Scoring in Japanese Riichi Mahjong


For the sake of clarity, we will make a distinction here between yaku, han, fu, and points. Yaku are the types of ways your hand can score (In poker, Royal Flush or Two Pairs would both be examples of yaku). Han is how much each yaku is worth. Fu are mini-points that contribute to the value of cheaper hands based on the composition on your hand. Points are your actual score, which can be added to or subtracted from depending on how you win and lose hands.

In all forms of Japanese Riichi mahjong, in order to declare a win, your hand must contain at least one yaku. Always keep your winning tile visibly separate from the rest of your hand: Melding it into your hand means you will lose any yaku or fu that are awarded based on specific waiting hand compositions.

NON-YAKU

Dora Tile (1 Han each)
For each copy of a dora tile in your hand, the value of your hand increases by 1 han. Since this is not a yaku, THIS CANNOT CONTRIBUTE TO THE ONE YAKU MINIMUM NEEDED TO DECLARE A WINNING HAND! An explanation of scoring dora tiles is below.

YAKU BASED ON RIICHI

Riichi (1 Han)
If you are waiting (such that if you draw one tile in specific you will have a winning hand, even if it scores no yaku), you may choose to declare 'riichi' on your turn (It is never mandatory to declare riichi if you do not wish to).
  • Place a 1000 points bet on the table in front of your pond and rotate the tile you discard 90 degrees (if the tile is called, rotate the next one you discard 90 degrees). Those 1000 points go to whoever wins the hand, including yourself. If no one wins the hand, they remain on the table for whoever next wins. If a player wins off of the discard you use to declare riichi, you do not lose these 1000 points since your riichi declaration was interrupted.
  • From now on, until you win, you must discard every tile you draw that does not complete your hand.
  • If you draw a tile that can complete a concealed quad, you may choose to create that quad only if it would not change any possible interpretation of your hand. For example, if you had a 1-1-1-2-3 in bamboo, and a 7-7-7 in bamboo, you cannot declare a concealed quad if you later draw a 1-bamboo after declaring riichi (since you could instead read it as a pair of 1-bamboo and a run of 1-2-3), but you would be allowed to declare a concealed quad if you later draw the fourth 7-bamboo (since it cannot be read as a part of a pair or run).
  • If any player discards any of your winning tiles after you declare riichi, and you do not choose to win off of it, you may no longer win off of any discards for the rest of the hand. You can only win by self-pick.
  • You may not declare riichi under any of the following circumstances.
    • Your hand is not concealed (that is, you have one or more open melds).
    • You cannot afford the 1000 points bet.
    • There are fewer than four tiles remaining in the wall (that is, you will not normally get another draw).
  • If you win after declaring riichi, flip over the tiles under any revealed dora indicators. These tiles are all treated as additional dora indicators for you.
Double Riichi (2 Han)
Declaring riichi on your first turn, before any open melds or concealed quads are made. This yaku is identical to riichi in every way, except that it happens on the first turn. Cannot stack with Riichi.
One-Shot (1 Han) Ippatsu
If you declare riichi and, without any open melds or concealed quads being made, win off of one of your opponents' next discards or off of your next draw, you score this bonus yaku. Because of this, you cannot score both One-Shot and Win Off a Kan Replacement. If a player creates a promoted quad the turn after you declare riichi, you may rob the quad for a win and still collect One-Shot, since only concealed quads and creating new open melds voids the chance for it (as opposed to promoted quads).

YAKU BASED ON ORPHAN TILES

Pon of Dragons (1 Han each) Yakuhai
A triplet/quad of any of the three dragons.
Pon of Seat Wind (1 Han) Yakuhai
A triplet/quad of your own seat wind.
Pon of Round Wind (1 Han) Yakuhai
A triplet/quad of the round wind. If your seat wind is the round wind, you score both of these yaku for a total of 2 han.
Little Three Dragons (2 Han) Shousangen
Having a triplet/quad of two of the dragons and a pair of the third. Worth a total of 4 han including the 2 han earned by having two triplets/quads of dragons.
All Simples (1 Han) Tanyao
A hand that contains only simple tiles. That is, no 1's, 9's, or honor tiles.
All With Orphans (2 Han/1 Han) Chanta
A hand in which every meld contains an orphan tile, and the pair is of orphan tiles. That is, every run is 1-2-3 or 7-8-9, and all triplets/quads are 1's, 9's, or honor tiles. If the hand contains any open melds, this yaku is worth 1 han instead of 2.
All With Terminals (3 Han/2 Han) Junchan
A hand in which every meld contains a terminal tile, and the pair is of terminal tiles. That is, every run is 1-2-3 or 7-8-9, and all triplets/quads are 1's or 9's. If the hand contains any open melds, this yaku is worth 2 han instead of 3. Cannot stack with All With Orphans.
All Orphans (2 Han) Honroutou
A hand in which every tile is an orphan tile. That is, a hand where all four triplets/quads and the pair are 1's, 9's, or honor tiles. Alternatively, the hand can be made of Seven Pairs of orphan tiles. Cannot stack with All With Orphans.

