The Scoring in Japanese Mahjong
Rough draft
Version 0.3, 1/27/98

0.  Introduction.
    There is a lack of English description of Japanese mahjong
    scoring.  Here I attempt to describe it.  Please forward
    all comments and corrections to me at
    whuang@ugcs.caltech.edu.

1.  Terminology
    The names I will use are in capitals.  Alternative names are listed
      in parentheses.
  
 1.1  Tile Classification
    There are 136 tiles, composed of four copies of a 34 tile set.
    The tiles can be subdivided into four groups:
      DOTS (balls, circles, coins, buckets, units, pin-zu), 
      BAMS (bamboos, sticks, hundreds, sou-zu), 
      CRAKS (characters, wan, ten thousands, man-zu), 
      and CHARS (honors, characters, tsu-hai).
      The Dots, Bams, and Craks are called the three SUITS, and
        are numbered from 1 through 9.
      The Chars are subdivided into four WINDS (kaze) and three ELEMENTS
        (dragons).
    The twos through eights of the suits are called SIMPLES.
    The ones and nines of the suits are called TERMINALS.
    The terminals and chars as a group are called ENDS.
    Of the four winds, one is a ROUND WIND, determined by which
      round the game is in; one is a POSITION WIND, determined by 
      the position the player is sitting in relative to the dealer.
      If the round wind and the position wind is the same, it is
      called a DOUBLE WIND (renhoupai, dabu-kaze).  All other (two 
      or three) winds are called GUEST WINDs (ota-kaze).

  1.2  Hand Composition
    A Winning hand is, except for two exceptions, composed of four
      MELDS and a PAIR.
    A pair is two identical tiles.
    There are three types of melds:
      SEQ (sequence, syuntu): three numbers in a row in the *same suit*.
      TRI (triple, kou): three identical tiles.
      QUAD (quadruple, kan): four identical tiles.
    Obviously, a winning hand must have 14+K tiles, where K is the number
      of KANs in the hand.
    The two exceptions, which will be covered later, are the SEVEN PAIRS
      hands and the THIRTEEN ENDS hands.

  1.3  Win Taxonomy
    A hand can be won in two ways:
      won on DISCARD, in which case the winning tile is some other 
        player's discard;
      won on SELF-DRAW (tsumo), in which case the winning tile is drawn by 
        the winning player.
    A meld is OPEN (exposed) if it was melded by the discards of another
      player (including a win on discard).  Otherwise it must be CLOSED
      (hidden) if it was melded "naturally" in one's hand.
    A hand is CLOSED (menzen) if *all* melds that do not contain the winning 
      tile (there are at least three, and four if the winning tile completes
      a pair) are closed.  Otherwise the hand is OPEN.
    A hand is STRONGLY CLOSED if it is closed and was won on self-draw.
    A hand is WEAKLY CLOSED if it is closed and was won on discard.

  1.4  Pre-win Taxonomy
    Before a hand gets the winning tile, it must necessarily be in a
      WAITING state, where the (usually 13-tile) hand needs one more
      tile to win.

2.  Scoring

 2.1  General Overview
    Only the winning hand is evaluated.  First, an ABSCISSA is calculated
      based on the composition of the hand and how the hand was won.
    Then, an EXPONENTIAL is calculated based on certain properties of the
      hand (which award MULTIPLIERS).
    The ABSCISSA is multiplied by 2^EXPONENTIAL, and is then multiplied
      by another number depending on whether the winner was dealer or not.
    Finally, the number is rounded to the nearest LIMIT and/or hundred. 

 2.2  Calculating the Abscissa
    The Abscissa is a sum of several numbers; a BASE score, a COMPOSITION 
      score, and a WAITING score -- with one exception.  That exception is
      the "seven pairs" hand.  The abscissa for the "seven pairs" hand is
      exactly 50 points.

  2.2.1  Base Score (fuudei)
      30 points -- weakly closed hand;
      20 points -- strongly closed hand;
      20 points -- open hand.
      (Technically, the 30 is really a 20-point base plus a BONUS for 
       weakly closed hands.)

