User blog:KyuuAL/Mahjong Achievement List

The following are a list of "achievements" to mahjong. This list is devised by myself with the help of others across the Internet.

Scoring

 * Double Baiman
 * Be one of two double ron winners, with both hands baiman or greater


 * Plus Minuses
 * +90 game
 * +100 game
 * +125 game
 * +150 game
 * +200 game


 * Phoenix Sen-ten
 * Comeback to win after dropping under 1000 points during a game


 * Deathly Win
 * Comeback to win after dropping to 0 points exactly during a game


 * Power Nomi
 * 1 han 110 fu hand


 * Double Power
 * 2 han 110 fu hand


 * Smallest Mangan
 * 3 han mangan hand


 * Reverse Saki
 * When someone else calls a kan that results in you getting +/- 0.


 * Yakitori Win
 * Win a game without winning a hand


 * Deep Hole
 * Knock a player less than negative 80


 * Zero Finish
 * Finish a game with exactly 0 points


 * Tie for the Win
 * Have a tied score for first place, but win based off of the tie-breaker


 * Back to Square One
 * Finish a game with the same number of starting points as the beginning, after a combination of point losses and gains equal to that of zero


 * Back to Square Two
 * Finish a game with the same number of starting points as the beginning, after a combination of point losses and gains equal to that of zero involving point exchanges of mangan or greater

Discards

 * Nagashi
 * Nagashi mangan


 * Empty Pile
 * Your first 12 discards are taken by the other players


 * Dora Drop
 * Your first 4 discards are dora


 * Ura Drop
 * Your first 4 discards are ura-dora


 * Picky Steal
 * Limit hand development to discards called from one player, and winning the hand from the same player

Dora-based

 * Dora Magnet
 * Win with possession of all revealed dora in a hand


 * Triple dora
 * Win with possession of at least a single dora marked by 3 dora indicators (either by kan and/or ura)


 * Quad dora
 * Win with possession of at least a single dora marked by 4 dora indicators (either by kan and/or ura)


 * Maxed dora
 * Win with possession of a single red-5 marked by 4 dora indicators (either by kan and/or ura)


 * Dora Ten
 * Score 10+ dora


 * Kazoe-Nomi
 * Kazoe-yakuman, scoring 1-han with 12+ dora


 * Unassisted Baiman
 * Baiman without dora


 * Unassisted Sanbaiman
 * Sanbaiman without dora


 * Unassisted Yakuman
 * Kazoe-yakuman without dora

Yaku-based

 * Kokushi Pinfu
 * Take a Kyuushu Kyuuhai dealt hand and transform it into a pinfu


 * Double West Win
 * Win the game with Double West


 * Deja Vu
 * Score the same exact hand twice in a game


 * Pairless Seven
 * Chii Toi without starting with a pair

Riichi-based

 * Riichi Four
 * Riichi four consecutive hands and win with each


 * Triple Riichi Smash
 * Escape a triple riichi situation (3-players in riichi) by winning with a baiman+ hand


 * Double Riichi Ron
 * Call Ron on someone's dicarded Double Riichi tile

Kan-based

 * Just Rinshan
 * Rinshan nomi


 * Kan Kan Tsumo
 * Rinshan after 2 consecutive kans


 * Kan Kan Kan Tsumo
 * Rinshan after 3 consecutive kans (See Saki (1))


 * Three Kans
 * San Kansu


 * Four Kans
 * Suu Kansu


 * Saki Yakuman
 * Yakuman with rinshan


 * Just Chankan
 * Chankan nomi


 * Chankan Plus
 * Chankan plus other yaku


 * Chankan Hell
 * Chankan with a Kachan


 * Kan Block
 * Deprive another player by possessing all possible waits with kans

Haitei/Houtei

 * One Moon
 * Haitei nomi


 * One River
 * Houtei nomi


 * Moon Target
 * Riichi Haitei Ippatsu Tsumo (see The Koromo)

Other yaku combinations

 * Triplet-Quad Combo
 * Tanyao, Toi Toi, San Ankou, San Kansu


 * End Copies
 * Junchan, Sanshoku


 * Doubled Ends
 * Junchan, Sanshoku, Iipeiko


 * Pure Ryan
 * Chinittsu, Ryanpeiko


 * Pure Ryan Ends
 * Chinittsu, Ryanpeiko, Junchan


 * Solid Pairs
 * Chinittsu, Chii Toitsu


 * Four Copies
 * Ryanpeiko, with both Iipeikos the same number sequences


 * Max Han
 * Riichi, Ippatsu, San Ankou, San Kansu, Shousangen, Honittsu, Honroutou, Toi Toi, Double Tong/Nan and Dora 32 (Total han: 51)

