Table Games Calculator

Mahjong Dealer Repeat Calculator

Mahjong Dealer Repeat Calculator

Update dealer repeat status, honba, riichi sticks, payment add-ons, and East or South round progress after a completed hand.

🀄Presets

Hand State Inputs

Used with hand number to determine next round wind.
East 4 advances to South 1 when the dealership passes.
The selected flag controls repeat and round progress.
Honba adds 300 on ron or 100 from each tsumo payer.
Enter the listed winning payment before counter add-ons.
This hand pays from the current honba count.
Winning hands collect them; draws carry them forward.
Used only when the event is an exhaustive draw.

Updated Table State

Dealer status Repeat Dealer keeps seat
Next hand East 1 Round wind progress
Honba after hand 1 Counter sticks to display
Payment increase +300 Honba add-on for this hand

🎯State Comparison Grid

Dealer Win Dealer repeats, honba rises by 1, and visible riichi sticks are awarded to the winner.
Dealer Tenpai Draw Dealer repeats, honba rises by 1, and riichi sticks remain on the table.
Dealer Noten Draw Dealership passes, honba rises by 1, and riichi sticks remain pending.
Child Win Dealership passes, honba resets to 0, and the winner collects riichi sticks.
Abortive Draw Common riichi handling repeats the same hand, increases honba, and keeps sticks pending.
South 4 Advance When the dealership passes in South 4, the calculator marks the next state as end check.

🧮Logistics Snapshot

4
Hands per wind
100
Tsumo per payer
300
Ron per honba
1000
Riichi stick

📋Reference Tables

Hand result Dealer flag Next dealership Honba after result
Dealer wins by ron or tsumo Dealer win Same dealer repeats Current honba + 1
Exhaustive draw and dealer is tenpai Dealer draw tenpai Same dealer repeats Current honba + 1
Exhaustive draw and dealer is noten Dealer draw noten Dealership advances Current honba + 1
Non-dealer wins by ron or tsumo Child win Dealership advances Resets to 0
Abortive draw or redeal Abortive draw Same hand commonly repeats Current honba + 1
Honba before hand Ron add-on Tsumo add-on Total tsumo add-on
0 honba +0 from discarder +0 from each payer +0 total
1 honba +300 from discarder +100 from each payer +300 total
2 honba +600 from discarder +200 from each payer +600 total
3 honba +900 from discarder +300 from each payer +900 total
5 honba +1500 from discarder +500 from each payer +1500 total
Riichi stick event Before hand After hand Score effect
Dealer wins Visible sticks remain countable 0 sticks on table Winner gains 1000 per stick
Non-dealer wins Visible sticks remain countable 0 sticks on table Winner gains 1000 per stick
Exhaustive draw Visible sticks remain countable Same sticks carry No direct stick payment
Abortive draw Visible sticks remain countable Same sticks carry No direct stick payment
Current hand If dealer repeats If dealership passes Wind note
East 1, 2, or 3 Same East hand Next East hand East round continues
East 4 East 4 repeats South 1 Round wind changes
South 1, 2, or 3 Same South hand Next South hand South round continues
South 4 South 4 repeats End check Ending rules vary by table

💡Calculation Tips

Use the starting counter count. Honba payment is based on the count before the hand, not the count after the repeat decision is applied.
Separate sticks from base payment. Riichi sticks are a winner collection item, while honba modifies loser payments on a completed win.
Draws carry unresolved sticks. Exhaustive and abortive draws do not award riichi sticks, so the same stick count moves to the next hand.
Confirm local ending rules. South 4 continuation, agari-yame, and abortive draw handling can vary; this calculator labels the state cleanly for table agreement.
This calculator tracks table state and score add-ons only. It does not evaluate hand value, winning waits, discard choices, or strategic decisions.

Once the final tile has been flipped over in a game of mahjong the pressure moves from our hands onto table: Which players will keep the dealer’s chair? What impact will those riichi sticks has on the upcoming round? These are all questions on everyone’s mind for that brief instant before play begins again.

It is a small administrative moment, but getting it wrong can disrupt a long game of mahjong. It becomes even more frustrating if you’re attempting to concentrate on your own game or just enjoy conversation. Just plug in the outcome of the hand, and the calculator above do the math for you, saving you from having to remember every edge case.

How to Use the Mahjong Calculator

The key to all of this is what I call the dealer repeat rule: When the dealer wins, they remain the dealer; When the dealer is in tenpai but draws, they remains the dealer. It’s only on the draw without tenpai OR loss that the dealer will pass the dealership onto the next player. This puts the dealer in a strong position as they are able to repeat and win more, whereas non-dealer has to be successful just to earn a shot at seat.

By removing the “guess work” aspect and helping you instantly know if it’s an advance hand or a repeat, the tool take away some of the chance for arguments or awkward pauses. But there’s more: These counter sticks are a pressure cooker. Each time someone doesn’t get final winning call, they have to pay an even higher amount of points in addition to the scores of the hands already played. If the winner was tsumo, they recieve a hundred points from everyone who paid. If it was ron, they gets three hundred from each payer, but only after the count increases by a certain number of honba sticks. That’s the difference, and it adjusts the odds against being aggressive or not at any given time. When honba is heavy, the payoff to being right get larger, and so does the punishment for getting wrong. You can check the table on page above for exact value of all those sticks before moving onto the next round.

Honba alters payments while riichi sticks introduce a different dynamic because they gets collected outright if you win the hand. That is, if you win either via tsumo or ron, you collect all the sticks that are currently on display. If there is a draw at the end of the hand, these sticks stays on hold until the next player wins the hand to clear them. So over time, a string of draws can accumulate a pretty hefty potential payoff, and the calculator keeps track of the distinction quite well. It avoids confusion between the one-time riichi stick collection and the accumulating honba. This is a small but important detail for keeping scores accuratey.

For most casual player, it’s the turn from East to South that throws them off. In the East round, it’s all about establishing the starting rank. In South, it’s all about closing out the standing. That’s why it matters so much to know when to stop, as soon as you can determine the game has moved to South one or ended on South four, the tool will let you know. If no player hits ten thousand points, some people will stretch this round out by another few hands, but typically the round end once checked. Knowing how far along you are helps you manage risk better in those last few hands.

Eventually, you’ll realize there’s a rhythm to mahjong play. When you put aside bookkeeping, you can read your opponents’ hand from their discards. You can manage how your hand shapes up. You can decide when to go all-in with a riichi declaration. Once the correct tools are in your collection, the administrative work fall into the background. You spend less time arguing about who gets to hold the dealer seat. You spend more time playing the game.

Next time you sit down at the table, allow the calculator to keep track of the honba count and repeat status so that you can stay focused as the tiles move around the table and the scores change. The tiles is what matter in the game, not the tally. When the math stays simple, everyone will have an even better time playing mahjong.

Mahjong Dealer Repeat Calculator

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