Kanchan
By Kenji Tanaka · Updated
Definition
Kanchan is the closed wait: holding the two outer tiles of a run and needing the middle, like 3-5 waiting on 4. Four winning tiles, tied with penchan for weakest ordinary wait, and usually worth reshaping into a ryanmen when the hand allows it. Its consolation prize is 2 fu.
Kanchan
Kanchan at a glance
Kanchan (カンチャン) is a closed wait or inside straight wait in mahjong, where a player waits for the middle tile of a potential sequence. For example, holding tiles 3 and 5 while waiting for a 4 to complete the sequence 3-4-5. Kanchan is considered the least flexible wait pattern, with only 4 tiles available in the entire deck to complete the hand.
How Kanchan works
Kanchan represents one of the fundamental wait patterns in mahjong strategy. The term literally describes the positioning of the needed tile, it sits in the “kan” (middle) of where a sequence would form. Understanding kanchan is essential for both hand development and reading opponent intentions.
Characteristics
A kanchan wait has several defining features:
Limited Tile Count: Only 4 tiles in the deck can satisfy a kanchan wait. In a standard 136-tile mahjong set, each tile appears 4 times. If you’re waiting for a specific middle tile, you have at most 4 copies available. This makes kanchan significantly less likely to win compared to other wait patterns.
Inflexibility: Kanchan waits cannot be easily modified into other wait patterns. If you hold 3-5 waiting for 4, you cannot pivot this wait into a ryanmen (two-sided) wait without discarding one tile and drawing another. This inflexibility makes kanchan hands more vulnerable as the game progresses.
Positioning: The middle tile requirement means kanchan waits occur only in the numbered suits. You cannot have a kanchan wait on honor tiles themselves, as they don’t form sequences. Kanchan exclusively applies to the numbered suits (man, pin, sou).
Strategic Implications
Players should generally avoid relying on kanchan waits when possible. A ryanmen wait (waiting on either end of a sequence) is preferable because it doubles the available tiles and provides more flexibility. However, sometimes kanchan waits develop naturally during hand progression, and abandoning them entirely may slow down your hand development.
In defensive play, recognizing kanchan waits in opponents’ discards helps predict dangerous tiles. If an opponent has discarded both 3 and 5 of the same suit, they likely aren’t waiting on 4 in that suit, reducing the danger level of that tile.
Kanchan in practice
You hold: 2-3 man, 4-5 pin, and various other tiles. You draw a 5 man, giving you 3-5 man. This creates a kanchan wait, you need a 4 man to complete the sequence. You have 4 possible 4 man tiles available in the deck. This is less desirable than holding 3-4 man, a ryanmen shape waiting on either 2 or 5 man (eight tiles instead of four).
Later in the game, as more tiles are revealed, the probability of drawing your needed 4 man decreases. If opponents have already discarded two 4 man tiles, only 2 remain in the deck, making your kanchan wait even less likely to complete.
Related Terms
Penchan
辺張
Penchan is the edge wait: 1-2 needing 3, or 8-9 needing 7. Four winning tiles, one direction, the same weakness as kanchan, plus the same 2 fu consolation. It is a standard candidate to break when improving shape at iishanten, since a ryanmen accepts twice as many tiles.
Ryanmen
両面
Ryanmen is the two-sided wait, the best ordinary shape in the game: hold 4-5 and win on 3 or 6, eight live tiles against four for the inside waits. Wait width is win rate, so hand-shaping revolves around making and keeping ryanmen, and pinfu requires finishing on one. Its lone quirk: a ryanmen adds no wait fu, which is exactly why pinfu's flat 20 exists.
Tanki
単騎
Tanki is the pair wait: four melds done, one lone tile waiting to pair up. Three live tiles makes it the narrowest wait, but also the most mobile, since you can slide it to almost any tile you hold. That mobility makes tanki the shape of choice for dodging danger or camping on a tile opponents consider safe. Chiitoitsu always ends on one, it adds fu, and a tanki on a value tile can add more.