English -> English -> Japanese Glossary
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Reach Mahjong's very own Glossary! Terms used on the site! Soon to also include an easy cross reference between English and Japaense terms! Finally, we can use English to play Reach Mahjong! E-mail Jenn to request more terms!
| Term | Definition | Original Japanese Term | A.K.A. |
|---|---|---|---|
| A | |||
| Active Hand | A hand that has 13 tiles. A game in progress should have 4 Active Hands. | Žè Te |
Hand in Play |
| Add-a-Quad | Adding a 4th identical tile to an already bumped group of trips. | ‰ÁƒJƒ“ Kakan |
|
| All Bumps | A hand consisting of 4 triples (or quads), plus a pair (head) | ‘ÎX˜a Toitoi-ho |
All Trips All Triples All Pungs |
| All Concealed Triples | A hand consisting of 4 triples (or quads), plus a pair (head) with no bumped groups. | ŽlˆÃ Su-Anko |
Four Concealed Triples |
| All Pairs | A hand consisting of 7 groups of 2 tile pairs, or 7 heads | ޵‘ÎŽq Chi-toitsu |
Seven Pairs |
| All Pungs | A hand consisting of 4 triples (or quads), plus a pair (head) | ‘ÎX˜a Toitoi-ho |
All Trips All Triples All Bumps |
| All Simples | A hand consisting entirely of tiles between 2 and 8. In other words, it contains no 1, 9 or Honors. | ƒ^ƒ“ƒ„ƒI Tanyao |
Inside Hand Two thru Eight |
| All Terminals | A hand consisting of one each of the Honors, 1 and 9 tiles plus one more of one of any of those to make a "head" (or "eyes"). | ‘Žm–³‘o Kokushi Musou |
Thirteen Orphans |
| All Triples | A hand consisting of 4 triples (or quads), plus a pair (head) | ‘ÎX˜a Toitoi-ho |
All Trips All Bumps All Pungs |
| *A-Rules | JPML set of rules, which does not include bonus Hand Points for 1st Turn Reach Wins, Hidden Drags, Quad Drags or Hidden Quad Drags. | Aƒ‹[ƒ‹ A Ru-ru |
Competition Rules |
| B | |||
| Balls | Colored Suit in Mahjong. Denoted by the circles indicating the number of the suit. | –ÝŽq Pinzu |
Dots Pips Wheels |
| Bamboo | Green/Blue Suit in Mahjong. Denoted by matchsticks or bamboo shoots | õŽq Souzu |
Bams Sticks |
| Bams | Green/Blue Suit in Mahjong. Denoted by matchsticks or bamboo shoots | õŽq Souzu |
Bamboo Sticks |
| Bark | To take a tile from another player's discard by declaring "Chow", "Bump" or "Quad" | –‚ Naku |
Steal |
| *Base Points | The basic point unit in Reach Mahjong. Points are awarded for difficulty in combinations and then doubled according to Hand Points for the final score. | Fu |
|
| *Belly-Buster | An incomplete run, missing the middle tile. eg. 4-6 waiting for 5 | ›Æ’£‘Ò‚¿ KanChan-machi |
Inside Straight Draw Middle Wait |
| Blue Dragon | Green/Blue tile representing fortune. | ᢠHatsu |
Green Dragon Fortune Dragon |
| Bones | White (or colored) sticks used to keep track of a score during a game of Mahjong. | “_–_ Tenbo |
Scoring Sticks Checks |
| Bump | A move allowing a player to create a group of 3 identical tiles by calling "Pung" or "Bump" to steal another player's last discard. The other two tiles must already be in the calling player's hand. | ƒ|ƒ“ Pon |
Pung Pon |
| Bumped Quad | Bumping a tile from another player to combine with 3 identical tiles hidden in a player's hand to complete a Quad | –¾ƒJƒ“ Minkan |
|
| C | |||
| Casino-Style Mahjong | Mahjong played for money at a Mahjong Parlor where the game is organized by the Mahjong Parlor. | ƒtƒŠ[–ƒ Furi Majan |
Free Mahjong |
| Center Dragon | Red tile representing either 'China' (homeland) or possibly success. | ’† Chun |
Red Dragon |
| Characters | Red Suit in Mahjong. Denoted by the Chinese Character for 10,000 | äÝŽq Wanzu |
Grands Cracks |
