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6Scoring

Only winning hands are scored.
All players at the table are responsible for ensuring that winning hands are scored correctly and to the maximum points. When there are several ways to score the hand, the highest-scoring possibility must always be chosen.
The score can be corrected as long the hand is still intact or if all players agree.

4Scoring

6.1Scoring a winning hand

First find the number of han: add the number of han given by the yaku (at least one), the number of dora tiles, kan dora tiles, and in case of a riichi winning hand the number of ura dora tiles. This sum is the han value of the hand.

Then calculate the base value of the hand:
• For hands worth less than five han, count the number of minipoints (fu) and round it up to the next ten. (E.g. 32 minipoints are rounded up to 40). In case of a seven pairs hand, the hand is worth 25 minipoints and is not rounded up.
The minipoints are then doubled for each han, and doubled two more times, giving the base value of the hand. This base value is limited to 2,000 points.
A base value of 1920 points, being close to mangan, is rounded up to 2,000 points.
• For hands with five or more han, the minipoints are irrelevant. The base value is given in the following table:
HanNameBase value
5Mangan2000
6, 7Haneman3000
8, 9, 10Baiman4000
11 and moreSanbaiman6000


• For yakuman hands, the base value is 8000.
There is no counted yakuman: a hand worth 13 or more han but not having a yakuman yaku is only rewarded sanbaiman.

Thirdly, determine how much players have to pay:
• For wins on a self-draw, the base value is paid by all three opponents.
For East, however, the value is doubled one more time. East receives double payment, but also pays twice the amount of the base value when an opponent wins by self-draw.
• For wins on a discard, the discarding player must pay for all opponents, including East, i.e. four times the base value if the winner is not East, and three times the doubled base value if the winner is East.

Payments are rounded up to the next hundred.

To the hand value are added 100 points for each continuance counter for wins on a self-draw, and 300 points for wins on a discard.
In addition, the riichi bets on the table are collected by the winner.

If a player's score goes below zero, the game continues. The player will have a negative score and plays normally (he can declare riichi, he can pay the other players, ...).

4.1Scoring a winning hand

All players at the table are responsible for ensuring that each winning hand is scored correctly and to the maximum points.
First find the number of fan (doubles): Add the number of fan given by the yaku (at least one), the number of red fives, the number of dora tiles, kan dora tiles and in case of a riichi hand the number of ura dora in the hand. This sum is the fan value of the hand.
Then the base value of the hand, the minipoints, is calculated. Round the number up to the next 10. (e.g. 32 minipoints are rounded up to 40). In case of a seven pairs hand, the hand is worth 25 minipoints and there is no rounding up. For hands with five or more fan the minipoints are irrelevant.
The value of the hand can now be found in the tables on A-1. The tables are further described in 4.1.3. To the value in the table are added 100 for each counter on the table in case of self-draw, and 300 in case of winning on a discard. In addition any riichi bets from players who didn’t win the hand are collected by the winner.
In case more than one player wins at the same time, the discarder settles the score with each winner individually. Each winner receives the value of the hand including the value of counters in play.
In case more than one player wins at the same time, the riichi bets from players who declared riichi without winning go to the winner closest to the discarder ’s right. Riichi declarers that win, always get their riichi bet back.

4.1.2Exact calculation of the hand value
Instead of calculating manually the value of the hand, the tables provided on A-1 are recommended. For completeness, however, the calculation procedure is given here. For hands worth five or more fan, the table for limit hands is used. For hands worth less than five fan, the value is calculated thus:
The base value of the hand (the minipoints rounded up) are doubled by the number of fan plus 2. This figure is the base figure to be paid by all three opponents in case of self draw. For East, however, the figure is doubled one more time. East receives double payment, but also pays twice the amount of the base figure in case of an opponent’s self-draw. Payments are rounded up to the next 100, though never exceeding the value of a mangan.
In case of winning on a discard, the discarding player must pay for all opponents, incl. East, i.e. four times the base figure if the winner is not East, and three times the doubled base figure if the winner is East. The payment is rounded up to the next 100, though never exceeding the value of a mangan.
In addition to this is the value of counters and riichi bets on the table.

6.2Liability payment

When a player has two visible pungs and/or kongs of dragons and another player feeds him a third melded pung / kong of dragons, the feeding player is liable if the player wins with the Big Three Dragons yakuman.

When a player has three visible pungs and/or kongs of winds and another player feeds him a fourth melded pung / kong of winds, the feeding player is liable if the player wins with the Big Four Winds yakuman.

A pung / kong is visible if it is melded or if it is a concealed kong.

If the player wins by self-draw, the liable player must pay the full value of the hand, including all continuance counters points.
If the player wins by claiming a tile, the liable player shares the payment equally with the discarder of the winning tile. Only the discarder pays the continuance counters' points.
The feeding player is still liable even if the hand also qualifies for another yakuman.

There is no liability for feeding a Four Kongs or an After a Kong yaku.

