What is Atozuke?
Atozuke means calling tiles without having a confirmed yaku, then attaching one later to win. For example, calling chi without yakuhai, then later completing tanyao or getting a triplet of yakuhai.
Whether atozuke is allowed depends on the rules. “Atozuke ari” (allowed) is now mainstream, but some games use “atozuke nashi” (not allowed, also called “sakizuke” or “complete sakizuke”).
Atozuke Examples
| Situation | Call | Later Yaku | Result |
|---|---|---|---|
| No yakuhai | Chi 123 | Get hatsu triplet | Win with yakuhai |
| Has terminals | Pon 456 | Remaining all simples | Win with tanyao |
| Sanshoku attempt | Chi 234 | Complete other suits | Win with sanshoku |
| No yaku | Chi sequence | Draw dora triplet | Win with dora 3 |
Atozuke Ari vs Nashi
Atozuke Ari (Ariari):
- OK to call without yaku
- Win if final hand has yaku
- Current mainstream rule
Atozuke Nashi (Sakizuke):
- Need confirmed yaku before calling
- Can't call without guaranteed yaku
- Traditional rule
Affected Yaku
| Yaku | Atozuke Impact | Notes |
|---|---|---|
| Yakuhai | Call without pair, get triplet later | Most common |
| Tanyao | Call with terminals, drop them later | Works with kuitan |
| Sanshoku | Call one suit, complete others | Higher difficulty |
| Ittsu | Call partially, complete | Quite difficult |
Strategic Value
Atozuke Tactics
| Strategy | Description | Benefit |
|---|---|---|
| Speed focus | Call aggressively without yaku | Higher win rate |
| Yakuhai wait | Progress hand without pair | Flexible building |
| Tanyao shift | Call with terminals | Expand options |
| Defensive call | Stop opponent progress | Defense effect |
When to Use Atozuke
1. Bad starting hand
- Call actively to progress
- Find yaku later
2. Dealer position
- Prioritize speed for renchan
- Small wins are fine
3. Point lead
- Take risks for offense
- Win rate priority
4. Late game shaping
- Get tenpai first
- Figure out yaku after
Without Atozuke (Sakizuke)
Calling Requirements
| Situation | Can Call? | Reason |
|---|---|---|
| Has yakuhai pair | Yes | Yaku confirmed |
| No yakuhai | No | No guarantee |
| Tanyao certain | Yes | All simples |
| Has terminals | No | Tanyao uncertain |
Sakizuke Strategy
Yaku confirmation priority:
1. Yakuhai (most reliable)
2. Tanyao (simples only)
3. Sanshoku/Ittsu (with prospects)
4. Dora pon (not yaku but valuable)
Common Mistakes
-
Not checking rules
- Confirm atozuke rules first
- Check online game settings
-
Risk of yakuless call
- Without atozuke, no yaku = no win
- Tenpai with no yaku = chombo risk
-
Dora misconception
- Dora is NOT a yaku
- Riichi impossible after calling
-
Sakizuke failure
- Calling without yaku prospect
- Penalty possible
Statistics
Atozuke Success Rates
| Call Pattern | Success Rate | Notes |
|---|---|---|
| Yakuhai single wait | ~25% | Most common |
| Tanyao shift | ~40% | Need many simples |
| Sanshoku shift | ~15% | High difficulty |
| Lucky yaku | ~10% | Unplanned |
Win Rate Comparison
With atozuke allowed:
- Average win rate: 25-30%
- Call rate: 40-50%
Without atozuke:
- Average win rate: 20-25%
- Call rate: 25-35%
Online Mahjong
| Platform | Default | Changeable |
|---|---|---|
| Mahjong Soul | Atozuke allowed | Room settings |
| Tenhou | Atozuke allowed | Some tables |
| MJ | Atozuke allowed | Fixed |
Related Terms
- Sakizuke: Confirm yaku before calling
- Kuisagari: Han reduction when calling
- Naki: Calling tiles
- Ariari: Atozuke + kuitan allowed
Summary
Atozuke means calling without confirmed yaku and attaching one later. In modern mahjong, this is widely accepted and enables flexible hand-building, especially for beginners. However, some games don’t allow it, so always confirm the rules before playing. Using atozuke skillfully increases your win rate and adds variety to your mahjong. Understand this option to make optimal decisions based on the situation.