What is Yakuman?
Yakuman (役満) refers to the highest scoring special hands in mahjong. Formally called “yakumangan” (役満貫), it awards 32,000 points for child and 48,000 points for parent.
Yakuman is extremely difficult to achieve, with an occurrence probability of about 0.03% (roughly 1 in 3,000 hands). However, this rarity and high score make it a dream for mahjong players.
Detailed Explanation of Yakuman
Basic Yakuman Information
| Item | Details | Notes |
|---|---|---|
| Points (Child) | 32,000 pts | Ron win |
| Points (Parent) | 48,000 pts | Ron win |
| Tsumo (Child) | 8,000 all | Total 24,000 pts |
| Tsumo (Parent) | 16,000 all | Total 48,000 pts |
| Han Equivalent | 13 han equivalent | No actual han |
List of Yakuman Types
Main Yakuman (13 types):
1. Kokushi Musou (Thirteen Orphans)
2. Suuankou (Four Concealed Triplets)
3. Daisangen (Big Three Dragons)
4. Tsuuiisou (All Honors)
5. Shousuushii (Little Four Winds)
6. Daisuushii (Big Four Winds)
7. Chinroutou (All Terminals)
8. Ryuuiisou (All Green)
9. Chuuren Poutou (Nine Gates)
10. Suukantsu (Four Kans)
11. Tenhou (Heavenly Hand)
12. Chiihou (Earthly Hand)
13. Renhou (Hand of Man)*
*Renhou may be yakuman or baiman depending on rules
Usage Examples
Real Game Situations
Example 1: Basic Usage
"Got a yakuman!"
"Yakuman with Kokushi"
"Deal into yakuman..."
Example 2: Aiming Expression
"Going for yakuman"
"Yakuman hand shape"
"Yakuman tenpai"
Example 3: Exclamation
"First yakuman of my life!"
"Yakuman is just a legend"
"Direct yakuman hit hurts"
Related Terms
- Kazoe Yakuman: 13+ han treated as yakuman
- Double Yakuman: Combined yakuman
- Yaku: Scoring patterns
- Mangan: 8,000 points (child)
- Tenpai: One tile away from winning
Common Mistakes and Points to Note
Points Beginners Often Mistake
-
Point Calculation Misunderstanding
- Not always 32,000/48,000 points
- Tsumo: All players pay
- Add honba sticks
-
Yakuman Stacking
- Normally don’t stack
- Double yakuman is special
- Depends on rules
-
Yakuman and Regular Yaku
- Yakuman doesn’t need other yaku
- Riichi not required
- Dora doesn’t matter
-
Underestimating Difficulty
- Can’t force yakuman
- Extremely low probability
- Heavy luck factor
Representative Yakuman Explained
Relatively Achievable Yakuman
| Yakuman Name | Condition | Frequency | Feature |
|---|---|---|---|
| Kokushi Musou | Each terminal/honor + 1 pair | 0.043% | Beginner favorite |
| Suuankou | 4 concealed triplets + pair | 0.042% | Menzen only |
| Daisangen | White, Green, Red triplets | 0.033% | Calling OK |
Kokushi Musou Example
Kokushi Musou pattern:
1m-9m-1p-9p-1s-9s-East-South-West-North-White-Green-Red-Red
└────────── 13 different terminals/honors ──────────┘└pair┘
Wait: 13-sided wait is strongest
Suuankou Example
Suuankou pattern:
222m 555p 888s East-East-East Green-Green
└triplet┘ └triplet┘ └triplet┘ └triplet┘ └pair┘
Note: Ron only on tanki wait
Special Yakuman
Conditional Yakuman
Timing-dependent yakuman:
1. Tenhou (Heavenly Hand)
- Dealer wins on dealt hand
- Probability: ~0.0003%
2. Chiihou (Earthly Hand)
- Non-dealer wins on first draw
- Probability: ~0.0008%
3. Renhou (Hand of Man)
- Ron on first round
- Treatment varies by rules
Ultra-Rare Yakuman
| Yakuman Name | Condition | Feature |
|---|---|---|
| Chuuren Poutou | 1112345678999 + 1 | Pure = 9-sided wait |
| Suukantsu | 4 kans | Nearly impossible |
| Ryuuiisou | Only green tiles | 23468s + Green dragon |
Should You Aim for Yakuman?
When to Aim
Situations favorable for yakuman:
1. Far behind in points
- Only a comeback matters
- No other options
2. Good starting hand
- Many honors
- Close to specific pattern
3. Casual games
- Not playing to win
- Pursuing romance
Realistic Judgment
| Situation | Recommendation | Reason |
|---|---|---|
| Normal game | Don’t aim | Probability too low |
| Good hand | Watch and see | Only when natural |
| Competitive play | Never | Win rate priority |
Defending Against Yakuman
Warning Signs
Danger signals:
1. Not discarding honors
- Especially dragons
- Possible daisangen
2. Keeping terminals/honors
- Only discarding simples
- Watch for kokushi
3. Unusual calls
- Multiple honor pons
- Yakuhai-based yakuman
Defensive Response
| Opponent Action | Guess | Counter |
|---|---|---|
| White, Green pon | Daisangen | Never discard Red |
| 3 wind pons | Daisuushii | Watch remaining wind |
| Collecting greens | Ryuuiisou | Hold those tiles |
Yakuman Statistics
Occurrence Probability
Probability by yakuman (estimate):
1. Tenhou: 0.0003% (1 in 330,000)
2. Chiihou: 0.0008% (1 in 120,000)
3. Chuuren Poutou: 0.0003%
4. Suukantsu: 0.0001%
5. Kokushi Musou: 0.043%
6. Suuankou: 0.042%
7. Daisangen: 0.033%
Average: A few times in a lifetime
Pro Achievement
| Level | Annual Games | Yakuman Frequency |
|---|---|---|
| Pro | 300-500 | 1-2 per year |
| Strong amateur | 200-300 | 0-1 per year |
| Regular | 50-100 | Once every few years |
Double/Triple Yakuman
Double Yakuman Examples
Stackable combinations:
1. Suuankou Tanki + Daisuushii
2. Tsuuiisou + Daisuushii
3. Kokushi 13-sided wait (rule-dependent)
4. Junsei Chuuren Poutou (rule-dependent)
Points: 64,000 (child) / 96,000 (parent)
Rule Confirmation
| Rule | Double Yakuman | Kazoe Yakuman |
|---|---|---|
| Competitive | Often rejected | Accepted |
| Parlor | Varies | Accepted |
| Online | Often accepted | Accepted |
Conclusion
Yakuman is the crown jewel of mahjong - the highest scoring hands. With extremely low occurrence probability, it can’t be forced, but achieving one brings unmatched joy. Child 32,000 points, parent 48,000 points - these extreme scores can decide a game instantly.
Beginners should start by learning yakuman types and patterns. In actual games, don’t force it - only attempt when your hand naturally points that way. Think of yakuman as “lucky if it happens” and focus on steady mahjong for improvement.