Mahjong winning hands follow recognizable patterns. Understanding these patterns helps you identify what to aim for during a game, evaluate your starting tiles, and make better strategic decisions.

The Standard Winning Hand

Every standard Mahjong winning hand consists of:

  • 4 sets (any combination of sequences, triplets, or quads)
  • 1 pair (two identical tiles)
  • Total: 14 tiles

Sets can be:

  • Sequence (Chi/Chow): Three consecutive same-suit tiles (e.g., 2-3-4 of Dots)
  • Triplet (Pon/Pung): Three identical tiles (e.g., three South Wind)
  • Quad (Kan/Kong): Four identical tiles (counts as one set + replacement draw)

Common Winning Patterns

All Simples (Tanyao / 断么九)

Condition: Hand contains only simple tiles — numbered 2 through 8 in any suit. No terminals (1s or 9s) and no honor tiles.

Value: 1 han (Riichi) / 1 fan (most variants)

Why it’s common: Simple tiles are the most flexible in the set, making this pattern naturally achievable. Many hands end up as All Simples without specifically trying.

Example: 2-3-4 Bamboo + 4-5-6 Dots + 6-6-6 Characters + 3-4-5 Characters + 8-8 Bamboo


All Triplets (Toitoi / 対々和)

Condition: All four sets are triplets (or quads). No sequences.

Value: 2 han (Riichi) / 2–3 fan (other variants)

Why it’s notable: Requires three-of-a-kind for every set. Typically involves calling pon multiple times, meaning the hand is usually open. Pairs well with yakuhai (valued honor triplets).

Example: 5-5-5 Dots + East-East-East + 9-9-9 Bamboo + Red-Red-Red Dragon + 3-3 Characters


Half Flush (Honitsu / 混一色)

Condition: Hand uses only one suit plus honor tiles.

Value: 3 han concealed / 2 han open (Riichi) / 3 fan (other variants)

Why it’s notable: A strong middle-value hand. Players often naturally gravitate toward half flush when their starting hand has many tiles in one suit plus some honors.

Example: 1-2-3 Bamboo + 5-6-7 Bamboo + 8-8-8 Bamboo + North-North-North + 4-4 Bamboo


Full Flush (Chinitsu / 清一色)

Condition: Entire hand consists of one suit only. No honor tiles.

Value: 6 han concealed / 5 han open (Riichi) / 6 fan (other variants)

Why it’s notable: One of the highest non-yakuman hands. Very powerful but requires committing early since opponents can easily read a full flush from your discards (you’ll be discarding every other suit).

Example: 1-1-1 + 2-3-4 + 5-5-5 + 7-8-9 + 6-6, all in Dots


All Pairs / Seven Pairs (Chiitoitsu / 七対子)

Condition: Hand consists of exactly 7 different pairs. No sets, no sequences — just 7 pairs of identical tiles.

Value: 2 han (Riichi, 25 fu fixed) / 24 fan (MCR) / Varies by variant

Why it’s notable: Breaks the standard 4 sets + 1 pair structure entirely. Useful when you draw many isolated pairs that don’t form good sequences or triplets.

Example: 2-2 Bamboo + 5-5 Dots + 8-8 Characters + East-East + Red Dragon-Red Dragon + 4-4 Dots + 9-9 Bamboo

Special rule: In most variants, all 7 pairs must be different (you can’t use the same tile for two pairs).


Thirteen Orphans (Kokushi Musou / 国士無双)

Condition: One of each terminal (1 and 9 in all three suits = 6 tiles) and one of each honor tile (4 Winds + 3 Dragons = 7 tiles), plus one duplicate of any of those 13 tiles.

Value: Yakuman (Riichi) / Limit hand (other variants)

Why it’s notable: The most famous special hand in Mahjong. Requires exactly one of 13 specific tiles plus one duplicate. Extremely rare but instantly recognizable. The hand has broad waits (you could be waiting on any of the 13 tiles you’re missing).