Yakuman

 * One Dragon
 * Daisangen, starting with just a pair of one sangenpai


 * Long Thirteen
 * Kokushi Musou, starting with less than 6 elements


 * Dragonless Greens
 * Ryuu Iisou, without hatsu


 * Endless Nine
 * Chuuren Poutou, starting without any terminals


 * Furry Chuu
 * Churren Poutou while furiten


 * Luck yakuman:
 * Tenhou, Chihou


 * 2X
 * Double yakuman


 * 3X
 * Triple yakuman


 * 4X
 * Quadruple yakuman


 * 5X
 * Quintuple yakuman


 * The Ultimate Yakuman
 * Tenhou, Daisusshi, Suu Ankou, Tsu Iisou, Suu Kansu (All in one hand)


 * POW
 * Score yakuman with the Pao Rule


 * Yakuman Cockblock
 * Preventing opponent yakuman


 * Yakuman Again
 * Score yakuman+ with at least two hands during a game


 * Yakuman Transition
 * Achieve tenpai yakuman, break tenpai, and then morph the hand into another yakuman tenpai


 * Yakuman Fail
 * Score a yakuman and still lose the game


 * Out of Nothing
 * Score a yakuman with no part of the hand dealt.
 * Examples: Kokushi without starting any of the honor/terminals, Chuuren Poutou without starting a tile of a particular suit, Ryuu Iisou without starting any green tiles, etc.


 * Yakuman Anyways
 * "Win" a yakuman hand but decline the win, only to score yakuman later anyways

Opponent

 * Cast into Hell:
 * Sending a player into the negative


 * Doublecast to Hell
 * Sending two players into the negative


 * All Hellbound
 * Sending all three players into the negative

Folly

 * Death by Yakuman
 * Dying to a yakuman


 * Yakuman Challenger
 * Declare riichi against obvious or exposed yakuman hands


 * Tenhou Decline
 * Double riichi furiten


 * Yakuman Decline
 * Decline the win to a yakuman


 * Pow, Right in the Kisser
 * Playing into a Pao Rule


 * Discarded Kokushi
 * Calling Kyuushuu Kyuuhai with a Kokushi tenpai


 * So Close, yet So Far
 * Score between 29,500 to 29,900 in Orasu, and fail to win the game


 * Double Renhou
 * Declare double riichi, only to fall into double ron on riichi discard


 * Double Baiman
 * Play into double ron, where both are baiman+

Real life

 * Real Life Jong
 * Play the game in real life


 * Tourny
 * Tournament participation

Tenhou.net

 * R2000
 * Joukyuu
 * Tokujou
 * Houou
 * Your highest Kyuu/Dan ranking
 * Play 500 games
 * Play 1,000 games
 * Play 2,000 games
 * Play 5,000 games
 * Play 10,000 games

Saki character based

 * The Kuro
 * Win a hand containing all the doras.


 * The Saki I
 * Win by rinshan kaihou after 3 kans in a row


 * The Saki II
 * Score +/-0 for 3 games in a row


 * The Saki III
 * Go from 2-shanten to tenpai relying on the dead wall


 * The Saki IV
 * Score rinshan at least 3 hands in a row


 * The Yuuki
 * Win with a dealer baiman or more in the first hand, and then go on to lose the match


 * The Nodoka
 * Win a perfect game.


 * The Hisa
 * Win a hand after deliberately discarding a 5+ way wait for a hell pair wait.


 * The Koromo
 * Win a hand on the last tile, after declaring riichi on the last possible opportunity by discarding the tile you just picked up. In other words, Riichi, Haitei, Tsumo.


 * The Toyone
 * Every time someone declares riichi, you must immediately follow it up with a riichi of your own, and then win off the first tile discarded by the person who declared riichi. Only counts if this happens at least twice in one hanchan.


 * The Sumire
 * At the start of every hand, pick a player. You may only win the hand by ron off that player. Place first at the end of a complete hanchan by doing this.


 * The Kasumi
 * Win a hand having not drawn (including in your initial hand) any tiles of two of the suits. First round wins do not count.


 * The Yumi I
 * Win with a Kokushi and Chankan off a concealed kan.


 * The Yumi II
 * Break a tenpai hand and rearrange a new tenpai hand to win via Chankan.


 * The Yuu
 * Win a hanchan, using only tiles which have red on them.


 * The Teru
 * Win 5 or more consecutive hands, with every hand being worth more than the one before.


 * The Takami
 * Set up a situation where Takami would be guaranteed to self draw a yakuman in the final round.


 * The Hatsumi
 * Get one of the wind-based yakuman both times you are in the north seat.


 * The Toki
 * Win with an ippatsu tsumo after every time you declare riichi. You must not win with a concealed hand without declaring riichi, and you must not play into another hand at any point. You must win the hanchan by doing this.

Other anime-based

 * Rising Sun (Legend of Koizumi)
 * Kokushi-13 winning with 1-pin


 * Chombo Deny
 * Deliberately deny a player's baiman+ hand via chombo