Ruleset

Agari plays standard four-player riichi mahjong. This is the full ruleset: yaku, scoring, fu, calls, and how a match runs from deal to game end.

Match

  • FormatTonpuusen / Hanchan · 4p
  • Starting points25,000
  • Goal (return)30,000
  • Uma20 / 10 / −10 / −20
  • Oka20,000 → 1st

Tiles & dora

  • Red fives3 (default)
  • Ura doraOn
  • Kan doraOn
  • Flowers / seasonsOff

Calls & winning

  • Kuitan (open tanyao)On
  • AtozukeOn
  • Kuikae (swap call)Off
  • Furiten riichiOn
  • Double / triple ronOn

Scoring

  • Kiriage manganOff
  • Kazoe yakumanOn
  • Double yakumanOn
  • Nagashi manganOn
  • Pao (liability)On

Game end

  • Tobi (bust ends game)On
  • Enchōsen (overtime)Sudden death
  • AgariyameOn
  • TenpaiyameOn
  • Abortive drawsOn

Match Format

Agari offers two match types: tonpuusen (East only), a single East round, and hanchan, an East round followed by a South round. Both are four players, no flowers or seasons. Everything below applies to both lengths unless noted.

SettingValue
Players4 (yonma)
RoundsEast only (tonpuusen) · East + South (hanchan)
Starting score25,000 points
Goal / return score30,000 points
Uma (placement bonus)+20,000 / +10,000 / −10,000 / −20,000
Oka20,000 points, awarded to 1st place at game end

Uma, oka, and leftover riichi-stick redistribution apply to ranked tonpuusen and hanchan matches. The Daily Wall single-round mode uses raw end-of-round scores instead, with no placement bonuses and no stick redistribution.

Tiles

Agari uses the standard 136-tile riichi set: 34 distinct tiles, four of each. There are three number suits: manzu (萬子, characters), pinzu (筒子, circles), and souzu (索子, bamboo), plus the four winds and the three dragons.

Some of the regular fives are replaced by red fives (akadora), and each one in a winning hand counts as an extra dora. The number of red fives is configurable: none, 3 (one per suit), or 4 (one per suit plus a second red five of pinzu). Agari defaults to 3.

Man5-DoraPin5-DoraSou5-Dora
The default three red fives, one per suit. Each counts as an extra dora.

Winning a Hand

A hand wins (an agari) when all of the following are true:

  1. The hand is complete. The 14 tiles (your 13 plus the winning tile) form one of:
    • four sets plus a pair (the standard shape),
    • seven distinct pairs (chiitoitsu, no duplicate pairs allowed), or
    • kokushi musou (thirteen orphans): one of each terminal and honour, plus a duplicate of any one of them.
  2. The hand has at least one yaku. Dora are not a yaku and never let a hand win on their own.
  3. You are not in furiten (see Furiten). A furiten hand can still win by tsumo (self-draw).
  4. Atozuke is allowed. The yaku only needs to be present at the moment you win; you may win on the very tile that grants it.
Man2Man3Man4Pin6Pin7Pin8Sou3Sou4Sou5Sou6Sou7Sou8Pin5Pin5
A complete standard hand: four sequences and a pair. All simples, all sequences, two-sided wait, scoring riichi + pinfu + tanyao.

Yaku

Every winning hand needs at least one yaku. Values below are shown as closed / open han; a "✗" means the yaku is only possible with a closed hand.

Standard yaku

Yaku日本語HanNotes
Riichi立直1 / ✗Declared tenpai on a closed hand; costs 1,000 points
Ippatsu一発1 / ✗Win within one uninterrupted go-around of declaring riichi
Menzen Tsumo門前清自摸和1 / ✗Tsumo win with a closed hand
Tanyao断么九1 / 1No terminals or honours; all tiles 2 to 8
Pinfu平和1 / ✗All sequences, a two-sided wait, a non-value pair
Iipeikou一盃口1 / ✗Two identical sequences
Yakuhai (dragons)役牌1 / 1A triplet of haku, hatsu, or chun
Yakuhai (round wind)場風1 / 1A triplet of the round wind
Yakuhai (seat wind)門風1 / 1A triplet of your seat wind
Sanshoku Doujun三色同順2 / 1The same sequence in all three suits
Ittsu一気通貫2 / 11-2-3, 4-5-6, 7-8-9 in one suit
Chanta混全帯么九2 / 1Every set contains a terminal or honour
Chiitoitsu七対子2 / ✗Seven distinct pairs; always 25 fu
Toitoi対々和2 / 2All triplets and quads
Sanankou三暗刻2 / 2Three concealed triplets
Sanshoku Doukou三色同刻2 / 2The same triplet in all three suits
Sankantsu三槓子2 / 2Three quads
Honroutou混老頭2 / 2All terminals and honours (always combines with toitoi or chiitoitsu)
Shousangen小三元2 / 2Two dragon triplets/quads plus a pair of the third dragon
Honitsu混一色3 / 2One suit plus honours
Junchan純全帯么九3 / 2Every set contains a terminal; no honours
Ryanpeikou二盃口3 / ✗Two separate pairs of identical sequences
Chinitsu清一色6 / 5A single suit, no honours

Situational yaku

These depend on how or when you win rather than the hand's shape.

