Kan
By Kenji Tanaka · Updated
Definition
A kan is a quad, the only four-tile meld, and it comes in three kinds: ankan (concealed, from your own draws, keeps the hand closed), daiminkan (calling a discard while holding three), and shouminkan (adding the drawn fourth tile to an existing pon). Every kan flips a new dora indicator, grants a replacement draw from the dead wall, and adds fu, with closed kans of terminals or honors adding the most. Every kan is also a small gamble: the fresh dora helps whoever can use it, and a shouminkan can be robbed for chankan.
Kan
Kan (槓) is a meld consisting of four identical tiles, representing the highest-order grouping in mahjong. When a player declares a kan, an additional dora indicator is revealed, providing a significant advantage.
Kan in detail
A kan is fundamentally different from other melds because it uses four tiles instead of three. In standard mahjong, melds typically consist of three tiles, either a pung (three identical tiles) or a chow (three consecutive tiles in the same suit). A kan takes this concept further by adding a fourth identical tile to create a complete set of four.
There are three distinct types of kan, each with different strategic implications and declaration methods:
Ankan (暗槓 - Concealed Kan) An ankan is declared when a player melds four identical tiles from their own hand without exposing them to other players. The four tiles are set aside on the table, conventionally with the two end tiles face down. Everyone can see what the ankan is; it counts as concealed only for scoring purposes, so it keeps your hand closed. Ankan is typically the most powerful form of kan strategically.
Daiminkan (大明槓 - Open Kan) A daiminkan occurs when a player holds three identical tiles concealed in hand and claims the fourth from another player’s discard, which immediately opens the hand. The kan is displayed openly on the table. While this type of kan is less mysterious than ankan, it still provides the dora advantage and allows players to form complete sets more efficiently.
Shouminkan (小明槓 - Added Kan) A shouminkan happens when a player adds a fourth tile to an existing open pung (three identical tiles already melded on the table). This is declared by taking a tile from their hand and adding it to the visible pung. Like daiminkan, this is an open declaration, but it represents an evolution of a previously declared meld.
The Dora Advantage
One of the most significant aspects of kan is that declaring one reveals an additional dora indicator. In mahjong, dora are bonus tiles that increase a hand’s point value. When a kan is declared, the next tile beside the current dora indicator in the dead wall is flipped to reveal a new dora indicator, potentially creating additional dora tiles in players’ hands. This mechanic makes kan declarations strategically important beyond simply completing a four-tile meld.
Seeing Kan in play
Consider a player holding three 5-bamboo tiles in their hand. When they draw a fourth 5-bamboo from the wall, they can declare an ankan. The four tiles are kept concealed in their hand, and a new dora indicator is revealed. Later in the same hand, a different player who earlier called a pon of 7-circle tiles draws the fourth 7-circle and declares a shouminkan by adding the drawn tile to their existing pon.
Strategic Considerations
Declaring a kan is not always advantageous. While the additional dora can increase hand value, it also consumes tiles that might otherwise be used for melds, and it reveals information to opponents about the declaring player’s hand composition. Players must balance the potential point gains from dora against the strategic costs of revealing their intentions.
Related Terms
Ankan
暗槓
An ankan is a concealed kan: all four copies drawn yourself, declared without claiming anything. Uniquely among kans it does not open your hand, so riichi and menzen tsumo stay available. Declaring one flips a new dora indicator, grants a replacement draw from the dead wall, and adds hefty fu, especially for terminals or honors. The catch is the same as any kan: the fresh dora can supercharge an opponent, and locking four tiles into a quad can cost you shape.
Minkan
明槓
Minkan is the umbrella term for open kans: the daiminkan (calling the fourth tile from a discard) and the shouminkan (adding the drawn fourth to an existing pon). Both open the hand, flip kan-dora, and grant a replacement draw. The shouminkan alone carries the chankan robbery risk.
Dora
ドラ
Dora are bonus tiles worth one han each in a winning hand, without ever counting as a yaku. One indicator flips at the start of each hand; the dora is the next tile up from it, wrapping 9 to 1 and cycling within winds and within dragons. Red fives count in most modern rules, kans flip extra indicators, and riichi wins reveal the hidden ura dora underneath. Dora cannot make a hand legal on their own, but they routinely turn a cheap hand into a mangan, which is why counting the live dora is part of reading any table.