| Checks | White (or colored) sticks used to keep track of score during a game of Mahjong. | “_–_ Tenbo |
Scoring Sticks Bones |
| Chow | A move allowing a player to create a run of 3 tiles by calling "Chow" to steal another player's last discard. The other two tiles must already be in the calling player's hand. Chow may only be declared from the player's discard to your left. | ƒ`[E‡Žq Chi |
Run Straight |
| Colored Dragons | Honor Tiles worth one hand point for each group. Always Value tiles. | ŽOŒ³”v Sangenpai |
Dragons Colored Dragons |
| Colors | Honor Tiles worth one hand point for each group. Always Value tiles. | ŽOŒ³”v Sangenpai |
Dragons Colors |
| *Competition Rules | Set of Rules determined by a group to increase skill required and decrease Luck factor. (eg.. JPML's A-Rules and B-Rules) | ‹£‹Z–ƒ Kyougi Mahjong |
A-Rules B-Rules |
| Concealed Hand | A hand with no stolen tiles. | ƒƒ“ƒ[ƒ“Žè Menzen te |
|
| Concealed Quad | A group of 4 identical tiles all drawn from the wall into a players hand. | ˆÃƒJƒ“ |
|
| Concealed Self-Draw | A hand with no stolen tiles, won on a draw from the wall. 1 Hand Point. | ƒƒ“ƒ[ƒ“ƒcƒ‚ Menzen tsumo |
An-Kan |
| *Continuance | The event that the dealer may continue being the dealer for the next hand because s/he either won the hand or held a Ready Hand in a Draw. | ˜A‘‘ Renchan |
|
| Cracks | Red Suit in Mahjong. Denoted by the Chinese Character for 10,000 | äÝŽq Wanzu, Manzu |
Grands Characters |
| D | |||
| Dead Wall | The 14 tiles directly to the right of the cut in the Mountain. These will remain unused at the end of the game. | ‰¤”v Wanpai |
King's Tiles |
| Dealer | The first person to act in the round. The Dealer's score is 1.5 times that of the non-dealers, and the pay-out for self-drawn wins is double that of a non-dealer. | e Oya |
|
| Dice | 6 sided cubes used to decide seating, dealers and the deal. | æÎŽq Saikoro |
|
| Directions | 4 Tiles representing wind direction. Consists of East, South, West and North | •— Kaze |
Winds |
| Discard | To choose one tile in your hand you will not use and placing it in the Discard Pile. | ŽÌ‚Ä‚éA‘Å”v Suteru, Dahai |
Throw Away |
| Discard Pile | The pile of tiles discarded by a player. In Reach Mahjong these tiles must be lined up from Left to Right. | ŽÌ‚Ä”v Sute-hai |
|
| Dots | Colored Suit in Mahjong. Denoted by the circles indicating the number of the suit. | –ÝŽq Pinzu |
Balls Pips Wheels |
| *Double Value Tile | A Value tile worth double for being both the player's Seat Wind and the Round Wind (eg. East is a Double Value Tile for the Dealer in the East Round) | ||
| Double Run | ‚swo of exactly the same runs in the same suit. Must be a concealed hand | ƒC[ƒy[ƒR[ Iipeko |
|
| Drag | A tile that adds one extra hand point for being a part of a winning hand. The Lucky Dragon is always the next number in sequence after the Lucky Dragon Indicator. Also special red tiles (usually 5's) | ƒhƒ‰ Dora |
Lucky Dragon |
| Dragons | Honor Tiles worth one hand point for each group. Always Value tiles. | ŽOŒ³”v Sangenpai |
Colored Dragons Colors |
| E | |||
| East Wind | Tile representing the wind from the East. Denoted by E | “Œ Ton |
|
| Eyes | The one Pair needed to make a complete hand. All hands require at least one Pair that is not part of a 3 or 4-of a kind group. | һEһ Atama, Jantou |
Head |
| F | |||
| Fan | Points given for certain tile combinations. | –| Fan |
Hand Point Han |
| Flower Tiles | Decorative tiles that are not used in Reach Mahjong, but complete a set of Chinese tiles. | ‰Ô”v | |
| Fortune Dragon | Green/Blue tile representing fortune. | ᢠHatsu |
Blue Dragon Green Dragon |
