Riichi Mahjong Push or Fold Strategy: When to Attack and When to Play Safe
Riichi Mahjong Push-Fold Decisions: 10 Problems Every Beginner Must Get Right
Master Riichi Mahjong push-fold decisions with 10 practice problems covering Tenpai status, hand shape, value, and timing against opponent Riichi.
What Is Push-Fold in Riichi Mahjong?
In Riichi Mahjong, a push-fold decision is the judgment you make every time an opponent declares Riichi: do you continue advancing your hand by discarding dangerous tiles, or do you fold and prioritize safety? This decision comes up in nearly every game and is widely considered the most important skill in Riichi Mahjong.
No matter how well you understand tile efficiency or hand building, poor push-fold judgment will cost you points. Folding when you should push lowers your win rate. Pushing when you should fold raises your deal-in rate. Many players who study strategy but still struggle to improve have solid knowledge in other areas while their push-fold instincts remain undeveloped.
The 10 problems below are designed for beginners. In each case, your opponent has declared Riichi, the tile you are considering discarding is a musuji (a tile whose danger level has not been reduced by suji counting), and there is no Ippatsu if you deal in.
Push-fold judgment is the core of Riichi Mahjong decision-making. Getting it right is more important than any other individual skill.
The Core Rule: Are You Tenpai?
The single most important factor in push-fold judgment is whether your hand is in Tenpai. This one question determines your default action:
- If you are Tenpai: you should generally push. You have a real chance to win, and the risk of discarding a dangerous tile is offset by that chance.
- If you are not Tenpai: you should generally fold. Discarding a dangerous tile without being ready to win is almost always a losing play.
The logic is simple: pushing a dangerous tile when you cannot win means taking on all the risk of a deal-in with none of the reward of winning. Even if your hand could become excellent eventually, the expected value of continuing to push from a non-Tenpai state against a Riichi is negative in most situations.
Tenpai or not Tenpai is the first question. If you are not Tenpai, fold by default. If you are Tenpai, evaluate whether the wait and value justify pushing.
When You Are One Step Away: The Shape-Value-Turn Framework
When your hand is at 1-shanten (one step from Tenpai), the decision is more nuanced. There are situations where pushing is correct even from 1-shanten—but only when three specific conditions are all met.
- Shape: Your 1-shanten must have two sets of two-sided waits (Ryanmen). This is called a "good shape" 1-shanten because reaching Tenpai will produce a strong wait.
- Value: Your hand must be worth 3-Han or more. This ensures the points you gain if you win justify the risk of dealing in.
- Turn: It must be the 9th turn or earlier. The later the round, the fewer draws you have remaining to complete your hand, and the less the risk is worth taking.
If all three conditions—Shape, Value, and Turn—are met, pushing from 1-shanten is correct. If even one condition is not met, you should fold. From 2-shanten (Ryanshanten), folding is almost always the right play because you must gamble on multiple dangerous tiles before even reaching Tenpai.
At 1-shanten, push only when Shape, Value, and Turn are all good. All three must be satisfied. From 2-shanten, fold almost every time.
When You Are Tenpai: Wait and Value Rules
When your hand is in Tenpai against an opponent's Riichi, the decision depends on the quality of your wait and the value of your hand.
- Good wait (Ryanmen), any value: Push. A two-sided wait has a high probability of winning, making it worth pushing even when the hand value is low (1-Han).
- Bad wait (Kanchan or Penchan), 3-Han or more: Push. The lower probability of winning is offset by the high point value if you do win.
- Bad wait, bad value (1-Han for closed hand): Fold. The probability of winning is low and the reward does not justify the risk of dealing in.
A "bad wait" is defined as a wait with two or fewer winning tiles remaining in the undealt pool—either because the wait is structurally weak (kanchan, penchan) or because the winning tiles have already appeared in discards.
At Tenpai: push with a good wait regardless of value. Push with a bad wait only if you have 3-Han or more. Fold when both the wait and the value are poor.
Problems 1–2: When to Fold Before Tenpai
Problem 1 — Far from Tenpai (Turn 5): Fold
Opponent is in Riichi on Turn 5. The choice is: push with West (a musuji), or fold by discarding the North triplet. The hand is far from Tenpai with multiple weak shapes. West may carry some safety as a wind tile, but the hand has no realistic path to a winning Tenpai in time. Pushing a dangerous tile with a hand that cannot win is a direct loss.

Fold — discard the North triplet.
Problem 2 — 2-Shanten with Three Red Doras (Turn 5): Fold
The opponent is in Riichi on Turn 5. The choice is: push with 3-Man, or fold with the North triplet. This hand is at 2-shanten (Ryanshanten) and carries three Red Doras, guaranteeing 4-Han or more if completed. It also has no bad shapes—reaching Tenpai would produce a two-sided wait. The hand looks strong, but from 2-shanten you must discard dangerous tiles from three different suits before even reaching Tenpai. Each discard carries deal-in risk, and the cumulative risk far outweighs the potential reward.