Yaku日本語HanNotes
Double Riichi両立直2 / ✗Riichi declared on your first uninterrupted discard
Haitei Raoyue海底撈月1 / 1Tsumo on the very last tile of the wall
Houtei Raoyui河底撈魚1 / 1Ron on the final discard of the hand
Rinshan Kaihou嶺上開花1 / 1Tsumo on the replacement tile after a kan
Chankan槍槓1 / 1Ron on the tile an opponent adds to an open triplet
Nagashi Mangan流し満貫ManganAt an exhaustive draw, all your discards are terminals/honours and none were called

Yakuman

Yakuman are the limit hands. They stack additively with no cap: a hand that qualifies for more than one is worth their combined total, and each hand marked double yakuman below counts as two. (For example, a hand that is both all honours and all four winds scores tsuuiisou + daisuushii together.) A counted yakuman (kazoe, from 13+ han) always counts as a single yakuman.

Yaku日本語Notes
Kokushi Musou国士無双Thirteen orphans: one of each terminal/honour plus a duplicate
Kokushi 13-wait国士無双十三面待ちWaiting on all thirteen. Double yakuman.
Suuankou四暗刻Four concealed triplets
Suuankou Tanki四暗刻単騎Four concealed triplets won on a single-tile pair wait. Double yakuman.
Daisangen大三元All three dragon triplets
Shousuushii小四喜Three wind triplets plus a wind pair
Daisuushii大四喜All four wind triplets. Double yakuman.
Tsuuiisou字一色All honour tiles
Chinroutou清老頭All terminals
Ryuuiisou緑一色All green tiles (2s, 3s, 4s, 6s, 8s, hatsu)
Chuuren Poutou九蓮宝燈The nine gates: 1112345678999 + one same-suit tile
Junsei Chuuren純正九蓮宝燈The pure nine-sided nine-gates wait. Double yakuman.
Suukantsu四槓子Four quads
Tenhou天和Dealer (oya 親) wins on the dealt hand
Chiihou地和Non-dealer (ko 子) wins by tsumo on the first draw, before any call is made
Kazoe Yakuman数え役満Any hand reaching 13+ han counts as a yakuman
Man2Man2Man6Man6Pin3Pin3Pin8Pin8Sou4Sou4Sou7Sou7HakuHaku
Chiitoitsu: seven distinct pairs, always scored at 25 fu.
HakuHakuHakuHatsuHatsuHatsuChunChunChunMan2Man3Man4Pin9Pin9
Daisangen: all three dragon triplets. A yakuman.

Dora

Dora add han to a winning hand but are not a yaku. They can't win a hand on their own.

TypeRule
Dora (omote)The tile after the face-up indicator is dora; revealed at the start of the hand
Kan doraA new indicator flips for each kan
Ura doraRevealed only for riichi winners, under the dora indicators
Kan ura doraThe ura tile beneath each kan indicator; also for riichi winners
Red fivesEach red five in the hand counts as +1 dora

Indicators cycle: numbers 1→2→…→9→1, winds E→S→W→N→E, dragons haku→hatsu→chun→haku.

Scoring

A win's value comes from its han (from yaku and dora) and its fu (see Fu). Common payments are below; the named limit hands take over for larger hands.

Han / fuNon-dealer ronNon-dealer tsumo (ea. / dealer)Dealer ronDealer tsumo (ea.)
1 han 30 fu1,000300 / 5001,500500
2 han 30 fu2,000500 / 1,0003,9001,000
3 han 30 fu3,9001,000 / 2,0007,7002,000
4 han 30 fu7,7002,000 / 3,90011,6003,900
Mangan8,0002,000 / 4,00012,0004,000
Haneman12,0003,000 / 6,00018,0006,000
Baiman16,0004,000 / 8,00024,0008,000
Sanbaiman24,0006,000 / 12,00036,00012,000
Yakuman32,0008,000 / 16,00048,00016,000
Double Yakuman64,00016,000 / 32,00096,00032,000

A hand reaches mangan at 5+ han, or 4 han 40+ fu, or 3 han 70+ fu. Kiriage mangan is off, so a 4 han 30 fu hand pays 7,700 / 11,600 rather than a rounded-up mangan. Triple and quadruple yakuman continue the pattern: N times the single-yakuman value.

Honba (repeat counter)

Each honba adds +300 to the winning payment: +100 from each player on a tsumo, or +300 from the discarder on a ron. The counter goes up after every dealer win or exhaustive draw, and resets to zero when a non-dealer wins.

Riichi bets

Declaring riichi places 1,000 points on the table. The winner of the hand collects every riichi stick on the table. If the hand ends in an exhaustive draw, the sticks carry over to the next hand. Any sticks left on the table at game end go to first place.

If an opponent rons your riichi tile (the discard you declared on), the riichi never takes effect. Your 1,000 comes back and the winner only takes sticks that were already on the table.

Fu

Every hand starts at 20 fu, then adds the values below. The total is rounded up to the nearest 10.