  2.2.2  Composition Score
    This score is based on the composition of the hand, regardless of
      readiness or openness.
    The pair is worth:
       4 points  -- double (round and position) wind;
       2 points  -- round wind but not position wind;
       2 points  -- position wind but not round wind;
       2 points  -- element;
      no points  -- guest wind;
      no points  -- suit.
    Each seq is worth:
      no points.
    Each tri is worth:
       8 points  -- closed end;
       4 points  -- open end;
       4 points  -- closed simple;
       2 points  -- open simple.
    Each quad is worth:
      32 points  -- closed end;
      16 points  -- open end;
      16 points  -- closed simple;
       8 points  -- open simple.
 
  2.2.3  Ready Score
    This score is dependent on how exactly the winning tile came into
      the hand.  There are five essential ways:
    a.  TWO-SIDED  -- the tile completed a seq meld that could have 
       been completed by another number three away from it.  For
          example, holding a 34 and readying for a 2 or 5.
    b.  CENTRAL (kanchan) -- the tile completed a seq that was between 
          two numbers.  For example, holding a 68 and readying for a 7.
    c.  EDGE  -- the tile completed a seq that was at the end, and not
          two-sided or central.  For example, holding a 12 and readying
          for a 3.
    d.  HANGING (danki) -- the tile completed the pair.
    e.  DOUBLE-PON (shan-pon-ten) -- the hand had two pairs, and the tile 
          made one of them a tri.  (AKA "None of the above.")
    Note that a hand may be readying to win in more than one way.  For
      instance, a hand may have three melds and the tiles 5557 in one
      suit.  Then it is a central win if the winning tile is a 6,
      but a hanging win if the winning tile is a 7.

    The readying score is:
       0 points  -- two-sided;
       2 points  -- central;
       2 points  -- edge;
       2 points  -- hanging;
       0 points  -- double-tri.  (Some books may give this points -- however,
           it is because they are including composition points.)
      add 2 points if the win was self-drawn.

    Alternatively, one may think of this as 2 points for a "unique"
    ready tile ... although this is misleading.

 2.3  Calculating the Exponential
   As this is complicated, it will be detailed after section 2.4.

 2.4  Final Score, Limit Checking

  2.4.1  General
   Take the abscissa, round it up to the nearest multiple of 10, 
     and multiply it by 2^exponential.  Multiply it by
     a "base exponential" of 4 = 2^2.  Give an extra multiplier per
     "dora", i.e., bonus tiles.  This is the HAND VALUE.  
     Note that only closed hands may score the "dora", and that 
     riichi hands have extra "dora" (ura-dora) to score.
   Multiply the hand value by 6 if the player was the dealer, or by 
     4 if the player was not the dealer.  This is the PAYOFF, and 
     should represent approximately what the winner should get.
   If the hand was won by discard, then the discarder pays the winner 
     the entire payoff, rounded to the nearest hundred.  (If the discarder
     is dealer, he does NOT pay double.)
   Otherwise, the hand was won by self-draw.  Then each player pays
     the winner the hand value, rounded to the nearest hundred.  (The
     hand value is doubled if either the winner or the payer is dealer.)
     Note that the winner should receive a total amount close to that of
     the payoff. 

  2.4.2  Limits
   If the hand value is greater than 2000, then instead of using the 
     "actual" hand value, the hand value is assumed to be a LIMIT
     of 2000 points.  (This is reached at about 3 exponentials for
     abscissas greater than 70, about 4 exponentials for abscissas 
     greater than 40, and 5 exponentials for smaller
     abscissas.)  (Some books will refer to the limit as 8000 or 12000
     points.  They're talking about the PAYOFF limit.)
   The only way to get more than the limit as a hand value is to have
     a lot of exponentials.  The higher values are:
   LIMIT-AND-A-HALF: 3000 points.  6 or 7 exponentials.
   DOUBLE LIMIT:     4000 points.  8, 9, or 10 exponentials.
   TRIPLE LIMIT:     6000 points.  11 or 12 exponentials.
   QUADRUPLE LIMIT:  8000 points.  Special hands, or 13 exponentials or more.
   SEXTUPLE LIMIT:  12000 points.  Really special hands.

