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Japanese Sanma

3-Player · Delta of Riichi · High-Tempo, High-Variance
3 players 108 tiles 13-tile hand win gate: 1 yaku difficulty 3/5
01 · Snapshot

The whole game at a glance

Players
3 · East / South / West · no North seat · play runs counterclockwise
Tiles
108: characters trimmed to 1 and 9 only, full dots and bamboo, all 7 honours. No flowers, seasons, or bonus tiles.
Hand
13 tiles (dealer 14 before discarding) · 4 sets + 1 pair
Win gate
At least 1 yaku. Dora alone does not count – including a North pull, which adds dora but no yaku.
Calls
No chii. Pon and kan only, from any player.
Rounds
East + South (hanchan) by default, but East-only (tonpuusen) is common; agree it at the table.
Scoring
Same han × fu table as Riichi, from a 35,000-point pool · tsumo pays less than ron
Signature
Kita (the North pull): on your turn you may set a North tile aside as a banked bonus dora, scoring +1 han and drawing a replacement. North stops being a seat wind and becomes a fourth dora family you harvest tile by tile.

Best for Riichi players who want a quicker, higher-variance game – bigger hands, constant pon calls, and the dama-over-riichi tension that tsumo-loss creates.

02 · The Walkthrough

Everything you need for your first hand

Read this chapter as a delta Sanma is Japanese Riichi with three players and a shrunken tile set. Everything not called out as different here or elsewhere in this chapter is identical to the Riichi chapter. If your table already plays Riichi, skim the walkthrough below for what's changed and treat the rest as a refresher.
The Goal
Collect 14 tiles that form four sets of three plus one pair, worth at least 1 han from yaku alone, before anyone else does.
Requirements
  1. Three players. Seats are East, South, and West; there is no North seat, and both seating and play run counterclockwise. Draw lots for seats; whoever draws East is the first dealer.
  2. 108 tiles. Full dots and bamboo suits (1–9, four copies each) and all seven honours, but characters keep only their two terminals, 1 and 9. No flowers or bonus tiles – this is Riichi's tile set with the characters suit trimmed down.
Setup
  1. Deal. The dealer takes 14 tiles; the other two players take 13 each. One dora indicator is flipped from the dead wall before play starts. The wall-building and dealing procedure is in Section 05.
Gameplay
  1. Take turns: draw one, discard one. East goes first, then South, then West, counterclockwise. On your turn, draw one tile from the wall, then discard one face-up. Exception: East (with 14 tiles) discards on the first turn.
  2. Claim discards (optional). Claiming (pon or kan – no chii in Sanma) skips your draw, not your discard: take the tile, then discard one from your hand. Full rules in Section 06.
  3. Win.Your hand must pass two checks: Shape (four sets plus a pair, or a special shape) and Value (at least 1 han, from yaku only; the patterns are in Section 07). Pass both, declare your win.
03 · Tiles

What's on the table

Sanma trims the four-player set in one place: the characters suit is cut down to its two terminals. Everything else – the full dots and bamboo suits, all four winds, all three dragons – is the standard Riichi set, four of each kind. There are still no flowers, seasons, or bonus tiles. The total drops from 136 to 108.

Characters · 82 through 8 of characters are removed. Only the 1 and the 9 stay in, four copies each. Keeping the terminals is what lets Thirteen Orphans and All Terminals still be built.
Characters
· manzu
1 … (2–8 removed) … 9
Dots & Bamboo · 72Full suits, 1–9, four copies each, untouched from four-player Riichi. The 1 of bamboo still commonly shows a bird rather than a single stick.
Dots
· pinzu
1 2 3 4 5 6 7 8 9
Bamboo
· souzu
1 2 3 4 5 6 7 8 9
Why the characters cut matters Because characters have no middle tiles, no character sequence can ever form. A character tile is always a terminal – part of a triplet, a kan, a pair, or a Thirteen Orphans set. This quietly kills one yaku and reshapes a few others (Section 07), and it makes half flush far more common, since each hand is fighting over one fewer full suit.
Winds & Dragons · 28Four each of the winds and dragons. Dragons and the active winds still score as value honours (yakuhai): a triplet of dragons, of your seat wind, or of the round wind is itself a yaku. With only three seats, the seat winds in play are East, South, West; the round wind is East (and South, if you play the South round).
East ×4
South ×4
西
West ×4
North ×4
the kita tile
Red Dragon ×4
Green Dragon ×4
White Dragon ×4
North is special in Sanma With no North seat, the North tile is never a seat wind and is never the round wind, so a North triplet is not a value honour. Instead North becomes the kita bonus-dora tile: you pull it aside one at a time for +1 dora each (Section 08). A North left sitting in your hand scores nothing until you pull it.
Red fives · 2Two, not three: one red 5-pin and one red 5-sou. There's no 5-man to make red.
Red fives
赤ドラ · aka dora
5 5
Total: 108 tiles = 8 characters + 36 dots + 36 bamboo + 16 winds + 12 dragons · no bonus tiles
04 · Building a Hand

