Chiitoitsu
By Kenji Tanaka · Updated
Definition
Seven pairs: a special closed hand worth 2 han at a fixed 25 fu, ignoring the usual four-melds-plus-a-pair structure. All seven pairs must be different tiles, and the final wait is always a tanki. The standard rescue plan for a pair-heavy hand that refuses to form sequences.
Chiitoitsu
Chiitoitsu (七対子, チートイツ) is a unique 2-han yaku where your entire 14-tile hand consists of seven different pairs instead of the standard four melds plus one pair structure. It’s one of the few yakus with an irregular hand pattern and always scores exactly 25 fu.
How Chiitoitsu plays out at the table
Hand Structure
Unlike standard mahjong hands (four melds + one pair), chiitoitsu completely abandons the meld structure. You need seven distinct pairs, no triplets, no sequences, just pairs. For example:
- 2-2 bamboo, 4-4 bamboo, 6-6 dots, 8-8 characters, North-North, Green-Green, White-White
Each pair must be different tiles. You cannot have four identical tiles counting as two pairs, four of a kind is treated as a single entity and disqualifies the hand from chiitoitsu (though it could form a kan in a standard hand).
Requirements and Restrictions
Closed Hand Only: Chiitoitsu cannot be called open. No pon, no chi, no kan. You must draw all 14 tiles yourself.
Seven Different Pairs: The seven pairs must use different tile types. Four 3-bamboo tiles don’t count as two pairs for chiitoitsu purposes.
Fixed Fu Value: Unlike other hands where fu is calculated from hand composition, chiitoitsu always scores exactly 25 fu. This simplifies scoring but caps the base value.
Strategic Considerations
Tile Acceptance: Chiitoitsu has excellent tile acceptance when building, any drawn tile that forms a pair brings you closer. This makes it forgiving in the early game when you’re unsure which direction your hand will take.
Dealer vs. Non-Dealer: Because of the fixed 25 fu, chiitoitsu scores:
- Non-dealer: 1,600 points (2 han, 25 fu)
- Dealer: 2,400 points (2 han, 25 fu)
These are modest scores, but chiitoitsu pairs well with other yaku (riichi, tanyao, honitsu) to push into higher scoring territories.
Dangerous Waits: Chiitoitsu typically has a tanki (pair) wait on the final tile, which is one of the weaker wait types. This can make winning difficult as you’re waiting for one specific tile rather than multiple acceptance tiles.
Compatibility with Other Yaku
Chiitoitsu is incompatible with toitoi (all triplets) since the hand structures are mutually exclusive. However, it stacks with:
- Riichi (1 han): Almost always combined
- Tanyao (1 han): If all pairs are simples
- Honitsu (3 han): If all pairs are one suit + honors
- Chinitsu (6 han): If all pairs are one suit
A chinitsu chiitoitsu hand (8 han total) is devastating when achieved.
Chiitoitsu at the table
Your starting hand has multiple pairs: 3-3 bamboo, 7-7 dots, East-East. You commit to chiitoitsu, discarding all unpaired tiles and hoping to draw more pairs. By mid-game, you have six pairs and need one more. You draw a 5-characters, pairing your lone 5 and completing seven pairs. You declare riichi (your only yaku besides chiitoitsu). When you win, you score 2 han (chiitoitsu) + 1 han (riichi) = 3 han at 25 fu, worth 3,200 points on a non-dealer ron (base 800 points).
Related Terms
Pair
対子
A pair is two identical tiles, the head (jantou) that completes the standard four-melds-plus-a-pair shape. Value-tile pairs add fu and threaten to become yakuhai triplets; pinfu requires a valueless one. Seven distinct pairs at once is its own hand entirely: chiitoitsu.
Yaku
役
Yaku are the scoring patterns that make a hand legal: in riichi you cannot win without at least one, no matter how complete the tiles look. Each is worth fixed han, and they stack. The spread runs from everyday 1-han patterns (riichi, tanyao, yakuhai, pinfu) to the yakuman at the ceiling; some exist only closed, others survive opening at reduced value. Picking an achievable yaku in the first few draws is the foundation of hand planning, because a hand with no route to one cannot win at all.