  2.4.3  Charts

   Dealer wins by self-draw, each player pays:
              |  Exponentials + Dora
    Abscissa  |     1     2     3     4     5   6-7  8-10   11+  Spec.
          20  |   XXX   700  1300  2600  4000  6000  8000 12000 16000
       22-30  |   500  1000  2000  3900  4000  6000  8000 12000 16000
       32-40  |   700  1300  2600  4000  4000  6000  8000 12000 16000
       42-50  |   800  1600  3200  4000  4000  6000  8000 12000 16000
       52-60  |  1000  2000  3900  4000  4000  6000  8000 12000 16000
       62-70  |  1200  2300  4000  4000  4000  6000  8000 12000 16000
       72-80  |  1300  2600  4000  4000  4000  6000  8000 12000 16000

   Dealer wins by discard, the discarding player pays:
              |  Exponentials + Dora
    Abscissa  |     1     2     3     4     5   6-7  8-10   11+  Spec.
          20  |   XXX  2000  3900  7700 12000 18000 24000 36000 48000
       22-30  |  1500  2900  5800 11600 12000 18000 24000 36000 48000
       32-40  |  2000  3900  7700 12000 12000 18000 24000 36000 48000
       42-50  |  2400  4800  9600 12000 12000 18000 24000 36000 48000
       52-60  |  2900  5800 11600 12000 12000 18000 24000 36000 48000
       62-70  |  3400  6800 12000 12000 12000 18000 24000 36000 48000
       72-80  |  3900  7700 12000 12000 12000 18000 24000 36000 48000
       82-90  |  4400  8700 12000 12000 12000 18000 24000 36000 48000

   Non-dealer wins by self-draw, the other players pays (and
     dealer pays double):
              |  Exponentials + Dora
    Abscissa  |     1     2     3     4     5   6-7  8-10   11+  Spec.
          20  |   XXX   400   700  1300  2000  3000  4000  6000  8000
       22-30  |   300   500  1000  2000  2000  3000  4000  6000  8000
       32-40  |   400   700  1300  2000  2000  3000  4000  6000  8000
       42-50  |   400   800  1600  2000  2000  3000  4000  6000  8000
       52-60  |   500  1000  2000  2000  2000  3000  4000  6000  8000
       62-70  |   600  1200  2000  2000  2000  3000  4000  6000  8000
       72-80  |   700  1300  2000  2000  2000  3000  4000  6000  8000

   Non-dealer wins by discard, the discarding player pays:
              |  Exponentials + Dora
    Abscissa  |     1     2     3     4     5   6-7  8-10   11+  Spec.
          20  |   XXX  1300  2600  5200  8000 12000 16000 24000 32000
       22-30  |  1000  2000  3900  7700  8000 12000 16000 24000 32000
       32-40  |  1300  2600  5200  8000  8000 12000 16000 24000 32000
       42-50  |  1600  3200  6400  8000  8000 12000 16000 24000 32000
       52-60  |  2000  3900  7700  8000  8000 12000 16000 24000 32000
       62-70  |  2300  4500  8000  8000  8000 12000 16000 24000 32000
       72-80  |  2600  5200  8000  8000  8000 12000 16000 24000 32000
       82-90  |  2900  5800  8000  8000  8000 12000 16000 24000 32000

 2.3  Calculating the Exponential

   Essentially, certain properties of the hand give exponentials.  
   For each one, the number of exponential it gives is given in
   parenthesis.  (S) denotes a special hand (i.e., gives quadruple limit).
   Some books may add 2 to the exponential, but then the hand score is
   not multiplied by four.  Most exponentials can be combined with other
   exponentials; some supersede weaker ones; some require that the 
   hand be closed (but not necessarily strongly closed) -- those are
   marked with an asterisk (*); some are superseded.