What a winning hand looks like

The goal. A winning hand is 14 tiles: four sets, plus one pair – or one of two special shapes. Between turns you hold 13; the 14th is the tile that completes your hand, whether you draw it yourself or claim it from a discard.

The sets · you need four, any mix
Sequence (chii)Three consecutive tiles, one suit. Never wraps, and honours never form one. Because characters keep only their terminals, sequences exist in dots and bamboo only – and in Sanma, a sequence can never be claimed from a discard; it must come from your own draws.
Triplet (pon)Three identical tiles. Either other player may claim a discard to complete one.
Quad (kan)Four identical tiles, concealed or melded, counting as a single set. Declaring one draws a replacement tile from the dead wall; how and when you can form one is in Section 06, and its dora consequences are in Section 09.

Any combination of these counts. Your hand does not need one of each.

No wild tiles Japanese Sanma has no jokers and no substitutes – every set is built from genuine matching or consecutive tiles.
The pair · exactly one
PairTwo identical tiles, the hand's only non-set piece. Claimable from a discard solely as your winning tile, never mid-hand to build the pair itself.

Two special shapes skip this four-sets-plus-pair structure entirely: Seven Pairs (seven different pairs, no sets at all) and Thirteen Orphans (one of every terminal and honour, plus a duplicate of any one) – both still buildable in Sanma, since the character terminals remain. Both are defined fully as scoring patterns in Section 07.

Example · a legal winning hand
234 678 999 55 + North pulled aside →
Two sequences (2–3–4 pin, 6–7–8 sou), a Red Dragon triplet, a 9-man triplet, and a 5-pin pair: one legal mix among many, with a North pulled aside as kita. Counting the han:
Value Honour1 han – the Red Dragon triplet.
Total1 han – clears the win gate on its own. The pulled North adds its own +1 dora on top, once the hand already qualifies; dora never counts toward the gate itself.

To win, your hand must pass both checks

① ShapeFour sets + one pair, 14 tiles – or one of the two special shapes above.
② ValueValue is measured in han, this variant's scoring unit. Your hand needs at least 1 han, counting yaku only – dora, including every North you pull, never counts on its own. Every way to earn han is in Section 07.

A hand can pass Shape and still fail Value: a structurally complete hand with no yaku is not a legal win yet, even one tile from finishing. Keep improving it, or declare riichi and wait – full rules in Section 06.