YAKU BASED ON CHIIS

Peace (1 Han) Pinfu
A hand that does not score any fu beyond the minimum 20 (Or 30, if won off of another player's discard). In other words:
  • This hand must be made of four runs and a pair. It cannot use any triplets or quads.
  • The pair cannot be dragon tiles, your seat wind, or the round wind.
  • The hand must have no open melds.
  • The hand must be waiting on two tiles to complete the last run.
    • For example, if your hand had 3-4-5-6 dots and was waiting, it would not qualify for Peace because drawing either the 3 or the 6 would complete the pair, not the run.
    • But if your hand was 3-3-4-5 dots, it would work since you could treat it as 3-3 dots as your pair, with 3-4-5 or 4-5-6 dots for your winning run.
Pure Double Chii (1 Han) Iipeikou
A hand with two identical runs in the same suit. If the hand contains any open melds, this yaku can no longer be scored.
Twice Pure Double Chii (3 Han) Ryanpeikou
A hand with two identical runs, and another separate two identical runs (This does not mean that you must have four identical runs, just that you must have two separate 'pairs' of runs). If the hand contains any open melds, this yaku can no longer be scored. Cannot stack with Pure Double Chii or with Seven Pairs.
Large Straight (2 Han/1 Han) Ittsuu
A hand which contains a run of 1-2-3, a run of 4-5-6, and a run of 7-8-9 all in the same suit. If the hand contains any open melds, this yaku is worth 1 han instead of 2.
Three Colors, One Chii (2 Han/1 Han) Sanshoku Doujun
A hand with an identical run in all three suits. For example, a 3-4-5 in dots, a 3-4-5 in bamboo, and a 3-4-5 in characters. If the hand contains any open melds, this yaku is worth 1 han instead of 2.

YAKU BASED ON PONS AND PAIRS

All Pons (2 Han) Toitoi
A hand composed entirely of four triplets/quads and a pair.
Three Concealed Pons (2 Han) Sanankou
A hand in which three of its triplets/quads are concealed melds. If you declare a win off of another player's discard, and that discard completes the third triplet, your hand cannot score this yaku: You must draw all of the tiles for the three triplets/quads from the wall.
Three Kans (2 Han) Sankantsu
A hand with three quads, whether they're promoted, open, concealed, or a mix of the three.
Three Colors, One Pon (2 Han) Sanshoku Doukou
A hand with an identical triplet in all three suits. For example, a 2-2-2 in dots, a 2-2-2 in bamboo, and a 2-2-2 in characters. One or more of these triplets may be quads instead.
Seven Pairs (2 Han) Chitoitsu
A hand composed entirely of seven distinct pairs (no quads).

YAKU BASED ON SUITS

Half Flush (3 Han/2 Han) Honitsu
A hand composed of only one suit and honor tiles. If the hand contains any open melds, this yaku is worth 2 han instead of 3.
Full Flush (6 Han/5 Han) Chinitsu
A hand composed entirely of one suit. If the hand contains any open melds, this yaku is worth 5 han instead of 6. Cannot stack with Half Flush.

YAKU BASED ON WINNING

Fully Concealed (1 Han) Menzen Tsumo
A hand made without any open melds, and in which you draw the winning tile yourself.
Last Tile Draw (1 Han) Haitei Raoyue
Drawing the very last tile in the wall and using it to win. The Chinese name for this yaku translates to "Scooping the Moon's Reflection from the Bottom of the Sea".
Last Tile Discard (1 Han) Houtei Raoyui
Winning with the last discard in the game, made immediately after the live wall runs out of tiles. The Chinese name for this yaku translates to "Catching a Fish at the End of the River".
Win Off a Kan Replacement (1 Han) Rinshan Kaihou
Winning with the replacement tile drawn from a quad. The Chinese name for this yaku translates to "A Flower Blooms on the Mountain Top". Cannot stack with Last Tile Draw, even if the replacement tile is the last tile of the live wall. If you win with the replacement tile from an open quad or promoted quad, flip over the additional dora indicator after declaring your win.
Robbing a Kan (1 Han) Chankan
Winning off of a tile used to made a promoted quad. Scored as a win by discard against the player making the promoted quad. Do not flip the additional dora indicator if you win by robbing a promoted quad.

