hand-patterns

Essential Mahjong Hand Patterns Every Player Should Know

7 min readBy Oh Mahjong
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Understanding common hand patterns helps you recognize winning opportunities and plan your strategy effectively. This guide covers the essential patterns every mahjong player should know.

Standard Winning Hand Structure

The most common winning hand follows this formula:

4 Sets + 1 Pair = 14 tiles

Where each set can be:

  • Sequence (順子) - Three consecutive tiles of same suit
  • Triplet (刻子) - Three identical tiles
  • Quad (槓子) - Four identical tiles (counts as triplet + bonus)

And the pair:

  • Eyes (雀頭) - Two identical tiles

Let's explore the patterns built from these building blocks.

Pattern 1: All Sequences (All Chows)

Structure: 4 Sequences + 1 Pair

Example: 123m 456m 789p 234s 55s

Characteristics:

  • Easiest pattern to complete
  • Uses consecutive tiles efficiently
  • Low scoring but fast
  • Good for beginners

When to Build:

  • Early hand shows many consecutive tiles
  • Want quick completion
  • Playing for speed over points

Japanese Yaku:

  • Pinfu (if concealed with good wait)
  • Tanyao (if all 2-8 tiles)

Pattern 2: All Triplets (All Pongs)

Structure: 4 Triplets + 1 Pair

Example: 111m 555m 999p 333s EEE

Characteristics:

  • Harder to complete (need matching tiles)
  • Higher scoring
  • Often involves calling tiles
  • Less flexible than sequences

When to Build:

  • Starting hand has multiple pairs
  • Early triplets forming naturally
  • Want higher value hand

Japanese Yaku:

  • Toitoi (2 han)
  • Sanankou (3 concealed triplets = 2 han)

Pattern 3: Mixed Hand (Sequences + Triplets)

Structure: Mix of sequences and triplets

Example: 123m 456m 777p 888s 99s

Characteristics:

  • Most flexible approach
  • Adapts to tile draws
  • Moderate difficulty
  • Common in actual play

When to Build:

  • Starting hand is mixed
  • Want to keep options open
  • Balanced strategy

Scoring:

  • Depends on other elements (honors, concealment, etc.)

Pattern 4: Seven Pairs (七対子)

Structure: 7 Pairs (no sets)

Example: 11m 33m 55p 77p 99s EE WW

Characteristics:

  • Special pattern (not 4+1 structure)
  • Must be concealed
  • 2 han in Japanese mahjong
  • Unique waiting patterns

When to Build:

  • Starting hand has 4+ pairs
  • No good sequence potential
  • Want alternative to standard pattern

Rules:

  • All seven pairs must be different
  • Cannot use same tile four times as two pairs
  • Must be concealed

Pattern 5: Thirteen Orphans (国士無双)

Structure: One each of all terminals and honors + one pair

Tiles Required: 1m 9m 1p 9p 1s 9s E S W N R G B + one pair from these

Characteristics:

  • Extremely rare
  • Yakuman (maximum score)
  • Must be concealed
  • Very difficult to complete

When to Build:

  • Starting hand has 10+ different terminals/honors
  • Willing to gamble on rare hand
  • Can hide intention well

Pattern 6: Full Flush (一色手)

Structure: All tiles from one suit only

Example (Characters flush): 111m 345m 678m 999m 22m

Characteristics:

  • High scoring (6 han in Japanese if concealed)
  • Moderate difficulty
  • Requires early commitment
  • Discards make pattern obvious

Types:

  • Chinitsu (清一色): Pure flush, one suit only
  • Honitsu (混一色): Half flush, one suit + honors

When to Build:

  • Starting hand heavily favors one suit (8+ tiles)
  • Can afford to discard other suits early
  • Want high-value hand

Pattern 7: Outside Hand (Terminals in Every Set)

Structure: Every set contains a 1, 9, or honor

Example: 123m 789m 111p 999s EEE

Characteristics:

  • Higher scoring than simple hands
  • Uses terminals and honors
  • Medium difficulty

Types:

  • Chanta (混全帯么九): With honors, 2 han
  • Junchan (純全帯么九): No honors, 3 han

When to Build:

  • Good terminal/honor distribution
  • Want moderate scoring boost
  • Can form sets efficiently

Pattern 8: Terminals and Honors Only

Structure: Only 1s, 9s, winds, and dragons

Example: 111m 999m EEE WWW RRR

Characteristics:

  • Very high scoring
  • Extremely difficult
  • Rarely completed
  • Usually yakuman (limit hand)

Types:

  • Honroto (混老頭): Mix of terminals and honors
  • Tsuuiisou (字一色): All honors only (yakuman)

Pattern 9: Three Color Patterns

Structure: Same pattern in all three suits

Example (Three Color Straight): 234m 234p 234s 111m 99m

Characteristics:

  • Aesthetically pleasing
  • 2 han in Japanese
  • Requires specific tiles
  • Medium difficulty

Types:

  • Sanshoku Doujun (三色同順): Same sequence all suits
  • Sanshoku Dokou (三色同刻): Same triplet all suits

When to Build:

  • Notice matching patterns forming
  • Want stylish medium-value hand

Pattern 10: Three Concealed Triplets

Structure: 3+ triplets self-drawn

Example: 111m 555p 999s 234m 77m

Characteristics:

  • 2 han (3 triplets) or yakuman (4 triplets)
  • Must be self-drawn (not called)
  • Moderate to high value
  • Common enough to be practical

Strategy:

  • Don't call pons - stay concealed
  • Pray for matching tiles
  • Can reveal final triplet

Recognizing Pattern Potential

Early Hand Analysis (Turn 1-3)

Look for:

  • Multiple pairs → Consider all triplets or seven pairs
  • Consecutive tiles → Build sequences
  • One suit dominant → Consider flush
  • Many honors/terminals → Outside hand or special

Mid-Game Pivot (Turn 5-8)

Evaluate:

  • Is current pattern working?
  • Should I switch direction?
  • Can I salvage into simpler pattern?

Pattern Commitment

Some patterns require early commitment:

  • Flush - Must discard other suits early
  • Seven Pairs - Can't call tiles
  • Thirteen Orphans - Need specific tiles

Others stay flexible:

  • Mixed hand - Can adapt to draws
  • All sequences - Many tiles work

Pattern Scoring Quick Reference

Low Value (1-2 han):

  • All Sequences (Pinfu)
  • All Simples (Tanyao)
  • Value Tiles (Yakuhai)

Medium Value (2-4 han):

  • All Triplets (Toitoi)
  • Seven Pairs (Chiitoitsu)
  • Outside Hand (Chanta)
  • Three Color Patterns

High Value (5-6 han):

  • Full Flush (Chinitsu)
  • Pure Outside Hand (Junchan)

Limit Hands (Yakuman):

  • Thirteen Orphans
  • All Honors
  • Four Concealed Triplets
  • Nine Gates
  • Four Quads

Common Pattern Mistakes

1. Forcing Rare Patterns

Don't chase thirteen orphans or flush if the tiles aren't coming. Know when to switch to a simpler pattern.

2. Not Recognizing Seven Pairs

Many beginners try to force sets when they have 5-6 pairs. Seven pairs is often faster.

3. Breaking Up Good Patterns

You have 234m, 234p and discard 234s components. Keep three-color potential!

4. Mixing Incompatible Patterns

Can't build flush and three-color simultaneously. Choose one direction.

Practice: Identify the Pattern

Exercise 1

Hand: 111m 234m 567m 789m 22m

Pattern: Full Flush (Chinitsu) - All characters

Exercise 2

Hand: 11m 44m 66p 88p 99s EE WW

Pattern: Seven Pairs (Chiitoitsu)

Exercise 3

Hand: 123m 123p 123s 777m 99m

Pattern: Three Color Straight (Sanshoku Doujun)

Key Takeaways

✓ Standard hand = 4 sets + 1 pair ✓ Sets can be sequences or triplets ✓ Special patterns exist (seven pairs, thirteen orphans) ✓ Flushes use one suit only ✓ Outside hands use terminals/honors ✓ Early hand shape suggests best pattern ✓ Stay flexible vs commit early depending on pattern ✓ Higher value patterns are harder to complete ✓ Know when to abandon rare patterns

Next Steps

To master hand patterns:

  1. Memorize the main patterns - Know them by sight
  2. Practice hand reading - Can you identify hands quickly?
  3. Study yaku combinations - How patterns combine for points
  4. Analyze your games - Which patterns do you complete most?
  5. Learn variant differences - Patterns may score differently

Understanding patterns transforms you from someone following rules to someone playing strategically. You'll start seeing opportunities in your starting hand and know exactly what to build toward.

Happy pattern hunting!

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