05 · Setup

Seats, wall, and the deal

SeatsPlayers draw lots for their seat winds. Whoever draws East takes the East seat and is the first dealer; the others take South and West. There is no North seat – only three players sit. Seating and play run counterclockwise: South sits to East's right, West to East's left.
TABLEEASTDEALERSOUTH西WESTNORTH(no seat · 3 players)123
Three-seat layout & turn direction. East's panel is outlined in red with the starting dot. Only three seats are filled; the North position is empty. The swept arrows run counterclockwise, East → South → West, before returning to East.
Three directions in one setup The break is counted one way, the deal runs the other way, and turns run back the first way. Keep them straight and the rest of setup is easy.
1. Break point counterclockwise count seats from East 2. Deal clockwise tiles leave the wall 3. Play counterclockwise turns pass round
The three directions. Counting the break runs counterclockwise from East; dealing then runs clockwise from the break point; turns during play run counterclockwise again, matching the swept arrow in the seating diagram above. The deal and the play sweep opposite ways – this is the setup step beginners get wrong most often.
WallAll 108 tiles are shuffled face down. Each of the three players builds a wall section 18 stacks long, 2 tiles high – 36 tiles per side. The three sections form an open-sided square: South across the top, West on the left, East on the right. The North side stays empty – there is no fourth wall on a Sanma table.
SOUTH – 18 stacks ×2 = 36 WEST – 18 stacks ×2 = 36 EAST – 18 stacks ×2 = 36 open – no North wall open-sided · 108 tiles
Wall build, Sanma. Top-down view of three wall sections forming an open-sided square. Each bar is one player's 36-tile wall, two tiles high. The North side is empty – no fourth player, no fourth wall.
BreakSanma breaks the wall the same way as Riichi: one dice throw. East rolls two dice and sums them. That single number counts seats counterclockwise from East (East's own wall is 1), wrapping through the three seats, to pick which wall breaks; the same number then counts stacks from that wall's right-hand end to mark where.
SOUTH WEST EAST open – no North wall BREAK
Break point (example). A single throw of the dice has selected a wall and the stack on it. The marker shows where the wall opens; the arrow shows the direction tiles are drawn into the live wall.
Dead wallCounting back from the break, the last 14 tiles form the dead wall (seven stacks), same as Riichi. Two things change. First, the dead wall has to feed eight replacement draws, not four – because both kans and kita pulls draw a replacement. Second, to leave room for those eight slots, the initial dora indicator is flipped on the top tile of the fifth stack from the break end, rather than the third.
DoraA bonus indicator, flipped face-up from the dead wall at the start of the hand. Whatever tile comes next in sequence after it is the dora – hold a copy in your finished hand and it adds +1 han each, on top of your yaku. Dora never counts toward the win gate by itself; full rules, including the kita and kan-dora that join it, are in Section 09.
LIVE WALL drawn from here DEAD WALL – 7 stacks (14 tiles) break R1 R2 R3 R4 R5 R6 R7 R8 D ura K1 ura K2 ura 1·2 3·4 5·6 7·8 D tile positions counted from the break end → 8 replacement slots shared by kans AND kita pulls (top then bottom, working inward) dora indicator = top of the 5th stack from the break (deeper than Riichi's 3rd, to clear the 8 slots) K1, K2… flip rightward, one per kan · ura beneath last live tile slides in (L) topped up from this end after every kan or kita, so the dead wall always stays 14 tiles
Sanma dead wall, labelled. Still 14 tiles, but the first eight tiles from the break are replacement slots (R1–R8), drawn top-of-a-stack-then-bottom and shared by every kan and every kita pull. The initial dora indicator (D) sits on the top of the fifth stack from the break – two stacks deeper than four-player Riichi – with its ura-dora beneath. Kan-dora K1, K2… flip rightward, one per kan. After each replacement is taken, the last live tile slides onto the far end to hold the dead wall at 14.
DealDealing runs the same way as Riichi, just one seat shorter. Starting with East, each player takes four tiles (two stacks) in turn, three times around the three seats – twelve tiles each.
read right → left (the order tiles actually leave the wall) E E E E S S S S W W W W E E E E S S S S W W W W E E E E S S S S W W W W one 4-tile stack at a time, E → S → W → E… (3 full passes = 12 tiles each)
Dealing, right-to-left stack pattern. Starting at the stack nearest the break, East takes a full stack of 4, then South and West each take the next stack of 4 to the left – three full passes until everyone holds 12 tiles. With only three seats, each pass is three stacks, not four.
jump-draw finale – 3 columns × 2 rows E W E S dashed cells = blank, not drawn
Jump-draw finale. Top row: E, W, E. Bottom row: S, blank, blank. East and South take their first stack together (column 1 top + bottom). East then jumps over column 2 to take the top tile of column 3, while West takes the top of column 2. Result: East 14 (12 + 1 + 1), South 13 (12 + 1), West 13 (12 + 1). No North row.
After the deal: East holds 14, South · West hold 13 each.
No pre-play exchange Japanese Sanma has no flowers to reveal and replace, and no passing phase. Once the deal is complete and the initial dora indicator is flipped, play begins immediately with East's first discard.
06 · Playing a Turn

Draw, act, discard, react

Your turn

1 · DrawOne tile from the live wall.
2 · Act (optional)Declare a kan (replacement tile + new kan-dora). Declare kita if you hold a North: set it aside for +1 dora and draw a replacement (Section 08). Declare riichi if your hand is closed and ready. Or win by self-draw (tsumo).
3 · DiscardOne tile face-up in your row. The reaction window opens, and closes the moment the next player touches the wall.

Declaring riichi

RequirementsClosed and tenpai: one tile from a complete hand, with no calls made.
DeclareSay "riichi," discard your chosen tile sideways, and stake a 1,000-point stick as your deposit. It goes to whoever wins the hand next.
Locked inYour hand is fixed from this point on. Only a qualifying concealed kan may still change it.
RewardsRiichi is itself a yaku, worth 1 han on its own. Win within one uncalled go-around and you also gain ippatsu; winning at all reveals the ura-dora.
Why dama can beat riichi here Because tsumo pays less than ron in Sanma (Section 10), some players hold a closed ready hand dama (silent, no riichi) to ron an opponent for full value instead of self-drawing for less.