   2.3.1 (1*) STRONGLY CLOSED HAND
     A strongly closed hand (i.e., closed and won on self-draw) gives
     an exponential.
   2.3.2 (1*) ALL SEQUENCE (pinfu)
     A hand with no tri or quad melds.  This hand *must* be closed.
   2.3.3 (1) END-LESS (tanyao)
     A hand with no end cards.  This hand should be closed, although
     most rulesets relax the restriction.
   2.3.4 (1/2*) (DIRTY) END-FULL (chan-tao)
     Every meld must have at least one end card, and the pair must be 
     of an end card.  Closure is not necessary, but if closed it 
     gives an extra exponent.
   2.3.5 (1*) ONE SUIT DOUBLE SEQUENCE (sister sequence, ii-peikou)
     Two completely identical seqs in the same suit.  This hand
     *must* be closed.
   2.3.6 (1/2*) THREE SUIT SAME SEQUENCE (san-shoku-doujun)
     The same numerical seq in three suits.  This is worth one 
     multiplier if the hand if closed, but two if the hand is open.
   2.3.7 (1/2*) ONE BREATH (DRAGON, ikkitsuukan, itsuu)
     Three melds are composed of the tiles from 1 through 9 of the
     same suit.  This is worth one multiplier if the hand is closed,
     but two if the hand is open.
   2.3.8 (1) SPECIAL CHARS (fanpai, yakuhai)
     A tri or a quad in the following give one multiplier each:
       a.  Any element;
       b.  the round wind;
       c.  the position wind.
     A double wind gives two multipliers, accordingly.
   2.3.9 (2*/1*) RIICHI (reach)
     During the course of play, if a player's hand is closed and is a 
     ready hand, he may declare riichi on his turn.  He exclaims 
     "riichi", positions a 1000-unit counter near his discards, discards
     a tile and positions it horizontally on his discard line, and covers
     his remaining (usually 13) tiles.  If the discard is immediately 
     melded, then the player must wait until his next 
     turn to try again.  After a successful call, he may no longer trade 
     any tiles in his hand during play.  He may extend a tri to a quad, but
     only if the set of readying tiles remains constant.  A win by a player 
     who has declared 
     riichi gets a multiplier.  He gets *two* multipliers if he has 
     successfully called riichi on his *very first* discard.  (Note that 
     if his first discard is immediately melded, then he can never get 
     these two multipliers.)  Finally, the riichi opponent may use the
     extra dora below the normal dora.
     (Incidentally, the element dora sequence is red->white->green).
   2.3.10 (1*) ONE-OUT
     If a player who has called riichi wins before he makes his next discard
     (this includes winning on self-draw on his next turn), then he gets
     an extra multiplier.
   2.3.11 (1) FLOWER ON QUAD (rin-jan-kai-hou)
     One multiplier when the winning tile is a result of drawing the 
     extra tile after completing a quad.  Note that the win counts as a
     self-draw win if the quad was completed in hand or by adding to a 
     melded tri, but counts as a discard win if the quad was melded
     from another player's discard.
   2.3.12 (1) QUAD STEAL ("Rob a kong", chan-kan)
     This is when the winning tile is one that another player has drawn
     and has attempted to add to an already-melded tri with it.  As
     winning takes precedence over making a quad, this is legal.
   2.3.13 (1) SCOOPING THE MOON FROM THE SEA (hai-dei-rao-ie)
     Winning on the last legal tile in the wall.  (This changes during
     quads, of course.)
   2.3.14 (1) SCOOPING THE FISH FROM THE RIVERS (hou-dei-rao-yui)
     Winning on the last legal discard in the game (by another player,
     of course).
   2.3.15 (2) DOUBLE-DOUBLE (toi-toi-hou)
     No seq melds.
   2.3.16 (2/3*) DIRTY ONE-SUITER (hon-itsu)
     All tiles are in the same suit or a char.  (I.e., two suits are
     completely absent.)  Two multipliers on an open hand, three
     multipliers on a closed hand.
   2.3.17 (2/3*) PURE END-FULL
     All melds and pairs contain an end, and there are no chars.  
     (I.e., every meld contains at least one terminal tile.)
   2.3.18 (2) THREE CLOSED TRIPLES (san-ankou)
     Three melds are tris or quads *and* are closed.  (The other meld and
     the pair need not be closed.)
   2.3.19 (2) THREE QUADS (san-kantsu)
     Three melds are quads, and at least one is open.
   2.3.20 (3*) ONE SUIT TRIPLE SEQUENCE (ryan-peikou)
     Three completely identical seqs in the same suit.  This hand
     *must* be closed.  Note that the three sequences may 
     also be interpreted as closed tris (2.3.18) sometimes.
     Some people play this as worth only 2 multipliers.
   2.3.20 (2*) SEVEN PAIRS (chii-toitsu)
     No melds, just seven pairs.  This hand is necessarily closed, and
     can be combined with exponents that are not meld-specific, such as
     (2.3.16).
   2.3.21 (2) THREE SUIT SAME TRIPLE (san-shoku-dou-pon)
     The same numerical triple in all three suits.  Some play this as
     worth 3 exponentials.
   2.3.22 (4) LITTLE THREE ELEMENTS (shou-sangen)
     Two melds and a pair of the three elements.  Technically, this is
     only two exponentials -- the other two come from (2.3.8), which is
     already factored in.
   2.3.23 (5) DIRTY TERMINALS (hon-routou)
     All tiles are ends.  Technically, this is only two exponentials --
     of the other three, two come from (2.3.15), one from (2.3.4) (although
     there is no bonus for an weakly closed hand).
   2.3.24 (5/6*) ONE-SUITER (chin-itsu)
     All tiles are of one-suit.  Cannot add extra suit exponentials like
     (2.3.16) -- that's already counted.  An extra exponential if closed.

