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.

6Scoring

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, ...).

6.1Scoring a winning hand

Only wining hands are scored.
All players at the table are responsible for ensuring that winning hands are scored correctly and to the maximum points.

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. This sum is the han value of the hand.

Then the base value of the hand, the minipoints (fu), is calculated. Round the number of minipoints up to the next 10. (e.g. 32 minipoints are rounded up to 40). In case of a seven pairs hand, the hand worth 25 minipoints and there is no rounding up.

• For hands worth less than five han, the minipoints rounded up are doubled by the number of han plus 2, giving the base value of the hand. This base value is limited to 2000 points.
A base value of 1920 points, being close to mangan, is rounded up to 2000 points.

• For hands with five or more han, the minipoints are irrelevant. The score should be read on the scoring tables:
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.

• In case of winning on a self-draw, the base value is to be 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 in case of an opponent’s self-draw.
• In case of winning 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 100.

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

If a player 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, ...).

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.

6.2Liability payment

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

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

A kōtsu / kantsu is visible if it is melded or if it is a concealed kantsu.

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 counter points.
The feeding player is still liable even if the hand also qualifies for another yakuman.

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

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.

6.3Minipoints (Fu)

Fu
Winning20
Seven pairs25No other fu 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 shuntsu.
Middle wait2Winning on the central tile of a shuntsu.
Pair wait2Winning on a tile completing a pair.
Open pinfu2Awarded when an open hand worth no minipoints beside the 20 minipoints for winning.


Middle tilesTerminals and honoursValuable honourDouble wind
Shuntsu00--
Melded kōtsu2444
Concealed kōtsu4888
Melded kantsu8161616
Concealed kantsu16323232
Pair0024


If the winning tile finishes a kōtsu, it counts as a concealed kōtsu in case of self-draw, and it counts as a melded kōtsu 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 centre tile of a shuntsu. Pair wait is waiting to finish the pair.

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.
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.

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.

6.4Dora

The winning player gets one han for each dora in his hand.
If several dora indicators points 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 kōtsu in his hand, then he have 6 dora, giving 6 han.

Active dora come from:
• The initial dora indicator.
• Kan dora indicators: i.e. dora indicators revealed for each kantsu, whatever the kantsu 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 kantsu is declared, the kan dora indicator must be revealed before the player discards.
• If a player wins by robbing a kantsu, there is no kan dora indicator for the robbed kantsu. Indeed, the robbed kantsu was not completed. If the dora indicator was already revealed before the win is declared, the indicator is turn-back face down.
• If a player wins on the replacement tile after a kantsu, the kan dora indicator is revealed.