Reactions to a discard

A reaction window opens on each discard and closes the moment the next player draws. Only the most recently discarded tile can be claimed, and you cannot claim your own discard.

PonEither other player holding a matching pair claims the discard for a triplet. Reveal, discard; a player skipped in between loses their turn.
KanEither other player holding a matching triplet claims the discard for a quad. Draw a replacement, flip a new kan-dora.
RonWin on the discard. Hand must be complete, hold at least one yaku, and not be furiten (a temporary block on ron wins, explained below).
No chii in Sanma You cannot claim a discard to build a sequence – Tenhou states it plainly: チーはできない ("you cannot call chii"). Sequences must be completed from your own draws. Pon and kan on discards are unaffected.
Priority: RON > PON / KAN  ·  tied rons: nearer counterclockwise after the discarder wins it (head-bump)  ·  one winner per hand
Swap-calling (kuikae) is forbidden You may not claim a tile and immediately discard the same tile. With no chii, the sequence-end form of swap-calling can't arise.

Declaring a win: the checks

① ShapeFour sets + one pair, or Seven Pairs, or Thirteen Orphans. The winning tile may complete a sequence (dots or bamboo only), a triplet, a pair, or the Thirteen Orphans shape. Any pulled Norths sit off to the side and are not part of the 14.
② GateAt least one yaku. Dora – including every kita – does not satisfy this on its own. If the only thing your hand has going for it is dora, you cannot declare – keep playing.
③ Blocked?Furiten blocks a ron win only; self-draw is always still allowed. Discard furiten: any of your own discards would complete your hand, blocking ron on every wait for as long as it sits in your pool. (Pulled Norths are not discards and never cause this.) Temporary furiten: you passed up a winning discard this go-around, clearing on your next draw or call. Riichi furiten: passed after declaring riichi, lasting the rest of the hand.
Special winsChankan: ron the tile an opponent adds to a melded kan. Rinshan: win on the replacement drawn after your own kan or kita, counting as a self-draw. A concealed kan can never be robbed, and a robbed kita awards no chankan han.
④ DeclareTsumo: say "tsumo," reveal, keep the winning tile visibly apart so its fu and yaku can be read – remember tsumo pays less than ron here (Section 10). Ron: say "ron," reveal, leave the tile in the discarder's pool.
False win (chonbo)Declaring with no yaku, the wrong shape, or on a tile you're furiten on: the hand resets and the offender pays a penalty to the other two players (a common value is mangan-sized). Being tenpai with no yaku at an exhaustive draw is completely fine on its own – it only becomes a chonbo if you actually declare a win without one.
07 · The Scoring Pattern Catalog

Every scoring pattern in standard play

This catalog is your hand's Value, itemized. Every pattern below is a yaku: a named hand pattern worth a set number of han. Clearing the win gate means qualifying for at least one yaku on this list – keep this section open while you decide what your hand is trying to become.

ClosedNo melded groups anywhere in your hand – a concealed kan still counts as closed. Required for riichi, pinfu, and every other CLOSED-marked yaku below.
OpenThe moment you claim a pon or kan from a discard, your hand becomes open. CLOSED-only yaku are unavailable for the rest of the hand; yaku marked ↓ still score, just for one han less.
CLOSED = closed hands only  ·  ↓ = one han less when open
What the shrunken set does to the yaku list This is the four-player Riichi list, inherited intact, with three consequences of the characters cut: Mixed Sequences (sanshoku doujun) is impossible and removed, since there's no characters run to match a dots and a bamboo run. Full Straight (ittsuu) can only be built in dots or bamboo. And Mixed Triplets (sanshoku doukou) survives only on 1s or 9s, since those are the only characters tiles left. Everything else – including Thirteen Orphans and the terminal yakuman – carries over unchanged.

Honor Based

Value HonourA triplet/quad of dragons, your seat wind, or the round wind. Each one scores; a double wind scores twice.1
Little DragonsTwo dragon triplets plus a pair of the third; the triplets also score as value honours.2
All HonoursOnly winds and dragons.YKM
Little WindsThree wind triplets plus a pair of the fourth wind.YKM
Big DragonsTriplets/quads of all three dragons. May trigger liability.YKM
Big WindsTriplets/quads of all four winds. May trigger liability.YKM

Sequence Based

PinfuFour sequences plus a valueless pair, won on a two-sided wait. Zero fu by design. Closed hands only.1
Twin SequencesTwo identical sequences: same numbers, same suit. Closed hands only.1
Double Twin SequencesTwo independent pairs of twin sequences. Closed hands only.3
Full Straight ↓1-2-3, 4-5-6, 7-8-9 sequences in one suit – dots or bamboo only in Sanma. (1 han open.)2
Mixed Sequences (sanshoku doujun) is impossible in Sanma. It needs the same run in all three suits, and characters have no sequences left to match.