   == SPECIAL HANDS (X = sextuple limits) ==

   2.3.25 (S) BIG THREE ELEMENTS (dai-sangen)
     Three melds of the elements.
   2.3.26 (S) LITTLE FOUR WONDERS (shou-suushi)
     Three melds and a pair of the winds.
   2.3.27 (X) BIG FOUR WONDERS (dai-suushi)
     Four melds of the winds. 
   2.3.28 (S) PURE CHARS (tsu-iisou)
     All chars.
   2.3.29 (S) PURE TERMINALS (pure 1s and 9s, chinroutou)
     All terminals.
   2.3.30 (S) PURE GREEN (imperial jade, ryuu-iisou)
     All tiles are "green only"; i.e., the only allowed tiles are
     2 bam, 3 bam, 4 bam, 6 bam, 8 bam, and green element.
   2.3.31 (SX) FOUR CLOSED TRIPLES (suu-ankou)
     Four melds of tris or quads, all closed.  Sextuple limit if the 
     winning tile is part of the pair.
   2.3.32 (S) FOUR QUADRUPLES 
     Four melds of quads.  Note that this is very difficult as the matching
     tile must be drawn immediately after the fourth quad.
   2.3.33 (S) THE CHARIOT
     22334455667788 in one suit.  (Note that this is a "seven pair"
     hand AND a "double sequence" hand.)
   2.3.34 (S) THE NINE LANTERNS (nine gates, chuuren-poutou)
     1112345678999 in one suit, and any other tile in that suit.  (Note
     that any tile in the suit is meldable.)  
     Must be closed, according to some players.
     Sextuple limit if the actual ready hand is 1112345678999
   2.3.35 (SX*) PEERLESS KINGDOM (THIRTEEN ENDS, kokushi-musou)
     One of each of the 13 ends, and any other end.  Note that the extra
     end need not be the winning tile -- but if it is, it's a sextuple limit.
   2.3.36 (S*) HEAVEN (going out of the gods, tenhou)
     Dealer winning without discarding on the first turn.
   2.3.37 (S*) EARTH (chiihou)
     Winning on dealer's first discard.
   2.3.38 (S*) MAN (renhou)
     Winning in the first round of discards.  (Note that if turns are skipped,
     then the first round is over.)
   2.3.39 (?) END DISCARDS
     If the game is drawn and a player has discarded NO simples, then they
     win a simple limit game.
   2.3.40 (S) ONE SUIT FOUR SEQUENCES
     The same sequence FOUR times.
   2.3.41 (S) THIRTEEN BROKEN
     Thirteen tiles such that there are NO meldable tiles.  Can only
     be claimed in the opening deal.
   2.3.42 (S) DEALER EIGHT TIMES
     Winning as the dealer for eight consecutive games.
   
