Three-Player Japanese Mahjong (Sanma): Rules and Winning Tips
Why Three-Player Mahjong (Sanma) Feels So Fast, Fun, and Addictive
Learn how three-player Japanese Mahjong (Sanma) works: tile counts (108–110), local house rules like Pei as Nuki Dora, key differences from four-player Riichi, and winning strategies.
What Is Three-Player Mahjong (Sanma)?
Sanma is a compact, high-speed form of Japanese Mahjong designed for three players instead of four. It isn’t just a trimmed version—it has its own rhythm. Because fewer tiles are used, the game flows faster, and strong hands appear more often.
Most Sanma sets use 108 tiles, removing the 2–8 of the Character (Manzu) suit. However, some local or online rules use 109–110 tiles, depending on how the North (Pei) tiles and Dora indicators are handled. This lighter tile count keeps every hand short and intense—perfect for home games, cafés, and digital play.
The Origins of Sanma in Japan
Sanma likely began as a simple solution when only three people wanted to play. By the early Showa period, written rules already existed, and after World War II it flourished in Shikoku and Kansai before spreading nationwide. Today, Sanma thrives both in parlors and online platforms such as Mahjong Soul and Tenhou.
Key Differences Between Three-Player and Four-Player Mahjong
- Player count and tiles: Three players instead of four, using 108–110 tiles depending on local rules. Removing Manzu 2–8 speeds up play and narrows defensive options.
- No Chi calls: “Chi” is not allowed in Sanma, keeping balance since fewer players already increase win odds.
- The North tile (Pei): With no North seat, Pei gets special treatment. In most Kansai-style or online rules it acts as Nuki Dora (bonus tile). When used this way, players remove Pei from their hand and place it face-up as an extra Dora indicator—separate from Ura-Dora. Some rooms or apps, however, allow Pei to behave as a normal wind tile instead.
- Rounds and structure: An East–South game typically consists of six rounds (two winds × three players), though continuations can extend it.
- Unavailable yaku: Hands such as Sanshoku Doujun (Three Colored Sequences) are impossible because one suit lacks 2–8, though triplet-based versions like Sanshoku Doukou remain valid.
- Scoring style: Sanma tends to be more offensive and volatile. With fewer players, point exchanges are larger and single hands swing outcomes more dramatically.
Basic Rules of Three-Player Mahjong
The basic flow is familiar: build the wall, roll dice, draw and discard. Each wall has 18 columns per player (36 tiles), forming a compact mountain of roughly 108 tiles. Players still declare Riichi, reveal Dora, and score with standard yaku structures. Because there are fewer tiles, Tenpai happens faster, and the margin for error is smaller—every discard feels riskier, and every draw matters.
Common Local Rules to Check Before Playing
One defining trait of Sanma is that there is no single official rule set. Regional and house variations are common, so most groups decide on the rules together before the first hand. It’s a small ritual that keeps games smooth, fair, and friendly.
- Whether Pei will act as Nuki Dora (face-up bonus indicator) or as a standard honor tile.
- Whether Tsumo Loss is applied (changes how points are shared on self-draw wins).
- Any yaku adjustments—for example, some tables count Seven Pairs (Chiitoitsu) as one han instead of two, though the standard remains two.
- Rounding under 1,000 points and other settlement shortcuts.
- Starting points (e.g., 25,000 / 30,000 / 35,000) and end-of-game bonuses.
Strategy Tips for Winning in Sanma
- Prioritize tile efficiency: The smaller deck means faster games and fewer turns before someone wins. Aim for quick Tenpai and efficient shapes.
- Use Seven Pairs (Chiitoitsu): With fewer tile types, Chiitoi becomes more achievable and a reliable route when sequences are limited.
- Read opponents carefully: “Suji” and “wall” logic are weaker—lean more on visible discards, timing, and table flow.
- Leverage Manzu 1s and 9s: With 2–8 removed, edge tiles float more and are discarded more freely—great targets for surprise waits.
- Aim higher when the chance appears: Yakuman like Kokushi Musou and Suuankou are slightly easier to chase in Sanma thanks to fewer tiles and higher draw rates.
Who Should Try Three-Player Mahjong?
Sanma is perfect for players who want shorter, high-energy sessions, groups that can’t always gather a fourth, and learners who want more hands per hour to practice reading and efficiency. Its bold, fast decision-making also translates into better four-player Riichi over time.
Conclusion
Three-player Mahjong turns every hand into a rapid-fire duel of timing, instinct, and calculation. It keeps the elegance of Japanese Riichi while distilling it into something lighter and sharper. Whether played in Osaka cafés, on Tenhou servers, or at your kitchen table, Sanma proves that Mahjong doesn’t need four people to be thrilling—just three hearts beating in rhythm with the tiles.
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