Triplet Based

All TripletsFour triplets/quads and a pair; no sequences.2
Mixed TripletsThe same-numbered triplet in all three suits – in Sanma, only buildable on 1s or 9s.2
Three Concealed TripletsThree triplets/quads formed without claiming.2
Three QuadsThree kans in one hand.2
Four Concealed TripletsFour concealed triplets/quads. Closed hands only.YKM
Four QuadsFour kans. May trigger liability payment.YKM

Terminal & Honor Triplets

Common TerminalsOnly terminals and honours.2
Perfect TerminalsOnly terminals (1s and 9s), no honours.YKM

Suit Based

Common Ends ↓Every set and the pair contains a terminal or honour; at least one sequence and one honour. (1 han open.)2
Perfect Ends ↓Every set and the pair contains a terminal, no honours; at least one sequence. (2 han open.)3
Common (Half) Flush ↓One suit plus honours only. (2 han open.)3
Perfect (Full) Flush ↓A single suit, no honours at all. (5 han open.)6
All GreenOnly bamboo 2, 3, 4, 6, 8 and the Green Dragon.YKM
Nine Gates1-1-1-2-3-4-5-6-7-8-9-9-9 in one suit, plus any tile of it. Closed hands only.YKM

Number Based

All SimplesOnly 2–8 suit tiles; no terminals or honours.1

Special Hands

Seven PairsSeven different pairs. Always 25 fu. Closed hands only.2
Thirteen OrphansOne of each terminal and honour, plus a duplicate of any. Closed hands only.YKM

Win Manner & Timing

Fully Concealed HandSelf-draw win on a fully concealed hand. Closed hands only.1
Last Tile Draw / ClaimSelf-draw on the wall's last tile, or ron on the very last discard.1
After a QuadWon on the replacement tile drawn after your own kan.1
Robbing a QuadRon on the tile an opponent uses to promote a quad.1

Riichi-Specific Declarations

RiichiDeclared riichi and won. Closed hands only.1
IppatsuWon within one go-around of declaring riichi, no calls in between. Closed hands only.1
Double RiichiRiichi declared on your very first discard, no calls before it. Closed hands only.2

First Round Wins (役満 unless noted): base 8,000 each

Blessing of HeavenEast wins by self-draw on the opening deal. Closed hands only.YKM
Blessing of EarthA non-dealer wins by self-draw on their first draw. Closed hands only.YKM
Blessing of ManRon before your first draw. Worth mangan, not a yakuman; not cumulative with anything else.5
08 · The North Pull (Kita)

The signature mechanic

This is the one genuinely new system in Sanma. The North tile is no longer a seat wind – it is a bonus dora you harvest. On English clients it shows as kita; the Japanese term is pei nuki (北抜き).

How to pull a kita

On your turn, after drawing, if you hold a North tile you may declare "kita," lay it face-up beside your hand like a small open meld, and immediately draw a replacement tile from the dead wall. The North you set aside is worth +1 dora. Then continue your turn and discard as normal. You may pull as many Norths as you draw, one per declaration.

Pull North → +1 dora → draw a replacement → carry on. A North left in hand scores nothing.

The rules that matter

Doesn't open your handA concealed hand stays concealed after a kita: riichi, pinfu, and the fully concealed yaku are all still available.
Doesn't satisfy the yaku gateKita is dora, not a yaku. A hand whose only value is pulled Norths still cannot win.
Winning on the replacement is a self-draw winRinshan kaihou ("after a quad"), exactly as if you had drawn it normally.
Allowed after riichiYou may pull a North you draw after declaring riichi. A locked riichi hand can still set aside a North – it never changes your wait.
Breaks ippatsuIt counts as a call. Declaring kita ends your own ippatsu window, and a kita pulled between another player's riichi and their next draw breaks their ippatsu too – the same as any call.
Can't follow a ponYou cannot pull a kita immediately after calling pon.
Ignores furitenA North you set aside is not a discard, so it never puts you in furiten.
When North is also the dora Watch the dora indicator. The wind order is E → S → W → N, so a West indicator makes North the round's dora. When that happens, every North you have pulled is worth its kita dora plus a normal dora – 2 han each instead of 1. A West indicator turns a pile of pulled Norths into a serious payday.
Can a kita be claimed for a win? Yes – if a player is waiting on North, they may declare ron on a kita as it is pulled. The winning hand still needs its own yaku, and no robbing-a-quad han is awarded (it is not a kan). This is a rare edge case, not an everyday event.
09 · Dora

Bonus tiles, not a set type

At the deal, one tile on the dead wall is flipped face-up as the dora indicator. The indicator does not score itself – it points to the tile that does: the next tile in sequence after it. Every dora tile in your final hand is worth +1 han, on top of anything else the hand already earns.

