Mahjongg Glossary

An A–Z reference of American Mah Jongg terms, tiles, and phrases. Jump to a letter below or click any term for a full explanation.

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13579
An NMJL card category built entirely from the odd numbers 1, 3, 5, 7, and 9.
152-Tile Set
The standard count of tiles in an American Mah Jongg set: three suits of 1–9 (four of each), Winds, Dragons, Flowers, Seasons, and Jokers.
2468
An NMJL card category built entirely from the even numbers 2, 4, 6, and 8.
369
An NMJL card category built from the numbers 3, 6, and 9.

A

Acrylic Tile
A modern tile made of acrylic, prized for its clarity, weight, and durability compared to older tile materials.
Addition Hand
An NMJL card category where groups of tiles are arranged so their numbers add up to a target value.
American Mah Jongg
The variant of Mah Jongg played in the United States under NMJL rules, using the Charleston and an annually updated card.
Any Like Numbers
An NMJL card category where every set in the hand uses the same number, across different suits.
Attack Hand
Playing aggressively toward your own Mah Jongg, prioritizing speed over caution.

B

Backup Hand
A secondary pattern kept in mind in case your primary hand falls apart.
Bam
Short for "Bamboo" — one of the three numbered suits, numbered 1 through 9.
Blind Pass
Passing your incoming Charleston tiles back out again without looking at them.
Blocking
Deliberately holding or discarding tiles to slow down an opponent you suspect is close to Mah Jongg.
Bone & Bamboo Tile
An older style of tile, traditionally made with a bamboo back and a carved bone or ivory face.
Breaking the Wall
The moment East, guided by the dice roll, opens their wall so tiles can begin to be dealt.
Building the Wall
The setup step where each player stacks their tiles into a wall two tiles high in front of them.

C

Called Tile
A discarded tile claimed by another player to complete a Pung, Kong, or Quint.
Calling
Claiming a discarded tile to complete a Pung, Kong, or Quint, which must then be exposed.
Calling Out an Error
Speaking up when a mistake — such as a wrong tile count or a false Mah Jongg — happens during play.
Calling Priority
The rule that determines who may claim a discarded tile when more than one player wants it.
Card Category
One of the labeled sections on the NMJL card grouping similar hand patterns together, such as 2468 or Consecutive Run.
Card Legend
The key printed on the NMJL card explaining its abbreviations, symbols, and suit color-coding.
Card Purchase
Buying the current year's official NMJL card, required to play with that year's hands.
Card Year
The one-year period during which a specific NMJL card's hands are the official ones in play.
Charleston
The compulsory tile-passing exchange at the start of every hand, used to improve each player's tiles.
Charleston Strategy
The set of priorities — clearing space, choosing a direction, then committing — that guide what to pass and keep during the Charleston.
Chinese Mahjong
An older, related tile game from which American Mah Jongg descends, played with different scoring and no Charleston.
Closed Hand
A colloquial term for a hand kept fully concealed until Mah Jongg is declared.
Committing to a Hand
The point in play where a player narrows their tiles toward a single card pattern.
Concealed Hand
A hand kept entirely hidden until the winning tile completes it.
Concealed Joker
A Joker held inside a player's hidden hand rather than an exposed set.
Concealed Kong
A Kong completed entirely from tiles drawn into your hand, kept hidden rather than exposed.
Concealed Pung
A Pung completed entirely from tiles drawn into your hand, kept hidden rather than exposed.
Concealed Requirement
A card marking (often a "C") indicating a hand must be played entirely concealed to count.
Concealed Set
A matching group of tiles kept hidden in a player's hand rather than exposed on the table.
Consecutive Run
An NMJL card category built from tiles in numerical sequence, such as 4-5-6-7.
Courtesy Pass
An optional exchange of tiles between two players after the Charleston, by mutual agreement.
Crak
Short for "Character" — one of the three numbered suits, numbered 1 through 9.

D

Dead Hand
A hand that can no longer be completed under the current card, usually due to a tile shortage or a miscalculated call.
Dead Tile
A tile that can no longer help complete any hand you're realistically working toward.
Dealer
The player in the East seat for the current hand, responsible for starting play.
Declaring Mah Jongg
The act of announcing a completed, valid hand to end play.
Defense
Playing to avoid feeding opponents' hands, sometimes at the cost of your own progress.
Dice
Used at the start of the game to determine seating and who breaks the wall first.
Discard Pile
The growing collection of tiles thrown away by all players during a hand, visible to everyone at the table.
Discard Speed
How quickly a player discards after drawing — slow play can be considered a courtesy lapse at a social table.
Discarding
Placing an unwanted tile face-up in the middle of the table for others to see.
Dot
Short for "Circle" — one of the three numbered suits, numbered 1 through 9.
Dragon Tile
One of three honor tiles — Red, Green, and White (Soap) — collected for certain card hands.
Draw
Taking the next tile from the wall on your turn — another word for Picking.