   
2.5  Drawn Games

  When the last tile is drawn and discarded with no wins, each player shows
  their hand and announces whether they are ready (tenpai, one tile away
  from winning).  The ready players must be paid a collective amount of 
  3000 by the non-ready players:

  a.  If three people are ready, then the fourth pays 1000 to each one;
  b.  If two people are ready, then they are paid 1500 each -- and each
       of the other two pays out 1500;
  c.  If one person is ready, he receives 1000 from each of the others.

  Obviously, if all four are in the same status, then no money is exchanged.

  If the game is drawn in some other fashion besides running out, then this
  does not apply.

  2.5.1 Ways to draw a game
    a.  When the tiles run out.
    b.  When a player is dealt nine DIFFERENT ends, he may declare a
       drawn game at his FIRST turn AFTER drawing a tile.  (The tile
       may count as one of the nine ends.)
    c.  When all players discards the SAME WIND tile in the first 
       round, it is a draw.
    d.  When four players declare riichi, it is a draw.

2.6  Dealer Ante

  (The books are somewhat unclear on this.)
  First off, a dealer may continue to be dealer as long as he wins.  (If
  a situation such as (2.5) occurs, being ready is enough to let the dealer
  continue.)

  For every "extra" dealer round (i.e., for every round the same 
  person remains dealer except the initial), the dealer takes out a 
  single 100 unit stick and places it on his right.  There may be many
  such sticks if the dealer has played for a long time.
 
  Once another player has won, the dealer takes these sticks back.

  However, if it is a drawn game and dealership changes, then the 
  sticks are "passed" on to the next player, who adds a stick of his own.

  How exactly the
  sticks function is unclear; I'll have to do some more research on this.
  It seems that the points are bonus points added to the winning hand.

3.  Variants

  3.1  RED TILES (aka-pai)
    Sometimes special "red" versions of the fives in each suit are used.
    These behave exactly like dora tiles.
  3.2  YAKITORI ("roast bird")
    There are apparently special "yakitori" markers placed on each 
    players right.  I don't know how these work.
  3.3  UMA
    ???