UNIQUE NON-YAKU

Pool of Dreams (Low-limit) Nagashi Mangan
If the hand ends in an exhaustive draw (the live wall runs out of tiles without any players declaring a win), this yaku is scored instead of checking whether any player is waiting, if you meet the following conditions:
  • Your hand is concealed without having any declared concealed quads.
  • No players have made any open melds from your discards.
  • Every discard you've made is an orphan tile.
Regardless of the composition of your hand, you score a low-limit self-pick hand (equivalent to any 5 han hand). Any riichi bets on the table remain there, any repeat counters are ignored, and the winds do not shift (as if the hand did end in a normal exhaustive draw), but there is no not-waiting penalty paid. It is possible for multiple players to score a Pool of Dreams at once: In this case, each winning player collects the points for this self-picked low-limit hand individually. Of course, despite not technically being a yaku, this irregular hand ignores the regular need for a one yaku minimum in order to declare a win.
Gift of Man (Low-limit) Renhou
A non-dealer wins on a discarded tile before their first draw. If any open melds or concealed quads are made before that player wins, this hand no longer qualifies as a Gift of Man.
A hand that scores a Gift of Man ignores any han inherent in its composition from dora tiles or yaku: It always scores exactly 2000 base points (the same as any 5 han hand). If the hand would score more than 5 han on its own, the Gift of Man circumstance is ignored, and the hand is just scored normally.
Despite not technically being a yaku, this irregular hand ignores the regular need for a one yaku minimum in order to declare a win.

LIMIT HANDS

Four Concealed Pons  Suuankou
A fully concealed hand of three triplets/quads and two pairs, followed by a self-picked win to complete one of the remaining pairs.
Pair Wait on Four Concealed Pons  Suuankou Tanki Machi
A concealed hand of four triplets/quads and one other tile, followed by a win by pairing up the final tile. This hand is inherently worth twice the limit.
Little Four Winds  Shousuushi
A hand including triplets/quads of three of the four winds, and a pair of the fourth.
Big Four Winds  Daisuushi
A hand including triplets/quads of all four winds. This hand is inherently worth twice the limit.
Big Three Dragons  Daisangen
A hand including triplets/quads of all three dragons.
All Honors  Tsuuiisou
A hand made entirely of four triplets/quads and a pair of honor tiles.
Big Seven Stars  Daichisei
A hand made entirely of seven distinct pairs of honor tiles. This hand is inherently worth twice the limit.
All Terminals  Chinroutou
A hand made entirely of four triplets/quads and a pair of terminal tiles (1's or 9's).
Nine Gates  Chuuren Poutou
A concealed hand that contains 1, 1, 1, 2, 3, 4, 5, 6, 7, 8, 9, 9, 9 in the same suit, plus any other tile in that suit. The waiting pattern for winning cannot be 1-1-1-2-3-4-5-6-7-8-9-9-9. 
Pure Nine Gates  Junsei Chuuren Poutou
A concealed hand that contains specifically 1-1-1-2-3-4-5-6-7-8-9-9-9 in the same suit, followed by winning with any other tile in that same suit. This hand is inherently worth twice the limit.
Four Kans  Suukantsu
A hand made of four quads and a pair. If any player makes a quad after this hand has made its four, the hand immediately ends in a draw.
Thirteen Orphans  Kokushi Musou
A hand made up of one of every honor tile, one of every terminal tile, and any other copy of any of these tiles. The waiting pattern for this hand cannot be to make the pair. If you are waiting for this hand and an opponent makes a concealed quad of the final tile needed for you to win, you are permitted to declare a win by discard off of that player by robbing the concealed quad (This is the only situation in which you may rob a concealed quad).
13-Way Thirteen Orphans  Kokushi Musou 13-Men Machi
A hand made up of one of every honor tile, one of every terminal tile, followed by winning with any other copy of any of these tiles. This hand is inherently worth twice the limit.
Perfect Green  Ryuuiisou
A hand made entirely of tiles printed exclusively in green ink. These tiles included the Green Dragon, 2-bamboo, 3-bamboo, 4-bamboo, 6-bamboo, and 8-bamboo
The Chariot  Daisharin
A concealed hand that scores Seven Pairs, All Simples, and a Full Flush. That is, the final hand must be 2-2-3-3-4-4-5-5-6-6-7-7-8-8 in the same suit. This hand can be won with any of the three suits.
Gift of Heaven  Tenhou
The dealer's opening hand is a winning hand. If the dealer makes a concealed quad before drawing his winning tile, this yaku cannot be earned.
Gift of Earth  Chihou
A non-dealer's first draw gives them a winning hand. If any open melds or concealed quads are made before that player gets to draw, this limit hand cannot be earned.
Eight Dealer Keeps  Paarenchan
If the seat winds do not shift for seven hands in a row, the next hand is scored as a limit hand if the dealer wins (Note that this is not the same as having seven/eight repeat counters on the table, since the winds can shift even when repeat counters are added if the dealer is not waiting during an exhaustive draw). The hand must be able to meet one yaku requirement regardless of this yaku in order for it to be a valid win. If the hand ends in a draw or the dealer wins (such that the seat winds do not shift again), the next hand will also be scored as a limit hand if the dealer wins, and this will continue indefinitely until another player wins and the seat winds shift. The winds do not shift if another player wins with a Pool of Dreams, and the dealer may again try for the Eight Dealer Keeps limit hand in that situation.

