What is Kabe (Wall)?
Kabe (壁) refers to a state where all 4 tiles of a certain type are visible in mahjong, or the defensive theory utilizing this. For example, if all four
are visible, ryanmen waits like 
or 
become physically impossible, making
or
safer.
The name “kabe” (wall) expresses a wall-like state where sequences using that tile cannot be made.
Detailed Explanation of Kabe
Kabe Principle
When all four :3m: are visible:
- :1m::2m: ryanmen wait (:3m: wait) → Impossible
- :3m::4m: ryanmen wait (:2m::5m: wait) → Impossible
- :2m::3m: ryanmen wait (:1m::4m: wait) → Impossible
Conclusion: :1m::2m::4m::5m: safety increases
Safe Tiles from Kabe
| Wall tile | Safer tiles | Reason |
|---|---|---|
4 visible | ![]() ![]() ![]() ![]() | Can’t make ryanmen taatsu |
4 visible | ![]() ![]() ![]() ![]() ![]() ![]() | Negates multiple ryanmen |
4 visible | ![]() ![]() ![]() ![]() ![]() ![]() | Central wall has big effect |
Kabe Strength
-
Complete wall (4 visible)
- 100% that tile won’t appear
- Nearby tiles also safer
-
3-tile wall
- Functions almost as wall
- Remaining 1 tile unlikely
Usage Examples
Real Game Situations
Example 1: Confirming Kabe
"All four :3s: visible, so :1s::2s: is safe from wall"
":5m: is a wall, :6m: should be okay to discard"
Example 2: Using in Defense
"Using wall, this :4p: is relatively safe"
"No wall or suji... this is dangerous"
Example 3: Advanced Kabe Reading
"Dora 4 visible is wall, no dora wait"
"Late game has more walls, easier to read"
Types and Effects of Kabe
One Chance
3 tiles of a certain type visible
→ 1 remaining (one chance)
→ Wait on that tile unlikely
No Chance
4 tiles of a certain type visible
→ 0 remaining (no chance)
→ Wait on that tile impossible
Effect by Wall Position
| Wall position | Affected range | Value |
|---|---|---|
| 1・9 | ![]() ![]() ![]() ![]() | Low |
| 2・8 | ![]() ![]() ![]() ![]() ![]() ![]() | Medium |
| 3・7 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | High |
| 4・5・6 | Wide range | Highest |
Related Terms
- Genbutsu: 100% safe tiles
- Suji: Reading ryanmen waits
- One Chance: 3 visible state
- No Chance: 4 visible state
- Anzenhai: General safe tiles
Common Mistakes and Points to Note
Points Beginners Often Mistake
-
Oversight
- Check discards, calls, dora indicators
- Include hand tiles in count
-
Overreliance on kabe
- Less effective against kanchan
- Ineffective against tanki
-
Handling 3-tile walls
- Not 100% safe
- Judge by situation
-
Terminal walls
- 1・9 walls have limited effect
- Central walls more valuable
Defense Tactics Using Kabe
How to Count Kabe
- Check discards (discarded tiles)
- Check calls (pon, chi, kan)
- Check dora indicators
- Check your hand
- Calculate total
Combined Kabe + Suji Reading
:4m: discarded (suji)
and :3m: 4 visible (kabe)
→ :1m: has higher safety
Waits Where Kabe Doesn’t Work
Kabe Theory Limitations
| Wait type | Kabe effectiveness |
|---|---|
| Ryanmen machi | ◎ (Very effective) |
| Kanchan machi | △ (Partially effective) |
| Penchan machi | ○ (Effective) |
| Tanki machi | × (Ineffective) |
| Shanpon machi | × (Ineffective) |
Kabe Applications
Creating Kabe Tactics
Collect and discard specific tile early
→ Creates wall for opponents
→ Related tiles appear more easily
Using Kabe for Waits
When :3m: 4 visible
→ :4m: tanki wait appears easily
→ Near wall is relatively safe
Kabe Statistics
Late Game Kabe Occurrence
- Turn 17: Average 2-3 types of walls
- 4 visible probability per tile: About 10%
- Safety increase from wall: About 20-30%
Conclusion
Kabe is a defensive theory where 4 (or 3) tiles of a type being visible negates ryanmen waits using that tile, increasing nearby tile safety. It’s an important defensive technique alongside genbutsu and suji, and using them together enables more accurate defense. Beginners should practice accurately counting 4 visible tiles and finding safe tiles from walls.




