Haitei
By Kenji Tanaka · Updated
Definition
Winning by tsumo on the very last drawable tile of the live wall, worth 1 han. The full name, haitei raoyue, means sweeping the moon from the sea bottom. Pure timing luck; its mirror on the final discard is houtei.
Haitei
Haitei (海底撈月, ハイテイ) is a 1-han yaku earned by winning on the very last tile drawn from the live wall before the dead wall is reached. The poetic name translates to “catching the moon’s reflection from the bottom of the sea,” symbolizing the rarity of winning on the final available tile.
How Haitei works
Requirements
To score haitei, you must:
- Win by tsumo: Self-draw your winning tile (not ron)
- Final tile of live wall: The tile must be the last drawable tile before reaching the dead wall
The last tile of the live wall is the haitei tile; if no one wins after it is drawn and its discard passes, the hand ends in an exhaustive draw (ryuukyoku). If you win on this final tile, you score haitei.
Occurrence and Timing
Haitei is unpredictable. You cannot deliberately aim for it, you simply happen to be in tenpai when the wall reaches its final tile and fortunately draw your winning tile. The drama comes from the nail-biting tension: will you draw your winning tile, or will the hand exhaust into ryuukyoku?
Since the dead wall position is visible, experienced players can count tiles and know when the final draw approaches. This creates strategic pressure: defensive players fold to avoid dealing in, while aggressive players push for tenpai hoping to catch haitei.
Interaction with Other Yaku
Haitei stacks with other yaku naturally:
- Riichi + Haitei: Common combination when a riichi hand survives to the final tile
- Menzen Tsumo + Haitei: Since haitei requires tsumo, closed hands also score menzen tsumo
Comparison to Houtei
Haitei has a counterpart yaku called houtei (last discard). The difference:
- Haitei: Winning by tsumo on the last drawable tile
- Houtei: Winning by ron on the last discard before exhaustive draw
Both represent “last chance” wins, but haitei requires self-draw while houtei requires someone else’s discard.
Strategic Considerations
Tenpai Value: When approaching the final tile, being in tenpai becomes critical. Even if you don’t win, tenpai players receive bonus payments (noten penalties from non-tenpai players) during an exhaustive draw.
Defensive Play: As the wall dwindles, players not in tenpai often fold completely to avoid dealing into a winning hand. The risk of dealing in outweighs any potential gain from pushing a weak hand.
Example: Haitei in a real hand
The game has progressed for many turns. You count discards and realize only three tiles remain in the live wall before the dead wall. You’re in tenpai waiting for 5-bamboo. The wall advances, two tiles left, then one tile left. You draw the final tile: it’s 5-bamboo! You declare tsumo and reveal your hand. Because you won on the last drawable tile, you score haitei (1 han) in addition to your other yaku and dora. All three opponents pay, with the dramatic tension of the final-tile win adding to the moment.
Related Terms
Houtei
河底撈魚
Winning by ron on the final discard of the hand, worth 1 han. The last-draw counterpart is haitei. Neither can be planned; both simply reward finishing at the wire of an otherwise drawn hand.
Tsumo
自摸
Tsumo is winning on your own draw. All three opponents split the payment (the dealer paying a double share), which softens the blow compared with a ron landing on one player. A closed hand that tsumos also collects the menzen tsumo yaku. Crucially, furiten never blocks tsumo, so a furiten hand still has a path to victory, just not through anyone's discards.
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.