Example: 1 Bamboo + 9 Bamboo + 1 Characters + 9 Characters + 1 Dots + 9 Dots + East + South + West + North + Red Dragon + Green Dragon + White Dragon + (any one of these repeated)


All Terminals (Chinroutou / 清老頭)

Condition: Hand consists entirely of terminal tiles — only 1s and 9s.

Value: Yakuman (Riichi) / Limit hand (other variants)

Why it’s notable: Only 6 tile types qualify (1 and 9 in each suit), with 4 copies each (24 tiles total). Forming 4 triplets and 1 pair from only 24 available tiles in a 136-tile set is extremely rare.


Mixed Terminals and Honors (Honroutou / 混老頭)

Condition: Hand consists only of terminal tiles (1s and 9s) and honor tiles (Winds and Dragons).

Value: 2 han (Riichi) + typically combined with Toitoi or Chiitoitsu for more value

Why it’s notable: Like All Terminals but allows honor tiles, making it slightly more achievable. Usually forms as either all triplets or seven pairs.


Three Color Sequences (San Shoku Doujun / 三色同順)

Condition: The same sequence (same numbers) in all three suits. Example: 4-5-6 in Bamboo, Characters, and Dots.

Value: 2 han concealed / 1 han open (Riichi)

Why it’s notable: Elegant and satisfying. Requires coordination across all three suits while still completing the rest of your hand. Often identified mid-hand when you notice you have two of the three required sequences.


Straight / Pure Sequence (Ittsu / 一気通貫)

Condition: Three sequences forming a complete 1-through-9 run in one suit: 1-2-3, 4-5-6, 7-8-9.

Value: 2 han concealed / 1 han open (Riichi)

Why it’s notable: Uses 9 of your 14 tiles in one suit. Visually satisfying and scores well when combined with other yaku.


Four Concealed Triplets (Suu Ankou / 四暗刻)

Condition: Four triplets, all concealed (formed entirely from your own draws, not from claiming discards).

Value: Yakuman (Riichi) / Limit hand (other variants)

Why it’s notable: One of the most famous yakuman. Difficult because you need four three-of-a-kind sets without calling pon. Requires excellent luck and patience.


Big Three Dragons (Daisangen / 大三元)

Condition: Triplets of all three Dragon types (Red, Green, and White Dragon).

Value: Yakuman (Riichi) / Limit hand (other variants)

Why it’s notable: You need 9 of the 12 Dragon tiles — three of each type. Opponents can see it coming when you pon two Dragon types, making the third very hard to obtain.


Small Four Winds / Big Four Winds (Shousuushii / Daisuushii)

Small: Triplets of three Wind types + pair of the fourth Wind. Big: Triplets of all four Wind types.

Value: Yakuman (both, Riichi)

Why it’s notable: Requires most of the 16 Wind tiles. Big Four Winds is sometimes scored as double yakuman.


Hand Selection Strategy

Early Game Assessment

When you receive your starting 13 tiles, look for:

  1. Natural patterns: Do your tiles already lean toward a specific hand?
  2. Suit concentration: Many tiles in one suit suggests half/full flush
  3. Pairs and triplets: Multiple pairs could become seven pairs; triplets suggest all-triplets
  4. Terminals and honors: Heavy terminal/honor presence suggests honroutou or kokushi

Mid-Game Flexibility

Don’t lock into a pattern too early unless it’s clearly dominant. Keep tiles that serve multiple potential hands. Switch targets when better opportunities emerge from your draws.

When to Commit

Commit to a specific winning pattern when:

  • You’re within 2–3 tiles of tenpai for that pattern
  • The tiles you need are still available (check discards)
  • The expected value justifies the commitment vs. alternatives

Pattern Frequency

Pattern Approximate Frequency
All Simples Very common
Riichi + Tsumo Very common
Yakuhai (Dragon/Wind triplet) Common
Half Flush Occasional
All Triplets Occasional
Seven Pairs Uncommon
Full Flush Uncommon
Straight (Ittsu) Uncommon
Three Color Sequences Uncommon
Thirteen Orphans Very rare
Four Concealed Triplets Very rare
Big Three Dragons Extremely rare

Further Reading