NOT-WAITING PENALTY AND REPEAT COUNTERS

If a hand ends in an exhaustive draw, any players who are waiting may choose to reveal their waiting hands to everyone else. If they do not (or if they are not waiting), they are liable for paying a 'not-waiting penalty'. The total amount paid depends on the amount of people waiting. This payment is ignored if anyone declares a win with a Pool of Dreams.
  • 0 players waiting: No penalty paid.
  • 1 player waiting: Each other players pays them 1000 points, for a total exchange of 3000 points.
  • 2 players waiting: Both other players pay 1500 points, such that each waiting player gains 1500 points, for a total exchange of 3000 points.
  • 3 players waiting: The player who is not waiting pays each other player 1000 points, for a total exchange of 3000 points.
  • 4 players waiting: No penalty paid.
A repeat counter is added to the table whenever the dealer wins, or a draw occurs in any way. For each repeat counter on the table, the value of the next winning hand increases by 300 points. These points are added after rounding the score off for any limits, and therefore a hand won with repeat counters may score more than the upper limit. If a non-dealer wins a hand, all repeat counters are removed from the table. If a player declares a win with a Pool of Dreams, the repeat counters do not increase the value of this hand, nor are they removed from the table, but one is still added to the table after calculating payment for the Pool of Dreams.

DORA TILES

Remember that, while they do count towards the score of your hand, dora tiles do NOT count towards the one yaku minimum needed to declare a win.

Take a look at the dora indicator: If it is a suited tile, the next tile in the same suit is the dora (For example, if the dora indicator is 3-bamboo, 4-bamboo is the dora. If the dora indicator is a 7-dots, 8-dots is the dora). If the dora indicator is a 9, the dora is 1 in the same suit. If the dora indicator is an honor tile, the dora is the following tile in the pattern 'east-south-west-north-east' or 'green-red-white-green' (which is conveniently alphabetical).

Every time a quad is made, flip the tile to the right of the most recent dora indicator. This tile becomes a new dora indicator (specifically a kan dora indicator) in addition to all other current dora indicators. If two or more dora indicators are identical, then they both contribute to the value of a dora tile. For example, if two dora indicators are the 6-characters, every copy of the 7-characters in your hand is worth 2 han.

If a player makes a concealed quad, the new dora indicator is flipped before she discards a tile. If a player makes an open or promoted quad, the new dora indicator is flipped after she discards a tile. If the discarded tile is taken to complete another player's winning hand, or if the player wins with the replacement tile from her promoted quad, the new dora indicator is flipped immediately, before scoring the hand. If another player robs the promoted quad, no new dora indicator is flipped.

If you declare riichi and win, in addition to the yaku and han from declaring riichi, you may look at the tiles under the dora indicator and any revealed kan dora indicators. These tiles are all treated as additional dora indicators for you (specifically under dora indicators).

Additionally, each red 5 in your hand is worth one additional dora.

SCORING

All players start the game with 25,000 points. If any player's points drop below 0, the game immediately ends and final scoring is done (this does not occur if a player's points reach exactly 0).

First, calculate how many han your hand scores, including any dora. If your hand scores 5 or more han, skip the next step. If you win with the Pool of Dreams hand, skip down to the section on it below. If you win with a limit hand, skip down to the section on those. Keep in mind that some yaku are worth fewer han if you have any open melds.