E

East Seat
The dealer's position for the current hand; rotates to a new player after each hand.
East Wind
The Wind tile — and table position — that starts the hand.
Etiquette
The unwritten and written courtesies expected at the Mah Jongg table.
Exchange
Another word for the Charleston — the tile-passing ritual that opens every hand.
Exposed Joker
A Joker used inside an exposed set, visible and available for any player to swap out.
Exposed Kong
A Kong completed by calling a discard, and therefore shown face-up on the table.
Exposed Pung
A Pung completed by calling a discard, and therefore shown face-up on the table.
Exposed Requirement
The absence of a concealed marking on a hand, meaning it may be completed with exposed sets.
Exposed Set
A group of matching or Joker-substituted tiles laid face-up on the table.
Exposure
Any set of tiles a player has revealed on the table, either by calling or by choice.

F

False Mah Jongg
An incorrect Mah Jongg declaration — a hand that doesn't actually match any pattern on the card.
First Charleston
The mandatory first round of the Charleston — three full passes (right, across, left) that every player must complete.
Flexibility
Keeping tiles that could work toward more than one possible hand.
Flower Tile
A decorative honor tile, collected as its own small group on many NMJL hands.

G

Grabbing
Picking up the three tiles passed to you during a Charleston step.
Green Dragon
One of the three Dragon tiles.

H

Hand Reading
The overall skill of piecing together an opponent's likely hand from their exposures, discards, and passes.
Hand Selection
The strategic process of choosing which card pattern(s) to build toward, based on your starting tiles.
High-Value Hand
A hand pattern worth more points, typically because it's harder to complete — often Jokerless or concealed.
Honor Tile
A Wind or Dragon tile — the non-numbered "honor" tiles used for specific card categories.
Host
The player responsible for organizing a game session, often providing the table and card.
Hot Tile
A tile that appears to be exactly what an opponent needs, based on their exposures and discards.

J

Joker
A wild tile that can substitute for almost any tile in an exposed set.
Joker Exchange
Swapping a Joker out of an opponent's exposed set for the natural tile it represents.
Joker Swap
Another name for a Joker Exchange — trading the natural tile for a Joker in an exposed set.
Jokerless Hand
A hand pattern on the NMJL card that specifically forbids the use of Jokers.

K

Kibitzing
Watching a hand in progress and commenting on it — generally discouraged unless invited by the players.
Kong
A set of four matching tiles, which may include one or more Jokers.

L

League Play
Organized recurring play, often affiliated with or following NMJL conventions.
Line
One specific hand pattern printed on a row of the NMJL card.
Live Wall
The remaining, undrawn tiles in the wall as a hand progresses.
Loaded Hand
A hand holding several Jokers or strong pairs, giving it many ways to reach Mah Jongg.
Loading a Hand
Adding extra Jokers or flexible tiles to a hand beyond the minimum needed, to speed up completion.
Low-Value Hand
A hand pattern worth fewer points, typically easier or faster to complete with Jokers.

M

Mah Jongg
The winning call made when a player completes a valid hand from the current NMJL card.
Mah Jongg (Spelling)
The two-word, double-G spelling adopted by the NMJL as the official name of the American game.
Mahjongg Club
A regular group of players who meet to play American Mah Jongg socially.
Mixed-Suit Hand
A hand pattern that draws from more than one numbered suit.
Muggins
Calling out an opponent's mistake — such as a false Mah Jongg — during or after a hand.

N

New Player Courtesy
The patience and guidance experienced players extend to beginners still learning the flow of the game.
NMJL
The National Mah Jongg League — the organization that publishes the official American Mah Jongg card each year.
NMJL Card
The annual scorecard, published by the National Mah Jongg League, listing that year's official winning hands.
North Wind
One of the four Wind tiles, marking a seating position at the table.
Number Tile
Any tile from 1–9 in the Bam, Crak, or Dot suit.

O

Open Hand
A colloquial term for a hand built using exposed sets rather than staying fully concealed.
Optional Pass
Another name for the Second Charleston, since it only happens if every player agrees to it.

