Pinfu (all sequences)

A closed hand of four sequences and a valueless pair, won on a two-sided (ryanmen) wait.

Value 1 han — closed hands only
How often very common
Mahjong hand: 2 of characters, 3 of characters, 4 of characters — 5 of characters, 6 of characters, 7 of characters — 4 of circles, 5 of circles, 6 of circles — 9 of circles, 9 of circles — 6 of bamboo, 7 of bamboo, winning tile: 8 of bamboo
Four sequences, a non-value pair, won on a two-sided wait (6s7s waiting on 5s or 8s).

Pinfu is less a pattern you spot than a shape discipline you keep. From the early discards, favor connected middle tiles that grow into two-sided waits, called ryanmen — shapes like 45 or 67. Let go of what blocks them: lone honors, a closed middle wait (kanchan ), an edge wait on 12 or 89 (penchan ). Keep an ordinary number pair, because a pair of dragons, your seat wind, or the round wind disqualifies the hand by itself.

The usual way to lose pinfu is at the finish. Reach tenpai on a kanchan, penchan, or tanki (pair) wait and the yaku is off, even though the rest of the hand qualifies. So when two tenpai choices are equally fast, take the two-sided one: it keeps pinfu alive and gives you more winning tiles at the same time.

Pinfu combines with nearly everything built from sequences: tanyao when you stay off terminals and honors, riichi and menzen tsumo for the standard closed finish. What it rules out is triplets — one triplet anywhere and the hand isn't pinfu — so a pon-heavy plan is a different hand entirely. For how its fixed fu plays out in points, see fu.

Key points

Related yaku

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