CALCULATING FU
Calculate the fu of your hand by the following method.
  • If you won with the Seven Pairs hand, score 25 fu and skip the rest of this step.
  • Otherwise, every winning hand begins with 20 fu.
  • If you self-pick your own winning tile, add 2 fu.
    • If your hand qualifies for Peace, do not add these fu.
  • If your hand is concealed and you win off of another player's discard, add 10 fu (You can still earn the Peace hand while adding these fu).
  • If your hand wins with an edge wait (A 1-2 or 8-9 waiting on the 3 or 7), a closed wait (for example, a 3-5 waiting on the 4), or wins by completing the pair, add 2 fu.
  • If your hand's pair is of dragon tiles, your seat wind, or the round wind, add 2 fu.
    • If your seat wind is the round wind, add 4 fu instead for that pair.
  • For every open triplet in your hand, add 2 fu.
    • If the triplet is of orphan tiles, add 4 fu instead.
  • For every open quad in your hand, add 8 fu.
    • If the triplet is of orphan tiles, add 16 fu instead.
  • For every closed triplet in your hand, add 4 fu.
    • If the triplet is of orphan tiles, add 8 fu instead.
      • If you win off of a discarded tile to complete the triplet, it is scored as an open triplet for the sake of calculating fu.
  • For every closed quad in your hand, add 16 fu.
    • If the triplet is of orphan tiles, add 32 fu instead.
  • If your hand is open and you only have 20 fu so far, add 2 fu (This is called the Open Peace penalty, and only exists to forbid open hands from earning Peace).
  • Round the final total up to the nearest 10. Never round fu down. Do not round the 25 fu for a Seven Pairs hand.
Here's a quick cheat-sheet summary of fu that might be easier to memorize:
  1. Score exactly 25 fu if you win with Seven Pairs.
  2. Start with 20 fu, 22 fu if you won by self-pick without Peace, or 30 fu if you won by discard with a closed hand.
  3. Add 2 fu if your pair is dragon tiles, your seat wind, or the round wind. Add 4 fu if your pair is the seat wind AND the round wind.
  4. Add 2 fu for each triplet in your hand. Double that fu for each closed triplet, double that fu for each orphan triplet, and quadruple that fu for each quad.
  5. If you currently have 20 fu and won on an open hand, add 2 fu.
  6. Unless you have a Seven Pairs hand, round your fu up to the next 10.
CALCULATING BASE POINTS
Next, we calculate the base points in the following way.
  • If your hand scores 5 han or more, the base points are always 2000.
  • If your hand scores 6 or 7 han, the base points are always 3000.
  • If your hand scores 8, 9, or 10 han, the base points are always 4000.
  • If your hand scores 11 or 12 han, the base points are always 6000.
  • If your hand scores 13 han or more, the base points are always 8000.
For the purposes of scoring, if your hand contains Seven Pairs and fewer than 5 han (a low-limit hand), it can be treated as a hand with one fewer han and 50 fu. For example, a generic Seven Pairs hand is 2 han and 25 fu, but is treated as a 1 han 50 fu hand for scoring.

If your hand does not have at least 5 han, take the number of fu you have. Multiply it by 4. Multiply it by 2 more for each han you have (For example, a 30 fu, 3 han hand would have base points of 30 x 4 x 2 x 2 x 2 = 30 x 4 x 8 = 120 x 8 = 960). If the base points of this hand are greater than 2000, round them down to 2000. By convention, if the base points are greater than 1900, immediately round them up to 2000.
  • If you win and you are the dealer, double the basic points.
    • If you win by self-pick, round the basic points up to the next 100. Then, add 100 points to this amount for every repeat counter on the table. All other players pay you this amount of points.
    • If you win by discard, triple the basic points again (so that they're multiplied by 6 in total) and round them up to the next 100. Then, add 300 points to this amount for every repeat counter on the table. Whoever discarded your winning tile pays you this amount of points.
  • If you win and you are not the dealer, keep the basic points as they are.
    • If you win by self-pick, round the next basic points to the next 100. Then, add 100 points to this amount for every repeat counter on the table. Both other non-dealers pay you this amount of points. Double the original value of basic points, and then round them to the next 100 again. Then, add 100 points to this amount for every repeat counter on the table. The dealer pays you this amount of points.
      • For example, if the basic points were 320, the two non-dealers pay you 400 points each. The dealer pays you 700 points (since 320 x 2 = 640, and 640 rounded up is 700). All players would pay you an additional 100 points for every repeat counter on the table.
    • If you win by discard, multiply the basic points by 4, and then round them up to the next 100. Then, add 300 points to this amount for every repeat counter on the table. Whoever discarded your winning tile pays you this amount of points, whether they are a dealer or non-dealer.
In other words, the dealer always wins double for her hands, but pays twice as much for other players' self-picked wins. If a player discards your winning tile, they must pay the points for all three players for that hand as a penalty.