P

Pair
Two matching tiles held together, often the final piece needed for Mah Jongg.
Passing
The act of handing three unwanted tiles to another player during the Charleston.
Passing Etiquette
The courtesy of passing tiles promptly and without commentary during the Charleston.
Picking
Drawing the next tile from the wall on your turn.
Point Value
The score assigned to a completed hand, printed alongside its pattern on the NMJL card.
Practice Hand
A guided example hand used to rehearse decision-making outside of live play.
Pung
A set of three matching tiles, which may include a Joker.
Pusher
A small tool used to slide a row of tiles forward on the rack.

Q

Quint
A set of five matching tiles, only possible with the help of Jokers.

R

Rack
The plastic ledge each player uses to hold and hide their tiles.
Rack Height Rule
The convention that a rack's ledge should hide your tiles from other players' view.
Reading Exposures
Studying opponents' exposed sets to estimate which hand they're building and how close they are to Mah Jongg.
Reading the Discards
Tracking which tiles have already been thrown away to infer what opponents need or have given up on.
Red Dragon
One of the three Dragon tiles.
Retained Tile
A tile deliberately kept in hand rather than discarded or passed, usually because it supports your target pattern.
Riichi Mahjong
A modern Japanese variant of Mahjong with its own distinct rules, popular in competitive and online play.
Rolling the Dice
The setup step used to determine seating and where the wall is broken.
Rotation
The changing of the East (dealer) position from hand to hand over the course of play.
Rotation of Host
Sharing hosting duties among a regular group across sessions.

S

Safe Tile
A tile unlikely to help any opponent complete their hand, based on what's been exposed and discarded.
Same-Suit Hand
A hand pattern built entirely from one numbered suit.
Sample Rack
A photographed example rack, loaded with tiles, used in teaching materials to show a real hand in progress.
Season Tile
A decorative honor tile similar to Flowers, sometimes grouped with Flower-related card categories.
Seating
The arrangement of the four players around the table, each assigned a Wind position for the hand.
Second Charleston
The optional second round of the Charleston, played only if all four players agree to continue.
Section
A grouping of related lines under one card category, often sharing a suit requirement.
Self-Drawn Tile
A tile picked directly from the wall, as opposed to one claimed from another player's discard.
Sextet
A set of six matching tiles, only possible with the help of Jokers.
Single
One isolated tile required by certain NMJL hands, most often in Singles and Pairs patterns.
Single-Suit Hand
Another name for a Same-Suit Hand — every numbered set comes from one suit only.
Singles and Pairs
An NMJL card category made up entirely of lone tiles and pairs rather than Pungs or Kongs.
SOAP
Another name for the White Dragon
South Wind
One of the four Wind tiles, marking a seating position at the table.
Sportsmanship
Playing fairly, graciously, and patiently, win or lose.
Standard Hand
A hand pattern that appears on the card every year in some form, as opposed to a newly introduced one.
Suit
One of the three numbered tile families — Bam, Crak, and Dot — each running from 1 to 9.
Suit Count
Tracking how many tiles of each suit you're holding, used to decide which suit to commit to.

T

Table Manners
General courteous behavior at the table — patience, quiet during others' turns, and respectful play.
Table Talk
Conversation or commentary during play that could reveal information about a player's hand.
Tile
A single playing piece in Mah Jongg, one of 152 in a standard American set.
Tile Count Tracking
Keeping mental track of how many of a needed tile remain unseen in the wall or opponents' hands.
Tile Efficiency
Getting the most value from every tile kept, discarded, or passed.
Tile Matching
Identifying which tiles in your hand pair, group, or connect toward a target pattern.
Tournament Play
Competitive Mah Jongg play, typically following standardized rules and timing across multiple tables.
Turn Order
The counter-clockwise sequence in which players draw and discard during a hand.
Twittering of the Sparrows
Shuffling of the tiles before building the walls.

W

Wall
The stack of tiles built by each player at the start of the hand, drawn from during play.
Wall Game
A hand that ends with the wall exhausted and no player able to declare Mah Jongg.
Wall Straightener
A tool used to square up and straighten a built wall of tiles on the rack.
Washing the Tiles
Shuffling the tiles before building the wall.
West Wind
One of the four Wind tiles, marking a seating position at the table.
White Dragon (Soap)
The blank-faced Dragon tile, nicknamed "Soap" for its plain white appearance.
Wind Chart
The rotation chart used to track which player is East, South, West, and North across a full session of play.
Wind Tile
One of four honor tiles — East, South, West, and North — used for seating and certain card hands.
Winds-Dragons
An NMJL card category built from Wind and Dragon honor tiles rather than numbered suits.
Winning Hand
The completed, valid pattern a player holds when declaring Mah Jongg.
Winning Tile
The specific tile that completes a hand at the moment Mah Jongg is declared.

Y

Year Hand
A hand on the NMJL card that incorporates the current card year's digits, such as its date.