4.0  Japanese glossary:

  AGARU -- declare a win
  AKA-PAI -- "red tiles" (3.1)
  AN-KOU -- a closed triple
  AN-KAN -- a closed quadruple
  ANZENPAI -- "safe" tile (i.e., no one will win by discarding it)
  BA-KAZE -- round wind (1.1)
  CHAN-KAN -- quad steal (2.3.12)
  CHAN-TA -- dirty end-full (2.3.4)
  "CHII" -- what to call when melding a sequence
  CHII -- an open sequence
  CHIIHOU -- earth (2.3.37)
  CHII-TOITSU -- seven pairs (2.3.20)
  CHIN-ITSU -- one-suiter (2.3.24)
  CHINROUTOU -- pure terminals (2.3.29)
  CHON-PO -- erroneous win
  CHUN -- the red element (1.1)
  CHUNCHANPAI -- simples
  CHUUREN-POUTOU -- nine lanterns (2.3.34)
  DABU-KAZE -- double wind
  DABU-RON -- see RYAN-CHANHOU
  DABURU-RIICHI -- "double" riichi (2.3.9)
  DAI-SANGEN -- big three elements (2.3.25)
  DAI-SUUSHI -- big four wonders (2.3.27)
  DAI-YAKUMAN -- special hand worth "SEXTUPLE LIMIT"
  DANKI -- central (2.2.3.d)
  DORA -- bonus tiles (2.4.1)
  FANPAI -- special chars (2.3.8)
  FUUDEI -- base score (2.2.1)
  FUURO -- melding
  HAI -- alternative form of "PAI"
  HAI -- "the sea", i.e., the undrawn tiles
  HAI-DEI-RAO-IE -- scooping the moon from the sea (2.3.13)
  HAIMAN -- multiple limit
  HAIPAI -- dealt hand, initial hand
  HAKOTEN -- a "winning" hand with insufficient points
  HAKU -- the white element (1.1)
  HAN -- exponential (2.1)
  HANCHAN -- "half a deal", i.e., a full game of 8 dealerships.
  HANEMAN -- limit-and-a-half (2.4.2)
  HATSU -- the green element (1.1)
  HON-ITSU -- dirty one-suiter (2.3.16)
  HON-ROUTOU -- dirty terminals (2.3.23)
  HOU -- "the river", i.e., discarded tiles.
  HOU-DEI-RAO-YUI -- scooping the fish from the rivers (2.3.14)
  HOUJUU -- to discard a winning tile, hereby letting an opponent win
  II-PEIKOU -- one suit double sequence (2.3.5)
  II-SHANTEN -- ready
  IKKITSUUKAN (ITTSU for short) -- one breath (2.3.7)
  JANTOU -- pair
  JIPAI -- char
  KAMICHA -- the "previous" (left-hand) player.
  "KAN" -- what to call when melding a quad
  KANCHAN -- central (2.2.3.c)
  KAZE -- wind (1.1)
  KAZOE-YAKUMAN -- quadruple limit achieved by counting exponentials (2.4.2)
  KIKENHAI -- "danger" tile (likely to lose the game)
  KO -- non-dealer
  KOKUSHI-MUSOU -- peerless kingdon (2.3.35)
  KOU -- a triple (1.2)
  KYOKU -- a dealership
  MAN-KAN -- (single) limit (2.4.2)
  MAN-ZU -- craks (1.1)
  MENZEN -- closed hand (1.3)
  MIN-KAN -- an open quadruple
  MIN-KOU -- an open triple
  NAN -- south wind
  OTA-KAZE -- guest wind
  OYA -- dealer
  PAI -- tile
  PEKI -- north wind
  PINFU -- all sequence (2.3.2)
  PIN-ZU -- dots (1.1)
  "PON" -- what to call when melding a triple
  PON -- an open triple
  POO -- paying for everyone
  REN-CHAN -- continuing dealership
  RENHOU -- man (2.3.38)
  RENFUU-PAI -- double wind 
  RIICHI -- what to call when locking one's hand on ready (2.3.9)
  RIN-JAN-HAI -- the extra tile when making a quad
  RIN-JAN-KAI-HOU -- flower on quad (2.3.11)
  "RON" -- what to call when winning on discard
  RONHOU -- winning on discard
  ROUTOUHAI -- terminals
  RYUU-IISOU -- pure green (2.3.30)
  RYAN-CHANHOU -- two people win simultaneously
  RYAN-PEIKOU -- one suit triple sequence (2.3.20)
  SAIKORO -- die/dice
  SAN-ANKOU -- three closed triples (2.3.18)
  SANCHA -- non-dealer
  SANCHAHO -- three simultaneous wins
  SAN-KANTSU -- three quadruplets (2.3.19)
  SANKENPAI -- element
  SAN-SHOKU-DOUJUN -- three suit same sequence (2.3.6)
  SAN-SHOKU-DOUPON -- three suit same triple (2.3.21)
  SAN-SHOKU-DOUKO- -- three suit same triple (2.3.21)
  SHA -- west wind 
  SHAITSU -- die/dice
  SHAN-PON-TEN -- double pos (2.2.3.e)
  SHIMOCHA -- the "next" (right-hand) player
  SHIPAI -- shuffle/mix the tiles
  SHOU-SANGEN -- little three elements (2.3.22)
  SHOU-SUUSHI -- little four wonders (2.3.26)
  SHUNTSU -- sequence (1.2)
  SOU-ZU -- bams (1.2)
  SUU-ANKOU -- four closed triples (2.3.31)
  TAAPAI -- extra tiles
  TAATSU -- two-sided (2.2.3.a)
  TANYAO -- end-less (2.3.3)
  TENBOU -- point counter
  TENHOU -- heaven (2.3.36)
  TOIMEN -- opposite player
  TOI-TOI-HOU -- double-double (2.3.15)
  TON -- east wind
  TSU-HAI -- chars (1.1)
  TSU-IISOU -- pure chars (2.3.28)
  "TSUMO" -- what to call when winning on self-draw
  TSUMORU -- winning on self-draw
  URA-DORA -- extra bonus tiles for riichi hands (2.4.1)
  WANPAI -- the 14 "unusable" tiles
  YAKU -- winning hand
  YAKUHAI -- other name for FANPAI
  YAKUMAN -- quadruple limit (2.4.2)
  YAOKYU -- ends



