KENZAN! MAHJONG: SCORING, OPPONENTS AND KEEPING THE LEAD
Han measures yaku and bonus value. Fu measures the hand's smaller structural value. The game calculates the payment, but understanding the scale helps you decide when a hand is worth pushing.
COMMON PAYMENTS
Standard ron values below are non-dealer / dealer, before repeat-counter payments and riichi deposits:
1 han, 30 fu: 1,000 / 1,500.
2 han, 30 fu: 2,000 / 2,900.
3 han, 30 fu: 3,900 / 5,800.
4 han, 30 fu: 7,700 / 11,600.
Mangan: 8,000 / 12,000.
Haneman, 6–7 han: 12,000 / 18,000.
Baiman, 8–10 han: 16,000 / 24,000.
Sanbaiman, 11–12 han: 24,000 / 36,000.
Yakuman: 32,000 / 48,000.
Mangan is normally reached at five han, four han with at least 40 fu, or three han with at least 70 fu. A ruleset may round near-mangan hands upward; the 4-han/30-fu figure above uses ordinary non-rounded scoring. Counted yakuman for 13+ han and multiple-yakuman treatment are implementation rules, not assumptions needed for your completion attempt.
On ron, the discarder pays. On a dealer tsumo, all three opponents pay equal shares. On a non-dealer tsumo, the dealer pays twice the base share of each other player, subject to rounding. For example, a non-dealer mangan tsumo pays 4,000 from the dealer and 2,000 from each other player; a dealer mangan tsumo pays 4,000 from each opponent.
FU WITHOUT MEMORIZING A LARGE TABLE
Begin with 20. Add 10 for a closed-hand ron and usually 2 for self-draw. Closed pinfu self-draw is the notable 20-fu exception. Seven Pairs is always 25 fu, with no extra rounding.
A triplet of simples adds 2 if open or 4 if concealed. A terminal/honor triplet adds 4 or 8. Quads are worth four times the corresponding triplet: 8/16 for open/concealed simple quads, 16/32 for terminal/honor quads.
A scoring honor pair adds fu. An inside, edge or single-pair wait adds 2; a two-sided sequence wait does not. Round normal hand fu upward to the next ten. An open sequence hand that would otherwise stay at 20 is normally treated as 30 fu. The scoring screen resolves double-wind pairs and other rule-specific details.
For a mathematical check below the limit: base points are fu × 2^(han+2). Non-dealer ron is four times base; dealer ron is six times. Round payments up to the next hundred. Tsumo divides the corresponding obligation among opponents as described above.
A standard repeat counter adds 300 to ron, or 100 from each player on tsumo. Riichi deposits go to the winner. At an ordinary exhaustive draw, 3,000 points are transferred in total from not-ready players to ready players, unless everyone or nobody is ready. These are separate from Kenzan's end-of-match placement adjustments.
THE TEN KENZAN OPPONENTS
Gion:
- Lucky Kamekichi: the guide reports a tendency to gain ura-dora bonuses.
- Greedy Heita: pursues high-value hands.
- Silent Saheiji: prefers closed hands and seldom declares riichi.
- Yataro the Kakemawari: aims for quick wins.
- Clairvoyant Isuke: strong hand-building and difficult to win ron against.
Rakugai:
- Ironclad Jinbei: becomes defensive against riichi.
- Shamisen Ogin: continues pursuing her own hand despite riichi.
- Otome the Cricket: makes frequent chi and pon calls.
- Yoichi the Strong Wind: aims for quick wins.
- Shigeichi the Buddha: strong hand-building and difficult to win ron against.
These are tendencies, not reliable scripts. Saheiji's silence does not mean safety; Otome's calls do not necessarily mean a valuable hand; a defensive Jinbei can still self-draw.
DEFENDING A GOOD SCORE
An opponent's own discarded tiles are the strongest safety starting point against that opponent's ron. After riichi, tiles discarded and passed over by that player remain safe against that player's ron. They are not automatically safe against the other two players.
Suji helps estimate sequence waits but is not a guarantee. For example, a discarded 4 reduces some two-sided danger around 1 and 7, yet those tiles can still complete pairs, triplets, edge waits or special hands. Visible tile exhaustion can rule out certain shapes, but the same tile may still be dangerous in another shape.
If your hand is far from ready and an opponent declares riichi, folding is often better than chasing a one-han win. Discard your safest available tile, even if it breaks a useful sequence. If your hand is ready with strong value and a good wait, pushing can be reasonable, especially as dealer or when you need points to recover.
Check remaining visible winning tiles before riichi. A beautiful two-sided wait is weak if almost every copy is already exposed. Conversely, a modest hand with many live outs may be the right way to end a match while above 50,000.
Do not open a new kan merely because the button appears. It adds uncertainty, reveals extra bonus potential and can turn another player's riichi into a much more expensive threat. Protect the score you already earned.
KENZAN! MAHJONG: SCORING, OPPONENTS AND KEEPING THE LEAD
· Games/Ryu ga Gotoku Kenzan!