Chombo – How mahjong is played.

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Chombo refers to fouls in Mahjong. There are various types of Chombo, each with its own penalties. Additionally, Chombo is not only considered a foul but also a violation of etiquette, so be careful.

Types of Chombo

First, let's take a look at the list of Chombo.

  • False Ron/False Tsumo
  • No-ten Riichi
  • Incorrect Melds/Empty Pon or Empty Chi
  • Changing waits after declaring a Riichi
  • Food Exchange (Kuikae)
  • Excessive or insufficient tiles
  • Breaking the wall
  • Automatic table operation errors
  • Preemptive Draw (Saki-zumo)
  • Exposed tiles or hesitations

There are quite a few, aren't there?

Originally, only "False Ron/False Tsumo" was referred to as Chombo. However, nowadays, other fouls are often collectively called Chombo as well. In this article, we use "foul = Chombo" for convenience.

We will explain each type individually, but the explanations here refer to general cases and may vary depending on house rules.

The penalties described are also those commonly adopted. Details on penalties will be explained in later sections.

False Ron/False Tsumo

Declaring Ron or Tsumo without meeting the conditions for winning is considered False Ron/False Tsumo and constitutes Chombo. This is a serious Chombo that ruins the round, so exercise extreme caution.

If there is a simultaneous Ron by two players and only one of them is a False Ron, the valid Ron is acknowledged, and the False Ron is not treated as a Chombo.

Penalties for False Ron/False Tsumo

  • Fixed penalty equivalent to a Mangan
  • Forfeiture of winning rights

The usual penalty for False Ron/False Tsumo is a fixed penalty equivalent to a Mangan. However, if the player realizes their mistake after declaring Ron or Tsumo but before exposing their tiles, the penalty may instead be forfeiture of winning rights. The specific penalty depends on the agreed-upon rules.

No-ten Riichi

Declaring Riichi without being Tenpai (ready) and having this revealed during the hand reveal at the end of the round is considered No-ten Riichi and constitutes Chombo. If it is not discovered because another player wins, there is no penalty.

Penalties for No-ten Riichi

  • Fixed penalty equivalent to a Mangan

Incorrect Meld

Declaring an incorrect meld, such as calling Chi on against and , constitutes Chombo. Even if you notice the mistake immediately after declaring the meld and attempt to cancel it, it is still considered Chombo.

Penalties for Incorrect Meld

  • Forfeiture of winning rights
  • 1,000-point deposit

The typical penalty for an incorrect meld is forfeiture of winning rights. However, if the mistake is noticed immediately after the declaration and corrected, the penalty may instead be a 1,000-point deposit. The specific penalty depends on the agreed-upon rules.

Changing Waits After Declaring a Closed Kan During Riichi

A closed kan (Ankan) is the only meld allowed after declaring Riichi. However, if the closed kan changes your wait tiles, it constitutes a Chombo.

For example, let's say you declare Riichi with the following hand:

2萬
3萬
Two-sided Wait

3萬
3萬
Pair

5筒
6筒
7筒
Set

中
中
中
Set

發
發
發
Set

In this case, your wait tiles are and .

Now, if you draw a and declare a closed kan, your hand becomes the following:

2萬
Single Wait

5筒
6筒
7筒
Set

中
中
中
Set

發
發
發
Set

裏
3萬
3萬
裏
Closed Kan

Your wait tile changes to , meaning the wait has shifted from the original one. Since the wait has changed, this is considered a Chombo.

If you declare a closed kan with or , the wait does not change, so there is no problem.

Penalties for Changing Waits After Declaring a Closed Kan During Riichi

  • Fixed penalty equivalent to a Mangan

Changing Formations (Kuikae)

For example, suppose your hand contains the meld . If you declare a Chow (Chi) with , forming the meld , and then discard , this is considered Kuikae. Similarly, if you declare a Chow with and then discard the same , this is also Kuikae.

The same applies to Pongs. For example, if you already have the meld and declare a Pong with , discarding the remaining , it is still Kuikae.

Why is Kuikae prohibited? It likely stems from the idea that making meaningless melds to cancel another player’s Ippatsu (one-shot chance) or to manipulate turn order is considered bad etiquette. However, some argue that Kuikae can be tactically valid and should not be banned. The rule against Kuikae has both supporters and detractors.

Penalties for Kuikae

  • Forfeiture of the right to win

Too Many or Too Few Tiles (Tapai/Shohai)

A standard hand consists of 13 tiles (14 after drawing). If a hand has more than this, it is called "Too Many Tiles" (Tapai), and if it has fewer, it is called "Too Few Tiles" (Shohai). Both are considered Chombo violations.

Tapai often occurs from forgetting to discard a tile after drawing or melding, while Shohai can result from forgetting to take tiles during the deal or after making a Kan.

Here’s a simple method to check if you have too many or too few tiles:

Take three tiles from each end of your hand and stack them in two rows, aligning them neatly at both edges. If there is one tile left in the middle that does not form a two-row stack, you have exactly 13 tiles.

Penalties for Too Many or Too Few Tiles

  • Forfeiture of the right to win
  • Fixed penalty equivalent to a Mangan

The penalty is usually forfeiture of the right to win, but in cases of Tapai, a fixed penalty equivalent to a Mangan may also apply. The specific penalty depends on the agreed-upon rules.