Reading an indicator

Suit tile (dots/bamboo)The next number up, wrapping 9 back to 1. An indicator of 4-pin points to 5-pin as the dora.
CharactersWraps between its two terminals only. An indicator of 1-man points to 9-man as the dora, and an indicator of 9-man points to 1-man – there is nothing between them.
WindEast → South → West → North → East. An indicator of East points to South.
DragonGreen → Red → White → Green. An indicator of Green points to Red.
The West indicator trick The wind dora order is E → S → W → N, so a West indicator points to North as the dora. When that happens, every kita you've pulled scores its own dora on top of its kita han – 2 han each instead of 1. See Section 08 for the full mechanic. Watch the indicator before you commit to pulling.

Four more dora families

Kan-doraOne extra indicator flips for every kan made during the hand, by anyone.
Ura-doraHidden indicators sitting beneath the face-up ones, revealed only if you declared riichi and won.
KitaEach North you pulled aside is +1 dora, doubling to +2 if the indicator is West. See Section 08.
Red fives (aka dora)If your table plays with them, each red 5 in hand is +1 han, on top of normal dora. Sanma carries two: one red 5-pin and one red 5-sou.
Dora cannot open the gate A hand whose only value is dora – ordinary dora, red fives, or pulled Norths – is not a legal win. You still need at least one real yaku first. Dora only inflates a hand that already qualifies.
10 · Settlement

Han, fu, and the payments they set

Sanma uses a running bank, the same as Riichi. Each player starts with 35,000 points (higher than four-player Riichi's 30,000, since there's one fewer player to take from). The valuation engine is identical to four-player Riichi – same han, same fu, same base-value formula and limit names. The only twist is in who pays and how much on a self-draw.

base = fu × 2^(2+han), capped at 2,000  ·  × seat & win type  ·  round up to 100

Counting han first

Han is a running tally: every yaku your hand qualifies for (Section 07), at its listed value, plus +1 for every dora tile (Section 09). An open hand loses a han on any yaku marked ↓. Once you have the total: 1–4 han needs a fu count below; 5+ han skips fu entirely and reads straight off the limit tiers.

Counting fu (only for 1–4 han hands)

Base – 20Every hand starts here, with two shortcut shapes that skip everything else: Seven Pairs is always 25 fu, flat. Pinfu is 20 fu on a self-draw, 30 fu on ron – if either applies, you're done.
How you won+10 for ron on a closed hand (menzen kafu). +2 for self-draw (tsumo) – unless the hand is pinfu, which never takes this 2.
Triplets & kansSequences score 0. For each triplet or kan, start at 2 and double for each condition: ×2 concealed, ×2 terminal or honour, ×4 if it's a kan. A concealed terminal triplet is 2×2×2 = 8; a concealed honour kan is 32.
The pair+2 if the pair is a dragon, your seat wind, or the round wind. +4 if it's a double wind (both seat and round). Any other pair is 0.
The wait+2 for a single-sided wait: an edge wait (the 3 of a 1-2, or the 7 of an 8-9), a closed/middle wait (the gap inside a sequence), or a pair wait. A plain two-sided wait is 0 – that's what lets pinfu reach zero.
Round upRound the total up to the next 10: 22 → 30, 32 → 40, 40 stays 40.
The shortcut most players actually use After a few games you recognize the common results on sight: 20 fu is pinfu + self-draw · 25 fu is seven pairs, always · 30 fu is most open or simple hands, and pinfu by ron · 40 fu is a concealed triplet or a closed-ron hand · 50–110 is rare, mostly honour triplets and kans – count those out by hand.

Limits (5+ han: fu is ignored)

5 hanMangan (満貫) · base 2,000
6–7 hanHaneman (跳満) · base 3,000
8–10 hanBaiman (倍満) · base 4,000
11–12 hanSanbaiman (三倍満) · base 6,000
13+ hanCounted yakuman (yonbaiman) · base 8,000
YakumanBase 8,000 per yakuman.
Same limit ladder as Riichi Kiriage mangan (rounding 4 han 30 fu and 3 han 60 fu up to mangan) is a table toggle, same as in four-player Riichi. Because hands run faster and kita inflates dora, you will reach the limit ladder far more often than in four-player.

