Sankantsu
By Kenji Tanaka · Updated
Definition
Three kans declared by one player in a single hand, worth 2 han. Rare, fu-heavy, and dora-volatile, since every kan flips a new indicator for the whole table. A fourth kan would upgrade it to the yakuman suukantsu.
Sankantsu
Sankantsu (三槓子, さんかんつ) is a 2-han yaku where you have three kans (quads of four identical tiles) in your hand. The fourth meld can be anything (triplet or sequence), plus one pair. Sankantsu is very rare due to the difficulty of collecting four each of three different tiles. One more kan would upgrade to the yakuman suukantsu.
Sankantsu in detail
Requirements
To achieve sankantsu, you must have:
- Three kans: Any combination of ankan (concealed), minkan (open), or shouminkan (added kan)
- Fourth meld: Can be a triplet or sequence
- One pair: As usual
For example: 4-4-4-4 bamboo (kan), 7-7-7-7 characters (kan), South-South-South-South (kan), 5-6-7 dots (sequence), and a pair of 9-man.
Kan Types
Sankantsu accepts any kan type:
- Ankan (concealed kan): Four identical tiles from your closed hand
- Minkan (open kan): Calling another player’s discard to complete four tiles
- Shouminkan (added kan): Adding a fourth tile to an existing pon
Mixing types is common, you might have two minkan and one ankan, for instance.
Strategic Implications
Kandora Bonanza: Each kan reveals one new kandora (additional dora indicator). Three kans means three extra kandora indicators, potentially adding massive han from dora. A sankantsu hand with favorable kandora can reach mangan or higher easily.
Toitoi Likely: Since sankantsu requires three sets of four identical tiles, your hand likely includes toitoi (all triplets) unless your fourth meld is a sequence.
One Step from Yakuman: If you achieve a fourth kan, sankantsu upgrades to suukantsu (yakuman). However, in most rule sets the hand ends in an abortive draw (suukaikan) once four kans have been declared by two or more different players; only a single player making all four kans may continue toward suukantsu.
Rarity
Sankantsu is very rare because:
- Tile requirements: You need four each of three different tiles, 12 specific tiles from sets containing only four of each type
- Opponent calls: If opponents call pon or kan on tiles you need, you cannot complete sankantsu
- Draw luck: Self-drawing four identical tiles three times is statistically improbable
Kan Declaration Timing
Ankan safety: Declaring concealed kan doesn’t expose tiles to opponents but reveals new kandora (which might help others).
Minkan opportunity: Calling kan on discards speeds up completion but opens your hand and signals your strong triplet-based structure.
Four Kan Rule: If four kans are declared by two or more different players, the hand ends in an abortive draw (suukaikan) after the fourth kan’s discard settles. Be aware of other players’ kans.
Sankantsu at the table
Early in the hand, you draw four 3-bamboo tiles and declare ankan. Later, an opponent discards 8-characters when you hold three, so you call kan (minkan). You then draw four White dragons over several turns and declare ankan again. Your hand: 3-3-3-3 bamboo (ankan), 8-8-8-8 characters (minkan), White-White-White-White (ankan), plus any meld and pair. You score sankantsu (2 han) plus any other yaku. The three kandora indicators revealed might add significant additional han, pushing your hand into mangan or baiman territory.
Related Terms
Kan
槓
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.
Suukantsu
四槓子
Four kans by a single player, a yakuman and one of the least frequently completed hands in mahjong. Under many rules, four kans split across two or more players end the hand in an abortive draw instead, so only a solo collector can finish it.
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.