WINNING WITH POOL OF DREAMS
If you win with the Pool of Dreams hand, your base points are always 2000. If you are the dealer, all other players pay you 4000 points. If you are not the dealer, the other two non-dealers pay you 2000 points and the dealer pays you 4000 points. If another player wins with the Pool of Dreams during the same hand as you, you both collect points from each other, and from the other players.
  • So if you are both non-dealers, the dealer pays both of you 4000 points, the other non-dealer pays both of you 2000 points, and you both pay each other 2000 points for a total gain of 6000 points each.
  • If one of you is the dealer, she collects 4000 points from you and the other players, then pays 4000 points to you while the other non-dealers pay you 2000. This causes a total gain of 8000 points for her and 4000 points for you.
Ignore the repeat counters on the table for this calculation: Never add an extra 100 points to the payment for each player for each repeat counter with Pool of Dreams. Do not check hands for a non-waiting penalty, do not shift the winds, and add one more repeat counter to the table before starting a new hand.

WINNING WITH LIMIT HANDS
If your hand qualifies for any of the limit hands, its base points are 8000. If your hand is inherently worth twice the limit, its base points are instead 16,000. If your hand qualifies for more than one limit hand at once, its base points are 8000 for each limit hand it qualifies for, plus 16,000 for each double limit hand it qualifies for. For example, a hand made of Big Four Winds and All Honors would have base points of 16,000 + 8,000 = 24,000. Then, follow the regular rules for determining payment, repeated below.
  • If you win and you are the dealer, double the basic points.
    • If you win by self-pick, add 100 points to the basic point for every repeat counter on the table. All other players pay you this amount of points.
    • If you win by discard, triple the basic points again (so that they're multiplied by 6 in total) and add 300 points to this amount for every repeat counter on the table. Whoever discarded your winning tile pays you this amount of points.
  • If you win and you are not the dealer, keep the basic points as they are.
    • If you win by self-pick, add 100 points to this amount for every repeat counter on the table. Both other non-dealers pay you this amount of points. Double the original value of your basic points, then add 100 points to this amount for every repeat counter on the table. The dealer pays you this amount of points.
    • If you win by discard, multiply the basic points by 4, then add 300 points to this amount for every repeat counter on the table. Whoever discarded your winning tile pays you this amount of points, whether they are a dealer or non-dealer.

'RESPONSIBILITY' PAYMENTS
If a player is liable for the responsibility rule (That is, they discarded a tile used to create another player's third open meld of dragons; fourth open meld of winds, honor tiles, or terminal tiles; fourth open meld of 'green' tiles; or fourth declared quad, and then that player wins with that limit hand), the following changes are in place.
  • If the player wins by self-pick, after calculating how much each player should play, the penalized player pays for all three players. This may or may not be the same as calculating what the penalized player would pay on a win by discard.
  • If the player wins off of third player's discarded tile, after calculating how much that third player would pay (ignoring the repeat counters), the 'responsible' player pays half of that and the third player pays the other half (the third player also pays the entirety of the value of the repeat counters).


An almost-exhaustive scoring chart for Japanese Riichi mahjong. Image taken from http://www.osamuko.com

FINAL SCORING
Once a game ends, either by finishing two winds or by one player having a negative amount of points, final scoring is done.
  • First, whoever has the most points gains 20,000 points (if two players tie for this score, whoever is closest in turn order to the original dealer gains these points).
  • Next, each player subtracts 30,000 points from their current score. This, along with the 20,000 point bonus to the winner, represents each player starting with 30,000 points, but immediately putting 5000 points aside as a bet for whoever comes out in first.
  • Next, divide each player's score by 1000 and round it to the nearest integer (An X.5 or fewer is rounded down, and X.6 or greater is rounded up).
  • Next, whoever is in first increases her final score by 10, second place increases his by 5, third place decreases his by 5, and last place decreases hers by 10 (again, in the case of a tied score, whoever is closest in turn order to the original dealer is considered to have the higher final position).
  • If all of the players' final scores added together do not equal 0, adjust the winner's score so that they do.

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