3.3.6Third melded dragon pung and fourth melded wind pung

A player who feeds the third dragon pung/kong to an opponent with two melded dragon pungs/kongs or the fourth wind pung/kong to an opponent with three melded pungs/ kongs of winds must pay the full value of the hand in case Big Three Dragons or Big Four Winds are made on a self-draw (the two remaining opponents pay nothing). In case another opponent feeds the Big Three Dragons or Big Four Winds, he shares the payment equally with the player who fed the third dragon pung/kong or the fourth wind pung/kong.

6.3Minipoints (Fu)

Fu
Winning20
Seven pairs25No other minipoints are added.
Winning on a discard on a concealed hand10
Winning by self-draw2Not counted in case of pinfu yaku.
Edge wait2Winning on the 3 or 7 tile of an 1-2-3 or 7-8-9 chow.
Closed wait2Winning on the central tile of a chow.
Pair wait2Winning on a tile completing a pair.
Open pinfu2Awarded when an open hand is worth no minipoints beside the 20 minipoints for winning.


Middle tilesTerminals and honoursValuable honourDouble wind
Chow00--
Melded pung2444
Concealed pung4888
Melded kong8161616
Concealed kong16323232
Pair0024


If the winning tile finishes a pung, it counts as a concealed pung in case of self-draw, and it counts as a melded pung in case of winning on a discard.

The two minipoints for edge, closed or pair wait can be claimed even if the hand is waiting for other tiles. Edge wait is 1-2 waiting for 3 or 8-9 waiting for 7. Closed wait is waiting for the central tile of a chow. Pair wait is waiting to finish the pair.
In special cases like 1pin1pin1pin1pin2pin2pin3pin3pin, even though it is only possible to win on 4pin, no minipoints can be claimed since the tile finishes neither an edge wait, a closed wait nor a pair wait.

4.1.1Minipoints

You always get minipoints for one the three following ways of winning:
Minipoints for winning:
Concealed on a discard30
Seven pairs (no further minipoints are added)25
Otherwise (Self-draw or Open hand)20


Add minipoints for pungs and kongs in the hand. Chows have no minipoint value. If the winning tile finishes a pung, it counts as a concealed pung in case of self-draw, and it counts as an open pung in case of winning on a discard.
MinipointsOpenConcealed
Pung, 2-824
Pung, terminals/honours48
Kong, 2-8816
Kong, terminals/honours1632


In addition 2 minipoints are added for each of the following:
2 minipoints for:
Pair of dragons
Pair of seat wind
Pair of prevailing wind
Winning on an edge, closed or single wait
Winning on self-draw (except in case of pinfu)
Open pinfu


The 2 minipoints for edge, closed or single wait can be claimed even if the hand is waiting for other tiles. Edge wait is 1-2 waiting for 3 or 8-9 waiting for 7. Closed wait is waiting for the centre tile of a chow. Single wait is waiting to finish the pair.

Edge wait: 1pin2pin winning on 3pin
Closed wait: 4pin6pin winning on 5pin

The highest-scoring possibility decides which set is finished by the winning tile. Consider the following waiting pattern:
5pin6pin7pin8pin9pin waiting on 4pin or 7pin
Winning on the 7, the tile can either finish an edge wait (claiming two minipoints) or finish the two-sided 5-6-7 chow, claiming no minipoints, but instead a yaku for pinfu on a concealed hand. The highest-scoring possibility must always be chosen.
In special cases like
1pin1pin1pin1pin2pin2pin3pin3pin even though it is only possible to win on 4pin no minipoints can be claimed, since the tile finished neither an edge wait, a closed wait or a single wait (pair wait).

2 minipoints are awarded for winning on a self-drawn tile. This is voided, however, in case a yaku is claimed for pinfu.
Open pinfu is an open hand worth no minipoints (except the 20 minipoints for winning). It is rewarded 2 minipoints. E.g.:
7sou8sou9sou7pin8pin9pin8man7man9man3man3man2sou3sou

6.4Dora

The winning player gets one han for each dora in his hand.
If several dora indicators point to the same tile, the dora is counted for each indicator.
For example, if the initial dora indicator is 2sou, and a kan dora indicator is also 2sou, and the winning player have a 3sou3sou3sou pung in his hand, then he has 6 dora, giving 6 han.

Active dora come from:
• The initial dora indicator.
• Kan dora indicators: i.e. dora indicators revealed for each kong, whether the kong were made by the winning player or by another player.
• Ura dora indicators: i.e. dora indicators beneath other active dora indicators; only if the winning player has declared riichi.

When a kong is declared, the kan dora indicator must be revealed before the player discards.
• If a player wins by robbing a kong, there is no kan dora indicator for the robbed kong. Indeed, the robbed kong was not completed. If the dora indicator was already revealed before the win is declared, the indicator is turned back face down.
• If a player wins on the replacement tile after a kong, the kan dora indicator is revealed.