SourceFu
Closed ron (menzen bonus)+10
Tsumo (except pinfu)+2
Open triplet (simples)2
Closed triplet (simples)4
Open triplet (terminals/honours)4
Closed triplet (terminals/honours)8
Open quad (simples)8
Closed quad (simples)16
Open quad (terminals/honours)16
Closed quad (terminals/honours)32
Yakuhai pair (dragon / round wind / seat wind)2
Double-wind pair (round = seat)4
Wait: kanchan (closed), penchan (edge), or tanki (pair)+2

Sequences, simple pairs, and two-sided (ryanmen) or dual-pair (shanpon) waits add no fu. Three special cases:

  • Chiitoitsu is always 25 fu.
  • Pinfu by tsumo is always 20 fu.
  • Pinfu by ron is 30 fu (20 plus the closed-ron bonus).

Furiten

A player in furiten cannot win by ron, only by tsumo. There are three ways to be in furiten:

StateTriggerClears when
PermanentOne of your winning tiles sits in your own discardsYour wait changes (impossible after riichi)
TemporaryYou passed on a winning discard this go-aroundYour next discard, whether you reach it by drawing or by calling
Riichi furitenYou pass on any winning discard after declaring riichiNever; tsumo only for the rest of the hand

Furiten is based on your wait shape, not yaku: any tile that completes your hand triggers furiten (even one that would give you no yaku and couldn't be won on).

Calls

CallRule
ChiiSequence from the player to your left only
PonTriplet from any player's discard
Kan (open)A fourth tile claimed from any player's discard
Kan (added)A fourth tile added to your own open triplet
Kan (closed)Four of a kind from your own hand; the hand stays closed
KuikaeOff. You can't call a tile and then discard that same tile (or its sequence equivalent)

Double ron is on: two players can win on the same discard, and each scores their hand independently. (Triple ron is also a win; see Abortive Draws.) When more than one player rons, the riichi sticks and the honba bonus go to the winner closest to the discarder in turn order.

After a chii or pon you must discard to continue. You can't declare a tsumo or a kan off a hand that happens to be complete after a call; those need an actual draw from the wall.

Riichi

To declare riichi your hand must be closed and in tenpai. You discard sideways and place 1,000 points on the table. After that the hand is locked: you discard each tile as you draw it.

  • Ankan after riichi is allowed only if it doesn't change your wait.
  • Furiten riichi is allowed. You may declare even while in furiten, but you can then only win by tsumo.
  • Winning within one uninterrupted go-around of declaring scores ippatsu; any call in between cancels it.

Kan

  • At most four kans per hand across all players. A fifth attempt aborts the hand, unless all four belong to one player going for suukantsu.
  • Each kan draws a replacement tile from the dead wall and flips a new dora indicator.
  • Dora flip timing: a closed kan flips its indicator immediately; an open or added kan flips after the discard.
  • A replacement-tile win scores rinshan kaihou.
  • Opponents may ron the tile used for an added kan (chankan). A hand in kokushi tenpai may also rob a closed kan; no other hand can.

Exhaustive Draw

If the wall runs out with no winner, players reveal whether they're in tenpai. Noten players pay 3,000 points total, split among the tenpai players:

Tenpai playersEach tenpai receivesEach noten pays
13,0001,000
21,5001,500
31,0003,000
0 or 4nonenone

The dealer keeps the deal if tenpai and passes it on otherwise; the honba counter goes up either way. If a player meets the nagashi mangan conditions (all their discards are terminals/honours, none called), that pays out as a mangan instead of the tenpai exchange.

Abortive Draws

Some situations end the hand immediately with no score change. The hand is redealt, honba goes up, and the dealer keeps the deal.

ConditionName
A player holds 9+ different terminals/honours on their first uninterrupted draw and abandonsKyuushu kyuuhai
All four players discard the same wind on the first go-around, no callsSuufon renda
All four players declare riichiSuucha riichi
Four kans are declared by more than one playerSuukaikan

Triple ron is not an abortive draw in Agari; all three winners score their hands independently.

Game End

After the final round (South 4 in a hanchan, East 4 in a tonpuusen, or the last extra hand), placement is decided by score. The game can also end early:

ConditionResult
A player drops below 0 (tobi)Game ends immediately; that player places last
End of the final round with someone at 30,000+Normal end, ranked by score
End of the final round with nobody at 30,000Enchōsen: sudden-death overtime continues up to one extra wind round until someone crosses 30,000 by winning
AgariyameIf the final-round dealer wins while in 1st place, the game ends; a dealer not in 1st must continue
TenpaiyameIf the final-round dealer is in 1st and stays tenpai at an exhaustive draw, the game ends

Ties are broken by seating order: the seat closer to the starting dealer ranks higher.

Pao (Liability)

If a player's called tile directly completes an opponent's daisangen (third dragon triplet) or daisuushii (fourth wind triplet), that player becomes liable for the yakuman:

  • On a tsumo, the liable player pays the entire yakuman alone.
  • On a ron by someone else, the discarder and the liable player split the payment in half.