| Four of a Kind | A group of 4 identical tiles. | ƒJƒ“Žq Kantsu |
Quads Kong |
| Free Mahjong | Mahjong played for money at a Mahjong Parlor where the game was organized by the Mahjong Parlor. | ƒtƒŠ[–ƒ Furi Majan |
Casino-Style Mahjong |
| Full Flush | A Hand containing only one suit (any suit). Concealed: 6 Hand Points, Including Stolen Tiles: 5 Hand Points | ƒ`ƒ“ƒCƒc Chinitsu |
|
| *Full Straight | Three consecutive runs all in the same suit, plus another group which can be a triple or run, and a head, of any suit or Honor tile. IE. A straight from 1-9. | ˆê‹C’ÊŠÑEˆê’Ê Ikki-Tsuukan/Ittsuu |
One Suit Straight |
| G | |||
| *Go Out | To win a Hand by declaring Mahjong | ˜a‚ª‚é Agaru |
|
| Grands | Red Suit in Mahjong. Denoted by the Chinese Character for 10,000 | äÝŽq Wanzu, Manzu |
Cracks Characters |
| Green Dragon | Green/Blue tile representing fortune. | ᢠHatsu |
Blue Dragon Fortune Dragon |
| Group | Three or Four of a Kind | –ÊŽq Mentsu |
Three or Four of a Kind |
| H | |||
| Half Flush | A hand containing only Honor Tiles and one suit (any suit). Concealed: 3 Hand Points, including Stolen Tiles: 2 Hand Points | ƒzƒ“ƒCƒc Honitsu |
|
| *Half Game | The most common length for a game, consisting of one east and one south round. | ”¼‘‘ Hanchan |
|
| Han | Points given for certain tile combinations. | –| Fan |
Hand Point, Fan |
| Hand in Play | A hand that has 13 tiles. A game in progress should have 4 Hands in Play. | Žè Te |
Active Hand |
| Hand Point | Points given for certain tile combinations. | –|, –ð Fan, Yaku |
Han Fan |
| Head | The one Pair needed to make a complete hand. All hands require at least one Pair that is not part of a 3 or 4-of a kind group. | һEһ Atama |
Eyes |
| Honors | All unsuited tiles including all Winds and Dragon Tiles. | Žš”v Jihai |
Character Tiles |
| Horse | A bonus paid by the 3rd and 4th place losers to the 1st and 2nd place winners at the end of a game. | ”n Uma |
Placing Bonus |
| House Wind | The Wind that counts as everyone's Value tile at the table. Denoted by the Round Indicator. A group of 3 or 4 is worth 1 Hand Point. | ê•— Bakaze |
Prevailing Wind Round Wind |
| I | |||
| Inside Hand | An incomplete run, missing the middle tile. (eg.. 4-6 waiting for 5) | ƒ^ƒ“ƒ„ƒI Tanyao |
All Simples Two thru Eight |
| *Inside Straight Draw | It is just a hand consisting entirely of tiles between 2 and 8. In other words, it contains no 1, 9 or Honors. | ›Æ’£‘Ò‚¿ KanChan-machi |
Middle Wait Belly-Buster |
| J | |||
| Japan Professional Mahjong League | A group of Mahjong Players in Japan that endorse Mahjong products, games and books, including the popular RonRon and Konami's Mahjong Fight Club. They also host multiple tournaments throughout the year. | “ú–{ƒvƒ–ƒ˜A–¿ Nihon Puro Majan Renmei |
|
| Japanese Mahjong | The set of rules most often used in Japan and spreading throughout the rest of the world because of the competitiveness and required high-skill level. | ƒŠ[ƒ`–ƒ Ri-ichi Mahjong |
Ri-chi Mahjong, Reach Mahjong |
| Jokers | Tiles used in the American rules, but have no place in the Reach Mahjong rules. | ||
| K | |||
| King's Tiles | The 14 tiles directly to the right of the cut in the Mountain. These will remain unused at the end of the game. | ‰¤”v Wanpai |
Dead Wall |
| Kong | A group of 4 identical tiles. | ƒJƒ“Žq Kantsu |
Quads Four of a Kind |
| L | |||
| Limit Hand | A hand worth the highest point limit. 32,000 Points for non-dealers and 48,000 for dealers. | –ð–ž Yakuman |
Super Hand |
| *Lonely Wait | A Ready Hand waiting only for a pair to be completed (IE. 5 waiting for 5 or East waiting for another East) | ’P‹R‘Ò‚¿ Tanki-Machi |