Breaking the Wall

If you accidentally break the wall while drawing tiles or performing other actions, it is considered a Chombo.

Penalties for Breaking the Wall

  • Fixed penalty equivalent to a Mangan
  • Forfeiture of the right to win
  • 1,000-point deposit

The penalty depends on the severity of the disruption. For significant breaks, a fixed penalty is usually applied. If it can be quickly corrected, the penalty may be a 1,000-point deposit or forfeiture of the right to win.

Automatic Table Operation Errors

If you mistakenly press the wrong button on an automatic table and cause the tiles to fall into the washing drum, this is considered a Chombo.

Penalties for Automatic Table Operation Errors

  • Fixed penalty equivalent to a Mangan

Premature Draw (Saki-Tsumo)

Drawing a tile before the previous player has discarded is called Saki-Tsumo. While typically considered a breach of etiquette, some rules treat it as a Chombo.

Penalties for Premature Draw

  • Forfeiture of the right to win

Exposing Tiles (Misepai) or Hesitating (Koshi)

Misepai refers to unintentionally exposing part of your hand to other players. While it might seem like it only harms the exposer, revealing tile information can affect the strategies of all players, making it a breach of etiquette.

Koshi refers to gestures or remarks (such as “Wait a moment”) that suggest an intention to meld but then declining to do so. This is also considered bad etiquette, as it can mislead opponents and create false impressions. The exposed tiles in such situations are called Koshipai.

While Misepai and Koshi are generally regarded as breaches of etiquette rather than Chombo, penalties may be applied in certain settings.

Penalties for Exposing Tiles or Hesitating

  • Forfeiture of the right to win

Penalties for Chombo

Since a Chombo is a violation, penalties naturally exist. Penalties are typically applied only to the round in which the Chombo occurred. For example, if the Chombo is discovered in the next round with remarks like, “Wasn’t that a Chombo earlier?”, no penalty will be imposed. Generally, penalties are categorized into three levels, ranked by severity: “Fixed penalty equivalent to a Mangan,” “Forfeiture of the right to win,” and “1,000-point deposit.”

  • Fixed penalty equivalent to a Mangan: Pay Mangan (8,000 points)
  • Forfeiture of the right to win: Unable to win in that round
  • 1,000-point deposit: Deposit 1,000 points

The examples of “Chombo subject to specific penalties” listed below are general cases. Rules may vary depending on the setting, so try to confirm them in advance whenever possible.

Fixed Penalty Equivalent to a Mangan

This is the most severe penalty for Chombo and is applied to serious violations that make it difficult to continue the round. The player who committed the Chombo pays points equivalent to Mangan to the other three players and the round is restarted from the beginning.

If the dealer commits a Chombo, they pay 4,000 points to each non-dealer. If a non-dealer commits a Chombo, they pay 4,000 points to the dealer and 2,000 points to each other non-dealer. This is often referred to as “Mangan payment.”

3,000 Points to All

There is also a variation called “3,000 Points to All,” where the player pays 3,000 points to each opponent, regardless of dealer or non-dealer status.

Chombo Subject to Fixed Penalty

  • False Ron or Tsumo declarations
  • Tenpai declaration with no valid waiting tiles (No-ten Riichi)
  • Changing waits after declaring Riichi with a concealed Kan
  • Errors with automatic table operation
  • Breaking the wall

Forfeiture of the Right to Win

This is the second most severe penalty and is applied to violations where the round can still continue. The player who committed the Chombo cannot win in that round. Generally, they are also prohibited from declaring Riichi or making melds. Additionally, even if they are Tenpai at the end of the round, they are treated as No-ten.

Chombo Subject to Forfeiture of the Right to Win

  • Incorrect melds
  • Changing formations (Kuitae)
  • Too many or too few tiles
  • Premature draw (Saki-Tsumo)

1,000-Point Deposit

The 1,000-point deposit is the lightest penalty and is applied to relatively minor violations. The player who committed the Chombo deposits points (usually 1,000) into the pool, and the points go to the next player who wins. If the round ends in a draw, the points remain in the pool until a winner is determined.

Chombo Subject to Deposit Penalty

  • Incorrect melds (if corrected before discarding)
  • Breaking the wall (if it can be quickly restored)

When a Chombo is Identified

Self-Reporting

If you realize you’ve committed a Chombo, don’t try to hide it or feel embarrassed. Immediately self-report the error.

However, for cases like “No-ten Riichi” or “Changing waits after declaring Riichi with a concealed Kan,” it’s sufficient to report at the end of the round. If someone else wins before the round ends, there’s no need to report it.

Spotting Another Player’s Chombo

If you notice another player’s Chombo, calmly verify the situation and inform them of the violation.

Avoid harshly accusing them with phrases like, “That’s a Chombo!” Instead, politely ask, “May I confirm this?” to keep the discussion civil.

Timing for Penalty Payments

For fixed penalty Chombo cases, the round ends immediately, and the payment is made at that point.

For deposit penalties, the points are deposited as soon as the Chombo is confirmed, and the round continues.

Conclusion

Chombo penalties are surprisingly severe because a single Chombo can ruin the entire round. Imagine losing the opportunity to win with a Yakuman hand because of a Chombo—it’s devastating.

While mistakes can happen to anyone, staying calm and focused can help minimize errors and avoid Chombo situations.

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