Toitoi
By Kenji Tanaka · Updated
Definition
All triplets: every meld in the hand is a triplet or quad, no sequences allowed. Worth 2 han whether open or closed. Pon-heavy hands reach it quickly, and when the triplets stay concealed it stacks toward sanankou or the yakuman suuankou.
Toitoi
Toitoi (対々 / 対々和) is a 2-han yaku in mahjong where all four melds in a winning hand are triplets (either pon or kan). Also known as toitoihou, this yaku requires a hand composed exclusively of triplet combinations, creating a distinctive all-triplets pattern in the melds.
How Toitoi plays out at the table
In standard mahjong hand composition, a winning hand consists of four melds plus a pair (the eye). Most hands use a combination of sequences (chow) and triplets (pung). Toitoi, however, restricts all melds to triplet-only combinations, eliminating sequences entirely.
Hand Structure
A toitoi hand follows this pattern:
- Four triplets: Each meld must be a triplet or quad, whether open (called with pon or open kan) or fully concealed (ankou or closed kan)
- One pair: The eye can be any pair
For example, a valid toitoi hand might include:
- Pon of 1-circles
- Kan of 5-bamboo
- Pon of east wind
- Pon of white dragon
- Pair of 3-characters
Scoring Value
Toitoi carries a base value of 2 han (two doubles). This means:
- Combined with other yaku, it contributes 2 han to the total hand value
- A hand with only toitoi and the base meld (no other yaku) scores as a 2-han hand
- When combined with additional yaku, the han values accumulate
Strategic Considerations
Toitoi hands are relatively difficult to achieve because they require drawing or claiming three of the same tile four times over, more restrictive than mixed hands using sequences. However, they offer strategic advantages:
- Flexibility in sequences: Since sequences aren’t required, players have more freedom in discarding and claiming tiles
- Combination potential: Toitoi frequently combines with other yaku such as honroutou (terminals and honors only) or yakuhai (dragon/wind triplets)
- Kan opportunities: The ability to form kan (four-of-a-kind) within a toitoi hand can trigger additional scoring bonuses
Related Mechanics
Toitoi interacts with other hand-building concepts:
- Kan: When a kan is formed within a toitoi hand, the kan itself may provide additional scoring
- Yakuhai: Triplets of dragons or seat winds automatically qualify as yakuhai, often appearing in toitoi hands
- Chitoitsu: While chitoitsu (seven pairs) is a different yaku entirely, both emphasize pairs and triplets over sequences
Seeing Toitoi in play
Consider this scenario: A player has collected three circles (1, 1, 1), three bamboo (5, 5, 5), three east winds, three white dragons, and a pair of 3-characters. Holding those four triplets plus a lone 3-characters, the player draws the second 3-characters to complete the pair and declares a win with toitoi.
If this hand also includes yakuhai (such as the white dragon triplet), the scoring would be calculated as toitoi (2 han) + yakuhai (1 han) = 3 han total.
Related Terms
Triplet
刻子
A triplet (koutsu) is three identical tiles, concealed (ankou) when drawn yourself or open (minkou) when completed by pon. Concealment is worth money: concealed triplets score more fu, and three or four of them make sanankou or the yakuman suuankou. Triplets power toitoi and yakuhai, at the cost of flexibility, since three copies of one tile is a narrower ask than a run.
Pon
ポン
Pon claims any player's discard to turn your pair into an open triplet, interrupting the turn order to do it. It is the fastest tool in the game and the easiest to misuse, since it opens your hand and kills riichi. Sound pon calls come with a purpose attached: a yakuhai tile, a toitoi plan, or a tanyao hand racing for a cheap finish.
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.