|
| Lost Hand | A hand that is Ready (one-away), but cannot be won off someone else's discard due to the fact that the owner of the hand already threw a winning tile in their own discard. | ƒtƒŠƒeƒ“ Furiten |
Sacred Discard Missed Win |
| Lucky Dragon | A tile that adds one extra hand point for being a part of a winning hand. The Lucky Dragon is always the next number in sequence after the Lucky Dragon Indicator. | ƒhƒ‰ Dora |
Drag |
| Lucky Dragon Indicator | The tile that shows which tile will be the Drag. It is the 3rd tile in the top tier from the end of the Dead Wall. The Lucky Dragon is always the next number in sequence after the Lucky Dragon Indicator. | ƒhƒ‰•\ަ”v Dora Hyouji hai |
|
| M | |||
| Mahjong Fight Club (Konami) | An online arcade game in Japan and Hong Kong. Endorsed by the Japan Professional Mahjong League. | –ƒŠi“¬‹äŠy•” Majan kakuto Kurabu |
|
| Mahjong Parlor | A place solely for the purpose of playing Mahjong. Must have Mahjong tables. | ‘‘ Jansou |
|
| Mat | A must for those hoping to play Mahjong without ruining their tables. | ƒ}ƒbƒg Matto |
|
| *Middle Wait | It is just a hand consisting entirely of tiles between 2 and 8. In other words, it contains no 1, 9 or Honors. | ›Æ’£‘Ò‚¿ KanChan-machi |
Middle Wait Belly-Buster |
| Missed Win | A hand that is Ready (one-away), but cannot be won off someone else's discard due to the fact that the owner of the hand already threw a winning tile in their own discard. | ƒtƒŠƒeƒ“ Furiten |
Sacred Discard Lost Hand |
| *Mixed Outside Hand | A hand consisting only of Runs or Groups and a Pair that all contain a 1, 9 or Honor tile. | ‘S‘Ñ Chanta |
|
| Mondo 21 | A Satellite TV channel in Japan whose main focus is entertainment activities such as Mahjong, Slot Machines and other forms of gambling. | ƒ‚ƒ“ƒh‚Q‚P Mondo niju ichi |
|
| Mountain | The remaining undelt 'deck' of Mahjong. These are the tiles that no one has seen yet. | ŽR yama |
Wall |
| N | |||
| North Wind | Tile representing the wind from the North. Denoted by N | –k Pei |
|
| O | |||
| Off the Wall | To pick the next tile from the wall (mountain) | ƒcƒ‚ Tsumo |
Draw, Self-Draw |
| Official International Rules | Common way to refer to the Chinese Official Rules. *Reach Mahjong.com does not recognize the Chinese Official Rules to be the Official International Rules and rather sees all Mahjong Rules as equal in status | ‘Û–ƒ |
Kokusai Ma-jan |
| One Away | A Hand in Play that only contains one incomplete set. Complete the final set and you win! | ’®”v Tenpai |
Ready |
| *One Suit Straight | Three consecutive runs all in the same suit, plus another group which can be a triple or run, and a head, of any suit or Honor tile. IE. A straight from 1-9. | ˆê‹C’ÊŠÑEˆê’Ê Ikki-Tsuukan/Ittsuu |
Full Straight |
| *One-Sided Wait | An incomplete run including 1 or 9, waiting for the end tile. (eg. 1-2 waiting for 3) | •Ó’£‘Ò‚¿ Penchan-matchi |
|
| Open-Ended Wait | An incomplete run that can be completed by 2 different tiles, e.g., 4-5 waiting for the 3 or 6 | —¼–ʑ҂¿ Ryanmen-machi |
|
| P | |||
| Pair | A group of 2 identical tiles. | ‘ÎŽq Toitsu |
Two of a Kind |
| Peace Hand | A hand containg all runs and waiting on 2 types of tile (open-ended wait). 1 Hand Point. | •½˜a Pinfu |
|
| Pips | Colored Suit in Mahjong. Denoted by the circles indicating the number of the suit. | –ÝŽq Pinzu |
Balls Dots Wheels |
| Placing Bonus | A bonus paid by the 3rd and 4th place losers to the 1st and 2nd place winners at the end of a game. | ”n Uma |
Horse |