Two worked examples

Worked example · closed, ron, riichi + 1 dora (non-dealer)
HanRiichi (1) + All Simples (1) + 1 dora (1) = 3 han
Fubase 20 + closed ron 10 + one concealed simple triplet 4 + closed wait 2 = 36 → round up to 40 fu
Base40 fu × 2^(2+3) = 1,280
Settlementdiscarder pays 4× base = 5,120 → round up to 5,200
Winner receives5,200
Worked example · a Sanma-flavoured hand – pinfu self-draw with riichi, plus two Norths pulled while the indicator is West (non-dealer)
HanRiichi + Pinfu + Fully Concealed (tsumo) = 3, plus 2 kita doubled by the West indicator (2 × 2) = 4. Total: 7 han → haneman.
Fupinfu self-draw is fixed, but ignored at 5+ han
Basehaneman → 3,000, fu ignored
Settlement (tsumo-loss)dealer settles 2× base = 6,000; the other non-dealer settles 1× base = 3,000
Winner receives6,000 + 3,000 = 9,000

Settlement – tsumo-loss

Han, fu, and base value are all identical to four-player Riichi. What changes is the self-draw: with only two opponents, a tsumo settles for less than the same hand won on a discard. This is the tsumo-loss convention, the default on Tenhou.

RonOnly the discarder settles, in full: 4× base on a non-dealer win, 6× base on a dealer win – exactly as in four-player Riichi.
TsumoThe two present opponents each settle their normal share, and that's all that is collected. Non-dealer win: dealer settles 2× base, the other non-dealer settles 1×. Dealer win: each of the two settles 2× base. The absent fourth share is simply never collected.
Honba+300 per continuance counter, added on top: +100 from each opponent on self-draw, +300 from the discarder alone on ron.
Liability (pao)Feeding the final piece of Big Dragons, Big Winds, or Four Quads: the liable player settles in full on a self-draw, or splits it with the discarder on ron.

The tsumo-loss gap, in one example

Take a non-dealer mangan (base 2,000). The ron and tsumo totals are no longer equal:

RonDiscarder settles in full: 8,000.
Tsumo (tsumo-loss)Dealer settles 4,000 + non-dealer settles 2,000 = 6,000 total.

Same hand, same 8,000 ron value as four-player – but the self-draw brings in 6,000 because the fourth player's 2,000 share doesn't exist to collect. In four-player Riichi this same mangan tsumo would total 8,000 (2,000 + 2,000 + 4,000).

Non-dealer, 3 han 40 fu, ron: base 1,280 × 4 → discarder settles 5,200
Same hand by tsumo: dealer settles 2,600 + other non-dealer settles 1,300 → winner receives 3,900, not 5,200
Why tsumo matters less here With only two opponents, a self-draw settles less than a ron because the missing fourth player's share is simply not collected. A closed ready hand is often worth more held dama (silent) to ron an opponent for full value than declared as riichi and self-drawn for less. This single rule is the biggest strategic difference between Sanma and four-player Riichi.
A North-Bisection alternative exists Some friendly tables instead split the missing fourth share between the two payers, so a self-draw totals about the same as a ron. This chapter teaches tsumo-loss as the default because it's the Tenhou ranked standard; if your table prefers no tsumo penalty, agree on North-Bisection before the first hand.
11 · The Full Game

Rounds, ranking, and the finish

Dealer rotationWhen the deal rotates (a non-dealer wins, or a draw with East noten, not ready), the South player becomes East and the three seats shift one place counterclockwise – East → South → West → back to East. When East wins, or draws while tenpai, the deal repeats with a honba added. With only three seats, the dealer button comes back around faster than in four-player.
Dealer bonus & repeatThe dealer scores and pays 1.5× a non-dealer and can repeat the deal. Sanma uses tenpai renchan, inherited from Riichi: East stays dealer with a win, or with tenpai at an exhaustive draw, adding a honba each time. Otherwise the deal rotates and honba reset.
Round structure – a genuine table decision Sanma has no single tournament-fixed game length the way four-player Riichi does. This book defaults to hanchan (East + South) to match the four-player parent game, but tonpuusen (East round only) is the more common online setting – agree it before the first hand. Either way the West round is never played: the round wind only ever advances from East to South.