Fold — discard the North triplet.
A high-value hand that is not yet Tenpai is not a reason to push. Fold when you are 2-shanten or farther, regardless of hand potential.
Problems 3–6: Iishanten and the Three-Factor Test
Problem 3 — 1-Shanten, Bad Shape, Good Value, Good Turn (Turn 9): Fold
Opponent is in Riichi on Turn 9. This hand is at 1-shanten with 3-Han if completed (Riichi + Dora 2). The turn is good (Turn 9). However, reaching Tenpai would not produce a two-sided wait—the shape is weak. Result: Shape ✗, Value ✓, Turn ✓. Not all three criteria are met.

Fold — discard the North triplet. (Shape ✗ — criteria not fully met.)
Problem 4 — 1-Shanten, Good Shape, Bad Value, Good Turn (Turn 9): Fold
Opponent is in Riichi on Turn 9. The 1-shanten has two two-sided waits (good shape), and it is Turn 9. However, reaching Tenpai would produce only Riichi (1-Han). Result: Shape ✓, Value ✗, Turn ✓. Not all three criteria are met.

Fold — discard the North triplet. (Value ✗ — criteria not fully met.)
Problem 5 — 1-Shanten, Good Shape, Good Value, Late Turn (Turn 13): Fold
Opponent is in Riichi on Turn 13. The 1-shanten has two two-sided waits (good shape) and 3-Han value. However, it is Turn 13—too late to justify the risk. Result: Shape ✓, Value ✓, Turn ✗. Not all three criteria are met.

Fold — discard the North triplet. (Turn ✗ — criteria not fully met.)
Problem 6 — 1-Shanten, Good Shape, Good Value, Good Turn (Turn 9): Push
Opponent is in Riichi on Turn 9. The 1-shanten has two two-sided waits (good shape) and 3-Han value. Turn 9 is within the acceptable range. Result: Shape ✓, Value ✓, Turn ✓. All three criteria are met.

Push — discard 3-Pin. (Shape ✓, Value ✓, Turn ✓ — all criteria met.)
At 1-shanten, all three of Shape, Value, and Turn must be good to push. A single failing condition is enough to fold.
Problems 7–10: Tenpai Decisions
Problem 7 — Tenpai, Good Wait, Good Value (Turn 9): Push
Opponent is in Riichi on Turn 9. Discarding Red 5-Pin reaches Tenpai with a two-sided wait on 1-4 Man for Riichi + Dora 2 (3-Han). Red 5-Pin is a high-danger tile—middle tiles are generally dangerous, and a Red tile makes the deal-in cost heavier. However, a two-sided wait with 3-Han is a strong combination. The wait quality and hand value justify the risk.

Push — discard Red 5-Pin. (Tenpai, ryanmen wait, 3-Han.)
Problem 8 — Tenpai, Bad Wait, Good Value (Turn 9): Push
Opponent is in Riichi on Turn 9. Discarding 5-Man reaches Tenpai with a kanchan (middle wait) on 6-Sou for Chun + Dora 2 (3-Han). A kanchan wait has a lower probability of winning than a ryanmen. However, with 3-Han or more, the reward is large enough to justify pushing even from a bad wait.

Push — discard 5-Man. (Tenpai, kanchan wait, 3-Han — value justifies the push.)
Problem 9 — Tenpai, Good Wait, Low Value (Turn 9): Push
Opponent is in Riichi on Turn 9. Discarding 5-Sou reaches Tenpai with a two-sided wait on 4-7 Man for Chun only (1-Han). The hand value is low, but the wait is a strong ryanmen. A two-sided wait is efficient enough to justify pushing even at 1-Han. This is an important case for players whose deal-in rate is low but win rate is also low. Folding from a ryanmen Tenpai, even a low-value one, leaves you exposed to losses from an opponent's tsumo or no-ten penalty without the compensating chance to win a round yourself.

Push — discard 5-Sou. (Tenpai, ryanmen wait — push regardless of value.)
Problem 10 — Tenpai, Bad Wait, Bad Value, Dead Tiles (Turn 9): Fold
Opponent is in Riichi on Turn 9. Discarding 8-Pin reaches Tenpai with a kanchan on 3-Man for Riichi only (1-Han). However, two 3-Mans have already been discarded by another player, leaving only two 3-Mans remaining in the entire game. The wait is structurally bad (kanchan) and made worse by the dead tiles—at most two winning tiles exist. The value is also 1-Han only. Both wait and value are poor.

Fold — discard the North triplet. (Tenpai, but kanchan wait with dead tiles + 1-Han only.)
At Tenpai, push with a good wait at any value, and push with a bad wait if the value is 3-Han or more. Fold when both wait and value are poor.
Summary: Push-Fold Decision Framework
Use this framework as your default guide when facing an opponent's Riichi.
| Hand State | Condition | Decision |
|---|---|---|
| 2-Shanten or worse | Any | Fold |
| 1-Shanten | Shape ✓ + Value ✓ + Turn ✓ (all three) | Push |
| 1-Shanten | Any condition missing | Fold |
| Tenpai | Good wait (Ryanmen) | Push (any value) |
| Tenpai | Bad wait + 3-Han or more | Push |
| Tenpai | Bad wait + 1-Han only | Fold |
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