honchantaiyaochū). Ultimately from Mandarin, like most mahjong terminology.

(mahjong) “common ends”; a 役 (yaku, “hand”) where all four groups in it, plus its pair, have at least one 么九牌 (yaochū-hai, “terminal or honor tile”); also translated in English as outside hand or half outside hand.


嵌張

デジタル大辞泉 w:ja:大辞泉#電子版

(mahjong) a wait pattern where the middle tile is needed to fulfill a chow


清老頭

[t͡ɕĩn̺ɾo̞ːto̞ː]

Borrowed from Mandarin Chinese 清老頭 /清老头 (qīnglǎotóu). Surface analysis 清 (chin-, “pure”) + 老頭 (rōtō), clipping of 老頭牌 (rōtōhai, rōtōpai, “terminal tiles”).

An example of 清老頭:

(mahjong) a 役満 (yakuman, “limit”) hand with melds of all three terminal tiles


宣言牌

宣言牌 (canonical)
sengenpai (romanization)

(mahjong) tile used to declare 立直(リーチ) (rīchi), is turned sideways in the discard pile


待ち

(mahjong) wait; the set of tiles that would advance or complete a hand


跳満

(mahjong) a win by counting six to seven 飜 (han), or 1.5 times of a 満貫 (mangan); 18,000 points if the winning player is on the East (dealer) side or 12,000 points otherwise


倍満

(mahjong) a win by counting eight to ten 飜 (han), or two times of a 満貫 (mangan); 24,000 points if the winning player is on the East (dealer) side or 16,000 points otherwise


三倍満

三倍満 (canonical)
sanbaiman (romanization)

(mahjong) a win by counting eleven to twelve 飜 (han), or three times of a 満貫 (mangan); 36,000 points if the winning player is on the East (dealer) side or 24,000 points otherwise


ドラ

(mahjong) value tiles that score additional 飜(はん) (han, “doubles”) in a winning hand, indicated by a special tile opened in the 王(ワン)牌(パイ) (wanpai, “dead wall”)


裏ドラ

裏(うら) (ura, “rear”) + ドラ (dora, “value tile”)

ja-compound

(mahjong) additional ドラ (dora, “value tile”) potentially awarded to a hand won by 立(リー)直(チ) (rīchi), determined by revealing the tile beneath the dora indicator tile in the 王(ワン)牌(パイ) (wanpai, “dead wall”)