Exhaustive draw

If the live wall runs out with no winner, players reveal whether they are tenpai (ready) or noten, declaring in turn from East. Sanma uses a smaller penalty pool than four-player Riichi: 2,000 points, not 3,000. The noten side pays the tenpai side:

1 noten, 2 tenpaiThe noten player pays 1,000 to each tenpai (2,000 total).
2 noten, 1 tenpaiEach noten pays 1,000 to the lone tenpai, who collects 2,000.
0 or 3 tenpaiNo exchange.

Riichi deposits stay on the table for the next winner. A tenpai player may choose to declare noten and hide, except after declaring riichi, which forces a tenpai reveal. Some local tables instead use a 3,000-point pool – agree which before you start.

Session end

When it endsThe game ends when the chosen final round's last hand resolves (the end of the East round for a tonpuusen, or the South round for a hanchan), or when a time limit is reached.
Agari-yameSome tables allow it as an option: the dealer ending the game by winning or holding tenpai on the last hand while in the lead. Confirm it before starting.
AbortsTwo four-player aborts cannot happen in Sanma: no four-riichi abort, no four-winds abort – both need a fourth player. A hand ends only with a win or an exhaustive draw. Treat a fourth kan as simply continuing play (no fifth kan), with no nagashi mangan and no bankruptcy unless your table adds them.

Determining the winner

Players rank by final points. The break-even point is the 35,000 each player started with. Most Sanma applies a placement bonus (uma) to the three finishers, but the exact figures vary by platform and table – a common online spread is roughly +15 / 0 / −15 for first, second, and third, sometimes with a starting-to-target points adjustment (oka).

Don't borrow the four-player ladder Because there are three seats rather than four, the four-player +15 / +5 / −5 / −15 uma ladder does not apply here. Confirm your table's uma before you start.
Frequently Asked

Questions players actually ask

Does pinfu work the same way in Sanma as in Riichi?

Yes, identically – four sequences, a valueless pair (guest wind allowed, dragons and valued winds not), fully concealed, won on a two-sided wait. Nothing about Sanma's tile set or player count changes this pattern.

If two players can both ron the same discard, do they both win?

No – only one. The win goes to whichever eligible player sits nearest counterclockwise after the discarder (the “head-bump”); how fast anyone calls doesn't matter. There's only ever one winner per hand. Same rule as Riichi.

Since Sanma has no chii, does the swap-calling ban still apply?

Partly. Swap-calling (kuikae) still bans claiming a tile and then immediately discarding that exact same tile back. But the other half of the Riichi rule – claiming a tile for a sequence and then discarding the tile from the other end of that run – can't come up at all in Sanma, since chii doesn't exist here in the first place.

Can I rob a concealed kan (ankan) the way I can rob an open one?

No. Robbing the kan (chankan) only applies to a kan made by adding a tile to an already-exposed pon. A concealed kan is placed all at once, straight from your hand, so there's no equivalent moment to rob – an ankan is always safe from chankan.

Does this ruleset use red fives (aka dora)?

Not by default, same as Riichi – it's an optional house addition, not part of the standard ruleset. If your table adds them, Sanma only carries two, not three: one red 5-pin and one red 5-sou, since the characters suit has no 5 left to make red.

Does kita count as dora if the dora indicator is West?

Yes, and it doubles. The wind dora order runs East → South → West → North → East, so a West indicator points to North as that hand's regular dora. When that happens, every North tile you've pulled aside for kita is worth its usual +1 kita han plus +1 more as an ordinary dora hit – 2 han per kita instead of 1. Any other indicator, and kita stays a flat +1. Watch the indicator before you commit to pulling North.

Does the dealer keep their seat after winning, or does it always rotate?

Same logic as Riichi – East stays after winning, with a honba added, and stays after a draw only if East is tenpai. The rotation itself is just faster with three seats: when the deal does pass, South becomes the new East and everyone shifts one place counterclockwise.

What happens if the hand ends in a draw?

Same tenpai/noten reveal as Riichi, but with smaller numbers – Sanma uses a 2,000-point pool by default instead of 3,000 (some tables use 3,000 instead; agree beforehand). With only two opponents, there are only two possible splits: one noten player pays 1,000 to each of the two tenpai players, or two noten players each pay 1,000 to the lone tenpai player.

This is a guide to Japanese Sanma Mahjong, built from community-sourced Sanma reference documents (Sanma_Reference.md, Sanma_Difference.docx), read as a delta against the WRC 2025 Riichi rules.

Spot something off?

Played it differently at your table, or think there's a more common way to run a rule? Let us know – genuinely appreciated, and repeated feedback can shape a revision.