| Prevailing Wind | The Wind that counts as everyone's Value tile at the table. Denoted by the Round Indicator. A group of 3 or 4 is worth 1 Hand Point. | ê•— Bakaze |
Round Wind House Wind |
| Pung | A move allowing a player to create a group of 3 identical tiles by calling "Pung" or "Bump" to steal another player's last discard. The other two tiles must already be in the calling player's hand. | ƒ|ƒ“EŽq Pon, koutsu |
Bump Trips Three of a Kind |
| *Pure Outside Hand | A hand consisting only of Runs or Groups and a Pair that all contain a 1 or 9. | ƒ‘S Jun-chan |
|
| Q | |||
| Quad | A group of 4 identical tiles. | ƒJƒ“Žq Kantsu |
Four of a Kind Kong |
| R | |||
| Rate | The amount of money riding on each 1,000 points. | ƒŒ[ƒg Re-to |
|
| Rate-Free | A way of playing Mahjong without betting money on the game. | ƒm[ƒŒ[ƒg No Re-to |
|
| Reach | A move which, in addition to counting as a hand point, warns everyone that youfre only 1 tile from completing your hand and now you can go out if you draw or anyone discards your winning tile. To declare eReachf, your hand needs to be ready and you need to turn your declaring discard tile perpendicular to the rest of your tiles and throw out an extra bet of 1,000 points. After this declaration, you are no longer allowed to change the contents of your hand except for Quads. | ƒŠ[ƒ` Ri-chi |
|
| Reach Mahjong Rules | The set of rules most often used in Japan and spreading throughout the rest of the world because of the competitiveness and required high-skill level. | ƒŠ[ƒ`–ƒ Ri-ichi Mahjong |
Ri-ichi Mahjong, Japanese Mahjong |
| Ready | A Hand in Play that only contains one incomplete set. Complete the final set and you win! | ’®”v Tenpai |
One Away |
| Red Drag | Red and gold 5's used in a Mahjong Parlor. They always count the same as a Drag (lucky dragon), giving you one extra hand point for each hand won. In addition, there is a monetary bonus for using red and gold 5's. Don't mix it up with the Red (center) Dragon!!! | Ô Aka |
Red Five Red Lucky Dragon |
| Red Dragon | Red tile representing either 'China' (homeland) or sometimes success. | ’† Chun |
Center Dragon |
| Red Five | Red and gold 5's used in a Mahjong Parlor. They always count the same as a Drag (lucky dragon), giving you one extra hand point for each hand won. In addition, there is a monetary bonus for using red and gold 5's. Don't mix it up with the Red (center) Dragon!!! | Ô Aka |
Red Drag Red Lucky Dragon |
| Red Lucky Dragon | Red and gold 5's used in a Mahjong Parlor. They always count the same as a Drag (lucky dragon), giving you one extra hand point for each hand won. In addition, there is a monetary bonus for using red and gold 5's. Don't mix it up with the Red (center) Dragon!!! | Ô Aka |
Red Five Red Drag |
| Ri-ichi Mahjong | The set of rules most often used in Japan and spreading throughout the rest of the world because of the competitiveness and required high-skill level. | ƒŠ[ƒ`–ƒ Ri-ichi Mahjong |
Reach Mahjong, Japanese Mahjong |
| *River Win | A Hand won from someone else's discard. | o˜a‚ª‚è Deagari |
|
| RonRon | An online internet Mahjong game and community endorsed by the Japan Professional Mahjong League. | ƒƒ“ƒƒ“ Ronron |
|
| Round | A Round consists of 4 Hands (not including Continuances). A division of Round of Play. There are 4 Rounds in a Full-Game (each with one wind name) and 2 Rounds in a Half-Game (the most common length of Reach Mahjong Games) | ê Ba |
|
| Round Indicator | A card, cube or plate indicating which Round is currently underway. | ||
| Round Wind | The Wind that counts as everyone's Value tile at the table. Denoted by the Round Indicator. A group of 3 or 4 is worth 1 Hand Point. | ê•— Bakaze |
