はねマン

    noun (common) (futsuumeishi)
  1. win worth 12000 points (or, if dealer, 18000 points)mahjong
Forms
  • はねマン
  • ハネマン
  • はねマン
  • はねマン
  • ハネマン
Generated definitions (experimental)
  1. win worth 12000 points (or, if dealer, 18000 points)
  2. This term is used in the context of the Japanese card game Mahjong, where it refers to a specific score value awarded for a winning hand, especially when the player achieves a particular combination of tiles. The score can vary depending on whether the player is the dealer or not.
Generated collocations (experimental)
to win a hand worth 12000 pointsthe hand that wins 12000 pointsto aim for a jump handpoint value of a jump handthe theory behind jump handsto achieve a jump handto face off against a jump handto jump (in the context of points or scoring)to consider a jump hand as high riskstrategy for achieving a jump hand