Glossary
Common terminology used in mahjong tile efficiency training.
Basic Concepts
Tenpai (Ready Hand)
A hand that has completed 4 sets + 1 pair combination and only needs one more tile to win.
Example 1: Two-sided Wait
Example 2: Single Wait
Example 3: Three-sided Wait
Heqie (Discard Decision)
The process of deciding which tile to discard from a 14-tile hand.
Example: Optimal Discard
Shape Terms
Meld (Set)
A group of three tiles in a winning hand, either a sequence or a triplet. The standard hand has 4 melds + 1 pair.
Head (Pair)
A pair of identical tiles required in the winning hand, also called "eyes" or "head" (将 jiàng).
Example: Head
Sequence (Shuntsu)
Three consecutive tiles of the same suit, like m123 or p456.
Example: Sequence
Triplet (Koutsu)
Three identical tiles, like m111 or p555.
Example: Triplet
Taatsu (Incomplete Sequence)
An incomplete sequence combination, including:
- Two-sided taatsu: like
45, can wait for3or6 - Middle taatsu: like
46, can only wait for5 - Edge taatsu: like
12, can only wait for3
Example 1: Two-sided Taatsu
Example 2: Middle Taatsu
Example 3: Edge Taatsu
Shanten Related
Shanten Number
Indicates how many steps (effective draws) away from tenpai. Lower is better.
- 0 shanten = tenpai (ready)
- 1 shanten = one tile away from ready
- 2 shanten = two tiles away from ready
- And so on
Example 1: 0 Shanten (Tenpai)
Example 2: 1 Shanten
Example 3: 2 Shanten
One Shanten
A state one effective tile away from tenpai, a key focus of tile efficiency training.
Example: One Shanten
Effective Tiles
Tiles that can reduce the shanten number when drawn. For example, in one shanten state, all tile types that can make the hand ready.
Example: Effective Tiles
Improvement
Drawing a tile that improves hand state, including tiles that reduce shanten.
Special Hands
Chitoitsu (Seven Pairs)
A winning hand composed of 7 pairs, no sets needed.
Example: Chitoitsu
Kokushi (Thirteen Orphans)
A special winning hand using all 13 terminal and honor tiles plus one pair.
Example: Kokushi
Regular Form (Standard Winning Hand)
The basic winning hand structure composed of 4 sets + 1 pair.
Example 1: Regular Form (All Sequences)
Example 2: Regular Form (Mixed)
Strategy Terms
Tile Efficiency
The ability to maximize improvement chances and tenpai speed through reasonable discards and keeps.
Good Shape
Hand shapes that are easy to improve with many waiting tiles.
Example: Good Shape
Poor Shape
Hand shapes that are difficult to improve with few waiting tiles, such as single waits, middle waits, etc.