Prevailing Wind House Wind |
| Run | A set of 3 tiles in sequential order. | ‡Žq Shuntsu |
Straight Chow |
| S | |||
| Sacred Discard | A hand that is Ready (one-away), but cannot be won off someone else's discard due to the fact that the owner of the hand already threw a winning tile in their own discard. | ƒtƒŠƒeƒ“ Furiten |
Lost Hand |
| Scoring Sticks | White (or colored) sticks used to keep track of a score during a game of Mahjong. | “_–_ Tenbo |
Bones Checks |
| Season Tiles | Decorative tiles that are not used in Reach Mahjong, but complete a set of Chinese tiles. | ||
| Self-Draw | To pick the next tile from the wall (mountain) | ƒcƒ‚ Tsumo |
Off the Wall, Draw |
| *Session | A set of Half-Games of Mahjong. Used in Leagues and Tournaments | ß Setsu |
|
| Seven Pairs | A hand consisting of 7 groups of 2 tile pairs, or 7 heads | ޵‘ÎŽq Chi-toitsu |
All Pairs |
| Simples | The suited tiles from 2 to 8. | ||
| South Wind | Tile representing the wind from the South. Denoted by S | “ì Nan |
|
| Sticks | Green/Blue Suit in Mahjong. Denoted by matchsticks or bamboo shoots | õŽq Souzu |
Bamboo Bams |
| Straight | A set of 3 tiles in sequential order. | ‡Žq Shuntsu |
Run Chow |
| Super Hand | A hand worth the highest point limit. 32,000 Points for non-dealers and 48,000 for dealers. | –ð–ž Yakuman |
Limit Hand |
| Supplementary Tile | The extra tile taken from the King's Tiles to make up for the extra tile used in a Quad. | ƒŠƒ“ƒVƒƒƒ“”v Rinshan-hai |
|
| T | |||
| *Terminals | All Honors, 1's and 9's in the deck. | Œö‹ã”v Yaochuu-hai |
|
| Thirteen Orphans | A hand consisting of one each of the Honors, 1 and 9 tiles plus one more of one of any of those to make a "head" (or "eyes"). | ‘Žm–³‘o Kokushi-Musou |
All Terminals |
| *Three Concealed Triples | A Hand containing 3 concealed groups (quads or triples). | ŽOˆÃ San-An-Ko |
|
| Three of a Kind | A group of 3 identical tiles. | Žq Koutsu |
Trips Pung |
| Throw Away | To choose one tile in your hand you will not use and placing it in the Discard Pile. | ŽÌ‚Ä‚éA‘Å”v Suteru, Dahai |
Discard |
| Tiles | The essence of mahjong. | ”v Pai |
|
| Tofu | White tile sometines considered to represent purity. | ”’ Haku |
White Dragon |
| *Tournament | A set of games with 5 or more people made to decide 1 First Place winner. | ”’ Haku |
White Dragon |
| Trips | A group of 3 identical tiles. | ‘å‰ï Taikai |
|
| Two of a Kind | A group of 2 identical tiles. | ‘ÎŽq Toitsu |
Pair |
| Two thru Eight | Is a hand consisting entirely of tiles between 2 and 8. In other words, it contains no 1, 9 or Honors. | All Simples Inside Hand |
|
| U | |||
| V | |||
| Value Tiles | Includes all three Dragons, Round Wind and Seat Wind. A group of 3 or 4 is worth 1 Hand Point. | –ð”v Yakuhai |
|
| W | |||
| Wall | The remaining undelt 'deck' of Mahjong. These are the tiles that no one has seen yet. | ŽR Yama |
Mountain |
| West Wind | Tile representing the wind from the West. Denoted by W | ¼ Sha |
|
| Wheels | Colored Suit in Mahjong. Denoted by the circles indicating the number of the suit. | –ÝŽq Pinzu |
Dots Balls Pips |
| White Dragon | White tile representing possibly purity. | ”’ Haku |
Tofu |
| Winds | 4 Tiles representing wind direction. Consists of East, South, West and North | •— Kaze |
Directions |
| Winning Hand | A hand with 14 tiles including 4 sets of 3 and one pair (except for the 7 pairs hand and the 13 Honors hand) | ||
| Winning Tile | The tile needed to complete a Hand-in-Play to make it a Winning Hand. | ˜a—¹”v Agari-Hai |
Final Tile |
| X | |||
| Y | |||
| Z | |||